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Dark Envoy News

Living world - Choices



Similarly to our previous post on Steam, this time we decided to delve into one of the game mechanics that might seem straightforward at first glance but possesses deeper layers. Since the following section will explore one of the first choices players encounter during their playthrough, a spoiler alert is in order!



One of the earliest decisions that directly impacts the narrative is our initial encounter with bandits Jeremy, Jeff, and Johnny, who guard the entrance to ancient ruins.

As it turned out, over 60% of players decided to stand up against them instead of striking a deal. This decision, as you can imagine for obvious reasons, prevented their appearance in the future steps of your journey.



If, however, you choose to parley with them, you’ll cross paths again in the City of Bones. There, you must once more decide whether to fulfill your agreement. It turns out that 81% of players chose to pay them, thus causing Jeremy, Jeff, and Johnny to remain in the city and embrace their ‘heroic’ side, as they aid in its defense later on.



Their story doesn't end there. You can encounter them again in Act 3 of the game. Just before the upcoming battle with one of the bosses, depending on whether you paid them, they can either join forces with you in the fight or support the enemy side.





While certain choices may initially appear inconsequential, they hold the potential to significantly impact the game world, shaping the moral compass of your characters and influencing the game’s ending. The final outcomes depend on whether the player leans towards altruism or pragmatism in their decisions.

So, as you can see, one playthrough of the game is not enough to explore all the possibilities. Hope we've managed to encourage you to further explore the game, and remember, we are committed to making this game as perfect as it can be.

The Dark Envoy team 🛡️✨

https://store.steampowered.com/app/945770/

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HOTFIX 7 - 11.01.2024

First of all, I want to thank you all for your consistent feedback. Thanks to it, we were able to address and fix reported issues in this hotfix. Please continue to make in-game reports, even if you did not encounter any issues. Any form of feedback and ideas are also greatly appreciated.

Version: 1.2.2.70959; download size: 1.7GB
[h3]Hotfix 7 - All changes:[/h3]
  • Fixed several issues causing crashes upon exiting the game and recalling from a location. If you still experience crashes, please restart the game after it happens and use the “Report Issue” from the main menu immediately after it boots up.
  • Various other fixes improving game stability.
  • Fixed a potential blocker that stopped players from recalling after the Joe Mana fight if they were supported by friendly bandits.
  • Fixed an issue causing beam weapons (e.g. the Revenant Gear Spider) dealing double damage.
  • Fixed a co-op issue causing the client to attack with extremely high speed.
  • Fixed a co-op issue that could result in the client being stuck in attack animation, blocking them from movement and resulting in a failed attack.
  • Fixed co-op issues caused by the client joining a game while the host is on the world map.
  • Enemies will no longer drop items of a lower tier than the one spawning in chests on the current level.
  • Inner Void and Stormbringer enchantments will no longer cause extremely high Mana degen.
  • Nice to Meet Me enchantment will now work correctly when stacked.
  • Fixed Revenant clones spawning with incorrect Damage values, causing them to deal extremely low Damage.
  • Combat Medic: Medic Golem’s responsiveness was greatly improved. It will no longer idle instead of healing critically wounded allies nearby.
  • Combat Medic: Healing Crystal will no longer increase cooldown at skill level 3.
  • Player party entering a random dungeon should no longer spawn within enemies’ line of sight.
  • Guardian: Fixed Shield Master passive skill causing movement issues if a unit was not equipped with a shield.
  • Inquisitor: Deflector Shield will now correctly mitigate Damage and reflect it.
  • Engineer: Fixed an issue with Mana Absorb passive skill not applying correctly.
  • Constructor: Charge/Quickcharge Rod will now correctly scale with summoner’s Skill Power at skill level 3.
  • Assassin: Fixed an issue with the Slaughter skill (and its variants) that locked the unit if the player attempted to cancel its cast.
  • Sold items will no longer disappear from stores upon entering the ship Training Room.
  • Rotmorph and Voidmorph Hybrid enemies have had their Damage types switched to better match the unit’s look.
  • Bosses HP scaling was greatly reduced on higher difficulty levels.
  • Fixed certain unique items having incorrect stats at a higher tier.
  • Removed stat discrepancies between Challenge rewards items and their regular counterparts.
  • Increased Unique Armors’ base stats (Armor and Magic Shield values)
  • Lowered HP Regen modifier on Leader’s Helmet.
  • Numerous improvements to language versions, eliminating leftover untranslated strings and overflowing text.
  • Disabled redundant Mana bars on city NPCs that occasionally caused graphical glitches on their unit popups.
  • Fixed stats and resistances order in item comparison to match between compared items.
  • Client will no longer receive notifications for all previously completed quests upon joining a game.
  • Removed redundant menu buttons that appeared in the “load game” screen in the main menu.
  • Fixed an issue causing boxes in the inventory screen to glitch occasionally.
  • Removed several cases of the game displaying graphical glitches upon loading a new level, immediately before it initializes a cutscene.
  • Visual improvement to the class selection screen.
  • Fixed an issue causing controllers glyphs to disappear when swapping the input device.
  • Fixed icons not displaying correctly in certain codex entries for languages other than english.
  • Fixed an issue causing certain hoverable elements in cities to not be intractable if they’re far from player units.
  • Crafting menus will now correctly display the number of unlocked recipes of a given category.
  • Player name no longer accepts non-alphanumeric characters that were not displayed correctly.

