Greetings Travelers, Guardians, and God Killers! Today we’ve pushed live a massive update to the To Kill A God demo. We’ve been reading all your feedback and working hard to improve the game in a number of ways.
In this update1
Full notes
Full To Kill a God update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition1 change0 removals
UI and audio
changedGreetings Travelers, Guardians, and God Killers!Today we’ve pushed live a massive update to the To Kill A God demo. We’ve been reading all your feedback and working hard to improve the game in a number of ways. Here’s some of the things that have changed and improved in our demo: Skillmap Overhaul We’ve made a number of changes to the Skillmap with the goal of making progression more clear and intuitive. The map is still randomized at the start of each run, but we’ve tweaked things significantly to ensure that players have more opportunity to pursue builds that match to the skill you choose at the very start. For instance, you’ll notice that a few nodes out from center are clusters of nodes with a major node at the center. These clusters are tailored to your initial skill choice with buffs, enhancements, and additional skills that pair well with that initial skill. They are littered throughout the map as points of focus for theorycrafting and optimizing your build strategy. In them you will find a number of passives and the occasional active skill to create penultimate player aspects. We’ve also added underlying art to the Skillmap for a more immersive experience between nodes. Steam post image Better, More Complicated Battles Fights themselves have evolved significantly in To Kill A God since you last entered the Death Spiral. Environments are bigger and more varied, and now more than ever you’ll need to use the environment to your advantage (and avoid being disadvantaged by it). You also no longer need to clear a node of all enemies to complete it. Each area now contains a statue, which you can find via a directional UI component, which grants you the node’s reward. You can also portal out of a battle at any time, meaning that you can rush to the statue, get your reward, and leave before defeating all enemies. You’d miss out on XP and loot, but for the tougher fights this could be an important strategic decision! Steam post image New Rest System and Camp Resting is now a much more important and feature-rich element of a run. Rather than simply healing and filling potions when you rest, the player rests in a Camp full of NPCs. It is in the Camp that you’ll be able to craft skills, enhance your skills, buy and sell gear, store items in a new stash, and more. This also means that the map nodes that were once devoted to these individual systems are gone - you can access these systems every time you rest. While you can still rest at any time, you are forced to rest every 5 nodes. Watch out, as this means that if you aren’t paying attention to the rest cycle, you could miss out on a crucial node! Resting is also now directly tied in to boss aggro - Slessen, The Fallen King, will now confront you after 30 nodes OR 6 rests.
addedGreetings Travelers, Guardians, and God Killers!Gear & Loot Drop revamp No longer will you choose from one of three pieces of gear at the completion of each node. Instead, gear now drops from enemies throughout combats. This means more gear and better chances of getting the gear you want. It also means your inventory will fill up quicker and you’ll have more gear to sell (in the new Camp!) and upgrade. An Entirely New UI The team has also spent a ton of time improving the game’s UI, from menus and character selection to your HUD, in-game pop-up notifications, and more. This is an important part of the game to us and something we’re trying to really get right, so your feedback on this will be invaluable. Steam post image And Much More You’ll also find a ton of tweaks, changes, and improvements to many things throughout the game. From how combat flows and skills work, important systems like skill crafting and enhancing, animations and sound design, and much more. To Kill A God has come a very long way in these last few months, thanks to all of your feedback. Our goal in this time has been to create a better, more intuitive, and more polished game for you all. We hope you’ll enter the Death Spiral once more, let us know what you think, and consider updating your review on the demo or leaving a new one. Or, if this is your first time trying To Kill A God, please leave a review on the demo as it really helps us out! You can also join the Mad Mushroom Discord to connect with us and provide feedback.
To Kill a God changes
changedToday we’ve pushed live a massive update to the To Kill A God demo. We’ve been reading all your feedback and working hard to improve the game in a number of ways. Here’s some of the things that have changed and improved in our demo: Skillmap Overhaul We’ve made a number of changes to the Skillmap with the goal of making progression more clear and intuitive. The map is still randomized at the start of each run, but we’ve tweaked things significantly to ensure that players have more opportunity to pursue builds that match to the skill you choose at the very start. For instance, you’ll notice that a few nodes out from center are clusters of nodes with a major node at the center. These clusters are tailored to your initial skill choice with buffs, enhancements, and additional skills that pair well with that initial skill. They are littered throughout the map as points of focus for theorycrafting and optimizing your build strategy. In them you will find a number of passives and the occasional active skill to create penultimate player aspects. We’ve also added underlying art to the Skillmap for a more immersive experience between nodes. Steam post image Better, More Complicated Battles Fights themselves have evolved significantly in To Kill A God since you last entered the Death Spiral. Environments are bigger and more varied, and now more than ever you’ll need to use the environment to your advantage (and avoid being disadvantaged by it). You also no longer need to clear a node of all enemies to complete it. Each area now contains a statue, which you can find via a directional UI component, which grants you the node’s reward. You can also portal out of a battle at any time, meaning that you can rush to the statue, get your reward, and leave before defeating all enemies. You’d miss out on XP and loot, but for the tougher fights this could be an important strategic decision! Steam post image New Rest System and Camp Resting is now a much more important and feature-rich element of a run. Rather than simply healing and filling potions when you rest, the player rests in a Camp full of NPCs. It is in the Camp that you’ll be able to craft skills, enhance your skills, buy and sell gear, store items in a new stash, and more. This also means that the map nodes that were once devoted to these individual systems are gone - you can access these systems every time you rest. While you can still rest at any time, you are forced to rest every 5 nodes. Watch out, as this means that if you aren’t paying attention to the rest cycle, you could miss out on a crucial node! Resting is also now directly tied in to boss aggro - Slessen, The Fallen King, will now confront you after 30 nodes OR 6 rests.
