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Steam News4 February 20265mo ago

Torch of Shadows – Major Rework Update

This update is not an iteration, but a full rewrite. Over the past months, Torch of Shadows has been rebuilt from the ground up.

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

0 fixes8 additions34 changes4 removals
  • Gameplay
  • Maps
  • Events
  • UI and audio
  • Balance
changedOver 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.
changedBelow is a summary of what changed.
removedWorld & Map DesignTile conversion system has been completely removed
removedWorld & Map DesignThe game no longer relies on territory repainting mechanics. This allowed for cleaner readability, stronger pacing, and more meaningful area control.
changedWorld & Map DesignAll maps have been restructured
changedWorld & Map DesignPlayable spaces were redesigned to better support enemy pressure, positioning, and moment-to-moment decision making.

Torch of Shadows changes

changedOver 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.
changedBelow is a summary of what changed.
removedTile conversion system has been completely removed
removedThe game no longer relies on territory repainting mechanics. This allowed for cleaner readability, stronger pacing, and more meaningful area control.
changedAll maps have been restructured

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

Steam News / 4 February 2026

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