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Steam News17 September 20259mo ago

Archon Soul Demo Update

Hey there again! I've got a pretty big update to address some of the current balancing issues and added a few quality of life improvements as well.

In this update5

Full notes

Full Archon Soul: Prologue update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey there again! I've got a pretty big update to address some of the current balancing issues and added a few quality of life improvements as well. I actually kept a changelog this time so lets get into it:

What changed

0 fixes6 additions54 changes0 removals
  • Gameplay
  • UI and audio
  • Events
  • Balance
addedHey there again! I've got a pretty big update to address some of the current balancing issues and added a few quality of life improvements as well. I actually kept a changelog this time so lets get into it:
addedGeneral:Added an option to auto-target enemies when there is only one enemy left. This option is OFF by default, and you can change it in the settings menu.
changedGeneral:Dice input requirement tooltip text appears faster.
changedGeneral:Slightly changed Area 1 pathing options for tutorial seed.
changedGeneral:Increased icon and text size for status effects.
changedGeneral:Improved clarity in event dice selection screens. It will now tell you dice requirements for the input and describes the outcome of your choice.

Archon Soul: Prologue changes

addedHey there again! I've got a pretty big update to address some of the current balancing issues and added a few quality of life improvements as well. I actually kept a changelog this time so lets get into it:
addedAdded an option to auto-target enemies when there is only one enemy left. This option is OFF by default, and you can change it in the settings menu.
changedDice input requirement tooltip text appears faster.
changedSlightly changed Area 1 pathing options for tutorial seed.
changedIncreased icon and text size for status effects.

General:

  • Added an option to auto-target enemies when there is only one enemy left. This option is OFF by default, and you can change it in the settings menu.

  • Dice input requirement tooltip text appears faster.

  • Slightly changed Area 1 pathing options for tutorial seed.

  • Increased icon and text size for status effects.

  • Improved clarity in event dice selection screens. It will now tell you dice requirements for the input and describes the outcome of your choice.

  • Enemies with the Retaliate status will now spawn a text effect when hit.

Balancing, Dice Bodies and Runes:

  • Growth Dice Body: Gains more Max HP, from 2 > 3.

  • Vitality Dice Body: Gains more Max HP, from 15 > 18.

  • Warm Dice Body: Gains more HP, from 5 > 7.

Balancing, Spells:

Now that I have some proper information from the analytics regarding spells, I decided to make a few changes. I'm sure there will be more to come but the focus this time was increasing player options for gaining barrier, as well as fixing the most broken spell in the demo, Rising Stampede.

  • You will now receive 3 choices for spells in combat rewards. 2 spell choices was a byproduct of when the game had more floors and more combats, so you could see almost every spell over the course of a run (which was obviously not fun). Now that runs are shorter and with less combats, 3 makes more sense again.

  • Dune DropIncreased number of Charges from 1 > 2.
  • It Gets EverywhereIncreased number of Charges from 1 > 2.
  • LandslideIncreased damage from 6 > 7.
  • Rising StampedeReduced dice input requirement from Min 5 > Min 4. It will now permanently gain Repeat 1 only if the spell has not been cast previously this combat.
  • Coarse and RoughRemoved consume and added "gain 5 barrier" to the spell's effect.
  • Root BurstAdded "otherwise, gain 15 barrier" to the spell's effect.
  • Staying PowerAdded "gain 10 barrier" to the spell's effect. Requires one more dice to cast, from Min 2 > Any Rune & Min 2.
  • Stone StrikeIncreased repeat from 1 > 2.
  • Pure WaterIncreased barrier from 5 > 6.

Balancing, Events:

  • Self-Help Guru: Options cost less gold.

  • Totems of Sacrifice: Options take less HP and give better rewards.

  • The Crown: Gives an extra rune.

  • Blades of Shadow: Gives extra runes on success.

  • Cursed Blood: Gives more Vampire Runes.

  • Eternal DecisionAdded an option to leave.
  • Fate Weaver: Options cost less gold and max HP.

  • Hex Dealer: Gives more gold.

  • Chaos Implement: Costs less HP.

  • Omnipotence: Costs less HP.

  • Vitality Transfer: Gives more max HP.

Balancing, Enemies:

The win rate didn't increase from the last balance update as much as I would like, so most of these balance tweaks are nerfs (thought here are a few buffs). I would like the base difficulty to be slightly more accessible. For people who want a more difficult game, there will be a difficulty system (called Worthiness) similar to Heat in Hades to increase the difficulty in the final version.

  • Tiny OgreReduced damage output, barrier gain, and HP.
  • Armored RatReduced damage output and HP.
  • HextressReduced damage output and HP. Made unit ability easier to use.
  • SlimeReduced damage output. Made unit ability easier to use.
  • Punch WizardReduced damage output and HP.
  • HexbeastReduced damage output and Might gain.
  • Punch WarlockReduced HP, increased damage output.
  • SpellmawReduced damage output. Made unit ability easier to use.
  • ReplicatorReduced damage output and HP.
  • Luck FeederReduced damage output and HP.
  • Bladed DancerReduced damage output and HP. Made unit ability easier to use.
  • Emerald DemonReduced damage output and HP.
  • Armored HomonculusReduced damage output and HP.
  • Golden ArmadilloReduced damage output.
  • Arena HeroReduced HP.
  • Master of the ArmoryReduced damage output and Might gain.
  • Writhing SlimeIncreased barrier gain and damage output.
  • Demon of MisfortuneReduced damage output and Might gain.
  • The SacrificeReduced HP and the amount of starting Retaliate. Made unit ability easier to use.
  • Cleric of BeautyHP increased.
  • Ogre HuskReduced damage output and Might gain. Adjusted attack pattern to curse dice less often.
  • OrbReduced HP, barrier gain, the amount of starting Hexproof, and the amount of Weak and Frail inflicted. The win rate for most of the fights with Orb were worse than the final boss. Whoops.
  • TricksterIncreased HP. For damage-only attack, increased base damage but reduced randomness range.
  • Chaos MassReduced damage output, HP, and starting Hexproof.
  • Volatile BeingReduced damage output.
  • Origin of SicknessReduced damage output. Increased the heal percentage of its unit ability from 35% > 45%.
  • Avatar of the SoulReduced number of dice cursed in first attack from 5 > 4. Reduced damage in large attack from 55 > 50.

Thanks everybody so much for playing my game, hope you enjoy the update!

Source

Steam News / 17 September 2025

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