addedGear & Loot Drop revamp No longer will you choose from one of three pieces of gear at the completion of each node. Instead, gear now drops from enemies throughout combats. This means more gear and better chances of getting the gear you want. It also means your inventory will fill up quicker and you’ll have more gear to sell (in the new Camp!) and upgrade. An Entirely New UI The team has also spent a ton of time improving the game’s UI, from menus and character selection to your HUD, in-game pop-up notifications, and more. This is an important part of the game to us and something we’re trying to really get right, so your feedback on this will be invaluable. Steam post image And Much More You’ll also find a ton of tweaks, changes, and improvements to many things throughout the game. From how combat flows and skills work, important systems like skill crafting and enhancing, animations and sound design, and much more. To Kill A God has come a very long way in these last few months, thanks to all of your feedback. Our goal in this time has been to create a better, more intuitive, and more polished game for you all. We hope you’ll enter the Death Spiral once more, let us know what you think, and consider updating your review on the demo or leaving a new one. Or, if this is your first time trying To Kill A God, please leave a review on the demo as it really helps us out! You can also join the Mad Mushroom Discord to connect with us and provide feedback.
Greetings Travelers, Guardians, and God Killers!
Today we’ve pushed live a massive update to the To Kill A God demo. We’ve been reading all your feedback and working hard to improve the game in a number of ways. Here’s some of the things that have changed and improved in our demo: Skillmap Overhaul We’ve made a number of changes to the Skillmap with the goal of making progression more clear and intuitive. The map is still randomized at the start of each run, but we’ve tweaked things significantly to ensure that players have more opportunity to pursue builds that match to the skill you choose at the very start. For instance, you’ll notice that a few nodes out from center are clusters of nodes with a major node at the center. These clusters are tailored to your initial skill choice with buffs, enhancements, and additional skills that pair well with that initial skill. They are littered throughout the map as points of focus for theorycrafting and optimizing your build strategy. In them you will find a number of passives and the occasional active skill to create penultimate player aspects. We’ve also added underlying art to the Skillmap for a more immersive experience between nodes. Steam post image Better, More Complicated Battles Fights themselves have evolved significantly in To Kill A God since you last entered the Death Spiral. Environments are bigger and more varied, and now more than ever you’ll need to use the environment to your advantage (and avoid being disadvantaged by it). You also no longer need to clear a node of all enemies to complete it. Each area now contains a statue, which you can find via a directional UI component, which grants you the node’s reward. You can also portal out of a battle at any time, meaning that you can rush to the statue, get your reward, and leave before defeating all enemies. You’d miss out on XP and loot, but for the tougher fights this could be an important strategic decision! Steam post image New Rest System and Camp Resting is now a much more important and feature-rich element of a run. Rather than simply healing and filling potions when you rest, the player rests in a Camp full of NPCs. It is in the Camp that you’ll be able to craft skills, enhance your skills, buy and sell gear, store items in a new stash, and more. This also means that the map nodes that were once devoted to these individual systems are gone - you can access these systems every time you rest. While you can still rest at any time, you are forced to rest every 5 nodes. Watch out, as this means that if you aren’t paying attention to the rest cycle, you could miss out on a crucial node! Resting is also now directly tied in to boss aggro - Slessen, The Fallen King, will now confront you after 30 nodes OR 6 rests.
Gear & Loot Drop revamp No longer will you choose from one of three pieces of gear at the completion of each node. Instead, gear now drops from enemies throughout combats. This means more gear and better chances of getting the gear you want. It also means your inventory will fill up quicker and you’ll have more gear to sell (in the new Camp!) and upgrade. An Entirely New UI The team has also spent a ton of time improving the game’s UI, from menus and character selection to your HUD, in-game pop-up notifications, and more. This is an important part of the game to us and something we’re trying to really get right, so your feedback on this will be invaluable. Steam post image And Much More You’ll also find a ton of tweaks, changes, and improvements to many things throughout the game. From how combat flows and skills work, important systems like skill crafting and enhancing, animations and sound design, and much more. To Kill A God has come a very long way in these last few months, thanks to all of your feedback. Our goal in this time has been to create a better, more intuitive, and more polished game for you all. We hope you’ll enter the Death Spiral once more, let us know what you think, and consider updating your review on the demo or leaving a new one. Or, if this is your first time trying To Kill A God, please leave a review on the demo as it really helps us out! You can also join the Mad Mushroom Discord to connect with us and provide feedback.