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Steam News13 March 20263mo ago

Version 1.1.1 - New enemy types + general improvements

Hello! This week, we added two new enemy types and made general improvements, such as improving visibility in fights. Here's a sneak-peek at the new enemy types.

In this update6

Full notes

Full Trials of Valor update

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

What changed

2 fixes3 additions6 changes3 removals
  • Gameplay
  • Maps
  • Performance
  • UI and audio
  • Balance
  • Fixes
addedThis week, we added two new enemy types and made general improvements, such as improving visibility in fights.Here's a sneak-peek at the new enemy types.
addedPlague StalkerThis new enemy is both agile and dangerous, no matter the distance to his foe.
addedPlague WitchYou'll encounter these new enemies in Chapter II and Chapter III.
removedVisibility in fightWe reduced the intensity on several visual effects (VFX), such as explosions, burning, weapon trails and poison-effects. We toned down the colors, alpha and speed up / scattered several effects so they don't pile up and cover important parts of the fighting area. We also removed several thick smoke effects.
changedChapter 1 - Dark forest lighting reworkWe changed the lighting in the second half of Chapter 1. It keeps the general color theme, but is slightly brighter and have more vibrant colors. This will also improve how footage looks when uploaded to YouTube for instance, which is how many of you found the game.
changedChapter 1 - Dark forest lighting reworkHere's a list of some other improvements we made.

Trials of Valor changes

addedHere's a sneak-peek at the new enemy types.
addedThis new enemy is both agile and dangerous, no matter the distance to his foe.
addedYou'll encounter these new enemies in Chapter II and Chapter III.
removedWe reduced the intensity on several visual effects (VFX), such as explosions, burning, weapon trails and poison-effects. We toned down the colors, alpha and speed up / scattered several effects so they don't pile up and cover important parts of the fighting area. We also removed several thick smoke effects.
changedWe changed the lighting in the second half of Chapter 1. It keeps the general color theme, but is slightly brighter and have more vibrant colors. This will also improve how footage looks when uploaded to YouTube for instance, which is how many of you found the game.

Hello!

This week, we added two new enemy types and made general improvements, such as improving visibility in fights.

Here's a sneak-peek at the new enemy types.

Plague Stalker

This new enemy is both agile and dangerous, no matter the distance to his foe.

Plague Witch

This powerful elite enemy can easily end your run if you don't find a way to outsmart her.

You'll encounter these new enemies in Chapter II and Chapter III.

Visibility in fight

We reduced the intensity on several visual effects (VFX), such as explosions, burning, weapon trails and poison-effects. We toned down the colors, alpha and speed up / scattered several effects so they don't pile up and cover important parts of the fighting area. We also removed several thick smoke effects.

The "burning and poison" aura effects on characters are smaller and more subtle now. Some ethereal type enemies have a different colored burning effect to make it more visible and less distracting.

Chapter 1 - Dark forest lighting rework

We changed the lighting in the second half of Chapter 1. It keeps the general color theme, but is slightly brighter and have more vibrant colors. This will also improve how footage looks when uploaded to YouTube for instance, which is how many of you found the game.

Here's a list of some other improvements we made.

  • Projectiles will collide with the terrain now.

  • Poison arrows will no longer flicker.

  • Many arrows have an improved trail, making it easier to see and prettier to look at.

  • Fixed a bug where Max FPS would be ignored on "Medium" graphics settings (thanks for reporting this bug to us!)

  • Grublin's attack speed is adjusted so it's a bit easier to anticipate when he attacks, especially on higher difficulties.

  • Archer's (Goblin) punch and backflip animation are improved so it's easier to anticipate when to block/evade.

  • Fixed a bug where the Rogue's head disappeared after unequipping Thief / Shadow hood.

  • Consume Toxins (Bow ability) will cost 0 instead of 2, making it more viable.

  • Snipe, Holy Blast and Holy Crystal will no longer evade in the wrong direction, if triggered after evading through an enemy.

Thanks for supporting the game!!! You can join our Discord or post in the forums here on Steam, in case you have ideas for future content. https://discord.com/invite/mXfXtEBEER

Source

Steam News / 13 March 2026

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