This is a quick announcement to let anyone playing this game know I am removing it from Steam as I believe this game has a number of fundamental issues. I may look into remaking this game with core mechanics changed and releasing something similar in the future.
Hey everyone,
Here in Italy, it’s already starting to feel like autumn, even though we’re still technically in summer. I hope you're all getting some well-deserved sun, rest, and good energy, whether you're already on vacation or still waiting for one. Wishing you a great end of summer wherever you are.
Now onto the update: a new build for 03 - Hollow Descent is live on Steam, bringing new content, improved systems, and better customization options.
Here’s what’s included:
After clearing nearly every combat room, a totem-like structure now spawns and drops random loot:
Weapons
Synthralls
Passive upgrades
This new system adds more consistency and depth to exploration and combat pacing.
Dash cooldown has been shortened to allow quicker evasive movement and support a more aggressive playstyle.
The entire settings interface has been restructured into a single, simplified page. New options include:
Movement Type: Switch between World-Based or Screen-Based controls
Gamepad Vibration: Toggle On/Off
Screen Shake: Toggle On/Off
Auto-Aim for Gamepad: Off, Low, Medium, High
Keyboard Movement Rebinding: Fully remappable movement keys
A new map system has been added to help you navigate and track your progress:
Room-by-room tracking of explored areas
Points of interest are revealed upon entering rooms
A Session Stats panel displays key run information:
Time played
Rooms cleared
Enemies killed
Weapons found
Chests opened
Secret rooms discovered
Thank you for playing and supporting 03 - Hollow Descent.
More updates and improvements are coming soon.
Simy
We further improved the way our navigation is managed for followers (not the same as last hotfix). This should improve even more follower navigation performance.
An optimization pass was done on the way we dissolve assets when they are in front of the cultist. This can improve performance a bit for GPU. Bigger improvement for the GPU are in the works.
Fixed followers not being teleported back to the cult base after a successful test of faith.
Fixed an issue making players unable to change tabs (Rituals, Upgrades, Map) in the grimoire UI on controller.
Fixed monuments/upgrades being mismatched between the cult base and the upgrades UI in the grimoire.
We are looking at fixing objects being sometimes impossible to lift or interact with even with enough followers.
We looking to fix an issue causing some UI elements to not appear when pressing ESC/Start during loading.
We are looking at improving loading times in general.
We are aware of an issue causing performance problems when swarming on destructible objects with a lot of followers.
We are looking at a couple of more minor annoying bugs in the singleplayer experience.
We looking into a few issues regarding summons.
We are looking into a potential memory leak when leaving the game open for several hours.
This new section will now list features and improvements that we are adding to our roadmap planning following player feedback and/or issues that the team judged worth tackling. Keep on telling us how you feel about the game and we'll do our best to focus on what the community is asking for!
(Community feedback) We heard the feedback regarding the save system and permadeath. We are looking at both short term and long terms improvements to address your issues in that regard.
(Community feedback) We are looking at improvements for the symbol recognition, but these might have to wait for the bigger updates planned in the roadmap.
(Community feedback) We will look at how we can add more gameplay differences and impact tied to the choice of god to Worship
(Community feedback) More resolutions and aspect ratio support
If you are wondering what we have planned for upcoming content, you can refer to our roadmap on the Worship's Steam page!