Patch Notes

1.6 - Co-op Improvements & Run History (26 March 2021)
Happy 1 year anniversary of One Step From Eden's release!

I decided to work on a very small update for the anniversary which includes co-op improvements and a very simple run history!

Co-Op Changes:
 * Players now have separate health pools
 * Healing is still shared between players
 * Dead players will now respawn with 100 HP at the end of each battle

Quality of Life:
 * Runs will now be kept if the game crashes/quits unexpectedly!
 * Maximum Artifacts increased from 48->56. A lot of people have mentioned this and things can get pretty messy and boring with too many artifacts, but here's a small increase, for fun.

Run History:
 * The last 10 runs will now be tracked and stored in the Statistics Page.
 * This includes your seed, character and zone reached.

Modding:
 * Added mod load order/priority, set it in the mod's WorkShopItemInfo.xml under 

Reva Alt kit:

Other:
 * Turret Laser spell no longer consumes, mana increased 3->4
 * artifact now updates attack damage on weapon cast

I did want to make more changes to co-op but prioritized it being fun to play with a weaker/newer partner. Now they won't be dragging you down, and they can jump back in to help even when they die!

Hotfix 1.6.1 | 3-27-2021
 * Fixed a bug where both players would die to a boss in co-op
 * Fixed a bug where the continue run button would appear after a victory
 * Fixed a bug where players would not spawn in subsequent co-op runs
 * Fixed a bug where generated spells would not change owners in co-op
 * Fixed a bug where a player would get stuck in a spell if their partner died in co-op
 * spell now works properly in PvP

Hotfix 1.6.2 5-13-2021
 * Reva's assist should now work even if there are broken or occupied tiles in front of the player
 * Pacifist ending now works properly in co-op
 * is properly reset after each run
 * Healing no longer syncs health in co-op, both players will still heal
 * You can now hold the "Map" button when starting/continuing a game in single player to use the alternate color palette

This will be one of the final updates to One Step From Eden... for now. I've learned so much from creating the game, in coding, business, marketing, and more. Thank you for all the support you've shown me throughout the years. Making One Step From Eden was one of the best decisions of my life because of it.

I hope to make more amazing games for you soon.

