Welcome to the Death’s Gambit beta branch! The main focus of testing in this beta is the new talent system. We have added class specific talent trees and an advanced talent tree with dozens of new talents available while overhauling the original talent tree. There’s also a number of new moves and abilities as well. We ask that you experiment with character builds and let us know how they play!
Note: The beta will be live through Thursday March 7 at 8AM PST / 11AM ET. At this time we'll be bringing it down to review all of the received feedback. This schedule is subject to change, and there will likely be an additional beta period in the future.
The feedback we are looking for
We would like your feedback to focus on balance, and any stray bugs you find as well. We suspect that certain builds are much stronger than others, so feel free to experiment and tell us which talent builds feel too strong or too weak. We are not looking for suggestions on new talents, new abilities, or new content. Please keep your feedback focused to what’s present and playable in the build and adjustments we could make to existing talents.
For balance feedback keep the following in mind -
The third page talent page will only become accessible once you beat a certain boss 60% of the way through the game.
The fourth page will be unlocked near the end of your first playthrough.
In order to get better balance feedback we have locked these two talent pages from characters in NG+0.
If you play a character in NG+ pages 3 and 4 will be unlocked.
The following areas are blocked off for the sake of the test: Obsidian Vale, Amulvaro’s Observatory, Journey’s End, Caer Siorai, Ylnoth.
The boss “Cusith” is also not accessible in this build.
All the new talents do not have finished icon art. These will be replaced later in development
NG+ Shortcut
To expedite your ability to experiment with builds you can now skip to the NG+ selection screen by pressing the ‘N’ key.
Added new game modes called “Starting Traits”. These are unlocked once you have completed the game once. To activate them, create a new character and choose a starting trait on the character creation screen.
Randomized Items Mode: All dropped items and items in the world have been randomized.
Heroic Forced Mode: You must defeat the heroic version of each boss before you can progress to the next area. Some bosses don’t drop key story items until killed in heroic.
Fink Mode: This mode is very much incomplete. Feel free to mess around with it. Just know it will change before the update releases.
You can now heroic rematch Ione in Gaian’s Cradle and Phoenix Rider in Central Sanctuary
Input Improvements
Buffering any input now correctly cancels previous inputs. The player will now react a lot more precisely to your inputs.
Mashing attack no longer causes you to constantly repeat the first part of the combo. This would only happen with weapons with charge attacks.
Input buffering for ability 2 and ability 3 on controller improved.
If a roll is buffered it will now frame cancel instead of waiting for the animation to be over for a roll
Mashing attack and roll will now give more expected results.
Weapon combo finishers now input buffer a bit more tightly. Some combo finishers could input the next attack the moment the animation started.
Input buffering for many attacks and weapon combos are tighter.
Balance Adjustments.
Many talent and ability buffs now last longer.
Many buffs now correctly reset the buff timer if you cast it again before the buff runs out.
Bysurge now drops an Immortalite if you attack him in the Garde Tum hallway and he drops below 10hp.
Assassin's Might no longer has a cooldown.
Stamina cost of rolling reduced.
Contagion build-up now resets when using a save statue. The Contagion debuff itself still persists until removed with Panacea.
Animation
Smaller landing dust added to the jump animation.
Fixed an animation issue with Great Phoenix Plume, the feather now has the intended faster animation if you are under 30% HP on use.
Bug Fixes
Fixed a few issues that would cause the player to unexpectedly turn mid animation
Fixed an issue where entering Bysurge’s boss room would cause the boss fight music to play for a half a second then stop.
Fixed a bug where the UI would not display receiving a Great Phoenix Plume after killing the Phoenix in Gaians Cradle.
Fixed an issue where slimes would not give XP if they are killed while still attached to a ceiling.
Fixed an issue where some music tracks would play outside the room they are supposed to.
Fixed many issues related to buffs. Many buffs were not increasing your damage by the correct amount. Some examples of buffs fixed are Scythe Reap, Longsword Heroic Lunge, Halberd Lunge, and Cyclone.
Fixed an issue where applying Trueshot to your arrows would remove any other effect the bow would give. For example: Trueshot would remove the bleed effect of Bow of the Damned.
Fixed a bug with the Multi-Shot ability that prevented Bow of the Damned from working properly when used in conjunction with Multi-Shot.
Fixed an issue that would cause players to lose their 14th talent point. When the new content for DG is out, players will no longer have a talent point cap.
Fixed an issue where the player could jump and use the parry animation at the same time to go flying up in the air.
Improved the way wings look behind the player during certain animations.
Improved the way inventory sorts items. The armor tab now sorts items together by type.
