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
- Balance
- UI and audio
- Gameplay
- Performance
- Maps
- Fixes
Torch of Shadows changes
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
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