-Thomas

1.5 - Expansion (4 December 2020)
This is probably the biggest content patch since release! Though it's still centered more on the health of the game than new mechanics. Featuring: It'll most likely be hitting consoles sometime next year. Happy Holidays~ -Thomas
 * +29 New Spells (Calamity for all Brands!)
 * +32 New Artifacts
 * Mod sandbox
 * Lots of Accessibility settings ("easy" mode, hold movement, readability)
 * Profiles/Save slots
 * Pick and Choose Hell Passes
 * New Saffron Bossfight
 * NEW Spells
 * Absorb
 * Ambush
 * Barrier
 * Cataclysm
 * Chrono Sphere
 * Deck Shield
 * Downfall
 * Haven
 * Holy Ground
 * Inverter
 * Jackhammer
 * Jam Shield
 * Meltdown
 * Overload
 * Paragon
 * Ramjet
 * River
 * Salvo
 * Sawstorm
 * Shadow Shift
 * Silo
 * Sleight
 * Slice
 * Spike Strip
 * Stinger
 * Sunbeamer
 * Sunder
 * Weed Wacker
 * Wonder
 * NEW Artifacts
 * Anvil
 * Bolt Action
 * Censor Bar
 * Cobra Care
 * Cryophage
 * Curacao
 * Delta
 * Golden Cat
 * Ice Sculpture
 * Kabob
 * Life Jacket
 * Monocle
 * Multitool
 * Muzzle Brake
 * Nerve Gas
 * Pendulum
 * Piggy Bank
 * Replicant
 * Second Breakfast
 * Sinkhole
 * Spike Protein
 * Survival Kit
 * Symbiosis
 * Thermophage
 * Transmission
 * Trap Card
 * Trident
 * Tutu
 * Umbrella
 * Viral Transmitter
 * Water Wheel
 * XD-40
 * Z-Cell
 * Spells
 * Shots: 1->2
 * Rarity: 2->3
 * Damage: 10->20
 * Poison: 80->120
 * Rarity: 1->2
 * Damage: 40->120
 * Gain 50 Shield and fire a shot -> Gain 50 Shield and fire 2 Kunais
 * Rarity: 2->1
 * Mana Cost: 1->2
 * Damage: 70->120
 * Wanted the Flow trigger to be more rewarding
 * Rarity: 3->4
 * Damage: 10->20
 * Rarity: 2->3
 * Anchor duration: 0.1->0.2
 * Rarity: 1->2
 * Base damage: 40->60
 * Spell Power damage multiplier: 20->10
 * Rarity: 3->4
 * Mana: 2->3
 * Now only hits enemy field
 * Damage: 200->240
 * No longer hits structures
 * Brand: Convergence->Hexawan
 * Ring Spells
 * Mana Cost: 2->1
 * Rarity: 1->0
 * Shots: 2->1
 * Rarity: 1->2
 * Damage: 50->60
 * Fire rate: 0.05->0.15
 * Artifacts
 * Health drop: 80%->60%
 * Rarity: 2->1
 * Slow duration on Frost: 4->2.5 seconds
 * Jams on Shuffle: 1->3
 * Rarity: 2->3
 * Invince duration: 7->4 seconds
 * Flow Gain: 1->2
 * Shield: 10->20
 * Shield on Consume: 20 -> 10
 * Rarity: 1->2
 * Money: 5->3
 * Chance to add Kunai on hit: 100%->50%
 * Now fires in a cone from current tile instead of front tile making it harder to land all 3 hits on the same target
 * Invince duration: 1->0.75 seconds
 * Minimum poison: 10->20
 * Heal on Remove: 50->100 HP
 * Now pierces defense
 * Max HP: 50->20
 * Spell Power: 5->4
 * Now reduces Shield Shuffle Decay from 40%->25%
 * Damage: 20->40
 * Spell Power 8->5
 * Bosses
 * Saffron
 * Boss fight completely reworked
 * Now attacks with ~40 different pre-programmed spell "combo chains" at 4 different tiers
 * She also throws her Plushie behind her instead of in front!
 * And is overall much smarter and scarier!~
 * Selicy
 * Special Holiday stuff
 * Balance
 * Weapons now pierce, this includes Gunner's weapons
 * s no longer pierce Defense
 * Hell Pass 11 - Evil Hostages have a chance to spawn with normal Hostages instead of replacing them (except for Distress zones where they can replace them)
 * Storm spells can no longer get the Frost upgrade
 * Luck for each "None" Focus: 1->2
 * Improved range consistency
 * Spintail enemies now fire less shots so you're not stuck waiting as long
 * Flower artifact HP Losses rebalanced
 * Shuffle staleness cap 2->3s
 * Shuffle staleness amount 0.1->0.15s (increases shuffle time after every shuffle)
 * Characters
 * Terra: Starting Kit
 * Quality of Life
 * Added a symbol flash on Bunny death
 * Weapon info can now be viewed on the Deck Screen
 * Fixed previews for many spells
 * Assists no longer block movement
 * Certain dark icons brightened (Monsoon and world icons)
 * Updated tooltip to reflect that it can remove artifacts and pacts too
 * Made Serif's dialogue hint more towards not being a true ending after the Gate
 * Worlds where bosses have been killed will now show up as red in the map and have a skull
 * Viewable map during the rewards screen
 * Settings
 * Hold to Skip option
 * Hold to Move option
 * Stop Music on Pause Menu
 * Readability Mode - increases size of card descriptions and hides flavor text
 * Angel Mode ("easy" mode) - reduces damage taken and enemy/boss speed by a %, increasing by 2% every time you die (max 50%). All achievements can still be obtained this way. Character has a halo while this is on. (Removed the halo you get from saving hostages). It's separated into two sliders and can be toggled on and off at any time.
 * Hopefully this optional accessibility mode allows more people to enjoy the game without removing all the challenge for it. I liked the idea of making the game slightly easier, the more the player dies, so that they are always making progress!
 * Systems
 * Profile/Save slots system, Brand and Icon are based on last chosen
 * Hell Passes are now individually selectable! (The hell pass 14 achievement can be completed with only hell pass 14 active)
 * Bug Fixes
 * Shield will properly search in the Library
 * Hell passes can no longer be removed after continuing a run lol
 * Modding
 * Mod installation speed increased 700% yay!
 * Extra taunt animation slots for taunt2 - taunt5 (for your custom animations)
 * Extra triggers, effects, checks, etc.
 * Auto load mods on startup Checkbox
 * Min and Max appended to amount values i.e. "10+CurrentCardtridges*10|20/200"
 * Sandbox
 * Added an xml file "TestZone.xml" for choosing how you want to set up your test environment.
 * It boots directly into the scene you choose, along with the console and cheat menu being enabled! You can change the enemies and other world variables in Zones.xml. There is also a "developer" sandbox (with the game in debug mode) on the Steam beta branch!
 * Example path for XML files: "C:\Program Files (x86)\Steam\steamapps\common\One Step From Eden\OSFE_Data\StreamingAssets\Data"
 * There's more info at the bottom of TestZone.xml
 * Ending
 * Most of these features came directly from you, the community and I'm happy to finally add them to the game! Thank you for sticking around and coming up with these great ideas!
 * After the last patch in April, I realized I was pretty burnt out and needed a break from OSFE. I know the extra settings took a while to come out, so I'm sorry for the wait. I still love the game and really enjoy working on it.
 * What's next?
 * I've attempted adding online multiplayer but I've decided it will require making a whole other standalone game. I may experiment with that in the future. In the meantime I'm always working on something!
 * Shuffle staleness amount 0.1->0.15s (increases shuffle time after every shuffle)
 * Characters
 * Terra: Starting Kit
 * Quality of Life
 * Added a symbol flash on Bunny death
 * Weapon info can now be viewed on the Deck Screen
 * Fixed previews for many spells
 * Assists no longer block movement
 * Certain dark icons brightened (Monsoon and world icons)
 * Updated tooltip to reflect that it can remove artifacts and pacts too
 * Made Serif's dialogue hint more towards not being a true ending after the Gate
 * Worlds where bosses have been killed will now show up as red in the map and have a skull
 * Viewable map during the rewards screen
 * Settings
 * Hold to Skip option
 * Hold to Move option
 * Stop Music on Pause Menu
 * Readability Mode - increases size of card descriptions and hides flavor text
 * Angel Mode ("easy" mode) - reduces damage taken and enemy/boss speed by a %, increasing by 2% every time you die (max 50%). All achievements can still be obtained this way. Character has a halo while this is on. (Removed the halo you get from saving hostages). It's separated into two sliders and can be toggled on and off at any time.
 * Hopefully this optional accessibility mode allows more people to enjoy the game without removing all the challenge for it. I liked the idea of making the game slightly easier, the more the player dies, so that they are always making progress!
 * Systems
 * Profile/Save slots system, Brand and Icon are based on last chosen
 * Hell Passes are now individually selectable! (The hell pass 14 achievement can be completed with only hell pass 14 active)
 * Bug Fixes
 * Shield will properly search in the Library
 * Hell passes can no longer be removed after continuing a run lol
 * Modding
 * Mod installation speed increased 700% yay!
 * Extra taunt animation slots for taunt2 - taunt5 (for your custom animations)
 * Extra triggers, effects, checks, etc.
 * Auto load mods on startup Checkbox
 * Min and Max appended to amount values i.e. "10+CurrentCardtridges*10|20/200"
 * Sandbox
 * Added an xml file "TestZone.xml" for choosing how you want to set up your test environment.
 * It boots directly into the scene you choose, along with the console and cheat menu being enabled! You can change the enemies and other world variables in Zones.xml. There is also a "developer" sandbox (with the game in debug mode) on the Steam beta branch!
 * Example path for XML files: "C:\Program Files (x86)\Steam\steamapps\common\One Step From Eden\OSFE_Data\StreamingAssets\Data"
 * There's more info at the bottom of TestZone.xml
 * Ending
 * Most of these features came directly from you, the community and I'm happy to finally add them to the game! Thank you for sticking around and coming up with these great ideas!
 * After the last patch in April, I realized I was pretty burnt out and needed a break from OSFE. I know the extra settings took a while to come out, so I'm sorry for the wait. I still love the game and really enjoy working on it.
 * What's next?
 * I've attempted adding online multiplayer but I've decided it will require making a whole other standalone game. I may experiment with that in the future. In the meantime I'm always working on something!
 * I've attempted adding online multiplayer but I've decided it will require making a whole other standalone game. I may experiment with that in the future. In the meantime I'm always working on something!