Fixed a bug where Eldritch Casters would go to their idle animation after killed.
Fixed an issue where leveling up using a controller on PC would give incorrect amounts of stamina. This would fix itself normally when you reset the game.
Fixed a few bugs where some items wouldn’t show the correct ui when moused over on the inventory.
Fixed a crash with Bysurge that would happen if you killed him while his clone was up.
Fixed an issue where you could stack multiple types of “bleed” and “fire dots”. You could stack multiple effects as long as they scaled with different stats. For example bleed effect from daggers could stack with a bleed effect from a greatsword because daggers scale with finesse and greatsword scales with strength .
Abilities now correctly scale in damage with weapon upgrades.
Fixed more dialogue and ability description typos
Many maaaaaany more fixes
Please be aware of the following as you play through. We’re aware of these issues but didn’t want to hold back the beta.
Known issues:
Cloak of Darkness talent for Assassins is not working in this build.
Storm Caller Mastery talent is not working in this build.
Wizard two lightning orb ability does not work at the moment.
You may find golden carrot items throughout the beta build. This is just something from a future update that slipped through into the beta build. Woops! :P
Some players are experiencing slowdowns in certain levels during this beta. Playing in windowed mode or a lower resolution fixed this for all users.
There are a few bugs related to the ability inventory UI. Specifically, you cannot correctly navigate it using a gamepad, so have a mouse handy.
The map is not fully functional yet as of the time of the beta.
Soldier's Might Blocking attacks give you soul energy to use for abilities.
Assassin's Might Dodging attacks give you soul energy to use for abilities. Blood Knight's Might You can regain health that was recently lost if you quickly retaliate.
Wizard's Might All abilities cost 5 fewer soul energy to use.
Noble's Might Using items gives you soul energy for abilities.
Sentinel's Might Parrying gives soul energy to use for abilities.
Acolyte's MightKilling enemies gives you soul energy to use for abilities.
Inspired Soul Gain a 20% damage boost for 10 seconds after regaining a lost phoenix feather.
Soul Feather Using a phoenix feather also gains you 15 soul energy.
Aerial Levitation Player gets lifted higher when executing air attacks.
Blessing of Protection Blocking attacks while below 50% health heals you for 25% of the damage blocked. Soul Arrows When out of arrows you can continue shooting. Consumes 5 soul energy per soul arrow.
Aerial Mastery Combo finishers cause your next air attack to deal 4 times more damage.
Blood of the Phoenix Using feathers when over 90% health removes minor status ailments and restores stamina. Unlimited Energy Energy weapons require no soul energy to use for 10 seconds after using an ability.
Weapon Master Combo finishers of weapon 1 increase the damage of your weapon 2 by 25% for 12 seconds.
Soul Haste Ability equipped in slot 3 has cooldown reduced by 25%.
Fleeting Protection The first attack taken after using a Death Statue deals no damage.
Mortal Gift Gain double experience from killing enemies if you are mortal.
Soul Energy Mastery Max soul energy increased by 30.
Roll Mastery Roll attacks increase soul energy gained from attacks by 3 for 12 seconds.
Perfect Block Blocking attacks at the last moment reduces the stamina lost by 50%.
Soul Trigger Ability. Increase damage dealt by 50% for 16 seconds. 120 sec cooldown. 30 energy cost.
Block Haste Blocking attacks lowers the time of any abilities currently on cooldown by 2 seconds.
Kill Haste Killing enemies lowers the time of any abilities currently on cooldown by 1 second.
Soldier's Mastery Triples the soul energy gained by blocking.
Assassin's Mastery Soul energy gained by dodging attacks increased by 4.
Blood Knight's Mastery Taking damage gives you soul energy to use for abilities. Wizard's Mastery All abilities cost 5 fewer soul energy to use.
Noble's Mastery Increase shards gained from killing enemies by 15%.
Sentinel's Mastery Doubles the soul energy gained by parrying enemies.
Acolyte's MasteryDoubles the soul energy gained by killing enemies.
Stamina Restore Using an ability regenerates all your stamina.
Slide Can now slide kick if you press dodge while blocking. This can break enemy shields.
Dive Kick Press jump and down while in the air to do a dive kick. This attack can break enemy shields.
Light Arrow MasteryLight arrow ability animation is now faster.
Upgraded AmmunitionCan now carry 20 more arrows.
Extra Ability SlotYou now have an additional ability slot to equip another ability.
Item Mastery All item use and item throwing animations are much quicker.
Essence Shear Gain 50% more essence whenever you kill an enemy when you are under 25% health.