Please continue to share your feedback with us. The best way to do it is via the in-game "Report Issue" option or by joining our Discord and sharing it there. If you encounter a crash, please send a report after restarting the game.

We are committed to making this game as perfect as it can be.
Event Horizon team 🛡️✨

https://store.steampowered.com/app/945770/

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Living world - Enemies


If, while playing the game, you've noticed that enemies start behaving differently over time, using different tactics than usual, you're correct. Enemies in Dark Envoy also evolve, just like players.

Much like player characters, who can choose their specialization upon reaching level 7, enemies also evolve at levels 6 and 12. Their development mirrors that of players, introducing entirely new skills and altering the functionality of existing ones.

For example, at levels below 6, the Empire Assassin relies on Teleport and Silencing Smoke. But at level 6, the Assassin gains Invisibility and trades Smoke for Silencing Grenade, requiring players to adapt their strategies.



The Rifleman serves as another notable example. Instead of acquiring a new skill, it upgrades its existing one, starting with Incendiary Grenade. This grenade evolves into Phosphorus Grenade, inflicting fire damage and blindness. At level 12, in its final form, it gains a cluster effect, significantly expanding its range.



Even elementals like the Air Lord progress through the game. Skills like Lightning Storm become more powerful at level 6 by increasing the intensity of the strikes. By level 12, it transforms into Force Storm, expanding its coverage and dealing even more damage.



Each type of enemy in Dark Envoy evolves in its own unique manner, adding variety to the combat experience. This feature was implemented not only to prevent combat from becoming repetitive but also to create a living world that dynamically progresses alongside the player.

Keep this in mind as you progress through the story, and be prepared for new challenges along the way.

We are committed to making this game as perfect as it can be.
The Dark Envoy team 🛡️✨

https://store.steampowered.com/app/945770/

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Engineer



In the realm of Dark Envoy, three distinct specializations for the Engineer stand out: the electrifying Technomancer, the stern Inquisitor, and the ingenious Constructor. Each specialization boasts unique abilities and playstyles.

[h3]Technomancer[/h3]
The Technomancer, a living conduit of electrifying magic and mechanical prowess, unleashes a barrage of devastating attacks that leave enemies stunned and reeling. With a repertoire of crowd-control skills like Chained Lightning, which can stun multiple enemies, the Technomancer commands the battlefield, disrupting enemy formations and turning the tide of battle in their favor. He can also imbue your team's weapons with electrical attacks, giving them a devastating edge in battle.


[h3]Inquisitor[/h3]
The Inquisitor is a stern and ruthless individual who instills fear even in the most battle-hardened soldiers. This specialization excels at draining the power of their foes and turning it against them. With each level, the Inquisitor gains the most HP, making them a formidable frontline specialization.

While most of Inquisitor skills also consume HP in addition to Mana, this sacrifice grants them access to powerful lifestealing abilities and others like Gravity Sphere, which allows the Inquisitor to significantly support their teammates by providing them with precious time to execute devastating combos.


[h3]Constructor[/h3]
The Constructor is a genius inventor who can use both miraculous and lethal machinery on the battlefield. He fights from the back line, sending a multitude of his constructs against the enemy. If you run out of summon points, don't worry! The Drone Swarm skill allows you to summon your bots without using any points. These suicide drones explode when they reach the enemy, freezing those who survive the blast. Choosing the right constructs for each situation is key to victory as a Constructor.


How do you currently like the Engineer specialization? Is there anything you think we should change about it in future updates? Please let us know in the comments!

We are committed to making this game as perfect as it can be.
The Dark Envoy team 🛡️✨

https://store.steampowered.com/app/945770/

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New Demo



The demo version of Dark Envoy has just been released for all those who want to try the game before purchasing it and want to try a different type of RPG over holiday break.

The demo should take about 1-2 hours to complete and will include the first two main quests of the game, two randomly generated side dungeons, and a challenge room (although most challenges will be suited for much higher levels - but feel free to try them early, just don't say we didn't warn you!)

The demo can be played solo or in 2-player co-op.

Please note that the demo might be no longer be available at some point in the future.

The Dark Envoy team 🛡️✨

https://store.steampowered.com/app/945770/

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