Click here to view the Patch Notes on the Steam Page!

Unnamed Patch (20 July 2020)
(Note: there are no official patch notes yet, these are merely the known changes)


 * Kunai Shiso now starts with
 * A bug that prevented custom/modded zones from working with world gen has been fixed

Hotfix 1.4.3 (27 April 2020)

 * Fixed a bug where money Hostages were not throwing
 * drops will now update text when it reaches the target
 * Changed trigger chance from 50% to 25%
 * Fixed some issues where certain duplicate artifacts could still show up
 * and secondary damage will now scale off of base damage
 * Moved "Gain 1 " to properly show the order of effects
 * Removed horizontal spawn position from
 * Added visual updates to Gate turrets to better show their tile positions
 * Fixed an issue where killing a Boss with would not  the player
 * Fixed an issue where certain spells could cause players to get stuck in co-op
 * Increased  from 0.05->0.1
 * damage will properly deal 300 dmg instead of 200
 * Gunner weapon reduced travel time and decreased cooldown slightly
 * Fixed a bug where a combination of artifacts could apply  to the player at the start of battle
 * Remove doublecast from
 * Fix description of having double periods
 * Bosses will now assist you after sparing you

Hotfix 1.4.2 (19 April 2020)

 * Deck will now count deck size after a new spell card is added to the list
 * Fix overlapping from Reva's final assist Pressing left on the screenshake setting can set it to None
 * Fixed a bug where cards could stay on the screen when quitting after choosing them
 * Previews will no longer persist when abandoning run as shopkeeper with the deck open
 * The at the start of battle will no longer decay
 * will now properly trigger at 50%
 * now glows with a Flow border when you have flow
 * Evil Hostages will no longer fire blasts with the deathrattle and have a faster attack to match the animation
 * Evil Hostage projectiles are slower to make up for the faster attack
 * Removing and  will now properly remove their effects
 * status effects will be properly removed when all statuses are removed
 * Shmup credits scene will now last until all the credits have scrolled through
 * Reva's summons are properly colored to match their tier
 * will now attack in the preview when shuffling
 * Remove on hit upgrades from
 * effects will no longer delay music looping
 * Added some missing tooltips to spells and artifacts
 * Fixed a bug where dying to Violette's speakers could softlock the game


 * Modding
 * Add tags to Update panel
 * Remove description from Update panel

Hotfix 1.4.1 (15 April 2020)

 * Fixed a null error where creating a new mod would not create a new folder
 * Fling will now display the Backfire tooltip properly
 * Fixed a case where Violette could still play music when killed extra early
 * Stats will now update right after removing an artifact
 * Moved the flavor text for Ambient burst since it is no longer in Convergence
 * Mint Tea artifact will now restore mana properly

1.4 - C# Mod Support (15 April 2020)