Freezing Fall Spear and Halberd Skycrash now freeze enemies hit for 2.5 seconds.
Explosives Expert Crystal bombs now explode into two smaller crystal bombs.
Spear Rush Mastery Whenever spear rush is used, the next spear rush has no cooldown and costs no soul energy. Deals more damage at the end of the dash.
Perfect Block Rage Perfect blocking makes your next lunge or spear rush deal 50% more damage. Effect lasts 12 seconds long.
Cyclone Mastery Cyclone ability animation is faster.
Wellness Negative debuffs lasts 25% less time.
Devastation: Halberd Halberd combo finisher deals double damage if all abilities are on cooldown.
Devastation: Spear Spear combo finisher deals double damage if all abilities are on cooldown.
Added a speedrun timer that can be enabled in the options menu.
Inventory now displays UI to help compare items.
PC: Can now take steam pictures by pressing F12.
Game Balance
You can now parry Bysurge.
Improved hitboxes on golem enemies.
Improved hitboxes on crystal bombs, warp bombs, and fire bombs.
Endless Heroic Dark Phase Orb health reduced by 33%.
Endless Heroic Dark Phase damage reduction debuff now only lasts 13 seconds. Down from 26 seconds.
Changed the way one of the debuffs work at the top of the Amulvaro’s tower. Specifically, one debuff would punish you for not having an ability on cooldown which was too punishing for Tome player builds.
Void Plume no longer makes the player lose intellect if he uses the plume while the buff is already active. It also now doesn’t give flat int stat. It increases all int damage by 5%.
Improve a couple of hitboxes on the final boss.
The curved projectile during the final boss can now be parried back.
Hallowed knights no longer take double damage if they are hit while getting up from the ground.
You can no longer have more than 6 lightning rotating orbs active at the same time. Down from 10.
Improved melee collision mask for a few enemies.
Dark Knight’s Health in normal mode has been reduced slightly
Eldritch Council casters spells will now end if they die in the middle of creating a spell
Bysurge’s red laser tether attack has a bit more wind up time before it goes off so players have more time to react to the attack.
Animation / UI / SFX
Jump ground effect now happens on jump through platforms.
New landing effect added when landing on the ground.
All sounds in Bysurge boss fight have been evened out.
Poison now display the correct amount of damage taken per second
There is now a tutorial note that explains how to parry
When an explosion hits one of grave’s during the Origa fight it will only create debris the first time they are blown up.
The landing animation when falling a long distance now occurs more consistently.
Performance
Improved overall game performance.
Improved performance during the Thalamus boss.
Bug Fixes
Fixed an issue where player could get stuck inside walls if hit by a boss right next to a wall.
Added a fix for Soul Trigger populating your characters save slot.
Fixed an issue with the glowy blue walls during Bysurge Heroic. They will now correctly go away when he is defeated.
Fixed an issue where using Scythe ability “Reap” while Theurgist Aura is equipped would cause a crash.
Fixed an issue where the crystal heart enemies that spawn in NG+ outside the first Phoenix Rider Encounter could agro you from the savepoint that can be created by the Acolyte of Death.
Fixed an issue that caused Shade Knight essence to scale incorrectly in NG+.
Fixed an issue where player stamina would be lower than it is supposed to be if you level up stamina right before respeccing.
Fixed an issue where if an air attack missed Tundra Lord Kaern that same air attack could destroy one of his floating ice spikes.
Fixed incorrect text for cooldown time on the ability menu.
Energy shield now correctly gives 4% increased damage.
Fixed a bug where Hitting hollow knight enemies would sometimes display the damage amount when hit.
Fixed an issue where respeccing would make it so you can never get Soul Trigger again.
Fixed an issue where breakable floors in Journey’s End could become invisible platforms in NG+
Fixed the UI missing sound effects in a few places.
Fixed an issue where some melee attacks would still deal damage to enemies after the player enters his hurt animation.
Tome air attack now is correctly buffed by the aerial mastery talent.
This is a minor hotfix patch to address a issues players reported to us after the 1.1 update. Thank you all for your continued support, and for helping us track these down.
Bug Fixes
Fixed a bug that caused players with refresh rates above 60hz to experience various visual issues.
Fixed a rare bug that would cause a crash after leveling up.
In Death's Gambit PC Patch 1.1 we're adding a number of quality of life improvements, balance adjustments, animation tweaks, and dozens of bug fixes based on your feedback and reports. Many of you have been waiting patiently for this, so we hope you're as excited as we are for the biggest Death's Gambit update yet.
We're working on bringing all these changes to PS4 soon, but didn't want to delay the patch on PC to wait for changes on PS4. For now, we hope you enjoy the changes, and continue to provide us with your suggestions and feedback.
