Build 0.9.20 + Progress Update + German Localization

Keeper's Toll

Delve into Keeper’s Toll, an action-packed roguelite brimming with challenge and despair. Survive against an onslaught of relentless hordes and grueling bosses with skill-based ARPG gameplay. Embrace the darkness and cleanse these cursed lands.

Hi Everyone, This past month has been a roller coaster. Between working on the Nintendo Switch port of the game and patching/polishing the upcoming 1.0 content, the days have been long but rewarding as seeing everything come together is amazing. We're very happy to share some details on what's to come. [img]{STEAM_CLAN_IMAGE}/42685484/f5e5d99c65308f864ece39bc89c039e16d52e13b.png[/img] [h2]The Full Release[/h2] Our next major announcement will reveal the release date for the full version of the game. We're working on a lot right now and we're very happy with how the content is coming together. A big thanks to our beta testing team as countless revisions and tweaks later we're now very close to where we want to be. The Full Release of the game will contain the 4th and final world of the game as well as a hard mode for each world, some new tomes of knowledge, new achievements, new features and a lot of polish and fixes. Expect the reveal of the release date sometime within the next month. Sometime soon, we will be raising the price of the game to $6.99 USD, though we will be offering a launch discount on full release. We understand the low price expectation of games in this genre, and we did not want to increase the price too much, but we feel justified in charging the increase based on the costs associated to develop the game, as well as content delivered, playable game time etc. We do not intend to raise the price again. [h2]Post Release - New Content?[/h2] A lot of players have asked us if we will continue to support the game after the full release. Of course we had always intended to maintain the game and provide fixes/improvements, but we are happy to announce that we are also working on some new content for a big 1.1 Update, and it will be free for all players who have purchased the game. It will not be a DLC. For now, it shall remain a secret as to what we're working on. More details to come post launch. [h2]Localization[/h2] German is now a supported language in the game. On full release, we will also add support for Japanese. It's possible we will add support for additional languages post launch, but as of now there is nothing else planned. If you want us to support an additional language, let us know and we'll be happy to consider it. [h2]Build 0.9.20[/h2] Finally, Build 0.9.20 went live today, which includes a lot of optimizations, fixes and changes. The 1.0 version of the game includes a lot of changes/fixes/improvements that are too complicated to add in the current version of the game, but at least that gives you something to look forward to. We're doing our best to continue supporting the existing version of the game as we simultaneously work on end game content. [h2]Patch Notes (0.9.20)[/h2] - Localization: German added - Shadow Monk: Vortex performance has been slightly boosted - Necromancer: Summon Golem improved targeting - Ranger: accurate force is now being applied to arrows and burst shot arrows - Ebon King: updated movement to be smoother and transition better between movement states - Sporelord Rotwood: minefield now deactivates within 30 seconds during his introduction phase - Treasure Snail: improved performance - Armored Snail is now deactivated if not killed within a certain period of time - Guided projectiles now move more smoothly based on accurate physics - Enemy AI spawn logic has been refactored and performance boosted - Enemy Groups/Flocks logic has been rewritten and performance boosted - UI: World Select logic updated - UI: Added a failsafe check to deactivate all unnecessary UI if the level up menu is active - UI: Localized the Close Button text for the Quest UI - UI: Updated text for Merchant Items to reference Attack instead of Strength - Bug Fix: Elites that can strike the player will now face the proper direction while attacking and stay fixed in their rotation until the attack ends - Bug Fix: fixed an issue where where the blood altar would sometimes not open, or would open on delay - Bug Fix: Fixed a rare bug where shadow monk abilities were not deactivating after use Thank you to everyone for following along as we continue to develop Keeper's Toll. If anyone has any feedback, don't hesitate to reach out. We read everything and we will do our best to respond as soon as possible. Thank you, Stingbot Games