 * Spells
 * Some of the Brands didn't match the concept or theme of the spells as well as others. In general it is supposed to be thematic with some outliers as a possibility, but some of them didn't make much sense. There may be more tweaks later. Thanks for bringing this up.
 * Fun fact: In the lore, the Focuses are what Brand/Company the spell was manufactured by.
 * Focus: ->
 * Focus: ->
 * Focus: ->
 * Focus: ->
 * Focus: ->
 * Rarity: 1->2
 * Enemies
 * OBeamer4 will now fire an O and an X pattern
 * Minor adjustments
 * Other
 * Added completionist icons next to each hell pass, each colored line refers to a different ending
 * Reva will now cast a warning effect before Reflecting
 * Korean localization has been updated
 * Sword pacts and other effects will no longer kill you when a boss mercys you
 * Added a sound effect for hazel's big turret spawn
 * Hell Pass 10: Max Mana -1 -> Shield Decay 60%. The previous max mana reduction ruined some kits, this change also doesn't require me to redo any localization since I can use the descriptions from Duct Tape (which would reduce the shield loss to 45% in this mode). I may try something new with this later on.
 * Updated Terrable's sprite!
 * There will be a Steam Beta branch available for testing new changes, it should be publicly accessible on Steam in your Library under Properties > Betas.
 * Modding
 * Added Harmony C# modding support, join discord.gg/osfe or look at the docs to learn more
 * This should let you dig into any part of the game's code and really go all out with your mods.
 * Harmony: https://github.com/pardeike/Harmony/wiki
 * Example workshop mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2060289728
 * Mods will now "Update" from their respetive installed workshop folders (i.e.) the ones under here:
 * C:Program Files (x86)Steamsteamappsworkshopcontent960690
 * Errors in Lua files will now have line numbers and file names associated with them
 * Lua files can now be named anything and will be imported properly
 * Added links to folder and workshop page for each mod
 * Added last updated date
 * Fix highlights in mods, modded item descriptions can now use %hg%Keyword%/hg% to highlight words
 * Moddable outfits are now easier to add by simply adding an entry in Heroes.xml
 * Newly created mods will be automatically set to Private (you can change this on the workshop page after uploading)
 * Checked mods will now save properly
 * Fix pact reward descriptions in mods
 * Quality of Life
 * Resetting Data will now require you to confirm an extra time
 * Added transparent background behind some character select info
 * Bugfixes
 * Major
 * Hell modes will no longer unlock when beating the hell mode two levels below
 * Abandoning run right after moving to a new zone will no longer save and skip a zone
 * Arctic music 2 will now play for danger and miniboss zones
 * Minor
 * Shiso will now punish roots properly
 * Fix glitterstorm/glitterbomb not full responding to damage upgrades
 * Fix unlocked cards not getting added to the cardpool until after a run
 * Fix discord integration world number being off by 1
 * Fix minor localization errors
 * Fix RockCycle doublecasting while shuffling causing the deck to stop shuffling
 * Bravely Default will now allow for removals
 * Hazel animation while casting Whirl or similar spells is no longer a smear frame
 * Boss Saffron's card display will now properly be removed when she mercys you
 * Gate turrets can no longer be teleported
 * Violette alt will no longer channel past the end of battle
 * Ice spikes will now properly travel in the direction the player is facing
 * Zombee egg timer will now deal true damage equal to it's hp
 * Casting Explosion could block player inputs if the deck was opened in the middle of it
 * Violette's Boss theme will no longer keep playing if you kill her quickly
 * Violette alt will no longer channel past the end of battle
 * Ice spikes will now properly travel in the direction the player is facing
 * Zombee egg timer will now deal true damage equal to it's hp
 * Casting Explosion could block player inputs if the deck was opened in the middle of it
 * Violette's Boss theme will no longer keep playing if you kill her quickly

Click here to view the Patch Notes on the Steam Page!

Hotfix 1.3 (12 April 2020 PC; 22 April 2020 Switch)

 * Added completionist icons next to each hell pass
 * Reva will cast a warning animation before Reflecting
 * Bugfixes
 * Shiso will now punish roots properly
 * Fix glitterstorm/glitterbomb not doing damage of parent
 * Fix unlocked cards not getting added to the cardpool until after a run
 * Fix discord integration world number being off by 1
 * Fix minor localization errors
 * Fix doublecasting while shuffling causing the deck to stop shuffling
 * Bravely Default will now allow for removals
 * Hazel animation while casting Whirl or similar spells is no longer a smear frame
 * will properly lower defense by 4 instead of 3*


 * Modding
 * Mods you create will now Update from the workshop folder the mod is in: "C:\Program Files (x86)\Steam\steamapps\workshop\content\960690\yourModID"
 * Fix highlights in mods, modded item descriptions can now use %hg%Keyword%/hg% to highlight words
 * Moddable outfits are now easier to add by simply adding an entry in Heroes.xml
 * Checked mods will now save properly
 * Newly created mods will be automatically set to Private (you can change this on the workshop page after uploading)
 * Fix pact reward descriptions in mods

1.3 - Boss Rewards and Systems (7 April 2020 PC; 22 April 2020 Switch)

 * Systems
 * Boss rewards will now also give a rare+ Spell choice
 * Boss rewards will now give a rare+ Artifact choice
 * I've gotten a lot of feedback saying boss kills didn't feel rewarding enough. I agree, getting a common artifact felt pretty meh. Hopefully not only feel better, but also open up new synergies to explore since they're some of the more powerful items!
 * New time addition: 0.1s (max 1s)
 * Every time you shuffle in a battle, the total shuffle time will be increased by 0.1s, up to a cap of 1s. This makes decks that blaze through their all their cards a bit less good, but shouldn't feel too noticeable or bad in general. For reference, default shuffle time is 2.5s. The shield decay change also makes this addition less punishing.
 * Removed 0.01s shuffle increase per card
 * This should help counteract the new multiplier in some cases
 * Deck size now stops after 0.3 mana regen or (15) cards. I've turned the later markers into counters, to help keep track of the size of your deck when the deck gets too large. The markers have all also been moved down by 1, so you just need to hit the marker to activate the bonus mana regen rather than pass it.
 * 3 Stacks Damage: 100->150
 * I've had some reports of Frost being underwhelming and I agree it's one of the weaker synergies without artifacts. I'm buffing the damage from it to be more rewarding.
 * decay on shuffle moved to end of shuffle
 * Shield decay on end of shuffle: 25%->40%
 * I've decided to move shield decay on shuffle to when your shuffle is finished so that playing a shield card as your last card doesn't feel so bad. Also you won't be as defenseless while shuffling. The shield decay was increased to 40% to de-incentivize stacking too much shield as a "safe" play, I think this is do-able now that shield is less of a necessity to get through mid-late game. The combination of these should keep shield in a decent spot for both small and large decks.
 * I've decided to move shield decay on shuffle to when your shuffle is finished so that playing a shield card as your last card doesn't feel so bad. Also you won't be as defenseless while shuffling. The shield decay was increased to 40% to de-incentivize stacking too much shield as a "safe" play, I think this is do-able now that shield is less of a necessity to get through mid-late game. The combination of these should keep shield in a decent spot for both small and large decks.


