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Steam News5 March 20215y ago

Update #18 The End of a Journey

After thousands of work-hours, hundreds of squashed bugs, tons of features, and enough iterations to make your head spin...I'm happy to announce that this will be the final update for Early Access.

In this update1

Full notes

Full Looking for Heals update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions3 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
addedUpdates:Migrated class items over to be new player spells instead
addedUpdates:Added help overlays for the gameplay and inventory screens
addedUpdates:Added full description to unlockable items in the Guild Hall
changedUpdates:Updated the controls page to reflect latest design
addedUpdates:Added Cost, Cooldown, and Cast Time descriptions for spells in spell selection screen
changedUpdates:UI fixes for non-standard resolutions

Looking for Heals changes

addedMigrated class items over to be new player spells instead
addedAdded help overlays for the gameplay and inventory screens
addedAdded full description to unlockable items in the Guild Hall
changedUpdated the controls page to reflect latest design
addedAdded Cost, Cooldown, and Cast Time descriptions for spells in spell selection screen

After thousands of work-hours, hundreds of squashed bugs, tons of features, and enough iterations to make your head spin...I'm happy to announce that this will be the final update for Early Access.

This feels like a good time to reflect.

When Stu and I started this project 2 years ago, I had no idea where it would take us. We had high hopes for our weird little healing game, and were determined to make it a fully-fledged Steam title we could both be proud of. A lot has happened since those humble beginnings. We received a couple local awards, got to participate in the GDC Indie Megabooth, and even got a glimpse of the world of indie publishing. It ran the full spectrum of experiences in this industry. From its euphoric ups, to it's crushing downs.

I decided to go full-time on the project for most of 2019. Leaving a steady job to work on something you truly care about with no guarantee of success...it's pretty terrifying. You're never certain if you've made the right decision. In the end, I'm confident that we brought the game's super-risky design to a good spot...but it's true when they say a game is never truly finished, and it's time to start the next project. I hope the game brought a bit of fun into your lives, and thanks for all the support over the last two years.

So with that, here's the last update for Early Access. I hope you enjoy it.

See you at the release,

Jay

Updates:

  • Essence bar is now segmented for the amount of fighter deaths before a game over

  • Essence now increases in discrete amounts per player character essence

  • Mana potion is now a permanent item for all player classes, except Necro

  • Migrated class items over to be new player spells instead

  • Bosses now show up as trophy heads in the Guild Hall

  • Added help overlays for the gameplay and inventory screens

  • Added full description to unlockable items in the Guild Hall

  • FX pass on many game elements

  • Updated the controls page to reflect latest design

  • Added Cost, Cooldown, and Cast Time descriptions for spells in spell selection screen

  • UI fixes for non-standard resolutions

  • Balancing on most spells and enemies

  • Several major and minor bugs addressed

Source

Steam News / 5 March 2021

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