We're pleased to announce that we've gotten online working again! Go on and play some games with your friends!
Please be aware that it may be unstable as the first crack at online since the GameSparks shutdown.
Patch Notes (1.1.0b) - Added online - Made all weapons and maps unlocked from the start. No more grinding! - Fixed bots auto-readying and starting the countdown when a human player isn't available.
Known Bugs - Characters, weapons, and teams aren't selectable in online lobbies. - Steam invites aren't working properly.
Make sure to join our Discord so that you can find people to play with and give us your feedback!
Correction of rotation during MR The position of the heart has been slightly raised when a climax is desired. The heart now disappears when the player disappears Fixed an occasional display of a character whose head was not visible Adjusted the monitor Changed camera model Made spasms more intense when cumming
Today is the last day to earn the party-popping Lily emote, which is unlocked for all players who played a game during closed alpha. We won’t release this exclusive emote again, this is your last chance! If you still need a key, head over to Twitch and watch any of our partner streams for a guaranteed Steam key.
With that, let’s jump into the final patch notes of closed alpha 🎉
Changes marked with ⭐ were inspired by your feedback. Changes marked with 🛠 are prototypes. These features are still in early development and may be buggy and/or missing key elements!
Patch Highlights
Added some more OOMPH to combat (with more to come)
You no longer drop your bag when downed (only dead)
Updated map shows portraits of named creatures and details about ‘em
Allies show up on the map and you can now ZOOM 🔍
Notifications now trigger when named creatures are low HP
Lowered the number of basic creatures on the map by ~25%
First pass at adding more visual and composition variety to creatures
Alice is now named Cira!
⭐Adding more OOMPH to combat
We’re making some improvements to combat so that you can really feel the oomph when you wallop on a mushroom. This is the first of many changes to help combat feel more impactful and satisfying. Keep an eye out for more updates during closed beta, like netcode improvements and replacing placeholder SFX.
Intensified the hit “flash” you see when dealing damage to creatures or Seekers (or when someone is dealing damage to you)
Adjusted colors and sizing of damage combat text to help them pop more
Seekers now play a hit reaction when taking damage
⭐You no longer drop items when downed
It feels bad to drop your items when downed, worse when your teammates get off a clutch res but you can’t rejoin the fray, and even worse when you see your teammates rifling through your bag while you’re bleeding out on the floor. So now you keep your items on your person until you’re dead dead.
⭐In-Game Map 🛠
We’re back at it again with another map update with two main goals: 1) Make things clearer, and 2) Better highlight objectives on the map. With this update, you should be able to better find your way around and plan your next move in live-time.
Here’s what’s new!
⭐Updated terrain to better match the world. We’re still working on fixing some outliers (and hidden paths are intentionally hidden!), but it should be more accurate and detailed
⭐You can now ZOOM in 🔍
⭐Allies show up on the map at all times
Each named creature icon can be hovered to learn more about them
Renamed “altars” to “permabuffs” to better communicate what their importance
Named creatures now trigger an announcement when they’re at low HP; this is accompanied by a pulsing red circle on the map. For context, we want to create more windows to contest objectives, so we’re letting you know when things are engaged sooner. Please let us know your feedback!
⭐Creature threats and PvE goals
Creatures get stronger as you progress deeper into the map, but aside from their CR level, you wouldn’t really know it. Every Rowdy Rootling looks the same, regardless of if it’s a small fry near a starting zone, or a super fry further inland. And we want to change that.
This patch brings the first round of creature variants to the mushroom family, where they’ll have adjustments to their appearances based on their power. Our goal is to add variants to most creature types so it’s clearer and easier to appreciate when you’re taking down stronger enemies.
We’ve also done an initial pass on scaling creature size based on strength. The stronger the enemy, the bigger they’ll be 💪
This is part of a new broader goal, which is to improve the rewards, variety, and fun of PvE encounters. PvP brawls will always be an exciting part of Seekers, but it’s important you can find that excitement in all areas of the game–especially because fighting creatures for loot is a core part of the extraction genre.
