- Hot-Fix: Guild Vendor Bug - 11 August 2021
Fixed a bug that would cause the alert pop-up to stay on screen after purchasing a new spell or item.
- The Tactics Mode (Re)Update - 3 August 2021
I found time over the weekend to port over the direct fighter control from Early Access back into the game. It is now available as an option in the pause menu. This will allow players to send and recall fighters, and disable the AI-driven behavior. A big apology for those players who really liked this feature before the removal. Early Access didn't have much feedback for existing features players actually liked, and the few who did comment were conflicted! So the initial reaction to removing direct fighter control initially seemed like the same response that came from other updates during development. But it looks like many of you really loved this EA feature, and still want to play(!), so for you all I hope this brings the game back to a good spot for you. Life changes will have me unable support the game much after this update, but I hope this wraps things for a while. Thanks for play…
- Summer Sale Update - 25 June 2021
Hope everyone is enjoying their summer, here's a little update to tidy a few things up in the game. The biggest change is that players who breezed through the standard game difficulty can now test their skills in New Adventure+. Enjoy! Features New Adventure+ added! Players can choose a harder version of the game after beating it on regular difficulty. Enemies have 33% more health and damage. End screen added after beating the Sewers. The game now rolls the credits and no longer loops back to the desert with increased difficulty. Fixes Large loot drops are much easier on the frame rate Pyromancer bats should always spawn in-bounds Bonus chest should always spawn in-bounds Electric Beltaloo should attack the same enemy fewer times per charge
- Hot-Fix: Guild Vendor Bug - 26 March 2021
Fixed a game-breaking bug where the player could be teleported outside of the Guild after talking to a vendor.
- Looking For Heals OUT NOW!! - 25 March 2021
Good news everyone, Looking For Heals 1.0 is dropping today! Thanks so much for the support and feedback these last 2 years! IT'S HEALING TIME! CHANGE LIST Health bars are now much bigger and easier to see Shrank down some dungeon sizes by one room Player can now sprint when out of combat Selection cursor for controller has been improved So many UI tweaks! Removed the enrage timer Helper Overlay added to explain some newer mechanics Fighters are now killed when essence is depleted (game over or quit) Mana no longer works on 100% Killed all the weird bugs that could occur after traveling back to the guild hall Revive has larger area on the fighter Level NPCs have been added for that narrative touch! Lowered pricing on most unlockables Fear when shielded no longer glitches We now refill mana on combat finish Moving during final cutscene in tutorial is disabled Achievements have been added…
- Update #18 The End of a Journey - 5 March 2021
After thousands of work-hours, hundreds of squashed bugs, tons of features, and enough iterations to make your head spin...I'm happy to announce that this will be the final update for Early Access. This feels like a good time to reflect. When Stu and I started this project 2 years ago, I had no idea where it would take us. We had high hopes for our weird little healing game, and were determined to make it a fully-fledged Steam title we could both be proud of. A lot has happened since those humble beginnings. We received a couple local awards, got to participate in the GDC Indie Megabooth, and even got a glimpse of the world of indie publishing. It ran the full spectrum of experiences in this industry. From its euphoric ups, to it's crushing downs. I decided to go full-time on the project for most of 2019. Leaving a steady job to work on something you truly care about with no guarantee o…
- Update #17 New Spells, New Buffs, and Balancing - 9 January 2021
We're getting close to the end folks! Here's the follow up to last month's update, with more spells, items, buffs, and a boat-load of enemy balancing. Next up is the narrative pass, along with the last level of the game: Ice Mountain. After that, it's Steam integrations and the long-awaited polish pass. See you soon! Updates Added Crit, Block, and Dodge chances to all classes New Support Item: Hot under pressure. Greatly increases crit chance when low on health New Support Item: Iron shield. Increases your block chance New Support Item: Sneakers. Increases your dodge chance New Spell: Enrage. Increases crit chance on a fighter for a 8 seconds New Spell: Phase Shift. Greatly increase dodge chance on a fighter for 10 seconds New Spell: Rescue Portal. Teleport the fighter to the healer's location New Spell: Evergreen. Heals the fighter continuously over several seconds New Spell: Blessing…
- Update #15: We're Back! - 20 March 2020
It's been a while since our last update, but thanks for your patience as we take this thing to the finish line in the coming weeks. We've made a major pass on the UIs that I think you'll like, and healer classes have new special abilities! Features and Updates New Song for the Guild Hall by Chris Sinnott! Decreased the average size of all dungeon floors by 20% Added a level progression bar to the loading title and game over screens Updated Game Over Screen Updated Level Title Screen Updated Fighter Inventory Screen Level up system has been streamlined! Health and Speed will gradually increase up to the new level cap. Updated Choose Spell Screen Updated Resume Popup at the Guild Hall Healer Class Changes: All classes now use the same Heal/Shield/Rez slots, with special perks for each class Priest starts with extra essence Elementalist now freezes nearby enemies on First Strike. Battle Me…
- Update #14: Sound Pass - 31 October 2019
We're back with a big pass of sounds from my old Dungeon Defenders colleague, Afshin Cohen. Updates will be a little lighter as we polish through the holidays, but the full release is nearly here! Features and Changes: Beastmaster pet now distracts enemies like the Vanguard Ice Wizard now channels an ice storm instead of throwing ice balls Pyromancers attack speed doubled Most non-enemy sound FX have been replaced with shiny, new ones Happy Halloween!
