- Another small fix now on [default] branch - [1.36] - 31 January 2023
1.36 Fixed a bug that may have caused items upgraded using Sanctified Ointment to render the save file unloadable. This was related to item textures. Sanctified Ointment will now change those as well. Your save files that had been corrupted that way should also load again. To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu. Do let me know in the comments if you're now encountering any new irregularities related to loading saves and items. Edit: going live on default. Edit: Alright, turns out I wasn't done. I've amended the build and 1.36 is now on the beta branch. I'm sorry. This kind of stuff is why I probably won't be adding any more substantial content to this game. The bug was related to a feature I added well after release, which didn't play nice with the old co…
- Small fix 1.34 on [default] branch - 31 December 2022
I've identified a bug that has eluded me up until now. It's quite rare but potentially game-breaking. I also drew a couple of gems as penance, and because I thought that item type could use some more variety. 1.34 Fixed a bug that could cause an upper entrance to be blocked by a secret passage running through the same wall in some cases. Added item images for five gems. This patch will have to upgrade your savegame upon loading. That means the game will generate a new current dungeon floor for you but your character and inventory will remain untouched. I am sorry it took me this long to get behind this bug. Please let me know right here in the comments if this little fix broke anything for you (unlikely but you never know). I'm mainly putting this fix on the beta branch first to give you a bit of a heads-up, so you don't get completely blindsided by the dungeon floor reroll, in case you…
- Small patch 1.33 now live on [default] branch - 6 July 2022
1.33b Fixed an issue with the secret code spawning inside of paintings in dungeon type 3 in very rare cases. Also, the scroll with the secret code will now only appear on a plain wall if there was no other position available (such as in a wardrobe or on a pillar). Added the Spectral Mastery skill. This skill will cause full swings to fire a projectile causing a percentage of melee damage, on the condition that your character is at maximum HP. Edit: Fixed a bug that would prevent the Distilled Gunk item from working after loading a savegame. This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged. To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu. I'm so…
- Content update 1.32 now live on default branch - 1 June 2022
1.3 Fixed an issue with The Exterminator dealing sharp type damage instead of blunt. Fixed a bug that caused cockroaches to not move. Fire damage dealt by Improved Lunge will now properly synergize with Pyromancer. Previously it would deal damage over time based on Fiery Weapon damage. Now it will deal damage over time based on the fire damage dealt by Improved Lunge itself. Fixed an issue with Parchment Grease allowing invalid targets. Damage dealt by deflected projectiles is now increased by the player's melee damage. (Higher skill levels still provide a multiplier for the total amount) Using a wand with enhanced shots loaded after losing the Power Reloads skill will now apply the damage bonus of level 1 Power Reloads (as opposed to none at all). Doubled proc chance for electrified strikes. Empty bottles will now be less expensive on higher dungeon levels. Every shop location will now…
- Quick fix 1.22 now on [default] branch - 2 April 2022
Just a quick fix for a potentially game breaking issue with one of the recent additions. Also replaced an axe head that wasn't up to par. 1.22 Fixed a bug that could cause a wall to be placed at the exit of one of the outside areas in dungeon type 3. Replaced image for a t4 axe head and adjusted image for a t2 one. Set the minimum for equal attribute potion mixes to the average value of both +2, so as to always provide a benefit over drinking them individually. (eg.: 1+1=3 instead of 2) Made the dark gradient towards the edges of the initial loading screen match the screen resolution for resolutions greater than 1080p. This update will upgrade your savegames upon loading. You will get a new dungeon floor of the appropriate level but your character and inventory will remain untouched. To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then sel…
- Update 1.21b is now live on the default branch - 8 January 2022
1.21b Fixed an issue related to achievements not unlocking after having timed out before in the same session. Fixed another issue with achievements not working. Fixed a bug that could have led to spike traps blocking hidden passages in dungeon type 1. Fixed an issue with entrances to big rooms opening into chasms on rare occasions. Fixed a bug that could have caused the final room of a given floor to be unreachable in dungeon type 2. Fixed an issue with upper entrances being blocked by spikes in dungeon type 3. Increased the minimum ceiling height of rooms with a falling ceiling. Rooms with floor spikes in dungeon type 2 will now sometimes have a catwalk along the walls in place of jumping platforms. Rooms with floor spikes in dungeon type 2 where that's not the case will now sometimes have a little platform at the upper door to make it easier to get in. Made climbing chambers in dungeo…
- Update [1.21b] now on beta branch - 31 December 2021
1.21 Fixed an issue related to achievements not unlocking after having timed out before in the same session. Fixed another issue with achievements not working. Fixed a bug that could have led to spike traps blocking hidden passages in dungeon type 1. Fixed an issue with entrances to big rooms opening into chasms on rare occasions. Fixed a bug that could have caused the final room of a given floor to be unreachable in dungeon type 2. Fixed an issue with upper entrances being blocked by spikes in dungeon type 3. Increased the minimum ceiling height of rooms with a falling ceiling. Rooms with floor spikes in dungeon type 2 will now sometimes have a catwalk along the walls in place of jumping platforms. Rooms with floor spikes in dungeon type 2 where that's not the case will now sometimes have a little platform at the upper door to make it easier to get in. Made climbing chambers in dungeon…
