- Update: Steam Deck Compatibility + Hatstravaganza - 5 March 2022
In this new update, we've added some new things to find while making sure the game runs flawlessly on Steam Deck. Full List of Changes: - A bunch of new hats added! - New rare special rooms, to find your hats in - Various tweaks for making sure the game runs well on Steam Deck Let me know if there are any issues!
- Wayward Souls 1.0 Launched, now out of Early Access! - 28 August 2019
We had a one day delay doing this due to an approval we had to wait on, but the game is now officially out! The 1.0 build has been up since yesterday. Thanks for all the feedback and support up until now. We've added a lot of content and changes since Wayward Souls was available for Early Access, and a lot of the changes have come directly from player feedback. You can continue to give us feedback in the comments or on our official Discord, here: https://discord.gg/J7HChAa Our future plans are to get started on new games, look at the mobile version of Wayward Souls to try to do a small content update there, and look into any extra changes for the PC version of Wayward Souls in future updates. Besides bugfixes and tweaks, I would particularly like to add Arena and Gauntlet modes for Paladin. I would also like to look into possibly adding a new item set for every character, a new set of 3…
- 8/26 Release Candidate - 27 August 2019
This is likely pretty close to the version of the game we're going to launch tomorrow night! After launch, the price of the game will increase to $15. LIST OF CHANGES Paladin Changes - Paladin fountains can now be walked over when they are empty - Final passes of Paladin Boss balancing and item balancing - Aegis of Arxius durability buffed from 9 to 10 - Aegis of Arxius now properly gets more charges for the + version, so up to 14 for the upgraded version Boss health spoilers - Mage health reduced from 220 to 200 - Warrior health increased from 320 to 330 - Spellsword health reduced 300 to 245 - Rogue health increased from 270 to 300 - Adventurer health reduced from 300 to 280 - Warrior boss macejump cooldown increased from 0.30 seconds to 0.45, warmup increased from 0.8 seconds to 0.9 - Removed the "game isn't done yet" note from penultimate boss Arena Changes - Gladiator Giant health…
- 8/19 Small Bugfix Update - 20 August 2019
We are launching Wayward Souls for a 1.0 Release out of Early Access on August 27th. The game's price will increase to $15 on launch. We will do either one or two more updates until then! Next update should be a (possibly last pre-launch) balance pass on Paladin. List of Changes - Killing the Gnabber wouldn't prevent him from talking, so his invisible ghost would still taunt you. Now he should stop talking when dead - Fixed some door issues - Some room tweaks
- 8/27 Launch out of Early Access! + New Bugfix Build - 14 August 2019
We're planning on wrapping up Wayward Souls for a 1.0 Release out of Early Access on August 27th. The game's price will increase to $15 on launch. Coming up: Paladin tweaks and adjustments, and additional bugfixes. There will likely be 2 or 3 more updates before the launch. After launch, we're likely to add some additional content, particularly plans for more new items. Thanks for all the feedback and support so far! We'll be collecting final feedback soon for things that can make it before launch. Post anything you would like us to take a look at here, or on our official Discord server: https://discord.gg/J7HChAa EDIT 9:48 PM New build up! Quick list of changes: - Power attack charging will now stop if the button is released while going through a teleporter - Steam friend codes should work now, even if a player hasn't created a grave yet - Map screen will now show the seed under the fl…
- 8/6 Update - 7 August 2019
Bugfixes and some tweaks, next update will have Paladin tweaks and then we're going to announce the launch date shortly after that. List of Changes - Randomized Grave Rooms - New Grave art - Beating tutorial and then quitting before picking a character will now still properly set the tutorial as having been completed - Health text will no longer display negative on death - Fix for the freeze that could happen if a shadow bomb pushed you onto a teleporter - Fixes for some keybinding menu display issues - New hats - Room adjustments
- 7/28 Update - 29 July 2019
Getting back into updates, some more changes to come. The main thing from here is just final Paladin balancing, then we're going to announce the launch date. List of Changes - Endless Mode revamp that adds a chance of rare rooms to spawn. This is currently at about the third the rate of other floors - Labyrinth bosses will now give you a random hat, rather than dropping a useless copy of their special hat every time - Loot table rework, should hopefully make the forges and other loot drops more random - Memory optimization - Various small bug fixes and tweaks
- 6/6 Update - 6 June 2019