D-Pad support for movement has been added. You can change to this in the keybinds option menu. Please note this will change the way your quick inventory is bound automatically.
Improved player hit reaction.
Removed the last two frames off the dodge roll animation. Dodging should now feel smoother and more responsive.
Holding the interact button will now skip long cutscenes like the horseback flashback sequence, and others.
Holding the interact button will cause you to respawn quickly after death.
The selection square when enchanting no longer moves back to slot 1 every time you enchant an item.
You can now reset your levels and talents twice per playthrough. This count resets on NG+.
Controls for climbing have changed to remove the need to hold down a button while climbing. Now, pressing up near a ladder will allow you to climb. You can revert to the older controls on the configuration screen.
Quality of Life
If you leave a save point without pressing the confirm button the game now asks you if you are sure you want to exit without leveling up.
Can no longer move mouse out of screen on computers with two screens if on fullscreen.
Can now map multiple buttons to use abilities 1 through ability 3.
Pressing escape will no longer quit you out of an options submenu completely.
Some flashback scenes are spaced out more evenly so you are not constantly getting scenes after dying.
Getting on ladders should feel easier.
Collision improvements for the tall creatures in Gaian's Cradle.
All options and configurations now save correctly through play sessions.
Jumping through platforms no longer eat up your jump button input when pressing jump quickly after landing on a platform.
You can now access the options from the main menu.
You can no longer pick up items if your inventory is full. The only exception are key items required to progress the main game.
There is now more information in the level up screen.
Animation Canceling
Attack animation recovery frames are now cancelable into dodge, block, and jump.
Basically, once the hitting portion of an attack has finished, you are now free to choose your next action without waiting for the rest of the weapon's recovery animation to play. This should make combat feel more fluid and responsive overall.
Removed the ability to cancel out of certain animations early.
Fixed an animation cancelling bug when changing between two different weapons.
NPC and Boss Behavior
Zuma will now react with new dialogue the first time you talk to him if you have killed him.
Can no longer interact with Zuma while meditating.
Vrael no longer rescues you from prison if you have previously killed him.
Changed the parameters that determine whether Vrael and Ione appear dead in the hallway before the final boss.
Changed the parameters that determine who appears dead or alive in the scene before the credits.
Fink now resets when you go to NG+. This means you can see him appear in Gaian's Cradle and other areas in NG+.
Nymeria will no longer mention Grimgaud when you rescue her if you have killed Grimgaud in his jail cell.
Fixed an issue where Ione can appear in the Dark Knight room even after she has been killed by the player.
Vrael health was too low in the Thalamus betrayal premonition. This has been fixed.
Ione health was too high in the Thalamus betrayal premonition. This has been fixed.
You will now get the Fink quiz scene if you have previously killed Fink.
Nymeria and Grimgaud now say something when attacked in their respective jail cells
Hitbox for Vrael improved.
The doppleganger in Ylnoth talks less now.
Forgotten Gaian no longer plays a specific cutscene after defeating Origa.
Soul of the Phoenix and Amulvaro now talk less during their respective boss encounters.
Sound Fixes
Sniper grab attack now has new sound effects.
Some sound effects would persist if you died during the Eldritch Council encounter. The more you would attempt the boss the more they would stack. This issue has been fixed
Voice overs in a cutscene stop playing if you press the interact button to move on to the next part of the cutscene. This used to not happen if a voice over was followed by a cutscene action.
Bysurge sound effects go away if you die to him. They will no longer continue playing after you respawn.
Many other minor sound effect fixes and adjustments.
Balance Changes
Ranged archers will not agro if you are behind them.
Improved hitbox for tome lighting 1 orb ability.
Red matter during the Amulvaro Heroic boss fight now lasts 4 seconds instead of 1 second before fading away.
Red matter and dark matter during the Amulvaro Heroic boss fight deals less damage.
Tundra Lord Kaern floats a bit lower during his final phase.
Ability cooldowns will now go off during the damaging portion of an attack.
Ability cooldowns will no longer trigger if knocked back after starting an ability animation.
Shade Knights are now stunned when blocked.
Soul of the Phoenix now drops Phoenix down the first time she is defeated.
Getting hit while climbing a ladder now makes you fall off. Also fixes a few other bugs related to being hit while climbing a ladder.
You can now go past shields during Sky Crash, Heroic Lunge, and two Tome Dark Orb abilities.
Decreased HP of Bysurge Heroic by 20% and Bysurge Normal by 10%.
Decreased HP of Eldritch Casters in Eldritch Council Heroic 15%.
