Full notes
Full Hell On Earth update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Gameplay
- UI and audio
- Server
- Events
This update focuses on expanding our combat system, while also bringing meaningful upgrades to performance and overall stability.
A big part of this patch was reworking how damage is handled with the addition of damage range and critical strike.
⚔️ Combat Changes
We introduced a few systems that significantly change how fights play out:
Added Critical Strikes
Added Melee Base Damage Range
Added a Camera Dead Zone to smooth movement and improve overall responsiveness
The goal here was to make combat less predictable and more impactful. Instead of every hit feeling the same, damage now has variation, and critical hits create stronger spikes during fights.
We also fixed an issue where armor was not properly reducing damage, which should make defensive builds more consistent.
Additional combat improvements and bug fixes:
Characters can no longer cast spells when dead
Attacks are now instantly interrupted on death
🎮 Performance & Settings
This update also brings several improvements on the technical side:
Added Frame Generation support (DLSS, XeSS, FSR)
Added an Input Lag Optimization option
Reworked the Settings Menu for better clarity and usability
Upgraded the project to Unreal Engine 5.7.2
The intent here is to give more control over performance and reduce latency, especially during intense combat situations.
💎 Loot System
We added a new layer to loot and rewards:
Introduced a Custom Chest system
Added the DarkVoid Chest
Added Critical Strike attribute to Equipment
Chests are now more flexible and can be expanded more easily moving forward.
Lootable equipment can now grant Critical Strike, giving your attacks a chance to deal increased damage.
🎨 Visual Update
Added Animated Backgrounds to menus
Added “Press to Skip” prompt during cutscenes
A visual improvement giving more life to the UI.
🎬 Work in Progress
Added a work-in-progress of the cinematic
This is not the final version and will be improved in the near future. However, the structure, voice work, and animations are final and already give a strong sense of what we want the cinematic to be.
🔊 Audio & Feedback
A large pass was made on sound design to improve clarity and immersion:
Added Chain Master Portal SFX
Added Soul Reaper Ghost Screams
Added Soul Reaper Spawn SFX
Added Soul Master Portal SFX
Added UI Skin Selection SFX
Added Boss Available alert
Added Gem merge feedback sounds (accepted / denied)
Added Fire environment SFX
Added Chest loot SFX (varies by rarity)
Added Gem merger interaction SFX
Added Successful gem merge SFX
Added Paladin voice lines for:
Out of mana
Ability on cooldown
Busy state
The Paladin now reacts dynamically, becoming more irritated if actions are repeatedly spammed. (Voice is still work in progress and will be updated)
👹 Enemy & Boss Fixes
A lot of time went into stabilizing enemy behavior, especially bosses:
Soul Reaper
Fixed the third dash not triggering correctly
Added environment collision to prevent getting stuck
Fixed a crash during the boss fight
Chain Master
Hook no longer catches targets on its way back
Can now hook other demons (no stun applied)
Improved overall behavior
Fixed death animation during melee
🛠️ Fixes & Stability
Fixed an issue where casting Healing Burst while falling caused the player to fall through the map
Fixed Ultimate colliding with nearby objects
Hook no longer grabs the Paladin during Healing Burst or Ultimate
Fixed scoreboard stats accumulating across multiple runs
Fixed gem slot issues when using multiple identical gems
Improved Flesh Master spawn animation
Fixed various edge cases and crashes
Source
Changelog.gg summarizes and formats this update. How we read updates.
