In this update2
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
- Performance
- Security
- Gameplay
- Server
- Balance
- UI and audio
To Kill a God changes
Hello, Guardians!
It’s been a while since we last spoke, but we couldn’t start 2026 without first wishing each of you a prosperous year. May this new cycle mark a phase of more stability, steady ground, and real achievements for our entire industry.
Looking back at the past year, it’s hard not to feel a lump in our throats. It was, without a doubt, one of the most challenging periods for our studio and for the industry, but at the same time, one of the most rewarding of our lives.
During this process, we found Mad Mushroom. More than just an investment, we gained a partnership that has exceeded all our expectations. They have been incredible, and this security has given us the breath of air we needed to fly even higher.
The past year also gifted us with moments that felt like dreams: we took our story, our project, and members of our team to the Game Developers Conference in San Francisco and to the Tokyo Game Show, all in the same year!
Our heartfelt thank you to everyone who has been with us, who took time out of their day to play our demos and provide honest—even if sometimes harsh—feedback, so that we could improve and deliver the experience we believe our community deserves.
Patch Notes and Early Access Focus
The first demo we released during the 2024 Steam Next Fest fell short of what we wanted to show the world, but the visibility it brought was essential in reaching the community we have today: you.
Because of this, we can say that the greatest lesson of 2025 undoubtedly came from the release of our new demo. This entire experience helped us look at our work through a new lens. We received every bit of your feedback with the utmost attention. We took a step back, listened, understood our mistakes, and worked tirelessly on improvements.
This demo is the result of everything we learned abroad and everything you pointed out to us here. It is our way of saying: "We heard you."
Today, we are releasing one last update to the demo, which doesn't mean we will stop supporting it at all; it just means that, for now, our total focus will be on the Early Access launch. You can check out the Patch Notes at the end of this post.
Now, our total focus is on polishing every detail to deliver an extraordinary experience for our Early Access. Of course, we'll continue to take your feedback here on Steam and on the Mad Mushroom Discord server.
Thank you so much for all of your support. You are the best community we, as game devs, could ever have.
The Glitch Factory Team
Patch Notes v0.0.13:
Level Design & Content
Handcrafted Levels: Level design has been transitioned from procedural generation to handcrafted layouts.
- Shard MinesThis area has been removed from the game.
- New FeatureAdded a 'Dummy DPS Tester' to the Campfire area.
- New Game PlusImplemented an unlockable 'New Journey+' mode, accessible after defeating the final boss.
Gameplay & Balancing
- Attributes SystemImproved for better consistency across all builds.
Stat Bonuses: Rebalanced to have a more significant impact on leveling progression.
- Meta-ProgressionReworked the 'Prevent Death' (formerly 'Prevent to Die') mechanic.
Skill Nodes: Initial nodes now convert into basic passives once a player selects one.
Teleport Nodes: Now cost 0 Action Points to use.
Economy: Balanced the prices for the Totem of Immortals.
Loot: Rebalanced enemy drop rates and quality.
Consumables: Ember items can now be used directly on equipped gear.
UI & Quality of Life
- Travel UXImproved the user experience and interface of the Travel feature.
- TooltipsReworked the tooltips for all buff icons for better clarity.
Portal Logic: Portals now open automatically after the reward window is closed.
Time Tracking: Total run time now ignores time-scale modifiers (e.g., game speed increases).
Tutorial: General adjustments and polish to the early game tutorial.
Bug Fixes
- PerformanceFixed an issue where entering Fullscreen Mode would freeze the game.
- MediaFixed broken gameplay videos in the tutorial and glossary entries.
Stability: Implemented various fixes to prevent crashes, frame drops, and freezing.
Source
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