In this update5
Full notes
Full Lost To Riches update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey all, Happy New Year!
What changed
- Gameplay
- Balance
- UI and audio
- Events
- Store
- Fixes
Lost To Riches changes
To start off 2025, we've got a brand new update to Lost To Riches, it's a small one, but it adds in some new Quality of Life features and fixes, as well as patching glaring issues left in from last update (Given how large of an update it was, there was inevitably gonna be bugs and issues)
Some tuning to enemies as well as their spawning, and even a brand new enemy, the Shanker!
Below is a full changelog of all the changes!
Enemies
Ninja Goon Stats Tuned
Health Reduced from 15 to 12
Invincibility Period reduced from 1 Second to 0.3 Seconds
Brute Goon Stats Tuned
Health Increased from 4 to 6, Elite Variant Health increased from 8 to 10
Movement Speed increased from 4m/s to 8m/s
Brand New Enemy: The Shanker Goon
Has 2 HP
Has very fast Melee Attacks
His attacks go through Invincibility
Has an elite version
Starts appearing in the Hotels
Enemy Spawning Changes
Enemy spawning has been completely overhauled:
Rooms now have multiple spawnlists they can use
Enemy spawns are now more consistent, while still being random every time you enter a room
Much more focused towards introducing new enemies in the Hotels & Deep Storage
The Rest of the Changes
Added a button to the pause menu that allows you to return to the Hub
Added softlock prevention in the event no enemies spawn and the level cannot progress
Added softlock prevention in the event the player ends up out of bounds (Walk far enough out of bounds and you'll be teleported back in bounds)
Adjusted Pickup tracking on clearing a room to prevent the player from getting pushed
Adjusted Spawn Positions in Slots O' Fun to mitigate backtracking
All Tutorial prompts can now be skipped
All traps have been rebalanced slightly and now deal more damage to enemies
(Almost) All items have had their durability increased by 1
Dash Invulnerability now has a brief grace period after the dash ends
Escalation Encounters are now capped on how many extra enemies they can spawn
Items in the shop now have a random chance to be marked up
Objective Arrow now appears near the end of every wave, instead of near the end of the final wave Optimisations to the way saving and loading data works
Player Collider position and size has been modified slightly to improve dodging
Shop prices now scale in Endless depending how far into a run you are
The Achievements "Full Spectrum" and "Advanced Diploma" have had their unlock requirements fixed
The Velvet Angel Files book has been properly hidden in the intro tutorial
Source
Changelog.gg summarizes and formats this update. How we read updates.