- Update 13: Item Overhaul - 11 October 2019
Today's update gives the support items in the game a well-deserved boost in effectiveness. Many items that had a percent chance to proc will now always activate on the first hit made by fighters, as well as general damage increases across the board. See what crazy item combinations you can come up with! Defender and Assassin had some quality of life changes too so give them a shot. Changes and Features: Mark of the Death God: Now marks on First Strike Scorpion Venom: Poisons on First Strike. Shrunken head proc chances increased Cats Paw: Teleport cooldown reduced Bear Trap: Ensnares on First Strike, ensnare duration increased Explosive Eel Essence: Explodes on First Strike Nasty Knuckles: Stuns on First Strike, stun duration increased Deadly Dragon: Now executes enemies on First Strike, threshold increased Electric Explosives: Always procs now Putrid Corpse Mine: Always procs now Bottle…
- Update 12: Balancing Act - 28 September 2019
This week's update comes with a hefty design pass. Lots of tweaks to fighters, items, enemies and spells to squash some Optimal Strategies and change up that meta! There's more tactical emphasis on retreating and fighter positioning now so make sure to take advantage of those recall buttons. Try out some new builds and see what your favorites are! Features: UI and Healer spells had a visual pass Another great track for The Dungeon from Chris Sinnott Guild bank changed to keep your gold instead of items. You now keep some of your gold to use on the next playthrough! Soon to be upgradable through a new guild progression screen. Stare Bear: Increased Damage You can now fully replenish your essence after each boss! Lowered starting health for Defender, Vanguard, and Berserker Fly bros: Increased damage and move speed Berserker Impact damage greatly increased Marksman Focus ability procs fas…
- Update #11: Boss Time - 21 September 2019
This week brings three new enemies, and they're all bosses! They'll be changing a decent amount over the upcoming polish pass, so study up while you can. The community helped out big time to squash some particularly sneaky bugs for this update too, so another big thanks to everyone for their feedback as we get closer and closer to the finish line next month! Features and Changes: New Level Boss in The Dungeon: The Roll Troll New Level Boss in the Depths: Fly Bros New Level Boss in The Gutter: Rat Mother New music for The Depths, hope you brought your subwoofer! Tweaked fighter AI so that they will attack any nearby enemies when directed to a empty location to streamline fighter positioning All healing gun projectiles now pass through fighters at full health Angry ghost no longer spends essence to fire projectiles Limit breaker now increases both incoming and outgoing damage per level Es…
- Update #10: Weekly Speedrun - 13 September 2019
We're back from the break and better than ever! This update adds the first of several Steam integrations: The Weekly Speedrun. Race a custom-made fighter team against the clock, then compare your best time with LFH players from all around the world! Healers and fighter classes are also locked up now as we slowly gear the game toward a releasable state. You heard right, it's been a great summer of development and we'll be slowly transitioning to the final polish and balancing phase in coming weeks. Be sure to keep posting all of your favorite (or broken!) fighter builds and stories! Features: Weekly Speedrun added! Who's the fastest healer of them all? Quitting a run now triggers a Game Over, activating the guild bank screen (Thanks Chobin and Katherine) Fighters barks/blurbs added in-game New Feature: Guild Mailbox Added Healer class unlocks after certain achievements Unlock subclasses…
- Update #9: New Sewer Level - 24 August 2019
Lots of great feedback this week, a big thanks for all of the suggestions and bug reports on Discord and the Steam Community. Your help and support makes every update even better! This week's update includes a brand new level, new enemies, and the first of many new music tracks from composer Chris Sinnott. Features and Changes: New Level: The Gutter. Put your item builds to the test with this AoE filled gauntlet. New Enemy: Goblin Bomber New Enemy: Slime Monster New Enemy: Goblin Healer New Enemy: Psycho Goblin New Music for The Wastes Beastmaster has a proper beast to control now Unlockable spells and items will now repopulate after you buy them Ice Wizard attack now affects a wide area, instead of a single target Cave and Dungeon Enemies hit a bit now harder Cooldown, lifespan, and balance changes on many spells and items Essence Drop chance lowered Demon Brute leap now damages instea…
- Update #8: Rogue-lite Progression at Last - 15 August 2019