Decreased HP of Red Crystals in Eldritch Council Heroic 20%.
Decreased HP of Eldritch Inquisitor in Eldritch Council Heroic 20%.
Decreased HP of Red slimes in Eldritch Council Heroic 15%.
Decreased HP of Amulvaro Heroic Jellyfish by 15%.
Decreased damage taken when getting hit by Amulvaro Heroic jellyfish by 15%.
Decreased HP of Dark Knight Normal by 10%.
Increased time for darkness to coalesce for Dark Knight Normal by 25%.
Decreased damage dealt by Dark Knight Normal attacks by 15%.
Decreased the health of dark orbs on the dark phase for Heroic Endless by 20%.
Decreased the health of Endless Heroic Phase 5 by 20%.
Decreased damage dealt by the Giant Golem's light blade by roughly 25%.
Increased XP received by most Heroic Bosses.
Rebalanced Scaling for Heroic Boss HP and Damage for NG+ to be more forgiving. Owlking heroic, Tundra Lord Heroic, Forgotten Gaian Heroic, Soul of the Pheonix Heroic, Origa Heroic, all remain unchanged.
You can no longer shoot at Origa at the edge of your screen if she is grappled on to a obelisk. She will shoot back.
Bulwark no longer takes damage from damage over time effects during his ghost phase.
Camera during the Bysurge bossfight improved.
Light of the Gray Wanderer no longer stops working when you change room after equipping. This aura now illuminates areas better.
Thalamus red laser beams no longer slow you down, they only deal damage.
Thalamus spawns that create the red lasers have had their health reduced by 17%.
Some abilities deal less damage during the Thalamus fight.
Mythril Greaves have been reworked and are now working correctly.
Phoenix feather healing effectiveness now scales with your vitality stat.
You can no longer block Bysurge's ground lightning and not take any damage.
Adjustments to Amulvaro Heroic meteor summons.
Shaman enemies now stop attacking you when you are far away.
Added Moisture...
Bug Fixes
Fixed a bug where the green orb spell that pulls you in during the Eldritch Council encounter would sometimes disappear if created close to the player.
Fixed the death counter not working properly when fighting Origa, Cusith, and some Heroic Bosses.
Fixed an issue which caused some boss journals to not appear in the boss journal page after picking them up.
Fixed a parry bug that prevented parries against Mimics, Soul of the Pheonix, Amulvaro, and Fink.
Fixed a bug that caused the level title UI to appear over the inventory instead of the other way around.
Fixed a bug that would cause custom keybinds to be reset when closing the game.
Fixed a bug that caused The Soul of the Phoenix phase marker from displaying properly.
Fixed a bug where players could receive double the amount of shards for killing Cusith if you kill him right after you die.
Fixed a hitbox issue with the Dark Knight.
Fixed a bug where certain ability effects were not triggering when abilities were hitting Ione, Soul of the Phoenix, and the Lizard Spearmen.
Origa heroic will no longer float in the air if she explodes the obelisk she has grappled to.
Fixed an issue that caused camera jitter.
Ranged attacks no longer freeze your character and enemy. This would sometimes lead to some inputs being eaten.
The teal orbs that slowly fall down during the Eldritch Council heroic encounter will no longer create explosions every frame if created inside a wall.
Red bullets during the Eldritch Council fight now correctly deal damage to the player.
Fixed an issue where you would pick up a Panacea after dying to Eldritch Council.
Golden Gaian in the flashback cutscene has art improvements.
Fixed a few Voice Over lines with the Soul of the Phoenix that were not properly displaying the correct subtitles.
Fixed an issue with player art not correctly animating while blocking on a jump through platform.
Fixed issue with not being able to use abilities on gamepad if you do not have a shield equipped.
Fixed some sound effects that were still playing even if the game was muted.
Fixed a very rare crash related to the tome weapon.
Fixed a crash where you could select NG+11 in the NG+ screen. This would crash the game.
Fixed a crash where you could attempt to buy abilities from a merchant even though you have already bought all abilities.
Fixed an issue where If your shield gets broken while blocking and you try to throw an item immediately after, it would repeat the shield stun animation.
Fixed a few issues where you wouldn't be able to use certain abilities on ability slot 2 and ability slot 3.
Fixed an issue where opening menu while reading shield causes player movement to be disabled.
Fixed a bug where Shield Reaper's Maw displayed the incorrect strength requirement.
Fixed shade knights respawning when you re-enter a room.
Longsword ability heroic lunge now correctly resets its cooldown if you kill an enemy with it.
Fixed a bug where the church barrel would drop more than one suicide blade item.
