Slasher's Keep - Damian
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 code.
Please comment if you're still having problems loading saves with items that have been upgraded using sanctified ointments.

Edit: Alright, 1.36 is going live on the default branch as well
Slasher's Keep - Damian
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 stashed a bunch of important items on the floor somewhere or something.

Edit: The fix is now live on the default branch.
Slasher's Keep - Damian
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 sorry about that bug. To atone for my failing to notice it earlier I added another skill to the game.
Please let me know right here if you find anything unusual with this build. I'll test it some more and push it to the default branch in a few days.


Edit:
Set the build live on the default branch.
Do let me know right here if this broke something (other than it having to upgrade your savegames, that's intended).
Slasher's Keep - Damian
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 have one non-potion consumable for sale.

  • Added a scroll that transfers a portion of an item's armor value onto your character, destroying the item in the process.

  • Added water and wine as reagents to the alchemy system. You may now bind an empty or half-empty bottle to a hotkey and use it while aiming at a water, wine or lava source in the environment.
    Water will create a two-piece stack of a diluted version of the other reagent; except for water + water, and water + wine, those have bespoke recipes. Wine has individual recipes with all other ingredients.
    Adding lava to a bottle will have the same effect as adding a fire bomb. In total there are now 13 new recipes (disregarding dilutions).
    I don't plan on making this feature known in a tutorial or anything. I prefer it being something to discover, so this shall be the only official piece of information on it.

  • Cups of wine will now appear in dungeon type 3.

  • Added the Hardiness skill, which grants a resistance to environmental hazards.

  • Added 11 new item images.

  • Replaced image for 3 other items.

  • Some minor tweaks.

Edit: Fixed a thing. It's 1.31 now.

  • Fixed a bug that would allow you to combine empty and half-empty bottles with non-consumables

Edit: Another thing.
1.32
  • Fixed a bug with dilutions of invulnerabilty potions.

This build will have to update your savegames upon loading. That means the game will reroll your current dungeon floor. Your inventory and character will stay intact.

To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu.

Let me know right here if you find any bugs with the new stuff, or if anything else that may be related stopped working for you.

Edit:
Going live on the default branch.
Slasher's Keep - Damian
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 select Betas from the list on the left and finally select the beta branch from the drop-down menu.


Sorry for the tiny patch. I did do some work on more special rooms and such but ultimately decided against going forward with them. Those last ones turned out to be too much of an ordeal, bending the level generation script over backwards to make them work. If I do end up adding content in the future it will be the odd item or skill, but I wouldn't bet on it.

Anyway, let me know right here if this patch broke anything. I'll keep it up on the beta branch for a few days before switching it to default, just to be safe.
Also, if you do get another game breaker, like a rogue wall blocking the way and you're sure it's not intentional, remember there's a reroll cheat. To use it hit F7 in the pause menu, then type "reroll", then reload your character from the main menu.

Edit:
I've set the build live on the default branch.
Slasher's Keep - Damian
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 dungeon type 2 a little easier by adding a flight of stairs as a possible segment to the randomization.

  • Floor spikes in corridors in dungeon type 2 can now be switched off via levers on the walls.

  • Floor spikes in large rooms can also be switched off with single a lever placed on the upper level of each room.

  • Raised room lights in rooms with floor spikes in dungeon type 2.

  • Added 2 wall objects to open rooms in dungeon type 2.

  • Winches in arcade type rooms are now marked on the map with red button icons.

  • The Deflect skill now allows for batting incoming projectiles into the direction you are facing. Higher skill levels increase accuracy.
    (Previously projectiles would get diverted into random directions with a random chance to get thrown back the way they came instead.)

  • Added a new piece of boss loot with a unique skill.

  • Added another piece of boss loot with a unique skill which is somewhat chistmassy, but not so much as to seem terribly out-of-place throughout the rest of the year, I hope, seeing as I missed christmas with this patch.