 * Spells
 * Doublecasting cards will now trigger Flow on the second cast as well as give extra Flow Stacks
 * Mana: 1->0
 * Will no longer land on broken tiles
 * Shield: 10->20
 * Anchor: Yes->No
 * Damage: 100->120
 * Hitbox height: 9->3
 * Horizontal spawn: 0->-1
 * Projectile speed: 35->30
 * Developer Comment: This should give fateshield more versatility and use cases rather than only being used with step spells
 * Targets: Other->Enemies
 * Developer Comment: This was sometimes killing hostages which felt bad and did not match the description.
 * Mana: 2->1
 * Duration: 3->5
 * Damage: 20->40
 * Developer Comment: Increasing the duration and damage to make this worth 3 mana and reward good placement
 * Damage: 40->30
 * Fixed some cases where kunais could miss
 * Developer Comment: Kunais could push out a bit too much damage for being 0 cost with no anchor. They should still be powerful with artifacts and spell power!
 * Damage: 100->120
 * Trinity: 0->1
 * Damage: 0->1
 * Damage: 300->350
 * Brand: ->
 * Artifacts
 * Shield Decay: 15%->25%
 * Chance: 25%->50%
 * Rarity: 0->1
 * Shield: 800->1000
 * Changed description to match effect
 * Spell Power: 10->8
 * Can now hit through shield but will not kill
 * Characters
 * Selicy Default: (Weapon)
 * Dmg per Frost stack: 60->80
 * Developer Comment: Some players were confused on how to use this, hopefully the 0 damage helps clear it up. We increased the damage per Frost stack on target to keep up with the Frost damage buff too
 * Update: We'll keep it at 1 mana and leave it to the player to learn since she was really strong. I'll try to find a better balance moving forward.
 * Shopkeeper
 * Money lowered for certain Hell Passes
 * Violette
 * Set Shield to 60 if below 60.
 * Developer Comment: Should make it less necessary to "spam" but still be pretty strong.
 * Enemies
 * Projectile speed lowered for a few high tier enemy types
 * Quarreling (Snake) has new red wings for increased visibility
 * Limit number of Reva's summons, they should also fire less frequently now
 * Bosses will now gain equal to half their tier
 * Boss Saffron's Ragnarok and BowSnipe damage are halved now.
 * Other
 * Violette will now say guiding dialogue before and after attacking to players who have not followed her music path attack
 * Pets are immune to more status effects
 * Increase time before focusing reward cards
 * Lower volume of enemy death explosion
 * Lowered audio from previews
 * Enemy loop delays will now update constantly, in-case enemies are added or removed
 * Boss rewards will now give a rare spell
 * Boss rewards artifact rarity has been Increased
 * will no longer increase damage from the preview
 * Add some additional enemy sets
 * A max number will show up when maxed out on unlock levels
 * Quality of Life
 * Added a separate binding for "Outfit" button
 * Hold to remove Artifacts
 * Set world Tier numbering to start at "1" instead of "0"
 * Defense will show up as an icon below enemies and bosses
 * +1 for each "None" Focus
 * Violette's music path warnings are notes again but green, hopefully this is fine with the dialogue
 * You can eject cards you don't have enough max mana for by spending 1 mana (by casting them)
 * Bugfixes
 * Major
 * Fixed the Bravely Default achievement for real!
 * Prevent the focus panel opening causing a softlock while removing spell cards
 * Fixed dual column credits not showing up in credits
 * Fixed a bug where shopkeeper would not start at the lowest hp for hell mode
 * Structures will now be imported as Structures in xml
 * will no longer prevent movement animations
 * Abandon Run confirmation will now show up properly in all scenarios
 * Seeds will now give the same rewards but are affected by player's location at the start of battle
 * Fixed a softlock when finding high rarity spells
 * Fixed a bug where both players would not get shield when playing co-op as Hazel
 * Fixed some cases where kunais could miss
 * Minor
 * Fixed a bug where you could start with a locked skin
 * Hell pass aim markers will no longer appear when restarting save/load
 * Pets will now face the right way after looping
 * Fixed a visual bug where empower-ring would flicker damage
 * will now have both shots affected by damage upgrades
 * Fix donate value not updating when save/loading with shopkeeper
 * Fixed a bug where destroyed credits weren't being deleted right away
 * now also applies to the player
 * Fixed dual column credits not showing up in credits
 * Fixed a bug where shopkeeper would not start at the lowest hp for hell mode
 * Structures will now be imported as Structures in xml
 * will no longer prevent movement animations
 * Abandon Run confirmation will now show up properly in all scenarios
 * Seeds will now give the same rewards but are affected by player's location at the start of battle
 * Fixed a softlock when finding high rarity spells
 * Fixed a bug where both players would not get shield when playing co-op as Hazel
 * Fixed some cases where kunais could miss
 * Minor
 * Fixed a bug where you could start with a locked skin
 * Hell pass aim markers will no longer appear when restarting save/load
 * Pets will now face the right way after looping
 * Fixed a visual bug where empower-ring would flicker damage
 * will now have both shots affected by damage upgrades
 * Fix donate value not updating when save/loading with shopkeeper
 * Fixed a bug where destroyed credits weren't being deleted right away
 * now also applies to the player

Click here to view the Patch Notes on the Steam Page!

1.2 - Chaos Control (3 April 2020 PC; 22 April 2020 Switch)
First of all I want to state my intentions as a game designer.

My biggest goal is to make the game as fun and interesting for players as possible. That is what I personally want. I'm not trying to make a hard or easy game. I'm trying to make a game that challenges players and allows them to explore combos and mechanics and have fun with them.

Please know I have the best intentions in mind even if I may make design mistakes here and there. If I make a bad change, I'm willing to admit it and find another solution.

Sometimes it should be hard to help push you towards improving but this also has to be done very carefully. Sometimes itshould also be chaotic to throw a rush of excitement and panic at a seasoned player, but this scenario is rare and should not be an every-battle occurrence like it can be now.