Fixed a bug where the church prison cell was drawn at the incorrect depth.
Mousing over a NPC menu button no longer overwrites your input if on gamepad.
Fixed an issue where the game would display the wrong cape behind your character.
Fixed a bug that caused the Soul of the Phoenix to close the back door twice.
Fixed a rare bug that caused players to get stuck in the ceiling when crushed by blocks in Caer Siorai.
It is much harder to get stuck inside walls after being knocked back.
Fixed a bug with Amulvaro heroic's green buff. It now correctly increases your damage.
Fixed a bug where the game softlocked if you dodge rolled into a destroyed acolyte save point and attempted to interact with it before your dodge roll animation ended.
Fixed an issue where getting hit by a saw blade while shield broken would make you get stuck in place.
Fixed a bug that prevented the cape from appearing while on horseback.
Enchanting equipped items to +10 now gives you the correct achievement.
Shade Knights are less likely to materialize inside walls.
Fixed an issue where dying while saving could lead to a corrupted save slot.
Fixed a few memory leak issues that could lead to a corrupted save slot.
Dying inside the church cell now leaves your phoenix feather outside the cell.
Drake Knights no longer drop certain items twice.
Light of the Phoenix resets the timer if you cast it while the effect is still active.
Death no longer takes a long time to pick up your soul in large rooms.
Some background art will now parallax correctly when close to edges of rooms
Spear roll attack hitbox is no longer hilariously large.
Turtle shield no longer plays the Vados shield animation when attempting to move on gamepad.
Theurgist Aura no longer stops working after changing rooms.
You will no longer see some floating swords on top of Cusith when he is defeated.
No longer have to kill all heroic bosses on same save file to obtain Chosen of Death achievement.
Fixed a bug where you could get infinite immortalite from talking to Zuma on top of the ice giant.
Throwing an an Abyssal Eye off screen no longer leaves you stuck until you quit the main game.
It’s been exactly one month since Death’s Gambit released. Since that time, we’ve been taking in feedback, and working hard on many of the issues, bugs, and quality of life improvements that players have brought to our attention. While we know some of you have played our game, and love it, we also know others have been experiencing crashes and other issues we're aiming to fix.
We’ve been working on both the PlayStation 4 and PC versions of the game to bring them into a state of parity, so that players on both platforms are on the same version. This will be going live on PS4 in the next 24 hours.
Additionally, we’ve been focusing on crash fixes, stability, quality of life improvements and many other items for an upcoming PC patch.
We intend to continue to support, expand, and improve Death’s Gambit over the coming months.
While we don’t have a hard date on the next patch yet, (Other than SoonTM, which I know all of you love) here are some things you can look forward to that we're working on.
Soon
D-pad support for movement
Changing default climbing behavior to match 2D platformer expectations
Talent tree respecing
Persistent configurations and menu options
Bug squashing
Overall stability and crash prevention
Improved support for 23hz, 240hz and other unusual refresh rates
Collision detection improvement for multiple areas
Later
Improving hit reactions
Improving movement mechanics
Improving dodge mechanics and cancel windows
Improving combat feel
Balance adjustments to NG+ heroic bosses
A mysterious new challenge class
Challenge runs
New items
Even Later
More free content
More secrets to discover
Talent tree refinements
More stuff we can’t talk about right now
Here’s to the future! If you want to be an active part of our feedback discussion please join our Discord at http://discord.gg/deathsgambit and thank you for exploring the world of Siradon with us.
Hey everyone! Just wanted to take a moment and say that we are incredibly appreciative of everyone who has played our game, joined the Discord, and generally flooded us with Feedback. Your support means a lot to us. Your feedback has been critical to improving the game, so please keep making your voices heard. We are listening.
Some highlights from this patch are: adding language options to the in-game menu, several crash fixes, audio balancing, squashing bugs that would lower stats and more. We hope you enjoy this patch and continue to let us know what you’d like to see from us in the future.
Here is the list of changes for Patch 1.02!
Quality of Life
Can now change languages in the in-game Options screen. (We are still working on getting the options added to the main menu)
Can now enable “reduced screenshake” in the Options menu.
Can now disable “stamina low” UI in the Options menu.
Can now enable player health value displaying on the hp bar from the Options menu.
Can now enable player stamina value displaying on the stamina bar from the Options menu.
No longer have to re-do the red button puzzle to ride the Garde Tum elevator.
Main menu music volume adjusted and balanced with in-game sound.
Game Balance
Spikes in Obsidian Vale cannot combo you anymore.
Shade Knights in NG+ in Obsidian Vale can now die to spike traps.