Check out the creature changes below for the other adjustments we made this patch, and know we hear your feedback when it comes to PvE not shining as bright as it could. We’re on it!
Name plate colors
We’re adjusting nameplate colors of creatures based on how their power level stacks up against yours–blue means ezpz, red means run challenging.
We’re also experimenting with changing enemy Seeker’s nameplate colors based on your CR differential. Please let us know your thoughts in our Discord feedback forums!
Consumable wheel
⭐ If you use a consumable you have multiple of, you’ll automatically equip the same type of consumable (no more surprise swaparoos)
The consumable wheel now stacks consumables of the same type in one slot
General Map Changes
You only need to successfully extract one time from Blooming Grove to unlock the Ancient Veil. Once you’ve extracted, check the Quest tab ❗ to unlock the new map.
⭐ Reduced the Perma Shield buff from 50% of max health to 33.33%
⭐ The Perma Shield buff no longer continues to scale up as you level up (in contrast with the Max Health perma buff, which continues to add health as you level up)
The meteor will no longer spawn on the edges of the map
Blooming Grove, aka capped map
⭐ Starting route creatures cap out at at lower CR
Added an extra Uncommon+ chest to the Corrupted Forest unique Lumbering Treant pack, and downgraded a nearby unguarded Uncommon+ chest accordingly
Ancient Veil, aka uncapped map
⭐ Starting route creatures cap out at at lower CR
Replaced the patrolling creatures near the Sewer starting point with a regular pack for clarity and consistency
Added an extra Uncommon+ chest to the Swamp unique cave, in addition to the Backpack chest
Added an extra creature to the Sewer unique Boomerascal pack for parity
Added a new unique Boomerascal to the Aqueduct route, and replaced the Uncommon chest there with a Rare one
Added an extra Rare chest to the Corrupted Forest unique Lumbering Treant pack, and downgraded a nearby unguarded Rare chest accordingly
Reduced the CR of the patrolling packs near the Heart of the Forest entrances
⭐The Shadebough Event in the tunnels no longer drops a legendary item–oops! It was not meant to go live just yet. If you already have that Legendary item, note that the max passive stacks have been reduced from 50 to 5.
Creature Corner
Unless noted otherwise, everything here applies to both maps.
Creature density and variety
We’re experimenting with lessening the number of creatures on the map by ~25%. Our goal is to decrease the number of basic packs between interest points, encouraging people (especially newer players) to explore more and encounter enemy teams.
We’ve also downgraded pretty much all elite creatures on starting routes to normal packs. This includes the elite duo guards that were placed between starting areas, because we found that players were trying (and struggling) to fight them rather than avoiding them.
We’ve also increased the composition variety in a few other areas, so there are a few new creature packs to discover. We’ll be looking for your feedback in the forums on these changes, so please let us know what you think! To read more about our goals, check out the "creature threats and PvE goals" section above.
General Creatures
Reduced Vanisher move speed by 30%, comparable to other ranged casters
We added rocklings. You’ll know ‘em when you see ‘em.
UI/UX 🛠
⭐ Added shortcut keys to the in-game ability bar for scout, emote, and ping
Increased the minimum tier of treasure chest that spawn notifications
Seeker Tuning and Updates
Crowd control and diminishing returns
We’re changing the way stacking crowd control works. The game previously used diminishing returns, so CC effects would become less impactful with each one stacked. In order to make gameplay more predictable and understandable, CC effects now always apply for their full duration–if an ability stuns for 1.5 seconds, it will always stun for 1.5 seconds.
These effects stack but do not add. If a player is stunned for 2 seconds and you stun them for 1 second at the same time, the player will be stunned for 2 seconds (the longest duration applied).
We’re also adding a status effect bar that displays the remaining duration for targets impacted by crowd control. With these changes, you should be able to more accurately predict and play around ability timings.
