In this update14
Full notes
Full LarsGadiel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- UI and audio
- Events
LarsGadiel changes
More Information About LarsGadiel Before Launch
Hello everyone!
LarsGadiel launches tomorrow, and before release I'd like to share some additional information that may help you better understand what this game is, how it was created, and what you can expect from it.
I thought the best way to explain everything would be through a simple Q&A, so let's get started!
Is LarsGadiel a port of an NES game?
Yes, it is.
After finishing and releasing my previous game, Demon's Tier, more than six years ago, I decided to develop a game for the original Nintendo Entertainment System. From the very beginning, I wanted it to be a classic Metroidvania.
The NES version was completed about five years ago and could be played from start to finish.
After that, I moved on to several new projects that have not yet been announced, so LarsGadiel was temporarily put on hold.
This year, however, I decided to do the opposite. I paused development on those other projects in order to focus on bringing LarsGadiel to Steam and giving it the version I had always envisioned.
Original Nintendo Nes Version.
Is the Steam version the same as the original NES version?
Not exactly.
The original NES version is a much simpler experience. At the time, I wanted to include many more gameplay features, abilities, traps, and mechanics, but implementing them on the NES would have required an extremely high level of technical programming.
That was one of the main reasons I decided to create this new Steam version.
Even so, I wanted to stay faithful to the original game. The world map, bosses, enemies, story, graphics, and overall structure remain the same.
Instead of changing the game itself, I focused on expanding it with new gameplay systems and quality-of-life improvements that weren't possible on the original hardware.
What's New in the Steam Version?
Rather than calling them "changes," I'd say they're additions. I've added a lot of new content to the game, so let's go through everything step by step.
1. Teleport Shrines
In the original NES version, teleport shrines only worked as checkpoints.
In the Steam version, they still serve that purpose, but they also allow you to save your game and fast travel between any teleport shrines you've already discovered.
Activating a shrine also respawns all defeated enemies while fully restoring your health, healing bottles, and pistol ammunition.
If that sounds familiar... yes, it's very similar to the bonfire system from Dark Souls.
2. Character Progression
The NES version didn't include RPG mechanics that allowed you to become stronger.
In the Steam version, you can now level up and upgrade your weapons, so enemies and bosses now reward experience points when defeated.
This adds a greater sense of progression throughout the adventure while still keeping the classic gameplay intact.
3. Boss Health Bars
Every major boss now has a dedicated health bar.
It's a small addition, but it makes boss battles much more readable and satisfying.
4. New HUD for Modern Screens
The original NES game was designed for a 4:3 display.
Since modern monitors are widescreen, I decided to take advantage of the extra space instead of leaving it empty.
The Steam version includes a completely redesigned HUD featuring:
A full minimap.
Your current weapon level.
Abilities, etc...
This information was impossible to display comfortably on the NES, but fits perfectly on modern displays.
5. Classic Screen Transitions
The NES version didn't include the classic screen transition effect seen in games like The Legend of Zelda: A Link to the Past, where the camera smoothly scrolls as you move from one area to another.
I've added this effect to the Steam version because I always loved how it made the world feel more connected and immersive.
It's a subtle improvement, but one that really enhances exploration.
6. Redesigned Areas
Some parts of the world have been redesigned.
Why?
Because I added several new abilities that simply didn't exist in the NES version. In order for those abilities to feel meaningful, some areas of the map had to be adjusted so they could be properly integrated into the game's exploration.
The overall world remains the same, but a few locations have been reworked to take advantage of the new mechanics.
7. A New Ending
The Steam version includes an entirely new ending, along with additional dialogue throughout the adventure.
8. Traps
I've also introduced environmental traps.
Their purpose isn't simply to make the game harder, but to help balance the new gameplay systems, especially the addition of healing bottles and character progression.
The result is a game that remains challenging while offering players more strategic options than before.
9. Improved NPC Quests
Important NPC questlines have also been improved.
In the NES version, their stories progressed automatically as you advanced through the game, even if you never spoke to them.
In the Steam version, you'll need to interact with these characters if you want to follow their stories and see how their quests develop.
This makes the world feel more alive and encourages exploration.
10. The Return of Lord Gadiel
Finally—and this is one of my favorite additions— Lord Gadiel returns.
Originally, he was planned to be the main protagonist of the NES version, but late in development I decided to remove him from that role.
Rather than letting the character disappear completely, I decided to bring him back in the Steam version as an NPC.
LarsGadiel Nintendo NES old version.
Does LarsGadiel Have Any Connection to Xenon Valkyrie?
Yes, it does.
Several characters from Xenon Valkyrie return in LarsGadiel.