Haste now affects the time it takes for your stamina to start regenerating.
Amarog Shamans no longer block your attacks if you hit them from behind.
Normal mode Forgotten Gaian now deals a tad bit less damage.
Your horse can now kill Golden Drake Knights.
Attempting to use an ability while in a knocked back state will no longer put the ability on cooldown.
Attempting to use an ability after getting hit during the start of an attack no longer causes the ability animation to stop.
You can now re-obtain the 11th feather by getting all the Gaian relics. Enjoy the extra 10% damage. :)
Bug Fixes
Fixed a shield animation issue in the Obsidian Vale level where players using a controller would not animate correctly.
Fixed a bug where the Energy Shield would lower player stats.
Fixed a bug where the Void Plume would lower player stats.
Forgotten Gaian Heroic no longer gives talents every time you kill him.
Parrying an arrow of an archer that has been killed no longer crashes the game.
Fixed a bug where Flaming Guillotine was not working on slot 2 and 3 on controllers.
Fixed an issue where Blood Knight would not heal correctly at high health levels.
Abyssal eyes now control correctly with custom keybinds.
Mimic feathers no longer can drop from the Soul of the Phoenix heroic fight.
You are no longer blocked from going left into the church after beating Origa.
Heroic Bysurge now correctly drops 3 immortalite when killed the first time.
Horse no longer faces left when first entering certain areas of the Aldwynn sewers.
Heroic Forgotten Gaian items are picked up instantly as soon as you kill him. You can also no longer miss the boss talent point if you die after killing him.
Music during the cutscene after Eldritch Council no longer continues playing over other music tracks.
Fixed a bug that caused Amulvaro Golem to scale XP incorrectly in NG+.
Fixed a bug where dying at the same time as Endless would skip her final cutscene.
Fixed a bug where you could keep kicking down the ladder in Amulvaro’s tower repeatedly.
Fixed a bug where Zuma would disappear and drop light greaves.
Fixed a bug where Dark Knight would stop animating if he gained more than max health.
Fixed a bug where blocking after an airdash would grant invincibility until you stopped blocking.
Fixed a bug where Bulwark would attempt to dodge your parry attack.
Fixed a crash caused by creating 10 rotating orbs with the fire and lightning tome spell.
Fixed a bug where the phoenix in the first area would drop immortalite every time it was defeated.
Blindfold item now works properly when upgraded.
Fixed a bug where the Level Up UI text would appear over the inventory when inventory is open.
Fixed a bug where enemies would respawn when re-entering a room if they were killed by an exploding arrow or some traps.
Fixed a crash related to the Sigur ritual.
Can no longer lose items dropped by Bysurge Heroic if he dies in the middle of his platform. You will now pick up the items automatically.
Moss Knight in Gaian’s Cradle can no longer get you stuck inside a wall.
Game will no longer run at a higher framerate in certain Garde Tum areas if you have a monitor with a high refresh rate.
Improved overall performance and game loading time.
Mimic feathers now correctly play a sound effect for being created.
Caer Siorai Giant now plays sound effects correctly.
Blink dagger now plays the correct sound effect.
Equipping items using gamepad no longer sounds really loud
Fire effects in the intro room now are muted properly when sound is disabled.
Achievement for An Endless Elegy is now triggering properly.
Achievement for The Perfect Run is now triggering properly.
Amulvaro Heroic achievement is now triggering properly.
Recommended Work Around for Monitors with High Refresh Rates (120Hz, 240Hz etc)
While we’ve been able to solve the refresh rate issue for some players on 144Hz monitors, the fix has not been working for everyone.
Our current recommended work around for this is to change the Death’s Gambit application settings using the NVIDIA Inspector tool or RadeonMod inspector. These applications will allow you to set the frame limit of Death’s Gambit to 60 FPS and should resolve the issue for most users. We're continuing to look into a permanent fix, and other issues as we continue to support Death's Gambit now and into the future.
Hey everyone. Below are the list of changes for PC Patch 1.01. This is a hotfix built to address some of the immediate issues on PC and a larger patch will be coming to PC next week. Thank you everyone for your support, bug reports, and patience.
144hz monitors and other high refresh rates should no longer increase gamespeed. (Note: Players may see a moment of speed-up while the game sets to 60fps when first starting or alt+tabbing into the game. The game should correct itself in ~1 second.)
Soul Trigger no longer thinks it’s the best thing ever and has stopped replicating endlessly.
Energy Shield no longer decreases stats and will work as intended.
Unlimited Energy has been adjusted: Energy weapons require no soul energy for six seconds after using an ability.
Death now has more things to say to you when you die.