Hopefully these and the quality of life changes below help. This isn't the end for making the game more accessible. I'll keep working on it.
 * Difficulty Changes
 * The chaotic part of the game (mainly mid-late game) are pretty messy. I'm introducing a new system that calculates the current number of live enemies on the field and increases the time between their attacks dynamically. Chests and minions will also affect this amount but to a lesser degree.
 * This should give you more breaks during the onslaught of the later battles, reducing the need to "burst" down an enemy at the start ofbattle, and help keep things strategic while still retaining a "fair" level of difficulty. I highly doubt i'll get this formula exactly right on the first try so please let me know your feedback on it!
 * Easy mode is not something I want to just tack onto a game. Making everything "80%" slower is a pretty lazy design choice and not something I'm comfortable with doing. I've made changes to open up more opportunities to hit and avoid bosses. It seems like the first world is slow enough for most players since it already has some "limitations" such as not spawning more than 2 enemies. I'm going to extend this limitation to the second world for non-ascension runs.
 * I've reworked the way higher tier enemies appear based on luck, leading to a smoother curve throughout runs. I love a challenge and don't want to take that away from hardcore players. Most of the changes I'm making are not just about making the game "easier" but slower, more strategic, and easier to understand. If you're here for the difficulty, there are plenty of ascension levels I will continue to balance.
 * Spells
 * Rarity: 1->0
 * Rarity: 2->1
 * Rarity: 0->1
 * Developer comment: Not a great beginner friendly spell and gets in the way sometimes. Making it a bit less common.
 * Rarity: 0->1
 * Developer comment: A bit too advanced for a common.
 * Mana:1->0
 * Developer comment: It doesn't do much atm, i want it to deal dmg equal to triple instead of just double poison but I'd have to re-localize in every language so it may take a while.
 * Damage: 40->90
 * Dmg increase per cast: 20->30
 * Range: 2->3
 * Shots: 10->12
 * Developer comment: I love this spell, I think it's awesome but it was just a bit too situational and hard to use. Hopefully this makes it much more viable, even without root/tilebreak/summons.
 * Damage: 20->30
 * Rarity: 0->1
 * Anchor: Yes->No
 * Developer comment: Adding Anchor seemed unneccessary, instead I reduced the effects of a couple artifacts that worked a little too well with kunais.
 * Z Damage: 200->250
 * Damage: 40->60
 * Rarity: 1->0
 * Developer comment: Great against bosses that move around a lot, especially for newer players.
 * Rarity: 0->1
 * Time to hit: 0.7->0.6
 * Developer comment: Many newer players were taking this spell but it's not very beginner friendly. It's also not used in many beams so I'm increasing the rarity.
 * Damage: 100->50
 * Explosion dmg: 50->100
 * Developer comment: This should help the spell feel a bit more "explody" and powerful, rewarding nice placement but not affecting single target damage since the explosion also hits the target.
 * Mana: 3->2
 * Rarity: 2->3
 * Developer comment: For most builds 2 Mana fits this spell perfectly. It shouldn't be too easy to get for money builds since it can be so powerful, so instead I'll be increasing the rarity. This way normal builds can still enjoy the spell, but not have it clutter the options too much.
 * Defense reduction duration: 15s
 * Damage: 50->120
 * Developer comment: It's an awkward spell to hit. I'm increasing the damage but putting a timer on the defense reduction to round it out for more builds. It should still be good for multi-hit builds but with more of a "combo" feel.
 * Damage: 40->60
 * Developer comment: Felt a bit weak since it could miss so often.
 * Rarity: 1->0
 * Damage: 40->50
 * Developer comment: Felt a bit weak for it's name.
 * Rarity: 0->1
 * Developer comment: Not usually useful, making it a bit less common.
 * Damage: 50->40
 * Anchor: Yes->No
 * Developer comment: Feedback seems to be that it's more fun if you can move around during it and I agree. I'm reducing the damage a bit to make up for it.
 * Mana: 1->0
 * Developer comment: Kind of annoying to have to keep track of having enough mana to pull off the combo, hopefully this makes it a bit more viable without "step/dash" spells too. I think the risk/reward justifies this change.
 * Artifacts
 * Armor: OnTakeHit->AfterTakeHit
 * Rarity: 2->0
 * Developer comment: This artifact helps with some of the more overbearing "multi-hit" attacks like diamonds or rotating saws. Moving the Defense to trigger After the hit, before it was basically 10+ free defense (not in-line with other artifacts). I'm lowering the rarity to make it more accessible to newer players.
 * Consume dmg: 30->20
 * Developer comment: Worked a bit too well with kunais, 20 dmg is still a nice bonus.
 * CassidyScarf.png Cassidy's Scarf
 * Rarity: 2->1
 * Removed all movement effects
 * Self-Fragile: 99->9
 * Self-Poison: 40->20
 * Developer comment: I intended for it to be a silly challenge, but most people did not have fun with it and it could ruin runs. This should make it much more viable for normal runs, and a nice pick for Self-Fragile builds.
 * Rarity: 1->2
 * Rarity: 2->3
 * Rarity: 3->1
 * Characters
 * Saffron Gen
 * Artifact: None->
 * HP: 100->300
 * Gunner Default
 * Slightly increased cooldown for Default Gunner's.
 * Hazel Alt
 * now deals true damage equalto structure's HP instead of 999
 * Selicy Default
 * HP: 900->1000
 * Mana Regen: 0.4->0.45
 * Selicy Alt
 * HP: 900->1000
 * Mana Regen: 0.1->0.15
 * Violette Default
 * back shield: 30->40
 * Weapon down Mana: 2->2.5
 * Developer comment: Player should be rewarded more, the change from 30->40 shield makes Corset easier to trigger without being punished for it. I thought it might be too strong at first, but I think the risk/reward justifies this change.
 * Enemies
 * Decayer
 * Now takes 5 true damage on hit
 * Shield on hit: 50->40
 * Developer comment: This enemy is pretty annoying, the 5 true dmg on hit will give players something to do instead of just waiting until it kills itself.
