Sunsetting Bellumentum
Hi everyone - Bellumentum was a hobby project and it achieved its goal of proving to ourselves that we could effectively work together.
We have now fully funded our studio and are beginning work on our first real game - stay tuned!
Version 1.0.8 fixed unity vulnerability - Oct 2025
Hello!
This version (v1008) contains a big change on the dialogue and changes on how the looping works.
new upgrade: automatically restart a run
new upgrade: "collect all the gems automatically when the run ends"
fixed the issue of not being able to loop the last biome (it would just go to end-credits)
added volume control for the settings dialog
"dps chart" is now shown as a transparent overlay on level view instead of a dialog on top of everything
added postprocessing effect to the game, this should also make it a bit easier on the eyes
moved "loop biome" button to the level view
tweaked how biome looping works, now all the blobs' and bosses' damages are correctly scaled for each loop (before it was a bit wonky)
the blobs give the correct amount (more) currency for each loop
grave positions are also saved for each loop
fixed so that "scientific numbers" don't show up accidentally
big tweak on the dialogue
fixed so that the dialogue can be correctly skipped by pressing the mouse
tweaked the "boss" dialogue scene a bit
added "click to continue" text to each dialogue scene
improved upgrade descriptions
lowered second and third biome damage targets
NOTE: if you have already played the game and want to see the new dialogue, you can delete your profile (and your progress) from the settings
Thanks again everyone for giving feedback on the game, much of these updates are based on your feedback!
- jounitus
The Random Special Scene Only In Random Challenge Now You Can Do This By Use Chaos Dice
New Item: Dice, Use To Give Number 1 To 6
New Item: Chaos Dice, Use To Restart With The Random Special Scene, Use On Team Unit Or Building Rebuild Random Unit And Random Building
Now Tour Have Low Change To Get Some Gift
New Hitpoint system. You start with 200 Hitpoints and take damage based on the size of the surviving enemy units, with a maximum of 50. There's a little animation to help visualize the damage
The goal of this change is to tackle 2 existing problems: 5 damage was almost always the default after the first few rounds, and losing to a couple surviving trees or crystals won't feel as bad anymore.
Heroes! You start every game with a Hero that you select, they all have unique quests. You will get offered 2 random quests that you can choose from.
New Rating system! Instead of being purely win-based, it now also takes into account the rounds you survived and gives a little bonus for surviving all 16 rounds. Wins are still more important than the rounds for the rating calculation. This also has a ripple effect for the current rank titles and matchmaking (which will be adjusted over time)
We are hoping that this encourages new playstyles and still rewards players who had many close losses but make it to the end-game. This new system also goes hand in hand with the updated hitpoint system
New improved tutorial
New Battle soundtrack
Small animations to text
Voodoo Totem now displays its Damage in the combat log
Myrria now displays more clearly in the combat log
New art:
Pain Inverter (name changed from Inverter)
Super Charger
Buffer Bot
The Pillar
Magic Missile Mine (name changed from Homing Landmine)
Casino: from 4% speed buff to 2%
Power Plant can now only speed up non-Tinker town units
This is probably the most nerfed unit so far. This change hopefully stops the self-buffing chain of speeding up the Mechanic and triggering itself faster and faster (and other Tinker units)
Common crash with fast Tinker builds should be fixed
Second Chance Enchantment now properly works
Town Hall could buff Weather Machine
Synthetic Leecher could get its Damage buffed
Thanathos' Altar resummoning units at full health
Materia Contrarium eating units outside of battle
Shadows could sometimes overlap
Scarecrow could be damage buffed
Quests no longer show up as encounters
Fatigue now scales exponentially rather than linearly
Health is capped to 1.000.000
Crazy highrolls are fun and should exist in the game, but when 2 boards face eachother that both can get nearly infinite health, the fatigue matchup can also last infinitely long. The exponential fatigue scaling and capped Health should both keep that in line, while still allowing for crazy and insane setups!
Thank you for all the bug reports over the last two days! Expect another patch tomorrow addressing even more issues that some of yall are facing.
Additions
Added an option in the esc menu to enable/disable TNT damage. By default, TNT damage is enabled; however, if you are joining/hosting a public lobby I recommend disabling (for obvious reasons). Note, this option will not work if the lobby is a private lobby in order to prevent people from exploiting
Added a loading world screen when loading into a map
Updated the Gone Fishing demo to the most recent version of the game
Fixes
Fixed water visual bug on canyon map
Fixed bug where you could not fish in the cave lake on peaceful mode
Fixed bug where to many bat creatures would spawn at a time
Fixed janky physics with the TNT item
Fixed bug where the save file would not always be deleted upon death
Fixed a bug where Struggle UI would stay on screen indefinitely.
Polish and Changes
Polished Change Cosmetics button press
Buffed sticky hook, now allows players to be in the red for 2.5 seconds before snapping.
The cosmetics widget will now open by default on entering the lobby
Updated the font of text in the difficulty selection screen
Moved some of the tips to the top center of the screen to make sure new players read them
Made so the trader comes straight down rather then hovering across the landscape. This should prevent the trader from selling fish you had not intended on selling
Tall Man will now scream when he spawns to alert players
Adjusted the gambling pool on the Lake map to prevent fish from getting stuck in the ceiling or colliding with the stalactites and getting launched in a random direction
Adjusted the max voip volume possible
Added bait crates, beer, and tnt around the map for both the Lake and the Swamp maps
Thanks!!
We will soon announce a free Halloween add-on, which should be available by the end of the month.
We will also fix some bugs.
Thank you for your attention.
Adventure Update Beta Patch 2025.10.06 now live. Here is what changed:
Improvements:
Added option to auto transfer crafting materials to outpost storage
Fixes:
Fixed various issues related to prompt upon leaving location
Fixed forge to take items from outpost storage into account
Fixed rune forge to take souls from outpost storage into account
Fixed missing item description for artifact fragments
Fixed bug preventing cycling through arrow types
Fixed Mentalist legendary trait ignoring player distance