Alice, aka Cira
General
Alice has been renamed to Cira. "Alice” and “Tallis” were pretty similar, and we felt excited about the breezy vibes of Cira!
Rhei’a
We’re excited y’all are excited about Rhei’a! This patch brings some gameplay and balance adjustments, particularly to her Soulfire damage.
Temper (Passive)
Defense bonus for each point of Heat increased from 0.5% to 1%
World Cleaver
Damage is no longer split between all targets hit, instead damage is increased by 30% if the attack only hits one target.
Soulfire
Heat can continue to be gained while Soulfire is active
Magic Attack scaler reduced from [12.5, 15, 17.5, 20, 22.5]% to [4, 5, 6, 7, 8]%
Heat drained while Soulfire is active increased from 10 to 12 per second
Bullrush
Based damage increased from [50, 65 ,80, 95, 110] to [150, 160, 170, 180, 190]
Physical Attack scaler increased from [80, 90, 100, 110, 120]% to [120, 130, 140, 150, 160]%
Bug fixes
⭐ Fixed a bug where Strix would get stuck after basic attacking
Fixed a bug where Cira’s basic attacks didn’t have VFX
Fixed various in-game crashes (thanks UE5.4.3 upgrade!)
⭐ Fixed a bug where a drawbridge by Wishing Well could be dropped from the wrong side
Meteor no longer despawns before it’s harvested
⭐ Fixed an issue where Seekers could cast abilities while interacting, potentially breaking their ability kit
Don't forget to join Discord if you have questions, feedback, or wanna find teammates! See you in game soon :]
Today is the last day to earn the party-popping Lily emote, which is unlocked for all players who played a game during closed alpha. We won’t release this exclusive emote again, this is your last chance! If you still need a key, head over to Twitch and watch any of our partner streams for a guaranteed Steam key.
With that, let’s jump into the final patch notes of closed alpha 🎉
Changes marked with ⭐ were inspired by your feedback. Changes marked with 🛠 are prototypes. These features are still in early development and may be buggy and/or missing key elements!
Patch Highlights
Added some more OOMPH to combat (with more to come)
You no longer drop your bag when downed (only dead)
Updated map shows portraits of named creatures and details about ‘em
Allies show up on the map and you can now ZOOM 🔍
Notifications now trigger when named creatures are low HP
Lowered the number of basic creatures on the map by ~25%
First pass at adding more visual and composition variety to creatures
Alice is now named Cira!
⭐Adding more OOMPH to combat
We’re making some improvements to combat so that you can really feel the oomph when you wallop on a mushroom. This is the first of many changes to help combat feel more impactful and satisfying. Keep an eye out for more updates during closed beta, like netcode improvements and replacing placeholder SFX.
Intensified the hit “flash” you see when dealing damage to creatures or Seekers (or when someone is dealing damage to you)
Adjusted colors and sizing of damage combat text to help them pop more
Seekers now play a hit reaction when taking damage
⭐You no longer drop items when downed
It feels bad to drop your items when downed, worse when your teammates get off a clutch res but you can’t rejoin the fray, and even worse when you see your teammates rifling through your bag while you’re bleeding out on the floor. So now you keep your items on your person until you’re dead dead.
⭐In-Game Map 🛠
We’re back at it again with another map update with two main goals: 1) Make things clearer, and 2) Better highlight objectives on the map. With this update, you should be able to better find your way around and plan your next move in live-time.
Here’s what’s new!
⭐Updated terrain to better match the world. We’re still working on fixing some outliers (and hidden paths are intentionally hidden!), but it should be more accurate and detailed
⭐You can now ZOOM in 🔍
⭐Allies show up on the map at all times
Each named creature icon can be hovered to learn more about them
Renamed “altars” to “permabuffs” to better communicate what their importance
Named creatures now trigger an announcement when they’re at low HP; this is accompanied by a pulsing red circle on the map. For context, we want to create more windows to contest objectives, so we’re letting you know when things are engaged sooner. Please let us know your feedback!
