In this update15
Full notes
Full Demonlore update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
- Store
- Fixes
- Balance
Demonlore changes
Hello Adventurers!
The full DEMONLORE content expansion will be officially out soon, for FREE!
Below we have put together a deep dive by the devs into the new features in this expansion, and what to expect if you have played Riftbound!
From The Developers
We spent the past year+ working on the expansion and doing and public playtesting. The amazing feedback from players has allowed us to make Riftbound the best it could be. Now you will be able to play the complete expansion!
"Demonlore" Expansion
This expansion focused on overhauling the Roguelite game mode (Summoner's Path) and adding new mechanics, features and content.
Goals
Our team went into development of this expansion with some goals in mind.
Goal #1 - Don't hard-lock too many things behind progression
Goal #2 - Give players more rewards, more often
Goal #3 - Give players a series of more interesting choices
Goal #4 - Give players choice over run length & variation
Features
The the above goals were the driving force for our new features, so let's dig in!
New character system
You can now choose from 6 characters before starting a run. Each character has a unique kit, some unique abilities and a mastery perk. This allows you to come up with interesting (and sometimes overpowered) builds, focusing on the benefits of each character.
Some characters are more complex and even have unique game mechanics, whether it be collecting Fire Shards to empower your spells, or using super powerful Time spells at the risk of angering the Time Guardians!
New Run System
Roguelite games can have a lot of replayability, but sometimes you want to do a short run and sometimes it would be great and settle in for a nice epic long run. Introducing the new run system!
We now have 6 x 2-Stage runs, 3 x 3-Stage runs and 1 x 4-Stage run (with optional extra Stage-5). In addition to this, each run is themed with different enemies, affixes and mutators. This system turned out REALLY well, and adds so much replayabiltiy to the game with controlled randomness.
Perk System Overhauled
Our original perk system relied too much on progression. Now perks are all unlocked right from the start and we have added/removed perks and restructured how the system works. You can now choose between two perks on each row and really focus on building out your strategy for the next run.
On top of this we have added a new meta-currency that lets you unlock some really unique mastery perks that can be triggered from effects, or give bonuses to certain elements.
New Consumable System and Shop Types
There are now 3 shop types in your run, allowing you to purchase not only spells and upgrades, but now tactics and consumables. Consumables add some meaningful choices during a battle, do you want to use them now, or should you hold onto them for a clutch mini-boss battle!
New Tactics System
Each character has a different amount of tactics slots, and most characters now have their own unique tactics that introduce new mechanics into the game. We had a lot of fun designing these, and you are going to have just as much fun using them!
New Ways To Spend Meta-currency
One issue with meta-currency in Roguelite games is what to do with that currency once you have unlocked everything? We addressed this by adding some ways you can permanently spend your currency, this not only includes a "Retry" option when you lose a battle, but also the new "Gem Exchange" options prior to starting a run.
New Mini-boss System
The demon legion attacks in full force with new infernal mini-boss enemies. Unlike main-bosses, mini-bosses can walk down lanes to destroy your army. Luckily they have some weaknesses and don't have full immunity to crowd-control effects.
The health bar is divided into segments, once you get each segment of health down, they teleport back the end of a lane. This unique mechanic has created some challenging battles that you can mange with strategy.
There are 8 mini-bosses, each with unique attacks and features!
New Veterancy System
You all have your favorite elementals, and it's time to level them up! The new in-battle veterancy system allows you to choose upgrades per-unit that they will keep for the entire run. Each unit also gains a special attack once they reach a high enough veterancy.
These upgrades also stack with the existing Hero system, so if you want to go all-in on your units and focus less on spells, there will be nothing tougher than your high level Veteran Heroes!
New Elemental Fusion System
We wanted to add more interaction between the elements, so we introduced the Elemental Fusion system. Apply elemental runes to enemies, and the right combination will trigger a reaction!
The great thing about this system is that it also carries over to the Campaign and Endless mode as well!
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That covers the main features of this expansion! There are too many other changes to list here. If you want to get more detail please check the Demonlore patch notes in our past news announcements. Some changes will be obvious (like the Spellbar UI overhaul), but there were also a range of balance fixes and other improvements, and even changes to some units like the Aqua Elemental which now has a type of attack!
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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.