 * Artillery
 * Loop delay increased
 * Healdon
 * Poison attacks made more visible
 * Avenger (Cactus)
 * Projectile speed decreased to give player more reaction time
 * Added some various slowdowns across other enemies.
 * Other
 * Added an extra chance for branching paths on the 4th zone, my intention is to make the paths less "strict"
 * Increased loot rarity in early game. You should be seeing a few more epics in the early game and legendaries in general. One of the reasons is to increase diversity and options at the start of the game.
 * Campfire Healing: 40*5->50*5
 * Increased a few enemies attack delay, giving the player more time to dodge.
 * Reduce enemy shield gen buffs and hell pass 9 health regen
 * Removed +5maxhp from upgrade pool for {{k|Ping]] (could be used to gain infinite health)
 * Missile Silo hazard time: 35s->40s
 * Gate's hit-shader is 30% opacity insteado f 70% since the sprite is so large
 * {{s|Time Slow}}/{{s|Time Stop|text=Stop}} now affects shuffle time
 * Hell Pass 04 now reduces boss healing by half instead of removing it completely
 * Modding
 * Added support for custom descriptions
 * Moved uploading and updating to the "YourMods" folder instead of the workshop folder
 * Quality of Life
 * Added a sound effect to Reva's assist
 * Added a "quit" button to the pause menu
 * Improved logic for previews, like moving when doublecasting structures
 * Dark zones will now color future zones "red" when highlighted to show that the rest of the world will be dark.
 * Increased visibility of broken tiles
 * Lowered Gate HP, but increased it's defense - multi-hit and flame builds were having too easy of a time while most other builds were having a harder time against the Gate. In the end it's toughness is about the same but it should be easier to beat in general.
 * Player tile will be extinguished from flames when downed.
 * Violette's music boss attacks are now "green" with a cross.
 * Last picked skins/loadouts will be saved as default even after restarting
 * Bugfixes
 * Major
 * Fixed gunner's changed weapon disappearing on load
 * Fixed memory leak with generated spells
 * Fixed logic for the Bravely Default achievement, you can now use Removals. Which I don't agree with but it's worded that way so..
 * Fixed a softlock where battles would get stuck when Soul Gun killed a structure and got killed at the same time
 * Shopkeeper skin will now unlock properly (it's nothing special, just the old version of her from the demo)
 * The end credits will now appear properly in all languages after cutscenes
 * Removing {{a|Duel Disk|text=dueldisk}} and {{a|Candy Wrapper|text=candywrappers}} will now properly reset their effects
 * Removing pacts will no longer softlock the game
 * Type of battle reward will correctly show up after shiso/chest rewards
 * Fixed a softlock where the player could get trapped in a corner during Violette's battle
 * Effects can now be properly searched in the library (Anchor, Flow, Fragile, etc.)
 * Changed most attacks to spawn relative to the player's position if they are on the other side of the field
 * {{s|Stasis}} did not rmeove shield from the player in some cases
 * Minor
 * {{s|Grail}} will no longer heal outside of battle
 * {{s|Hired Gun|text=Hired gun}} and other spells will no longer trigger executions on structure
 * The gate can no longer be pulled
 * Character alt kits are now chosen when hovered over
 * Pets will now follow the owner's facing direction
 * Mana regen text in stats screen is rounded
 * Disabled Hoarder achievement during previews
 * Added an extra frame of delay when opening the map, before selecting a zone, allowing players to use the same button for accept and map
 * Damage values will now show up for consecutive spells with the same damage under cast slots
 * PReview for Stasis will not work properly, losing the shield
 * Fixed a bug where the Shopkeeper was showing up twice in the previews
 * Doubling {{k|poison}} on an enemy will no longer show up as a stack of 0 poison
 * Spell and artifacts count will now show properly in the statistics creen
 * Ending Notes
 * Coming soon:
 * Accessibility options
 * Larger font sizes
 * UI Options
 * I know Co-Op with separate characters is requested, but this feature may take a while. I will try to work on it soon.
 * Shopkeeper skin will now unlock properly (it's nothing special, just the old version of her from the demo)
 * The end credits will now appear properly in all languages after cutscenes
 * Removing {{a|Duel Disk|text=dueldisk}} and {{a|Candy Wrapper|text=candywrappers}} will now properly reset their effects
 * Removing pacts will no longer softlock the game
 * Type of battle reward will correctly show up after shiso/chest rewards
 * Fixed a softlock where the player could get trapped in a corner during Violette's battle
 * Effects can now be properly searched in the library (Anchor, Flow, Fragile, etc.)
 * Changed most attacks to spawn relative to the player's position if they are on the other side of the field
 * {{s|Stasis}} did not rmeove shield from the player in some cases
 * Minor
 * {{s|Grail}} will no longer heal outside of battle
 * {{s|Hired Gun|text=Hired gun}} and other spells will no longer trigger executions on structure
 * The gate can no longer be pulled
 * Character alt kits are now chosen when hovered over
 * Pets will now follow the owner's facing direction
 * Mana regen text in stats screen is rounded
 * Disabled Hoarder achievement during previews
 * Added an extra frame of delay when opening the map, before selecting a zone, allowing players to use the same button for accept and map
 * Damage values will now show up for consecutive spells with the same damage under cast slots
 * PReview for Stasis will not work properly, losing the shield
 * Fixed a bug where the Shopkeeper was showing up twice in the previews
 * Doubling {{k|poison}} on an enemy will no longer show up as a stack of 0 poison
 * Spell and artifacts count will now show properly in the statistics creen
 * Ending Notes
 * Coming soon:
 * Accessibility options
 * Larger font sizes
 * UI Options
 * I know Co-Op with separate characters is requested, but this feature may take a while. I will try to work on it soon.