⭐Creature threats and PvE goals
Creatures get stronger as you progress deeper into the map, but aside from their CR level, you wouldn’t really know it. Every Rowdy Rootling looks the same, regardless of if it’s a small fry near a starting zone, or a super fry further inland. And we want to change that.
This patch brings the first round of creature variants to the mushroom family, where they’ll have adjustments to their appearances based on their power. Our goal is to add variants to most creature types so it’s clearer and easier to appreciate when you’re taking down stronger enemies.
We’ve also done an initial pass on scaling creature size based on strength. The stronger the enemy, the bigger they’ll be 💪
This is part of a new broader goal, which is to improve the rewards, variety, and fun of PvE encounters. PvP brawls will always be an exciting part of Seekers, but it’s important you can find that excitement in all areas of the game–especially because fighting creatures for loot is a core part of the extraction genre.
Check out the creature changes below for the other adjustments we made this patch, and know we hear your feedback when it comes to PvE not shining as bright as it could. We’re on it!
Name plate colors
We’re adjusting nameplate colors of creatures based on how their power level stacks up against yours–blue means ezpz, red means run challenging.
We’re also experimenting with changing enemy Seeker’s nameplate colors based on your CR differential. Please let us know your thoughts in our Discord feedback forums!
Consumable wheel
⭐ If you use a consumable you have multiple of, you’ll automatically equip the same type of consumable (no more surprise swaparoos)
The consumable wheel now stacks consumables of the same type in one slot
General Map Changes
You only need to successfully extract one time from Blooming Grove to unlock the Ancient Veil. Once you’ve extracted, check the Quest tab ❗ to unlock the new map.
⭐ Reduced the Perma Shield buff from 50% of max health to 33.33%
⭐ The Perma Shield buff no longer continues to scale up as you level up (in contrast with the Max Health perma buff, which continues to add health as you level up)
The meteor will no longer spawn on the edges of the map
Blooming Grove, aka capped map
⭐ Starting route creatures cap out at at lower CR
Added an extra Uncommon+ chest to the Corrupted Forest unique Lumbering Treant pack, and downgraded a nearby unguarded Uncommon+ chest accordingly
Ancient Veil, aka uncapped map
⭐ Starting route creatures cap out at at lower CR
Replaced the patrolling creatures near the Sewer starting point with a regular pack for clarity and consistency
Added an extra Uncommon+ chest to the Swamp unique cave, in addition to the Backpack chest
Added an extra creature to the Sewer unique Boomerascal pack for parity
Added a new unique Boomerascal to the Aqueduct route, and replaced the Uncommon chest there with a Rare one
Added an extra Rare chest to the Corrupted Forest unique Lumbering Treant pack, and downgraded a nearby unguarded Rare chest accordingly
Reduced the CR of the patrolling packs near the Heart of the Forest entrances
⭐The Shadebough Event in the tunnels no longer drops a legendary item–oops! It was not meant to go live just yet. If you already have that Legendary item, note that the max passive stacks have been reduced from 50 to 5.
Creature Corner
Unless noted otherwise, everything here applies to both maps.
Creature density and variety
We’re experimenting with lessening the number of creatures on the map by ~25%. Our goal is to decrease the number of basic packs between interest points, encouraging people (especially newer players) to explore more and encounter enemy teams.
We’ve also downgraded pretty much all elite creatures on starting routes to normal packs. This includes the elite duo guards that were placed between starting areas, because we found that players were trying (and struggling) to fight them rather than avoiding them.
We’ve also increased the composition variety in a few other areas, so there are a few new creature packs to discover. We’ll be looking for your feedback in the forums on these changes, so please let us know what you think! To read more about our goals, check out the "creature threats and PvE goals" section above.
General Creatures
Reduced Vanisher move speed by 30%, comparable to other ranged casters
We added rocklings. You’ll know ‘em when you see ‘em.
