Full notes
Full Demonlore update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Store
- Balance
Hello Summoner!!
We have been hard at work planning and testing features for the new roadmap, hopefully we will have more to show soon. For this next step we are collecting more feedback on Perks in the roguelite mode. This will help shape the game as we move forward and introduce new content, so be sure to have your say!
For our roadmap, these are some things we are aiming to achieve:
Support runs of different lengths
Have a way to spend excess gems
Potentially add a new meta-currency
Potentially revise how consumables work
Potentially add new unique challenge battles to runs
Previous Topic (#2 - Mutators + Elites)
If you missed the previous topic be sure to check it out, we have had some great feedback already: https://store.steampowered.com/news/app/1588340/view/3687933234120686774?l=english
New Topic #3 - PERKS!
For this new topic we are discussing the perk system. Currently there are 13 perks that are unlocked as you progress, and you can "purchase" these perks with gems you earn during your runs. Some perks offer minor improvements, while other perks have a more significant impact. We are considering adjusting this system slightly, adding extra ranks and potentially new perks.
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Current Perks
Battle Area - Start your run with 1 extra lane per rank
Energy Pool - Each rank adds 5 to your starting energy
Elemental Toughness - Each rank adds 25 max health to elementals
Inquisitive Nature - Get one reroll on spell & upgrade rewards per rank
Natural Healing - Elementals regenerate 5 health per rank every 10 seconds.
Evolution Mastery - Each rank reduces evolution costs by 5 energy.
Signature Spell - Start your run with a signature spell
Fast Learner - Increase the amount of XP gained by 5% per rank
Power Caster - Start your run with 1 stack of Spell Power per rank
Scouting Ahead - Each rank gives extra information about upcoming battles and encounters
Golden Luck - Each rank add 1% chance to find a rare spell
Scribe - Each rank adds 1 bonus charge to consumable spells
Veteran Heroes - Heroes start with 10 armor and 2% chance to evade per rank
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There are a few changes we are considering, including:
Unlocking all perks by default. Giving you access to all of them, and your only limit being the amount of gems you have to purchase perks.
Putting perks into sets of 2, and making it so you have to choose one perk or the other. This would allow us to make individual perks more powerful (more ranks) and allow you choose the perks to suit your strategy. We would add a few new perks and make some adjustments with this change. The free "reset perks" feature would remain as-is.
Adding some new perks and potentially remove some existing perks that no longer make sense.
Changing/balancing existing perks.
Note: We are also planning to have a separate way to spend excess gems.
We would love to hear your feedback on
Any new perks you would love to see/perk ideas you have.
Your opinion on making perks more powerful, but making you have to choose between them.
Feedback on current perks, which ones you like/dislike and any balance issues.
Where to share your feedback
Right here, in the comments of this post.
On the Steam forum for our game.
In the Discord channel.
Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone.
⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️
Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game! Join discord here
Source
Changelog.gg summarizes and formats this update. How we read updates.