We just hit 1000 reviews! thank you all so much for your feedback, positive and negative. It all helps make the game better.

Click here to view the Patch Notes on the Steam Page!

1.1 - Flow Rework (30 March 2020 PC; 22 April 2020 Switch)
I'm sorry if I haven't been able to respond to you online, I will do my best to catchup on all the social platforms! Thank you all so much for playing. Don't give up, stay determined :) -Thomas
 * All spells Gain 1 : "Gain 1->2 Flow"
 * Developer Comment: Flow was too hard to keep going unless you had only Flow spells. Gaining 2 Flow per spell gives you a nice amount of wiggle room for other synergies. This should also help Flow artifacts see more use outside of Flow builds.
 * Spells
 * Gain Flow: 3->4
 * Gain Flow: 1->0
 * Damage: 40->60
 * Developer Comment: Rock Cycle was a bit too spammable infinitely. This still lets you spam Rock Cycle with the right build, just not forever.
 * Damage: 80->50
 * Gain Flow: 1->0
 * Anchor: No->Yes
 * (also added a green glow if you have flow)
 * Developer comment: Waterfall did way too much damage without any risk. Adding anchor gives some tradeoff for the terrible terrible damage it can deal.
 * Hopefully this helps make Flow more accessible and gives you more freedom with it. I still want it to be a powerful build if you have all Flow cards, but now there's more thought in balancing your stacks with Rock Cycle and Waterfall.
 * Anchor: No->Yes
 * Developer comment: Kunais are a bit too strong right now. Watchlist.
 * Duration: 10->12
 * Developer comment: This should give you a little more time to activate Mine.
 * Cost: 2->3
 * Developer comment: Sera Cannon can be a little too powerful without too much risk. Watchlist.
 * Damage: 10->20
 * Shield on Hit: 10->20
 * Shots: 4->2
 * Time Between Shots: 0.11s -> 0.2s
 * Developer comment: Shield Beam could get a little too powerful with shield upgrades and hitting multiple targets. The shot reduction also makes it feel a bit snappier.
 * Weapons
 * Slightly increased the cooldown for Bullet Hell Gunner's weapons.
 * Developer comment: I want it to be more of a relaxed gameplay option, but their DPS was a bit too high to experience the game.
 * Artifacts
 * (Shopkeeper starting item)
 * Health Dropped: 90%->80%
 * Developer comment: Shopkeeper was a bit too resilient to getting hit.
 * Rarity: 0->2
 * Pet MaxHP increase per battle: 40->25
 * Other
 * Co-Op
 * Base mana regen: x1->x2
 * Developer comment: Allowing both players to cast spells at a normal frequency should make co-op more fun and hopefully a bit more rewarding for the difficulty it adds.
 * Modding
 * Added a 'Mods' folder to StreamingAssets
 * Made updates use the 'YoursMods' folder
 * Increased font size of mod descriptions
 * Made mods disable achievements
 * Fixed mods disappearing after updating a mod
 * Quality of Life
 * Added a short hold for skipping rewards, Upgrading, and Removing
 * Adjusted health values for ending bosses
 * Max Mana pact is now temporary during battle
 * Reva's assist is more reliable
 * Artifacts like uranium that trigger constantly during battle will no longer affect the player while downed
 * Reduced the frequency of attacks in some mid-lategame enemies
 * Reva will unlock automatically at lvl 6
 * Saffron Chrono kit will unlock automatically at lvl: 4->2
 * Added 32bit windows support
 * JTang redid Terra's default outfit
 * Bugfixes
 * Major
 * Achievements can no longer be acheived via preview
 * The library can now be searched for keywords in all languages
 * You can now click on shop buttons at all resolutions
 * Fixed a softlock in the normal ending loop
 * Generated spells like kunais will now be correctly destroyed in-between battles
 * You can now get skins by meeting achievement requirements again if you didn't reach the unlocks pane before
 * Playtime calculations should now be accurate when saving/loading
 * Adjusted size of boss hitboxes in normal ending
 * Upgrades for spells will no longer double when saving/loading
 * Fixed one of the ending cutscenes that was accidentally cut short
 * Character outfits will no logner show up unlocked multiple times
 * Pacts can now be removed (but not hell passes)
 * Minor
 * Fixed startup loading background not showing correctly
 * Fixed startup without Steam connection getting stuck
 * Fixed clicking the back button on the streaming pane
 * Fixed naming issue for Reva - Cyber skin
 * Preview characters no longer move during anchor spells
 * Rocks can no longer get artifact buffs in previews
 * Votes can no longer show up on display cards
 * Music no longer stops if the preview character dies
 * Stats will now update immediately after buying a new artifact
 * Flow can now be searched in the library
 * Ending Notes
 * The past few days have been super hectic! I'm really happy you all seem to be enjoying the game in the reviews and recommending it to your friends. I wholeheartedly appreciate that.
 * Coming Soon:
 * Helping slower players where Saffron Chrono isn't enough
 * Making the late game more strategic but still difficult
 * Bugfixes
 * Accessibility options (like a toggle for button Holds)
 * Flow can now be searched in the library
 * Ending Notes
 * The past few days have been super hectic! I'm really happy you all seem to be enjoying the game in the reviews and recommending it to your friends. I wholeheartedly appreciate that.
 * Coming Soon:
 * Helping slower players where Saffron Chrono isn't enough
 * Making the late game more strategic but still difficult
 * Bugfixes
 * Accessibility options (like a toggle for button Holds)

Click here to view the Patch Notes on the Steam Page!

1.0 - Release (26 March 2020)
Base Game!