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Aura of Worlds News

Engine Enhancements + Direct X Support

Hi everyone,

This past couple of months, we've been doing significant engine enhancements with a port to Direct X.

We hope to support more lower-end computers and port to new platforms. The latest versions use only half the memory of the predecessor.

Since 2013, we had been using SFML libraries to connect to OpenGL and Open Audio. The new port to MonoGame is what directly supports Direct X (both are available in the launch options).

We anticipate having Ports for Mac and Linux ready for you very soon.

Updates 0.82.5 and 0.82.8

[h3]Patch 0.82.8 [/h3]
  • Fixed bug with being forced to do the tutorial if you had a controller.
  • Fixed a bug where pressing back on the Choose Equipment Menu in the hub, reloaded the splash screen.
  • Fixed not being able to set alt-item in certain scenarios with the weapon wheel.


[h3]Update 0.82.5 :[/h3](1st February 2020)
  • Updated music logic for early areas.
  • Audio additions...
  • Refinements to tutorial
  • Boomerangs can no longer stun lock opponents, but have a longer stun duration.
  • Skeletons have a reaction delay if you get behind them while they swing their weapons (dashing/rolling/etc.)
  • Fixed bug where visiting the hub counted as a run.
  • Updated credits page


We're working on some engine updates to support more platforms in the near future...

Update Set 0.82.X: Better Level Generation, Hub 2.0 and More! +Bushfire Appeal

Hi everyone,

We’ve been working on multiple enhancements and new features for you, over the past couple of months:

[h2]New Hub[/h2]
  • Now almost double the size with far more polish than its predecessor.
  • Added a plethora of decorations and new tiles.
  • Added difficulty select station.


[h2]Better Level Generation:[/h2]
  • Level rooms are connected in an even more varied network, joining in a more labyrinth-like fashion.
  • Tuned down the probability of large pits.
  • Rebuilt the method of random tile graphic selection, to be much less repetitive.
  • Chests are more spread out, with higher reward chests more likely to occur in dangerous detours.
  • Grotto tiles have a cleaner generation pattern:


[h2]Graphics:[/h2]
  • New background objects, including these stained glass windows:
  • Various U.I. improvements including an updated confirmation dialog box.
  • New terrain tiles including those in the picture above.
  • Certain background objects can give off a glow when appropriate.
  • Updated the sprites of some collectable runes.


[h2]Bug Fixes/Balance changes:[/h2]
  • Made the player's hitbox snap more accurately to the animations.
  • Fixed colliders on the wooden platforms seen in the hub.
  • Fixed diagnostic script printing to console continuously.
  • Fixed a glitch where the first grotto level was sometimes too short.
  • Tutorial Level 1 has been rebuilt
  • The poison status effect now carries more of a punch.

And much more...

[h2]More updates/patches in February[/h2]
See next announcement for full details.

[h2]Bushfire Appeal[/h2]
The recent Australian bushfires have caused devastation to homes, wildlife, property, and human lives. This has been on a scale unprecedented since the 1970s.
As Australians, it grieves us to see the disaster hurt those around us.

In response to this, we will be donating all proceeds from sales to the bushfire relief:
from the 1st of January to the 5th 7th of February.
This includes the following charities:


[h3]To be transparent about what this means:[/h3]
  • All proceeds exclude taxes and Steam’s cut.
  • The charities listed above, have ways to donate directly to them. This is much more efficient as they’re not subject to the fees that we are.
  • If roguelites/platformers aren’t the type of game you enjoy at this stage than don’t buy (there are other ways of contributing to the appeal, for those interested).
  • We receive proceeds from sales, one month after the end of January, though we will offset this with the previous month's sales in the meantime.
  • If anything is unclear, please feel free to enquire either by email [email protected] or by posting a comment here.


Thank you!

Merry Christmas 🎁🎄 + Update 0.81.31

Merry Christmas everyone!

The changes are as follows:
  • Significant rework of room placement generation. Resulting in, less predictable paths, that requires more exploration.
  • Both arrows and chakrams can be coated in poison or armor breaking sap.
  • Bugfix: Mines, lantern traps and brazier traps, properly flash red to warn you (previously they weren't fully ported to the color new system),
  • Numerous balance adjustments and small U.I. enhancements.


The game is currently on sale for the festive season!

NOTE: These changes are the start of a larger update set which we look forward to rolling out to you soon!

Update Set 0.80.56 👻🎃

Happy Halloween Everyone 💀!

With Update 0.80.56, we have quite a number of additions for you:

The Hub:


This starter world comes with portals to the various areas and crafting stations for:
  • Cosmetics.
  • Unlockables.
  • Pets
  • Starting Equipment Options
  • Character Backgrounds


This allows for much fewer menus, between you and the perils beyond!
Additionally, it provides you with unlimited ammo and mana to test your abilities before you jump into the fray.

Engine Overhaul:

We've been rewriting of over 300 code files in preparation for porting to other operating other than Windows. These changes also bring optimizations to allow the game to run better on low-end computers.



Halloween event (31st October, till the 6th of November)

Joining in the festivities for a week:
  • The Hunter enrages faster.
  • Undead foes have an increased chance of spawning
  • + 16% XP for runs during this period.

  • The game is on sale!



Personal note

Sorry that this update set has taken longer than our usual cycle;
we encountered some financial challenges with some of the changes to Steam on the 12th of September.
We're back on track now, and shall continue providing more updates for this amazing community!