- Patch 1.1 now live on [default] branch - 31 July 2021
1.1 Fixed a bug that could still lead to secret entrances opening into locked prison cells with no other way out in cases where the cell is two tiles wide and the secret entrance opens into the tile without the door on it. Fixed a bug that could cause walls to be placed inside catwalk access doors in dungeon type 1 when there was another unrelated catwalk access door in the same position belonging to another room, in rare cases. Fixed a bug that could have caused wall spikes to be placed inside of wardrobes in dungeon type 3, thereby blocking secret passages in rare cases. Fixed a small issue with character HP values after dying. Blessed Weapon should now proc when parrying attacks from molerat men, blobs or spiderlings. Bonus melee speed gained from item attributes is now capped at +100% so as to prevent bugged out nonsense. Fixed an issue with the giant spider possibly taking more dam…
- Update [1.0925] now live on default branch - 11 February 2021
This build will upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. Fixed an issue with items with special skills (star shaped icon) not getting the intended amount of skills. Fixed an issue with missing bookshelves in library type rooms with upper levels that can only be accessed via jumping on bookshelves. Fixed an issue with secret entrances not appearing in dungeon type 3 if placed on outer wall tiles. Fixed an issue that could have caused upper secret passages in dungeon type 1 to be dead ends. Had another go at the crash after beating the game. This one was annoying but mostly inconsequential, safe for the times it may not have happened immediately but rather a few minutes into the next run in the same session. Anyway, this bug has been…
- Update 1.09 now live on the default branch - 27 December 2020
1.09 This build will once again upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. Braziers with the corpse of a slime on top should now be more realiably usable. Fixed a bug that could have led to the creation of chasms at doors in L-shaped rooms. Fixed a bug that could have caused mages and ranged orcs to not be placed on top of round platforms but slightly off. Fixed a bug that could have caused tiles in round-cornered type rooms to not be raised when they should have been, making some platforms inaccessible. Fixed an issue with wall spikes getting placed on torches in rooms with the round platforms and stuff. Fixed an issue with torches getting placed in round walls in some cases. Fixed a bug that could have led to torches getting placed…
- Patch 1.08 now live - 14 December 2020
This build will also upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. 1.08 Fixed a bug that could have led to wall boxes showing up in hidden climbing shafts in dungeon type 2. Fixed an issue that could have led to triggerable platforming boards blocking other boards below once triggered. Fixed an issue with wall objects getting placed inside of curved walls. Fixed an issue with keys not dropping from enemies who should be carrying them after loading a savegame. Fixed an issue with objects not appearing in corridors when they should have (not all that relevant for gameplay). The Mastersmith skill should correctly apply its damage bonus now. Fixed a bug that could have caused a character's inventory to go missing when generating a new floor…
- Update 1.04 now live - 5 December 2020
This build will once again upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. 1.04 Chasms type rooms in dungeon type 2 will no longer have spike trees in them. Fixed an issue that could have caused a secret passage to block a secret flight of stairs. Fixed an issue with some objects getting placed inside of platforms in some rooms. This wasn't visible before and didn't impact progress. It just skewed the intended number of objects in those rooms. Corpses of freshly hatched spiderlings are no longer consumable and will disappear after 4 to 6 seconds. Disabled collisions on most of the giant spider's corpse. Prowling enemies should no longer prowl into walls. They shouldn't have before, but now they really shouldn't. Fixed a bug that caused a p…
- Patch 1.02 now live - 27 November 2020
Moving this from the beta branch to the default branch 1.02 This update will upgrade your savegames upon loading. That means you'll get a new dungeon floor of the appropriate dungeon level but your character and inventory will remain untouched. Fixed a problem with some connected rooms, where the connecting tiles could be unreachable. Fixed an issue with enemies spawning inside of round walls. Fixed a bug that could cause fuseboxes to appear inside of round walls. Fixed an issue with missing skull reload stations. Secret entrances and hidden switches should no longer be placed in locked or jammed prison cells. Added an emergency lever behind the secret entrance in dungeon type 3, in case you manage to jump down into an unopened secret room. Barred doors locked from inside arcade type rooms, accessible directly from a corridor, should now be marked on the map as well. Fixed something min…
- Game's out of Early Access - 19 November 2020
Hackers, Slashers, Shooters and Looters, Today I offer my sincerest thanks to all of you who have given Slasher's Keep a shot in Early Access. Without you I could never have built this thing. Any game requires player feedback to find its way through development but this one is particularly fickle, what with all the random generation and whatnot. Development turned out far more complex than anticipated. Incidentally that's lesson number one of game development; everything takes longer and nothing turns out exactly as expected. I've added more stuff to the game than I had initially planned and kept adding stuff and changing things up in accordance with your suggestions and my own idea of how the game should play. It was never going to be 100% jank free, but I found that some of the jank becomes part of its character (honestly not an excuse). Let me tell you something about suggestions by…