Turns out, Death does wait for everyone. Our game, Death's Gambit, is finally available. It's taken us three years to get to this point and we're excited to watch you experience our take on a some of our favorite games and genres -- and watch you die. A lot.
While this is the beginning of your experience in Death's Gambit, it's not the end of our adventure. We're already planning post-launch support, community challenges, and more! We're ready to hear your feedback and react.
If you want to keep up to date with all things community please join our official Discord: http://discord.gg/deathsgambit
Hey everyone, this is AdultDan from the Death's Gambit team sharing our Updated FAQ.
We’ve had an amazingly positive response to our release date announcement, and we’re very excited to finish the game and get it ready for everyone to play! Since last week we’ve had a ton of questions come in, so I’m here to go over some of those and give you a little more information about Death’s Gambit.
What is Death’s Gambit?
Death’s Gambit is a challenging 2D action platformer with deep RPG elements. Death’s Gambit draws inspiration from Metroidvania games, the Souls series, and 2D platformers. Death’s Gambit has deep RPG elements which include skill trees, 7 classes, a level up system for stats, item stat requirements, and special abilities to unlock.
Who made Death’s Gambit?
Death’s Gambit is created, designed, and developed by Jean Canellas and Alex Kubodera of White Rabbit, and published by Adult Swim Games.
Who composed the music?
The Death’s Gambit original soundtrack was composed by Kyle Hnedak. You can check out some of the tracks on his Soundcloud - https://soundcloud.com/kyle-hnedak.
Can you tell us more about our hero?
Sorun was born to a fiefdom within Vados. As part of their tribute, his father was drafted into the Great Expedition while Sorun was still a newborn. Growing up with his mother, she instilled in him the ideals to live a life worth remembering. They were her parting words before the Expedition took her as well.
Sorun would come to follow in their footsteps, taking command of a sizable company. But when faced with Death, he thinks immortality will give him the means to honor his mother’s memory, and make a name for himself. But immortality is not without its costs.
Does our hero have any friends or allies besides Death?
There are many helpful characters you can meet along the way. Some you will encounter as you naturally progress throughout the world, while others may be more difficult to find.
Is the world of Death’s Gambit non-linear?
After completing the first level the world opens up and you can tackle many levels and bosses in many different orders. There is no teleporting between save points, or other means of fast travel. The world of Siradon is interconnected and exploration is encouraged, while your horse will help you traverse long distances across areas at greater speed.
Does Death’s Gambit have achievements?
Yes! Death’s Gambit will have Steam Achievements and PlayStation Trophies on their respective platforms.
Is there dual wielding?
Your character will be able to equip two weapons, one in each weapon slot. Each weapon is used ‘one at time’ and not ‘one in each hand’. Unlike other games you do not need to sacrifice a weapon slot for a shield, and you will always have a shield available to you. One exception is are the daggers, which only takes up one weapon slot while wielding a dagger in each hand.
Will there be upgrades?
Yes. You can upgrade pieces of armor and weapons from +1 to +10 through the use of Soul Stones and Immortalite. More information about the upgrade system and gear will be revealed as we get closer to launch.
How does the talent system work?
Each class in the game has a talent tree that provides you with new abilities as you play the game. There are two talents, one near the start and one at the end of the tree that changes depending on the class. You gain talent points by killing bosses, and are able to spend them at save points throughout Siradon. Total available talent points are not equal to the amount of possible points you can spend so choose wisely, and know that respeccing is not an option.
I didn’t get enough, can you tell us more about the story and our hero?
We’ll slowly be revealing more details about the lore, world, and hero of Death’s Gambit as we draw closer to launch. You can keep an eye on http://twitter.com/deaths_gambit for information as it is revealed.
Will heroic mode be within New Game Plus?
Yes. Non-heroic bosses are already really hard. Heroic mode is for the crazy 1% and then NG+ heroic is just lunacy. You can still play the game NG+ without having to do the heroic bosses, but we admire those who try.
Is the game better with keyboard and mouse or controller?
This is something that’s always up to you as the player. We’ve built Death’s Gambit with controller in mind, but also offer full Mouse and Keyboard support with the ability to rebind and customize your controls.
Are there plans for a physical release?
It is something we’ve discussed, and is certainly possible! But for now, on August 14th, Death’s Gambit will release on Steam and PlayStation Store.
What languages will Death’s Gambit be in?
We’re currently aiming to have Death’s Gambit localized in English, Spanish, French, Italian, and German at launch. We may look into localizing for other languages depending on demand, so if you have a language you want to play Death’s Gambit in let us know!
So what can I do in the mean time to endure all this waiting?