UI/UX 🛠
⭐ Added shortcut keys to the in-game ability bar for scout, emote, and ping
Increased the minimum tier of treasure chest that spawn notifications
Seeker Tuning and Updates
Crowd control and diminishing returns
We’re changing the way stacking crowd control works. The game previously used diminishing returns, so CC effects would become less impactful with each one stacked. In order to make gameplay more predictable and understandable, CC effects now always apply for their full duration–if an ability stuns for 1.5 seconds, it will always stun for 1.5 seconds.
These effects stack but do not add. If a player is stunned for 2 seconds and you stun them for 1 second at the same time, the player will be stunned for 2 seconds (the longest duration applied).
We’re also adding a status effect bar that displays the remaining duration for targets impacted by crowd control. With these changes, you should be able to more accurately predict and play around ability timings.
Alice, aka Cira
General
Alice has been renamed to Cira. "Alice” and “Tallis” were pretty similar, and we felt excited about the breezy vibes of Cira!
Rhei’a
We’re excited y’all are excited about Rhei’a! This patch brings some gameplay and balance adjustments, particularly to her Soulfire damage.
Temper (Passive)
Defense bonus for each point of Heat increased from 0.5% to 1%
World Cleaver
Damage is no longer split between all targets hit, instead damage is increased by 30% if the attack only hits one target.
Soulfire
Heat can continue to be gained while Soulfire is active
Magic Attack scaler reduced from [12.5, 15, 17.5, 20, 22.5]% to [4, 5, 6, 7, 8]%
Heat drained while Soulfire is active increased from 10 to 12 per second
Bullrush
Based damage increased from [50, 65 ,80, 95, 110] to [150, 160, 170, 180, 190]
Physical Attack scaler increased from [80, 90, 100, 110, 120]% to [120, 130, 140, 150, 160]%
Bug fixes
⭐ Fixed a bug where Strix would get stuck after basic attacking
Fixed a bug where Cira’s basic attacks didn’t have VFX
Fixed various in-game crashes (thanks UE5.4.3 upgrade!)
⭐ Fixed a bug where a drawbridge by Wishing Well could be dropped from the wrong side
Meteor no longer despawns before it’s harvested
⭐ Fixed an issue where Seekers could cast abilities while interacting, potentially breaking their ability kit
Don't forget to join Discord if you have questions, feedback, or wanna find teammates! See you in game soon :]
Before you hit that "Buy" button, I wanted to share some exciting news! A major update is on the horizon, set to dramatically enhance your gameplay experience. I'm talking about:
Checkpoint Save Feature: ✔ Need to take a break from soiling your pants? Reach one of two checkpoints and return when you've come back with fresh pants.
Better Lighting: 🌟 Atmosphere matters, and the new lighting will immerse you like never before.
Clearer Objectives: ⏳ No need to sit and finish the game in one session, reach a checkpoint and come back to it later.
Clearer Objectives: 🧭 No more wandering—get to your next goal with ease.
Better Optimization: 🚀 Smoother gameplay.
More Scares: 👻 Prepare for an even creepier experience.
Multiple Languages: 🌍 Enjoy the game in your preferred language.
Less Reading, More Action: 📖✂️ I've cut the reading by 50%—now the story unfolds more naturally.
Plus, a new trailer and updated screenshots will be added soon to give you a sneak peek at what's coming! 🎥📸
I recommend adding the game to your Wishlist now and waiting for this update to drop in just a few days. This way, you'll dive into the best version of the game from the start.
Thank you for your support, and stay tuned for more updates!
We will have an update for patch 1.2.2 on 07:00-09:00 Aug 30th UTC. Sorry for the inconvenience and maintenance time could be postponed due to unexpected technical issues. Thank you for your understanding and support!
Optimizations
Adjusted the Account Warehouse interface in the main menu
Bugs Fixed
All Servers
Fixed some known issues are causing server crashes
Fixed the wrong drop rate
Adventure Mode
Fixed the abnormal behaviours when using molotovs on Claw Spider
Fixed Assailer’s charging attack will cause FPS drop