It's been a long time coming, but it's finally here: The Progression System! Item and spell vendors are now in the guild hall to unlock all of that sweet content. Stronger enemies will now drop Spirit Gems, which you use in the guild to purchase new game features. It's a beefy update, so check out the features list to see what else is new this week! Updates and Features: PROGRESSION IS HERE!!! We've waiting a long time to make sure the game's core is solid, and now that it's in a good spot we're starting to lock up all of those items, sub-classes, spells, and healers. Now you'll have to earn 'em with... Spirit Gems: Unlock new spells, and healing abilities with the new, persistent currency added to the game. Spirit Gems have been added to combat bonuses, and item drops require an A or S rank Game over screen now shows a death sequence so you can know why you died (Thanks Phowecy) New Su…
- Update #7: Combat Tuning - 7 August 2019
Enemy group AI has been reworked for this week's update. Swarms of enemies should be easier to handle as they will intelligently wait their turn to make attacks now. This should make encounters feel more fair with only a limited number of enemy actions occurring at any particular time. Enjoy! Features and Updates: Enemy attacks are now bottle-necked to a limited number of actions at a time, it's controlled chaos now as opposed to regular chaos! Cave Art Pass Traps no longer hurt friendly targets, and inflict heavy damage on enemies to be more useful in combat. Defender Changes: Now has a percent chance to fully block an attack in range Marksman Changes: Increases damage the longer they stay in place Beastmaster Changes: Pet pulls more threat from enemies before going down. It's time the rat did some off-tanking! Assassin Stun reduced to one second. Bleed now removed much faster after Br…
- Update #6: New Healer Classes and Spells - 27 July 2019
This next update pushes LFH into more experimental territory with the inclusion of several new healer spells inspired by action games. Give them a shot! And don't forget to post your favorites on Discord so we know how they're working out. Features and Changes: Did someone ask for more healer spells? You most certainly did! A big thanks to everyone who filled out the feedback form. 22 Heal, Shield, and Rez spells to mix and match between the new classes! Currently has placeholder art while we experiment with these crazy abilities. Try them while they're all unlocked! Healing Class Changes! Healing classes now use spell slots for the three types: Heal, Shield, and Rez Battle Medic: You got top-down shooter in my healing game...delicious! She's brought her powerful array of healing guns with her. She moves quicker than the rest, with two healing slots and a rez. Paladin: A holy warrior wi…
- Update #5: The Talent Screen - 18 July 2019
The big feature this time around is the Talent Screen, which replaces the previous inventory screen. Now you can level up your fighters with gold, which will give you talent points to allocate to things like health, speed, and item ranks. Give it a try and let us know if what you think. The reset of the update was heavily focused on rebalancing combat encounters and level progression so jump in and see how far you can get! Features Inventory Screen has been changed to be the fighter Talent Screen. Floor order is now static as well as enemy health and damage. Can you get through all 6 floors? The Bone King is now more complex. Hope you're off-tanking with the Tactical Pause ;) Room size has increased Item drop table has been normalized, any item can drop at anytime! Player Can Toggle certain item abilities in the Tactical Pause screen. Great for that last minute stun in later floors. Hea…
- Update #4: Tactical Pause Screen - 6 July 2019
Ever feel like you're getting overwhelmed in combat? Or maybe you've wanted to perform more advanced micro during boss fights? Well now you can, with the Tactical Pause feature! During combat, just hit Left Shift/Trigger to freeze time and queue up one move and/or attack command on each of your fighters. This adds a whole new dimension to how you fight, so expect to see some increasingly complex battles in the near future to really push your raiding skills to the limit. Features and Changes: The Tactical Pause screen has been added! Hit Left Shift/Trigger to stop the flow of combat and individually direct your fighters' next moves! Enrage Timer added to combat rooms. Take too long to clear a room and enemies will become enraged, drastically increasing their difficulty Time Bonus shown on timer bar during combat rooms New Combat Bonus: No Deaths New Combat Bonus: Tank Master. For directi…
- Week #3 Update: New Healer Class - 27 June 2019
This week gets not one, but TWO big features: The Elementalist healer, and a new and improved death system. I hope you're ready for some satisfying micro, because the new mini-bosses will put your tactics to the test! Features and Changes: New Healer Class: The Elementalist! Uses slower, powerful area healing spells to heal, shield and revive party members all at once! Make every heal count with the first of four planned healer additions. Death Reimagined: Your fighters' lives are now tied to your own. Lose life essence as fighters fall in combat. Let it drain to zero and it's game over. New Item - Healing Amulet: All healing is increased on the wearer. Great for keeping your tanks up. New Item - Angry Ghost: Being dead is highly frustrating for you. Your ghost attacks nearby enemies every second. New Item - Limit Breaker: You deal increased damage at the cost of life for every attack M…