- Update 0.999.99.9c now on [default] branch - 27 October 2020
0.999.99.9c Fixed an issue that could cause connector tiles between rooms to be unreachable. Fixed an issue with turret fuse boxes being placed inside of platforms sometimes. Fixed a bug that could cause braziers to be placed inside of turrets. Fixed a bug that could cause the still apparatus and the book with the hidden numpad to appear on top of each other. Fixed a bug that could cause the quest giver and one of those shadow magic shooty things to be placed on the same corridor wall. Fixed a shader issue with the destructible orc pin-up. Fixed an issue that could cause weird missing doors on secret passages and possibly other unexplained phenomena. Fixed an issue with enemies getting stuck between rail posts in platform-and-stairs-type rooms in dungeon type 3. Leather boxes in smithy rooms should now have their open state saved correctly. Fixed a bug that cause invisible walls to be p…
- Update 0.99 now on [default] branch - 17 August 2020
0.99 Fixed an issue with the hidden switch being obstructed by the quest giver in rare cases. Fixed an issue with secret passage entrances possibly getting obstructed by objects. Fixed an issue with secret passages to prison cells possibly getting blocked by rounded walls. Fixed an issue with holstering the wand while an arcane shot is being charged. Mitigated an issue with enemies dying when attempting to cross bridges. Fixed a bug that would allow you to save locked doors as open by attempting to open them without having the key. Fixed a bug that would cause orc mage wands to be too powerful. Fixed a bug that would cause thrown objects to not deal damage to enemies sometimes. Fixed an issue with the loot goblin dropping a key when the exit wasn't locked. Fixed an issue with the silver key not dropping at all. Fixed an issue with cell doors not being locked when they should be. Fixed a…
- Small update 0.98 on [default] branch - 12 February 2020
0.98 Added sounds for slashing cobwebs and keys dropping. Replaced item image for 1 gem and 5 misc components Fixed an issue with chairs spawning on beds in dungeon type 3. And another one with pots spawning in wardrobes. And another with mages spawning in beds. Mages will no longer cast dmg bonus buffs when they're in a room with only bomber type skulls. Fixed an issue with the giant spider continuing the jumping sequence while dying. Hit indicator graphics should now be more accurate. Spiderlings and black widows now have to be properly airborne to be able to deal damage. Also changed their flight curve a bit. Fixed an issue with water noises getting repeated weirdly when heard from outside a room. Bloodmoth corpses now stick to spikes. There should now be fewer skulls in arcade type rooms. They also have a shorter attack interval. Fixed an issue with item amounts not being displayed…
- Patch 0.97 on [default] branch - 11 January 2020
0.97 Fixed an issue with particles emitted by enemy projectiles disappearing upon impact. Clicking the tiny skill book on the inventory screen will now drop any dragged item back into the bag. Adjusted the size of the smithy symbol on the minimap for dungeon type 3. Fixed an issue with the shape of small library type rooms on the mini map. Enemies should no longer get knocked back as hard upon death. Fixed a bug that would cause the knockback bonus gained from the force knight skill to not be applied. Fixed a bug that would cause the kinetic wand push to not work sometimes. Fixed an issue with kinetic wands getting too high a knockback value sometimes. Fixed a thing that made pushing flying skulls weird. Torches placed on secret entrance tiles in small arcade type rooms are now repositioned instead of getting removed, so the room will still be lit. Accuracy bonus gained from Assault Wan…
- Small update 0.96 on [default] branch - 10 November 2019
0.96 Increased rotation sensitivity for the crafting interface when using the mouse. Fixed an issue with dragging of crafting components with the mouse getting interrupted if the mouse was moved too quickly. Fixed a similar issue with click-dragging of UI elements (inventory, character sheet, etc.). Fixed an issue with crafted shortswords appearing too large and sinking into the floor when tossed on the ground. Crafted items should no longer have their components' x positions reversed when tossed on the ground. Fixed some other issues with the crafting interface. An enchantment particle effect on an item description should no longer resume on a new item description if the description it was on disappeared before the effect was finished. Fixed a bug that would have you unsheathe your weapon when using an unrelated item from a hotkey. Fixed an issue with item flavor text not displaying af…
- Update 0.95 on [default] branch - 24 October 2019
0.95 Fixed a bug that caused the player to take damage twice from spike board traps. Humanoid enemies will now stick to the spike trap they've been spiked on. Fixed an issue with spiderlings falling weird when pouncing into chasms. Fixed an issue with spiderlings not landing correctly after pouncing. Fixed a bug that would cause spiderlings to continue taking acid damage after pouncing out of acid. Fixed an issue with spiderlings not taking acid damage from permanent acid puddles. Fixed a bug that would cause imps to run at lightning speed when hit during a charge. Skulls should no longer be paralyzed after taking certain types of hits. Mitigated an issue with the player getting tossed in the air by way of physics bs. Fixed a bug that could cause the loot goblin to not drop the silver key. Fixed an issue with mages not playing the proper animation when taking hits. Fixed an issue with l…