Very close to launching now, putting up new Paladin tweaks next and then finding a good launch date for leaving Early Access and going into the 1.0 Release. At that point, Wayward Souls will increase to $15 in price. List of Changes - A revamp to how randomness works in the game. The main goal of this is to make it so you get the same items from forges, shrines, and etc less. Let us know if this helped, or you can see any changes at all - The water sprite pet should now properly slow enemies with its bolts - New hats and rooms
- 5/21 Update - Fixes and Indicators - 22 May 2019
Quick new build to fix some issues, including the Arena final boss not showing up. List of Changes - Fix for the final Arena boss not showing up properly, meaning you couldn't damage it or win Arena for the last update - Adventurer dagger forge choices now properly applies backstab damage, +10 like Rogue and Cultist backstabs - Boar and Slime enemies should no longer be able to walk on the Shadow tileset's voids - Energy bar will now flash when you try to use a move - Indicator for Desperate Edge working, increases the effect the more hurt you are - Joystick movement should no longer skip cutscene text
- 5/19 Update - Better forge crit descriptions - 19 May 2019
Still doing small tweaks to Arena, and next updates will focus on wrapping up feedback and fixes, along with looking at Paladin's mode. Nearly done! 1.0 Early Access should be in 2-3 weeks, at which point the price will raise to $15. List of Changes - More specific numbers in item descriptions in the emberforges. This is mostly for crit chance, but some other numbers are now more explicitly shown also - Added some extra ammo crates to some of the more difficult Arena floors, doing this first to see if it works before having to nerf some of the enemies in there. Golem, Library, and Slime floors now have 6 ammo crates instead of 4, and Demon, Faceless, and Shadow floors now have 8 ammo crates instead of 4 - Blast Marble, Flame Spray, Rogue Giantstompers, Flash bombs, and so on now properly interrupt bosses again - Some monsters can now talk during attacks, with a speech bubble over their…
- 5/7 Update - Arena Revamps 2 - 8 May 2019
More Arena revamps, this mostly completes the mode now except tweaks we'll make based on feedback. This update also has a bunch of fixes and small features. 1.0 Launch out of Early Access should be around the end of the month! The price of the game will raise to $15 at that point. List of Changes Arena - New final boss at the end of Arena! It's based on the Shadow boss, except now he summons a new pool of Nightmare enemies - The double bosses on final Arena floor will no longer die at the same time the other boss dies - Summons removed for Duelist and Soulkeeper - Gladiator Giant health reduced 900 -> 600 - Duelist health 700 -> 400 - Soulkeeper health 700 -> 500 - Arena second waves chance of normal spawn replaced with a chance for nightmare enemy spawn, single size - Nightmare enemy spawns for Arena are now set to difficulty -2 (less enemies, but still a good amount). This is both for…
- 5/2 Update - Arena Redesign - 2 May 2019
Starting a big redesign of Arena mode, so it's more appropriately the final challenge of the first six characters. The next update will also add more Arena changes including a new final boss. Arena may be a little buggy right now due to all the changes at once, let me know if there's any problems. 1.0 Launch out of Early Access should be some time this month! The price of the game will raise to $15 at that point. List of Changes Arena - Arena floors now have one less wave - 3rd wave of most Arena floors now do a nightmare only enemy group, of double group size - Final wave of Arena floors now spawn two floor bosses instead of one - Floor boss wave now includes a nightmare only enemy group to support them - Arena now spawns 4 crates/urns per floor instead of 2 - Small fountain on each floor upgraded to the normal big fountain - Arena Final Boss fights changed. Find out how! - Gauntlet Be…
- 4/26 Update - Catacombs Training Room and More - 26 April 2019
Continuing twice a week updates until 1.0 Launch out of Early Access, which will be in May. At that point, the price will increase to $15. This update has the training room change to add Catacombs enemies, along with a bunch of fixes and tweaks. Notably, the coins for the challenge modes increase a lot with this update. List of Changes - Training Room now gets the Catacombs monsters as soon as you beat Tower as any character - Cultist Slime and other pets, like fire sprite scrolls, now work in Arena - Renee Arn Wrappers (the new kick bomb) now no longer get nullified by the Aged Hourglass - Endless Mode now adds 2 extra coins per floor to the coin chests. So 152, 154, 156... this gets more and more crazy as you get 100 floors in and beyond - Gauntlet Mode now starts at 100 coins per chest, and adds 80 coins per floor. So 100, 180, 240, 320, 400, 480. This should make it give a lot of co…
- 4/22 Update - Loot on Minimap, Cheevo Fixes - 22 April 2019
