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Steam News15 June 202621d ago

Development Update 27 - Big gameplay adjustments. New item and skill logic.

Hi, this week I've made some pretty big gameplay adjustments. The game is easier at the beginning of a dungeon run, but because of limited Health resources it gets more punishing depending of how you play.

Full notes

Full Temple of Eternal Suffering update

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

What changed

2 fixes10 additions1 change0 removals
  • Balance
  • UI and audio
  • Maps
  • Fixes
addedHi, this week I've made some pretty big gameplay adjustments. The game is easier at the beginning of a dungeon run, but because of limited Health resources it gets more punishing depending of how you play. I've also added procedurally generated item names and added logic that saves current skill cooldowns, earlier this did not exist and technically you could reset skills cooldowns by reequipping the same skill again. Overall pretty productive week.
addedTurned off passive health regen stat from character screen UI. Added name switch (In UI) for when in Mech suit - Health -> Shields.
addedChanged Some stat names. Updated Mech and Human Specific names. Changed procedural stat range for movement speed in all item types. Added logic for Emergency Mech Shields Regen when reaching 0 Shields, and only regenerating up until a certain Shield percent.
addedAdded logic for procedural Item name generation. Added new variables to item structure for Mech Overheat. Prepared base templates for item name localization.
addedAdded Specific item name assignment logic for item types (Different Prefix and Suffix for item types like Weapons or Armor).
addedAdded image to pickup item text with the item it references. Updated pickup item widget visuals. Removed 4-th implant slot from human character (UI and logic).

Temple of Eternal Suffering changes

addedHi, this week I've made some pretty big gameplay adjustments. The game is easier at the beginning of a dungeon run, but because of limited Health resources it gets more punishing depending of how you play. I've also added procedurally generated item names and added logic that saves current skill cooldowns, earlier this did not exist and technically you could reset skills cooldowns by reequipping the same skill again. Overall pretty productive week.
addedTurned off passive health regen stat from character screen UI. Added name switch (In UI) for when in Mech suit - Health -> Shields.
addedChanged Some stat names. Updated Mech and Human Specific names. Changed procedural stat range for movement speed in all item types. Added logic for Emergency Mech Shields Regen when reaching 0 Shields, and only regenerating up until a certain Shield percent.
addedAdded logic for procedural Item name generation. Added new variables to item structure for Mech Overheat. Prepared base templates for item name localization.
addedAdded Specific item name assignment logic for item types (Different Prefix and Suffix for item types like Weapons or Armor).

Hi, this week I've made some pretty big gameplay adjustments. The game is easier at the beginning of a dungeon run, but because of limited Health resources it gets more punishing depending of how you play. I've also added procedurally generated item names and added logic that saves current skill cooldowns, earlier this did not exist and technically you could reset skills cooldowns by reequipping the same skill again. Overall pretty productive week.

  • Turned off passive health regen stat from character screen UI. Added name switch (In UI) for when in Mech suit - Health -> Shields.

  • Changed Some stat names. Updated Mech and Human Specific names. Changed procedural stat range for movement speed in all item types. Added logic for Emergency Mech Shields Regen when reaching 0 Shields, and only regenerating up until a certain Shield percent.

  • Added logic for procedural Item name generation. Added new variables to item structure for Mech Overheat. Prepared base templates for item name localization.

  • Added Specific item name assignment logic for item types (Different Prefix and Suffix for item types like Weapons or Armor).

  • Added image to pickup item text with the item it references. Updated pickup item widget visuals. Removed 4-th implant slot from human character (UI and logic).

  • Updating Mech attachment and weapon spawning in temple entrance map. Fixed issue with appearing Mech items in Temple Entrance. Fixed Slot rotation in temple entrance. Updated logic to reset skill and dash usage after a interrupt while changing from Mech to Human. Added base logic for transferring skill cooldowns between skill slots.

  • Added logic for saving current skill cooldown for transfer to a different slot or unequip (Mech Attachments). Updated skill seconds UI display logic for new saved cooldown logic.

  • Added new saved cooldown skill logic for human skills.

  • Fixed edge case for skill cooldowns and saved cooldowns while swapping skill in Implant slots.

  • Updating skill cooldown logic.

  • Updated all skill cooldown slots with new transferred cooldown logic.

  • Added logic for not destroying skills that work over time while switching between mech and body, added delayed destroy for these skills. Added new sound and enabled booster effects while Mech suit rotates to position before hero enters the suit.

Thank you for reading this Dev Update, and I will see you in the next one :)

Wojtek Michael Wisniewski

Source

Steam News / 15 June 2026

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