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Steam News7 November 20258mo ago

Demo Update - Nov 8th

Hey everyone! This round packs a bunch of quality of life fixes for your eyes and ears. We did have a brief “wait, did you really set boss HP to 100x?

In this update11

Full notes

Full Torch of Shadows update

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

Repeated intro

Hey everyone! This round packs a bunch of quality of life fixes for your eyes and ears. We did have a brief “wait, did you really set boss HP to 100x?” moment, but we landed on something actually balanced, readable, and smoother. Details below 👇

What changed

12 fixes8 additions28 changes6 removals
  • Balance
  • UI and audio
  • Gameplay
  • Performance
  • Maps
  • Fixes
changedHey everyone! This round packs a bunch of quality of life fixes for your eyes and ears. We did have a brief “wait, did you really set boss HP to 100x?” moment, but we landed on something actually balanced, readable, and smoother. Details below 👇
changedHighlights:HUD now shows your level. No more “what level am I again?”
addedHighlights:Main menu & splash screen refreshed. New background, cleaner layout.
changedHighlights:Prologue updated. A tighter, moodier opening flow.
addedHighlights:Spotlight effect added. Clearer visual emphasis at key moments.
addedLocalizationNew languages: Spanish, Italian, Estonian, Portuguese.
Attack Speed & Attack Power nerfed:10%2%Attack Speed & Attack Power nerfed: decreased, nerfMax HP increase toned down:20%5%Max HP increase toned down: decreased, nerf

Torch of Shadows changes

changedHey everyone! This round packs a bunch of quality of life fixes for your eyes and ears. We did have a brief “wait, did you really set boss HP to 100x?” moment, but we landed on something actually balanced, readable, and smoother. Details below 👇
changedHUD now shows your level. No more “what level am I again?”
addedMain menu & splash screen refreshed. New background, cleaner layout.
changedPrologue updated. A tighter, moodier opening flow.
addedSpotlight effect added. Clearer visual emphasis at key moments.

Highlights:

  • HUD now shows your level. No more “what level am I again?”

  • Main menu & splash screen refreshed. New background, cleaner layout.

  • Prologue updated. A tighter, moodier opening flow.

  • Spotlight effect added. Clearer visual emphasis at key moments.

  • Loading screen hints now rotate. Useful mini tips while you wait.

Localization

  • New languages: Spanish, Italian, Estonian, Portuguese.

  • Typos fixed across all languages.

  • Language selection bug fixed: Changing language on the main menu no longer causes in-game upgrades to use the previous language.

  • Demo boundary label: Locked rooms on the map now show “N/A in demo.”

Gameplay & Balance

  • Attack Speed & Attack Power nerfed: 10% to 2% per level. Cuts down on runaway power creep.

  • Lifesteal limited: Down to 1%. Stops near-immortal loops.

  • Max HP increase toned down: 20% to 5%. More reasonable survivability curve.

  • Full follow range increased. Enemy pursuit feels more consistent.

  • Scatter rules clarified:

  • Fast and Exploder enemies no longer enter scatter.

  • During scatter, enemies can’t push through walls anymore.

  • Tether chainsFixed delayed damage; no passing through the chain.

Bosses & Enemies

  • Twin Boss:

  • Stray debug logs (causing crashes) are now off.

  • Polarity label removed to reduce on-screen clutter.

  • Boss HP experiment: We tried 100x (yes, we know), then settled on 10x for longer but fairer fights.

UI/UX & Visuals

  • Skill screen: Black center bar no longer closes after picking a skill.

  • Inconsistent “Down” capitalization in some upgrade names has been fixed.

  • Flask cooldown bar offset corrected (especially after cooldown reduction).

  • Notification/indicator text animates more slowly for readability.

  • Gateway-specific collectibles added, with ease-in / ease-out polish.

Audio & Music

  • Collectible sound spam capped: Max 10 simultaneous collect sounds.

  • Mute state persists: Toggling sound now saves properly.

  • Master volume default set to 10% (ear-friendly start).

  • Volume slider added for fine control.

  • Music flow fixed:

  • Music now plays correctly when returning to the map after a run.

  • Demo finished screen now has music (instead of random SFX).

Technical & Stability

  • Loading bar no longer grows into infinity.

  • Crash when an Elite buff spawns during pause is fixed.

  • If a waller elite spawns its wall on the player, it now gently pushes the player aside.

  • Main menu redrawn and background changed, cleaner and steadier.

Demo Limits

  • Locked rooms on the map are labeled “N/A in demo”—no shortcuts, no surprises.

Small but important notes

  • “Full follow range” boost means you should read the distance a bit more carefully when kiting.

  • Keeping Fast/Exploder out of scatter reduces sudden chaos bursts.

  • Tether chains now enforce their rule visually and mechanically; take that line seriously.

  • Spotlight helps with telegraph readability during peak chaos.

Mini Patchlist (quick hits)

  • Level text added

  • Language typos fixed

  • Skill screen bar-closing bug fixed

  • Flask CD bar position fixed

  • Indicators slowed down

  • Loading bar overflow fixed

  • Twin Boss debug removed

  • Twin Boss polarity label removed

  • Audio mute state saved

  • Master volume 10%

  • Volume slider

  • Music on return to the map fixed

  • Demo finished, music added

  • Wall-spawn pushes the player

  • Gateway collectibles + ease animation

  • Fast/Exploder excluded from scatter

  • No wall-passing during scatter

  • Tether chain instant damage + pass-through blocked

  • Follow range increased

  • Attack Power/Speed 2% per level

  • Lifesteal 1%

  • HP buff 5%

  • Main menu & splash & prologue refreshed

  • Loading tips rotation

Developer Note (for Efe)

Neutral take: Dropping AS/AP from 10% to 2% per level, HP from 20% to 5%, and lifesteal %5 to 1% will slow the early-mid power curve. It kills power creep (good), but risks dulling that early “I’m getting stronger” feedback if left alone. Boss 10x after the 100x detour is a sane “long fight” baseline.

Encouragement: This package is disciplined: less noise, more clarity. For the next sprint, consider early-game micro-rewards (first 3 levels feel-good bumps). It boosts retention without breaking balance.

Try the update and tell us what lands and what doesn’t. Next round, we keep chipping at readability + flow. Guard the light, command the shadow.

Source

Steam News / 7 November 2025

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