In this update7
Full notes
Full Deified update
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What changed
- Gameplay
- Performance
- UI and audio
- Balance
- Maps
- Compatibility
Deified changes
First of all: thank you.
Over the past days, many of you have played the Deified demo — some of you multiple times already — experimenting with builds, sharing detailed feedback, and helping us better understand how the game feels in players’ hands. Seeing players spend hours replaying the demo and discovering new strategies has been incredibly encouraging for the whole team. Here's what we learned so far.
Builds, Synergies & Replayability
You consistently highlighted the synergy system and relic builds as one of the game’s strongest aspects. Many of you enjoyed being able to commit to a build, pivot mid-run, or experiment freely without strict resource limitations.
We’re especially happy to see players completing several runs using completely different playstyles — exactly the kind of replayability we aim for.
We’ve also received amazing feedback about the art direction, music, animations, and overall game feel. Thank you — it truly means a lot to our small indie team.
About Difficulty
Some of you found the first floor and boss relatively easy, sometimes completing the demo on their first attempt.
This is intentional.
The demo was tuned to be more accessible so players could quickly explore systems and experiment with relics without heavy optimization or long onboarding phases.
The full game will introduce a more demanding progression curve, alongside ongoing balance adjustments informed by community feedback — including class and build balance. UI, Readability & Accessibility
The most consistent feedback concerns interface clarity and readability.
Players reported that:
relic information can feel overwhelming at first glance,
UI elements sometimes overlap gameplay areas,
targeting and tile selection could be clearer,
important information (enemy passives, dialogues) is not always immediately visible.
Improving readability, accessibility, and overall UI comfort is now one of our main short-term priorities.
(We were really happy to see you liked tooltip locking! We are working on your suggestions about clearer hover information and additionnal shortcuts.)
Economy, Shops & Progression
We’ve also seen valuable discussions around progression systems:
gold income may currently exceed available spending opportunities,
some players would like more inventory management options,
meta-progression choices should feel rewarding without discouraging strong runs.
We’re actively evaluating adjustments to make progression decisions clearer and more meaningful.
Relics, Balance & Player Agency
Lots of you praised the relic slot system and the freedom it creates during runs. Suggestions included stronger slot identities, the possibility to replace starting relics, and clearer class balance between builds.
This feedback directly informs how we refine build diversity and long - term progression.
Quality of Life, Technical Feedback & Bugs
You also helped us identify several improvements:
clearer targeting feedback,
skill tree readability,
UI scaling and visibility,
map visibility during certain interactions,
ultrawide support requests,
and a few isolated crashes or resolution issues.
We’re also happy to hear the demo runs smoothly across different setups — including Linux configurations.
Thank you for all these detailed reports.
Thank You
The most encouraging part has been seeing players describe the demo as addictive, smooth, and already highly replayable — sometimes finishing it multiple times despite its short length.
If you haven’t tried the demo yet, now is a great time to jump in. Our Art Director, Liam Devin, has been incredibly moved by your overwhelmingly positive feedback on the game’s visuals.
⭐ Wishlisting Deified remains the best way to support development and help the game grow. ⭐
Thank you for helping us shape Deified together.
— The Unexpected Team
Source
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