  • Added two new areas to dungeon type 3. These are premade and feature yard spaces connected to multiple indoor spaces. I thought I'd add some more traditional level design, you know. Probably more work than it's worth but I felt the need to atone for not squashing some of those bugs for so long.

  • Various other small tweaks.

  • Fixed an issue with bloodmoths not getting spiked correctly that may or may not have occured.

  • Fixed an issue with one of the new areas in dungeon type 3.

  • The game should now scale without a dip at very high levels.

  • Fixed an aesthetic issue with one of the new areas.

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 select Betas from the list on the left and finally select the beta branch from the drop-down menu.

Let me know in the comments to this post if you find anything egregiously wrong with these points. Like getting a new game-breaking bug due to the changes or something.
Slasher's Keep - Damian
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 type 2 a little easier by adding a flight of stairs as a possible segment to the randomization.

  • Floor spikes in corridors in dungeon type 2 can now be switched off via levers on the walls.

  • Floor spikes in large rooms can also be switched off with single a lever placed on the upper level of each room.

  • Raised room lights in rooms with floor spikes in dungeon type 2.

  • Added 2 wall objects to open rooms in dungeon type 2.

  • Winches in arcade type rooms are now marked on the map with red button icons.

  • The Deflect skill now allows for batting incoming projectiles into the direction you are facing. Higher skill levels increase accuracy.
    (Previously projectiles would get diverted into random directions with a random chance to get thrown back the way they came instead.)

  • Added a new piece of boss loot with a unique skill.

  • Added another piece of boss loot with a unique skill which is somewhat chistmassy, but not so much as to seem terribly out-of-place throughout the rest of the year, I hope, seeing as I missed christmas with this patch.

  • Added two new areas to dungeon type 3. These are premade and feature yard spaces connected to multiple indoor spaces. I thought I'd add some more traditional level design, you know. Probably more work than it's worth but I felt the need to atone for not squashing some of those bugs for so long.

  • Various other small tweaks.

Edit: I have amended the build by these points (This build will upgrade savegames once again)

  • Fixed an issue with bloodmoths not getting spiked correctly that may or may not have occured.

  • Fixed an issue with one of the new areas in dungeon type 3.

  • The game should now scale without a dip at very high levels.

Edit: one more thing

  • Fixed an aesthetic issue with one of the new areas.

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 select Betas from the list on the left and finally select the beta branch from the drop-down menu.

Let me know in the comments to this post if you find anything egregiously wrong with these points. Like getting a new game-breaking bug due to the changes or something.

Merry Christmas and a Happy New Year everyone.
Slasher's Keep - Damian
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 damage than it should from bombs.

  • Fixed a problem with loot crates sometimes making breaking noises in spite of already having been broken.

  • Dampened the screen flash effect from taking haymakers and sack smacks (now flashes to 50% opacity instead of 100%).

  • Added new rare consumable: Empty Bottle.
    These can be found wherever other random consumables drop. You can also get one from each vendor location. Use it like an enchantment on the stuff you want to put in. Edit: By that I mean right-click the bottle, then left-click the item you want to put into the bottle.

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 select Betas from the list on the left and finally select the beta branch from the drop-down menu.


Sorry, it's been a while. Undecided on adding more content.

Please comment on this announcement if you find anything broken with this update, like say, alchemy not working properly.

Edit:
Thank you all for your comments. I did some more testing and I didn't find anything wrong with the new feature, so I'm setting this build live on the default branch.
But do comment here in case you find a recipe that doesn't do what it's supposed to.

I hear your criticisms on the difficulty. For one thing, there's the overarching mechanic that allows you to get better across multiple runs by saving some items and skills and then accumulating more xp from the now inferior low level enemies. I admit that that whole deal does not seem to be communicated well enough in the game. Then there's the luck factor. You need to find some high level armor to take those high level blows, and so on. I have taken steps in the past to make playthroughs more consistent, but I don't want to completely remove the element of luck. Anyway, all that kinda stuff combined can make for a difficulty curve that can feel wonky at times...
Making dungeon type 2 easier to navigate in some ways is a possiblity.
Not sure if an option to escape an infinite dungeon is really worthwhile. Might also be complicated to implement. Or maybe not, you never know with projects like these.