Once again, their adventure takes place on the same moon, but this time they must face a completely different threat.
LarsGadiel is not Xenon Valkyrie 2. Think of it more as a spin-off that takes place some time after the events of Xenon Valkyrie and expands its lore, answering some questions while creating new mysteries.
From a gameplay perspective, however, the two games are very different.
Xenon Valkyrie is a roguelite, while LarsGadiel is a classic Metroidvania focused on exploration, progression, and discovering secrets.
If you've already played Xenon Valkyrie, you'll discover a world that feels both familiar and completely new at the same time.
Who Composed the Music?
The soundtrack was composed by Takuikaninja.
From the very beginning, I wanted the music to capture the same sense of adventure, mystery, and melancholy that inspired me while creating the game.
I'm really happy with the result, and I think the soundtrack fits LarsGadiel's world perfectly.
Why a Metroidvania?
Simply because it's a genre I truly love.
After developing several different types of games, I wanted to create the kind of Metroidvania that I personally enjoy playing—a game focused on exploration, discovering secrets, and gradually becoming stronger as you unlock new abilities.
Which Games Inspired LarsGadiel?
I'm both a retro game collector and a lifelong player.
I love pixel art, physical games, and timeless classics that remain incredible no matter how many years have passed.
LarsGadiel was inspired by many games that have stayed with me over the years.
Super Metroid
Probably the biggest influence.
The interconnected world, hidden upgrades, and progression through new abilities all left a huge impression on me.
Features such as the double jump or gaining enough speed to reach distant platforms are directly inspired by that philosophy of exploration.
Cave Story
One of my favorite indie games ever.
I love its melancholic atmosphere, its unique Japanese charm, and the incredible way its music tells a story without words.
When I spoke with Takuikaninja, I wanted to capture a little of that same magic.
Not by copying it, of course, but by creating moments where the music could evoke similar emotions.
The Legend of Zelda: A Link to the Past
The classic screen-to-screen transitions in the Steam version were heavily inspired by one of my favorite Zelda games.
It's a small detail, but I think it makes exploration feel much smoother and more immersive.
Maze of Galious
Anyone who's played Maze of Galious will probably notice some similarities in the world design.
The staircases, the narrow passages, and the way the map connects are all a tribute to one of the great pioneers of the genre.
Hollow Knight & Dark Souls
Although LarsGadiel has a strong classic NES identity, I also wanted to include some modern ideas that have become standard in today's Metroidvanias.
Features like checkpoints that restore your resources, character progression, and other quality-of-life improvements were inspired by more recent games, while still preserving the spirit of an old-school adventure.
Is LarsGadiel Difficult?
There isn't a difficulty selector.
Like most classic games, the challenge naturally increases as you progress.
However, the new progression system gives players more freedom.
If you spend time leveling up and upgrading your weapons, the adventure can become significantly easier.
How challenging the game feels will largely depend on your own playstyle.
Should I Play with a Controller or Keyboard?
Both are fully supported.
Personally, I prefer playing with a controller, but I've completed LarsGadiel many times using only a keyboard.
So whichever control method you prefer, you'll be able to enjoy the game comfortably.
Will You Add More Content in the Future?
That will depend on the game's reception and how well it performs after release.
If LarsGadiel is successful and enough players enjoy it, I'd love to continue supporting it with new content and improvements.
One thing I can promise is that any future content updates will be completely free.
LarsGadiel will never have paid DLC.
Will the Next Game Take Another Six Years?
I certainly hope not!
Right now, all my attention is focused on LarsGadiel. Even at this stage, I'm still testing the game until the very last minute, making sure everything works as well as possible.
If any bugs or issues appear after launch, fixing them will be my highest priority.
As for what's next... I already have several projects in development.
Once LarsGadiel has been released and things settle down, I'll choose one of those projects to finish and officially announce sometime next year.
Final Thoughts
I hope this Q&A has answered some of the most common questions about LarsGadiel and helped you better understand what kind of game it is.
I created LarsGadiel as the kind of Metroidvania that I personally love to play.
It's inspired by the great 8-bit classics, but also includes modern gameplay improvements that, in my opinion, enhance the experience without sacrificing the spirit of those old-school adventures.
I know pixel art isn't for everyone, and this isn't the biggest game you'll see this year.
But if you enjoy exploration, interconnected worlds, challenging bosses, hidden secrets, and classic gameplay, I truly believe LarsGadiel has something special to offer.
So if it sounds like your kind of game...
Please give it a chance.
Because in the end...
Great games are about much more than graphics.
Thank you all for your support.
I hope to see you in Lemure on July 17th.
Source
Changelog.gg summarizes and formats this update. How we read updates.
