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Full E-Lich: Corporate Souls update
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Repeated intro
Greetings, esteemed collaborators!
What changed
- Gameplay
- Events
- Maps
- Balance
- Server
- Performance
E-Lich: Corporate Souls changes
I hope you missed us a lot, because I for sure missed coming here to tell you that we have a new demo update!
We’ve worked a lot on this one, I mean, work is all we actually can do here. And now the build we made to surprise living souls at Gamescom Latam 2025 (and in our “Free Labor Day” Discord event) is finally within reach to all of you!
Actually, we went a little overboard with the fixes and suggestions noted during the event and have already implemented a lot of them! So if you were amongst the thousands of eager living souls that worked for us played the game during the event, there's new stuff here for you as well!
Demo Update
Yeah yeah, there is a really big changelog with all of the updates and additions listed at the end, but a couple of highlights will help you see the juicy parts first. But if you hate spoilers and love reading, feel free to just skip ahead in the post to find this update’s changelog. Otherwise, here are some key changes to this version:
Updated Features
Stage Selection Screen
Yeap, with this snazzy new screen, after you’ve selected who you’re working as in the Outfit Selection Screen, you will also choose the stage/location you will work at that time.
Two new stages
You’ve read this right or maybe not, I don’t know what you can actually read, TWO new stages, in a way.
Now you’re not confined to the company’s private graveyard and recruitment site, now you can invade expand your work activities into two new places: a really calm village and a really busy mine! With this update, you’ll be able to explore the calm village in a forest with a lot of boars, and after beating the local Hero there, you’ll unlock the cool experience of delving into the depths of the kingdom’s most important mine, full of new enemies and profitable souls!
Don’t reading about it gets your capitalist soul shivering with anticipation?
Steam post imageSteam post image
Save Safeguard
One of the problems some of you living souls were facing was “how do I reset my save file or guarantee it is updated?” well, Upper Management has heard your feedback and acted upon it (ironic, considering they always ignore mine)! Now whenever you open the Demo, it will check to see if your save file is up-to-date considering the version you are playing at the moment, and if you are outdated it will prompt you with a choice to delete your save file to prevent any issues.
Yeah, for now our only solution to protect your save is to kill it, who would’ve thought? You also have the option to manually decide to delete your save and start anew in the main menu, if you decide to do so for whatever strange reason you living souls have.
Oh, and don't worry! Despite highly recommended, resetting your save is optional. In fact, if you do choose to reset it, you can even choose to keep half of your previous Eternal Scrips total.
There are actually a couple of other things we’re working on at the moment that will enhance the experience even further, but Management has told us to hold on to those for a little while because, and I quote “Don’t spoil them too much otherwise they will start demanding actual payment”. But Bard said he is almost convincing them to let us give you those new things as well, but who knows if he’s saying the truth or just boasting?
And as always: yes, the update is live right now! So get to work! And don’t worry, if you have any problems, doubts, suggestions or just want to chat with us, we are always available on our Discord server, which you can join through the demo’s main menu. Our marketing team reinforced that it was good for the company if our Discord was more “alive”, and I find this offensive. But please feel free to give us a hello over there!
And that’s it for this news-update. Thank you so much for your overwhelming support and understanding! The reception during the live events with this build was incredible, so we think you’ll love it as well.
E-Lich Corp - "We value your life. And death. Seriously."
Changelog v0.9.6
New Content
1 new Spell Evolution
5 new Boons
1 new Artifact
1 new Talent
2 new Stages
New Enemies
Crystal Golems - "They were once men..." ..or something like that. Don't let their beautiful and valuable magical crystal shell fool you, what's truly valuable is what's inside! Yes, I mean their souls.
Exploding Spiders - "Now twice as dreadful!" ... Seriously, don't let these things get near you. If even the living are blast into pieces, just imagine how far they can scatter our bones when they go boom.
And more dangers for you to find!
Changes
Evolutions!
Some spells and weapons can now be evolved into stronger versions of themselves after reaching max level and having certain boons
A proper in-game guide on evolutions will be added at a later date
Spell Reworks!
Our spells and weapons are currently being reworked to improve lots of stuff and add new technical possibilities (new behaviours, performance, etc)
Orbit Spell can now scale with both projectile size and area size, increase the radius at which it spins around you
Magic Missile's target tracking was improved
Added a Stage Select screen!
Added 2 new Stages!
Stages now have proper lighting, animated objects and VFXs
Added Chest Indicators!
Dropped chests' position will now be indicated in the UI if they are outside of your screen
Added Tooltips!
You can now check more info about Stats and Status Effects during Boon Selection / Level Up
The stats displayed across boons and artifacts have been standardised to the same color to avoid that confusing green / red text that didn't mean an upgrade nor downgrade to a stat
Added new animated character portrait expressions!
Added new dialogues
Added an "Outfit Unlocked" popup for when you unlock new Character Outfits
Added names and health bars to Adventurers and some special enemies
Reworked most boons and artifacts' descriptions for improved clarity
Reworked some UI Elements to improve visual clarity
Reworked some Talents' icons
Faye's Talent Screen has received yet more visual updates
Reworked the generic UI button for improved visibility
Level Up Screen's header is now dynamic and reacts to what's happening during the level up process
Added a language toggle in the main menu's top right corner to more quickly swap the language if necessary
Added SFXs to some UI elements that were silent
Balancing
The pickup range talent now has 5 levels instead of 3.
A Specific Magical Railgun - Only half of additional Attack Speed is now applied to Damage Multiplier instead of a 1:1
- Reality-bending LensProjectile Size bonus reduced from 100% to 50%. However, now half of your additional Projectile Size is also applied to your Damage Multiplier
- Retro 3D GlassesProjectile Size bonus reduced from 50% to 40%
- Orb of Limitless PonderationExp Multiplier reduced from 60% to 55%
Alcabone's Guidance now also increases Pickup Range by 30%
Projectile Case changed from Common to Uncommon
Profane Aura's base area size increased from 1.2 to 1.3
Fixes
Improved many systems' performance and stability
Fixed a severe logic issue with some stats multiplication leading to wrong math
Fixed several bugs with the boss
Fixed Boss's SFXs being super loud
Fixed the boss entering a loop of using the same ability over and over again if you leveled up while he was casting one of his abilities
Fixed stats not updating immediately in the lobby after you upgrade / downgrade talents
Fixed Stat Conversion artifacts not immediately applying the conversion after being picked up
Fixed some other localization issues
Fixed some typos
Fixed some Lobby elements not being affected by lights
Fixed boons on the Current Boons Screen displaying stat key names instead of translated text
Fixed an issue with the HP logic that could lead to the HP bar not representing the player's current HP correctly
Fixed an issue with UI navigation that sometimes prompted errors when closing menus
Reworked some logic involving enemy projectiles and fixed the player not taking damage from them under some circumstances
Reworked and improved the Level Up logic and flow.
Reworked and improved the Revive logic. Also fixed the VFX sometimes happening twice
Reworked and improved the Boon pool system
This has improved which boons can appear and when, as well as fixed a couple of issues when trying to draw certain boons
Fixed some SFXs playing on wrong parts of the UI
Fixed some SFXs not playing on some parts of the UI
Fixed the weapon list's scroll in the results screen not working with the mouse
Fixed the buttons in the results screen losing their reference while playing with a controller and forcing you to click on them with the mouse
And so, so, so much more... (I miss vacations...)
Source
Changelog.gg summarizes and formats this update. How we read updates.
