In this update9
Full notes
Full Torch of Shadows update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Events
- UI and audio
- Balance
Torch of Shadows changes
This update is not an iteration, but a full rewrite.
Over the past months, Torch of Shadows has been rebuilt from the ground up. Core systems, progression flow, visuals, and gameplay structure have all been re-designed with clarity, depth, and long-term sustainability in mind.
Below is a summary of what changed.
World & Map Design
Tile conversion system has been completely removed
The game no longer relies on territory repainting mechanics. This allowed for cleaner readability, stronger pacing, and more meaningful area control.
All maps have been restructured
Playable spaces were redesigned to better support enemy pressure, positioning, and moment-to-moment decision making.
A full Tutorial Area has been added
The tutorial is now the Main Altar Hub
This hub serves as the narrative and mechanical foundation of the game
Broken pylons from other maps are physically located here, tying progression directly into the world
Pylons, Events & Map Identity
Map-specific pylons added
Each map has unique pylons
Each pylon comes with its own mechanics, events, and identity
Pylon Events introduced
Activating pylons can trigger combat events, challenges, or world changes
Buff & Debuff systems tied to pylons and soul system
Every area now actively influences how you play
Positive and negative effects force adaptation rather than passive scaling
Souls & Minigames
Map-embedded Souls added
Souls are no longer abstract rewards
They exist physically inside the world
Soul Minigames implemented
Interacting with souls triggers short, focused gameplay challenges
Success and failure meaningfully impact the run
Visual Overhaul
All tilesets have been completely redrawn
No reused or legacy tiles
Visual language is now consistent across the entire game
Lighting system added
Dynamic lighting enhances atmosphere and spatial awareness
Fog system added
Maps now feel layered, hostile, and alive
Visibility is part of the challenge
UI / UX
Main UI has been fully redesigned
New layout
Clearer hierarchy
Stronger visual feedback during combat and progression
Save System
Save system split into two separate tracks
Demo Save
Main Game Save
This prevents progression conflicts and allows cleaner long-term development
Progression & Upgrades
Upgrade system redesigned
Structure, balance, and presentation were reworked
All in-game (run-based) upgrades changed
No legacy upgrade logic remains
Each upgrade now has a clearer purpose and synergy space
Enemy & Spawn System
Spawn system fully replaced
Old random/flat spawning removed
Wave-based pressure system implemented
Enemies spawn in intentional waves
Designed to surround, corner, and pressure the player
Positioning and movement matter far more than before
Philosophy Behind the Update
This project is developed by one person. It is also my first game. This update represents:
A learning process
A technical reset
And a commitment to doing things right, even if that means starting over
I’m incredibly excited and honestly a bit nervous to finally put this version in players’ hands.
Feedback & Community
This game will only grow as far as its feedback allows. If you’re curious:
Play it
Break it
Tell me what works and what doesn’t
Every comment, bug report, or design critique genuinely matters.
Thank you for being part of this journey.
Source
Changelog.gg summarizes and formats this update. How we read updates.
