Realm Survivors is a fantasy rogue-lite adventure! Battle waves of enemies, gain XP, unlock powerful abilities, and defeat epic bosses. Progress to become stronger, more powerful, and godlike. Discover new characters with unique skills. Conquer all to become the ultimate hero of the realm!
The Demo for Realm Survivors is now live!
Here are latest updates to the game:
[h2][u][b]
Gameplay Improvements[/b][/u][/h2]
[h3][b]Character Movement:[/b][/h3]
[list]
[*] Increased baseline movement speed for all characters.
[*] Added invincibility frames (I-frames) during dashes.
[*] Implemented a phasing effect during dashes to move through enemies.
[*] Reduced dash cooldown to 3 seconds (from 4 seconds).
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[h3][b]Projectiles:[/b][/h3]
[list]
[*] Slightly reduced the speed of ranged enemy projectiles.
[*] Increased projectile flight duration.
[*] Meta Progression:
[*] Reduced early-game costs for meta progression upgrades.
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[h3][b]Abilities:[/b][/h3]
[list]
[*] Updated the training sword's hitbox for improved accuracy.
[*] Increased the hitbox size of the fireball ability for better targeting.
[*] Added a mild knockback effect to the throw stone ability.
[*] Introduced a burn effect to the fireball ability, applying damage over time.
[*] Added visual feedback for when the character is hit: the screen briefly splashes red, and the player’s directional indicator turns red.
[*] Added a root ability for the Mutant Boss.
[*] Modified the Butcher Boss’s charge ability to serve as a primary gap-closer and main attack with large and powerful cleave functionality.
[*] Introduced two new ultimate abilities:
[list]
[*] Barrage
[*] Divine Radiance
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[h3][b]New Features:[/b][/h3]
[list]
[*] Added an auto-aim toggle function.
[*] Introduced a reroll functionality for ability selection during level-ups.
[*] Added an unlockable subtrait system; players can equip subtraits after completing associated quests.
[*] Added more quests to complete.
[*] Introduced difficulty settings (Easy, Normal, Hard), modifying enemy health and damage to 80%, 100%, and 150%, respectively.
[*] Added new ground indicators for boss abilities.
[*] Introduced a new enemy: Goblin Bomber—charges the player with a lit bomb.
[*] Added a dynamic spawning system to cap on-screen enemies. Experience gains remain constant as enemies are killed. i.e. the more enemies killed the more exp gained.
[*] Added a new trial mode: Kill Countdown—defeat as many enemies as possible within the time limit. Rewards improve with higher kill counts.
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[h3][b]Quality of Life Updates[/b][/h3]
[list]
[*] Added a back button (gamepad east or Escape on keyboard) for easier menu navigation.
[*] Improved the size and thickness of UI selection borders for better readability.
[*] Removed redundant UI options (e.g., overlapping "X" and "Yes" buttons).
[*] Enabled auto-open/close functionality for character select menus.
[*] Updated default navigation after death or level completion to return to the character select menu.
[*] Clarified quest conditions for unlocking the first character.
[*] Added quest descriptions for locked characters and subtraits.
[*] Introduced several selectable cursor options for better visibility.
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[b][h2]UI/UX Enhancements[/h2][/b]
[h3][b]HUD and Indicators:[/b][/h3]
[list]
[*] Added a background to the dash timer for better visibility.
[*] Improved ability bar visuals by adding a background to display ability levels more clearly.
[*] Added descriptive tooltips for global buffs.
[*] Implemented a visible timer for movement speed buffs.
[*] Removed the bank icon and balance from the screen until a game save slot is selected.
[*] Added an overhead health bar for the player character.
[*] Replaced the HUD dash bar with a dash indicator on the overhead health bar.
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[h3][b]Menus:[/b][/h3]
[list]
[*] Fixed navigation and character selection issues in the character select menu.
[*] Added a stats comparison window to evaluate purchased characters against the currently selected one.
[*] Increased scrolling speed in the upgrades and unlocks menus.
[*] Added a confirmation prompt to prevent accidental exits from the current scene.
[*] Hid the back button in specific menus to avoid unintended scene changes.
[*] Improved menu logic to prevent overlapping, enhancing quality of life and gameplay fluidity.
[*] Visual and Audio Feedback:
[*] Added an opening animation and sound effect for chests.
[*] Enhanced on-screen quest indicators for better visibility.
[*] Improved the intro quest message to prevent repetition.
[*] Added new death sounds and taunts for characters.
[*] Refined visual effects for abilities like Poison and Fire Nova for better clarity and visual impact.
[*] Adjusted UI layouts to fix off-centered elements.
[*] Zoomed the camera out to provide a larger view of the level.
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[h3][b]Audio Improvements[/b][/h3]
[list]
[*] Overhauled the sound system for improved variety, including dynamic pitch adjustments, instance limits, and enhanced mixing.
[*] Balanced sound levels for many abilities.
[*] Fixed inconsistencies in audio mixers for abilities such as Ground Slam, Chain Lightning, and Meteor.
[*] Introduced a sound frequency limit to reduce sound-chaos during large enemy deaths.
[*] Replaced background music with music that has a more appealing tone.
[*] Included navigation sound effects for additional menus.
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[h1][b]Balance Changes[/b][/h1]
Reduced boss HP to make fights feel less tedious.
Adjusted difficulty scaling to ease early-game progression.
[h1][b]Bug Fixes[/b][/h1]
[list]
[*] Fixed banner flickering caused by input during level-ups. Reduced menu navigation speed and added a delay before showing ability options.
[*] Corrected an issue where the level-up menu remained interactable when the main menu was open.
[*] Resolved buggy behavior when rapidly cycling characters in the character select menu.
[*] Fixed a bug where pending upgrades were lost during simultaneous level-ups.
[*] Addressed collider issues, including players getting stuck on spiders, chests, or dead enemies.
[*] Reprogrammed the saving system to prevent errors across playthroughs.
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[h3][b]Known Issues[/b][/h3]
[list]
[*] Ground indicators for boss abilities and goblin bombs occasionally persist after the enemy is defeated. UPDATE: THIS SHOULD BE NOW FIXED IN LATEST HOTFIX
[*] On-screen quest indicators disappear after one quest is completed. The quest remains completable, but the indicator no longer shows its location.
[*] The kill count in trials remains cumulative across playthroughs instead of resetting. UPDATE: THIS SHOULD BE NOW FIXED IN LATEST HOTFIX
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[h1][b]Upcoming Demo Features (Work in Progress)[/b][/h1]
[list]
[*] Customizable key bindings.
[*] Additional language localization.
[*] Stronger prompting to select a subtrait before starting the level once subtraits are unlocked.
[*] Improved button unselection/highlighting for mouse users. Buttons currently remain selected for gamepad and keyboard navigation of UI.
[*] Expanded trial modes for greater play variety during the level.
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