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Full Daemon: The Wolf, The Witch, and the Labyrinth update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Performance
- Fixes
Daemon: The Wolf, The Witch, and the Labyrinth changes
Thanks to everyone playing the demo and sharing feedback on the Steam forums. A number of suggestions from players and streamers have been implemented in the latest build.
Here are the newest changes, starting with the biggest gameplay updates.
✨ Improved Wolf Dodge & Combat Responsiveness
One piece of feedback that stood out was the wolf dodge.
The original demo accidentally included an unused dodge animation that didn’t fully function. After players pointed it out, I decided to fully redesign and polish the mechanic.
The wolf now performs a magical evasive jump, complete with:
Invincibility frames • New musical audio cues • Improved animation polish
While working on this system, I also expanded dodge effectiveness.
Both wolf and werewolf dodges can now fully avoid more attacks, making combat feel more responsive and rewarding when timed correctly.
Give it a try and let me know how it feels.
🐺 Wolf Damage Reactions Added
While updating the combat system, I also implemented directional damage reactions for the wolf.
When the wolf takes damage that exceeds a minimum threshold (and isn’t dodged), the character will now react directionally to the hit.
This helps make combat feedback clearer and improves the physical feel of encounters.
🦊 Quest Giver Behavior Improved
Quest NPC interactions have been improved to prevent accidental dialogue triggers.
Fox Quest Giver and Wolf Lord now require a key press to interact • Dialogue will no longer trigger repeatedly when simply walking past them
The Wolf Lord will still auto-trigger once the first time you approach.
🧭 Quest Fox Position Now Scales With Difficulty
The position of the quest-giving fox now changes depending on difficulty.
Story Mode
The fox appears very close to the island entrance to help guide players.
Balanced Mode
The fox may appear deeper within the maze, sometimes closer to the exit.
Souls-Like Mode
The fox may appear deeper than the entrance/exit, slightly further than Balanced Mode.
This allows the game to offer stronger guidance for story-focused players while preserving exploration for players who enjoy the maze.
👁️ Dark Spirits Now Easier to See
Players mentioned that some enemies blended too heavily into the foggy environment.
Dark spirits in the forest and demo stage now have enhanced materials, including:
glowing eyes • brighter markings • more visible silhouettes
Thank you to the player who suggested this improvement.
🧙 Witch Doll “Killing Curse” Quality-of-Life Fixes
The Witch Doll’s Killing Curse spell now behaves more intuitively.
If the Witch Doll becomes disabled, the spell temporarily stops hunting you • If the Witch Doll dies, the spell will implode instead of chasing forever
🔧 Quest System Stability Improvements
Previously, talking to the Fox or Bug-Hunt quest givers would force enemy spirits to respawn on screen.
This existed as a workaround for a potential quest-breaking bug.
The underlying issue has now been fixed, so quest givers no longer trigger forced respawns.
🐉 Camera Lock Bug Fixed
A rare bug could cause the camera to lock onto a dead raptor during the Woodkin cutscene and never release the target. The targeting system now checks whether the raptor is alive before attempting to lock on.
Thank You for the Feedback
Many of these changes came directly from player suggestions and demo feedback, so please keep it coming.
Every report helps improve the final release of Daemon: The Wolf, The Witch and the Labyrinth on March 27th
Source
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