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Steam News · Oct 16
Hey guys! To make the world feel more like a real place, the elevation edges are now part of the walkable terrain. Apart from increasing the play space, I feel it also makes the game easier to read. A lot of monsters have gained new abilities and make them grow deadlier the further you are along the path. Finally, the UI texts are now smaller to make them easier to read on desktop setups and some ...
Steam News · Oct 11
- Splinters no longer disappear each time the Core is hit - Hits now leave a mark on the Core - Charms stop blinking after they have been picked up - Invisibility is removed if the hero takes damage - Venomous enemies are no longer affected by poison - Damage taken from falls now depend on fall height
Steam News · Oct 9
Hey guys! Busy week with a lot of changes. Most impactful is probably the reworked inventory, which now holds 12 items, and that using or equipping items no longer takes up a turn. Another big change is that charms are no longer found at shrines but left behind by strange illusions that only appear at night. Hope you like the changes! As always, thank you for your support and until next week! - Ad...
Steam News · Oct 3
Thank you for your patience these the past three days. I have tirelessly tested the game over the past 24 hours and believe the problems introduced with the new collapsing path feature are resolved with this patch. If you encounter a related or unrelated issue in the game, please let me know in the Steam forums. - Fixes a bug that prevented the path to collapse when backtracking - Items and enemie...
Steam News · Oct 2
- Fixes a bug where after multiple runs the path could have an open section, leading into the empty world
Steam News · Oct 2
- Fixes a bug where sometimes a needed path collapsed - Decreases the brightness of the background tint - Adjust the spawn rates of some supplies
Steam News · Oct 1
Hey guys! This week's update comes a day early for the Steam Autumn Sale. The Discord community and I collected many pain points and ideas on how to improve the game, which is what this update is about. There are a lot of changes, the most impactful of them is that weapons are repairable and differ in energy recovery and damage. The game is on sale for seven days, so if you or someone you know is ...
Steam News · Sep 28
- Boss fights are a bit easier - A few locked entrances have been removed - Controller support should be more stable - Shadows should no longer chase for long distances - The path back is slowly blocked off - Poison acts a bit faster but shorter - Turrets spawn less often - Chests spawn more often - Objects should spawn less in inaccessible places
Steam News · Sep 26
- Unarmed combat now costs energy - Crashes on Windows write a crash file to the game directory - Inventory equip indicators are more descriptive
Steam News · Sep 25
Hey guys! This has been a very fruitful week where a lot of tentative decisions finally came together. Most importantly, to make combat more interesting, attacking now expends energy. Energy replenishes after a few turns, but attacks while low on energy deal close to no damage. Good movement and timing become critical in sticky situations. I also improved the scores calculation and turned the worl...
Steam News · Sep 22
- Fixes a bug that could crash the game when entering a dungeon - Removes objects that could block the path from all bridges - Fixes a bug where edge lines could block convoluted paths
Steam News · Sep 18
Hey guys, this week I worked on the world to make it more open and varied. Most importantly, the optional dungeons I introduced last week are now part of the world itself, with paths leading through them. I opened up many additional locations in the world to make the paths feel more interesting and natural. Another big change is to the playfield itself. Bushes are no longer destructible to give th...
Steam News · Sep 11
Hey guys, time for another update! I spent a good chunk of the last two weeks working on the game's design and have decided on a handful of big features that I will implement in the coming weeks. Making the start this week are off-path sites. They are unique locations to explore outside the path, holding valuable loot for your journey. Entrances to many of these sites can be found long the path. I...
Steam News · Sep 4
UPDATE: Authentication is working again, but Steam's security measures prevent me from releasing updates until Tuesday, so I've decided to not release the changes listed below separately, but together with the next update on Friday. Sorry for the delay, I know some of you have been waiting for these changes. I'll make sure Friday is worth the wait. Hey guys, The update is ready but I can't authori...
Steam News · Sep 3
I love discovering new games, especially when they look as fascinating as the roguelike Rangedrifter. Read the full article here:
Steam News · Aug 28
Hey guys, After Seventeen weekly updates, the game reached a major milestone today. The second large region of the game's world, to Coast is now complete, closing the current chapter on the game's road to 1.0. With it come deep canyons, colorful blooming fields, sandy beaches and dusty temple ruins. During the past three months, the game has gained a whole lot of features and it's world grew twice...
Steam News · Aug 21
Hey guys, this week I re-balanced the game to make it more challenging, making enemies hit harder and traps more deadly. Stakes feel higher and things spiral out of control quickly if you're not careful. To counteract this the hero starts with a weapon and buffs and charms are more powerful. I also worked on the traps. Traps are no longer disarmed but avoided by walking slowly, holding the wait bu...
Steam News · Aug 14
I decided to make the game's visuals more representative of real objects to heighten the sense of presence in a different world. This let me consolidate a lot of sprites to make them more easily learnable. Other big changes are the controls page listing the actions of the buttons, the addition of the south-western part of the coast, stone tiles having sharp corners and paths being better distribut...
Steam News · Aug 8
Hey guys, I am sorry to tell you that this week's update (Version 0.39) did not live up to my standards, and I decided to remove it. The branching paths and more improvisation-based gameplay did not work. The scope of the update meant that I had limited time to play and test the game. I should have postponed the update, but I decided to push through. If I had taken the time, I would have realized ...
Steam News · Jul 31
I spent most of the week moving the playable world further south, all the way to the ocean, and changing the way enemies are placed in the game. Seven new sub-regions are now part of the world: Blooming Valley, Glaring Gorge, Rocky Barrens, Stranded Village, Crab Forest, Riddled Brines and Shady Ridge. I also improved the way enemies attack and made the way they are placed more adaptable to the pa...