This update has a couple features we wanted to get in for awhile, including loot showing up on the map, and some fixes and polish. This update should hopefully cover all of the previous achievement issues, let me know if any are still around. Going to try to keep twice a week updates going until the 1.0 launch, which is now looking like early May. For the 1.0 launch out of Early Access, we will be increasing the price to $15. Next up: Character and boss tweaks, some changes to Arena mode, and some additional small features. List of Changes - Loot drops (ammo and one use items) will now show up on the map as white dots if you didn't pick them up - NEW! indicator for hats you've found, but haven't worn yet - Hat list now properly previews alternate colors when toggled - New hat - New rare dungeon room - Added moss traps to Mines floors - Fixed an issue where mushrooms could spawn in the o…
- 4/17 Update - More tweaks - 18 April 2019
Another update, we're mostly hunting bugs and making tweaks before the 1.0 launch to exit Early Access. This should be ready late this month or early the next. When we hit 1.0, the price of the game will increase to $15. I'm checking the discord and comments for feedback. Also doing a lot of playtesting coming up for all characters, and more tweaks to the Paladin bosses. I'm also thinking of an Arena revamp to make the later bosses more interesting. Other than that, it's mostly bugs and feedback for the next updates. List of Changes - More tweaks and fixes to the new tooltip system for standing still - Dead end warps added to Gauntlet - Warrior's Ophian Shield (the short parry window one) now has its damage area of effect increased by 12%, both versions - Warrior Steel Plate now works properly for both versions. Before, the non-upgraded version was supposed to work on a chance basis, bu…
- 4/12 Update - Small Fixes - 12 April 2019
Smaller update this time, though we're going to do another one mid-week. We're heading towards our 1.0 launch to exit Early Access, at which point the price of the game will increase to $15. I'll keep doing reminders of this leading up the to launch, so everyone knows about the change. List of Changes - Fix for monster cultists and some others using the player Cultist's void attack. This would damage other monsters, and disappear if the player stepped into it - Tweaks for the Arena Library floors so that there's less chance of monsters getting stuck in bookcases - New variants for the Moss trap rooms - Fix to correct Rogue's tooltips - Updated names for the tooltips - Return to start teleporter added to one of the big shadow themed rare rooms - Other misc room tweaks
- 4/9 Update - Tooltips - 9 April 2019
We're going to shoot for Early Access 1.0 launch late this month, or early next month. At that time, the price will increase. We're next heading more into the bug list and also looking at player feedback. List of Changes - Mage's Cloudcast staff changed. The power attack no longer stuns, and has a smaller area of effect (80 down to 54). It now takes much less energy to use the power attack, from 2.3/2.0 to 1.4/1.1, making it the cheapest power attack option for the mage - Standing still for a couple seconds will now display your current abilities, and what buttons are assigned to them - Scroll of Light changed, the hitbox of it should now feel more accurate - Shadow rooms in Arena tweaked, with some AI changes to make them hopefully teleport back into the rooms if they escape. - New rooms added, including a new trap room mechanic
- 3/30 Update - Credits Level and Mouse Keybinds - 30 March 2019
New update that adds the credits level! We changed it so that you get it at a different time from the mobile version. List of Changes - New Credits Level accessible by beating the Paladin storyline, found in the menu - You can now bind buttons to the mouse - Fixed a bug in Arena where sometimes an enemy group would not spawn, making it so you could not progress. This usually happened during Faceless levels - New hats
- 3/23 Update - Arena Adjustments - 23 March 2019
Getting back to uploading builds. We had a big delay with fixing the iOS version (same team for both, and it kept lingering on). Now we'll be finishing the PC version with the remaining changes and features we want to add, and launching 1.0 List of Changes - Arena difficulty has been increased by two ranks, with the first floor increased by one rank instead. This puts it at higher than Gauntlet difficulty, by each wave - New special wave types for Arena - Paladin Silver Boss (F) now backstabs much faster, with a wider and longer hitbox - Paladin Silver Boss (F) has a shorter cooldown for her poison bomb - New rooms - Gallus Prologue boss should now work properly - Fixes for an Arena exploit where you could avoid the doors closing
- 2/15 Update - Paladin Bosses Part 4 - 15 February 2019
Paladin's story mode is now compete, with a new boss added. We will likely tweak him after some feedback, but this should be the last boss-focused update. Next up: Remaining features and fixes before 1.0 launch! List of Changes - Paladin's final boss is now in the game - Paladin ending can now be reached - Paladin's story mode now has 21 floors - Gallus Prologue boss now revamped - Paladin's fountains now heal for slightly less, 6 and 3 for mini-fountains instead of 8 and 4. We plan to tweak this by having his fountains also give ammo for his abilities - New fountain appearance for Paladin - Paladin fountains now emit an attack that damages and stuns enemies - Room tweaks - Blythe, Gallus boss', and Paladin boss' sword now has 10% less range and arc width.