Again, still undecided on content and stuff. Mod support is out of the question, unfortunately. The project is really not build to be modular or freely expandable.
Slasher's Keep - Damian
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.

[1.0925]
  • 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 the bane of my existence but I'm pretty sure I've squashed it now.

  • Fixed a bug that could have led to prisoner chutes getting placed behind winches in arcade type rooms.

  • Fixed a bug that could have caused wands to not get destroyed correctly when depleted in gamepad mode.

  • Fixed an issue with dragged items not getting placed back in the inventory when closing the inventory in gamepad mode while dragging an item.

  • Fixed an issue with dragged items not getting placed back in the inventory when closing the inventory by hitting the escape key while dragging an item.

  • Pressing the start button on the gamepad while the character sheet and inventory are open will now open the skill book instead of closing the character sheet and inventory.
    (The select button will still close the character sheet and inventory)

  • Added item images for
    4 gems,
    2 helmets,
    2 pieces of chest armor,
    2 pairs of gloves
    1 set of pauldrons,
    1 longblade,
    1 crossguard,
    and 1 mace,
    also replaced image for 1 gem.

  • Minor visual tweaks.

Edit: Hotfixed some polish because I'm a mad man.

  • Fixed a sound issue with sliders in the menu when using the mouse.

  • The selection reticule should now switch to the next valid selection when using up an inventory item in gamepad mode.
  • It should also no longer disappear when enchanting an item or attempting to enchant an invalid target item.
  • Also, you should no longer see gamepad info text when using blade oil or club rub from the hotbar in gamepad mode.

It's been a while, sorry about that. It's a small patch but I figured I'd have to fix those things as they were somewhat significant. Padded it with a bit of aesthetic content as well. Not that item images don't require effort, quite the opposite, but it's simple work compared to guessing at some weird Unity quirk that crashes my game.

Edit: forgot one point
Slasher's Keep - Damian
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 inside of rock tiles in cave type rooms.

  • Fixed an issue with chests in rooms with all the platforms and little stairs getting placed in bogus places and ending up physics-glitching into the ether.

  • Fixed a bug that could have caused the quest giver to be placed inside of platforms in dining hall type rooms.

  • Fixed a bug that could cause hidden doors to be placed the wrong way around in upper floors of library type rooms in dungeon type 3 if connecting to another library.

  • Did some tentative performance optimization for dungeon type 2.

  • Veteran badges (stars and the like) on the load-game screen will now be placed closer together if there's loads of them.

  • Fixed a thing that may have caused the deflect skill to apply a lower damage bonus to deflected projectiles than it was supposed to.

  • Iron Skin should no longer trigger when already invulnerable.

  • Fixed an issue with legendary gems only ever displaying fire or ice damage when they really should have both. This caused inaccuracies when crafting weapons with them.

  • Gemstone Fury now works past skill level 1.

  • Gemstone Potency now doubles the elemental damage proc chance of gems on the crafted weapon, and increases the cap to 40%.
    If Pyromastery or Cryomastery respectively are also learned Gemstone Potency will decrease their proc interval by 1 hit.
    Max skill level for Gemstone Potency is still 1.

  • Raised maximum skill level of Artisan from 5 to 10.

  • The sale price on item descriptions for shop items is now green when you can afford them and red when you can not.

  • A few more adjustments to text colors on item descriptions.

  • Map icons revealed by the crudely drawn map item should now remain so after saving and loading.


  • Fixed a bit of weirdness with the poison FX on the HP bar.

  • Venomous spiders will no longer deal damage in addition to applying their poison. They also won't apply their poison when you're invulnerable.

  • Tightened up some other stuff that may have caused problems.


  • The sign at the prisoner chute should no longer be able to block the player going up little stairs.
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