Thanks to your incredible support, Cursebane has officially surpassed 25,000 wishlists on Steam! This achievement means a lot to our team, and we are deeply grateful for all the interest and excitement from gamers like you. 🙏
Cursebane is a roguelite game that combines thrilling swordplay action and magic, set in a cursed forest. Players dive into intense battles to save cursed souls and change their fate, offering a unique experience where every choice alters the game's progression.
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English ############Content############## [Furniture]New Cooking Device: Rice Cooker. (If you use it to cook rice-related products, it provides +10 cooking skill levels when calculating the attribution of your products.) [Shopping]Various furniture vendors now sell Rice Cookers. [Loot]Twisted Nuns now use their own item drop list instead of sharing an item drop list with ordinary nuns. [Loot]Twisted Nuns may now drop Fragments of Curse Stone [Loot]Twisted Nuns now drop the blueprints of Curse Stone. (The game system will prioritize the blueprints you don't have learned to drop first.) [Loot]Twisted Nuns now drop the blueprints of Teru Teru Bozu. (The game system will prioritize the blueprints you don't have learned to drop first.) [Wiki]Everything mentioned above has been updated to the game's wiki. ############System############### [Cooking]Cooking devices can now provide bonus to different dishes. 简体中文 ##########Content################ 【家具】新料理设备:电饭锅(如果你用它来制作饭有关的料理,那么在计算你的产品的属性时会有+10的料理等级加成。) 【购物】随机的家具商人现在会贩卖电饭锅。 【掉落物】扭曲的修女现在有了自己的物品掉落清单而非使用通用的修女物品掉落清单。 【掉落物】扭曲的修女现在可能掉落诅咒石碎片 【掉落物】扭曲的修女现在可能掉落诅咒石的图纸。(系统会首先掉落你还没掌握的图纸。) 【掉落物】扭曲的修女现在可能掉落晴天娃娃的图纸。(系统会首先掉落你还没掌握的图纸。) 【维基】所有上述内容被同步到游戏的维基。 ############System############### 【料理】料理设备现在可以为不同的料理提供加成。
The 1.1 Update is now live! This update adds a new endgame Raid, new Endless Wings, new Cooldowns, and a new Thorns attribute. Please find the full update notes below:
1.1.0.5 Changelog 19.10.24
General:
Added Steam Workshop support for sharing custom Language Files. Information on how to upload to the Workshop can be found in readme.txt located in the Languages folder.
Updated the description for the "Add Paragon Levels" and "Reinforce Equipment" Crafts.
Added additional HP options for the Target Dummy Mission.
Updated the Material order and Rarity of basic Profession Materials.
Quality of Life:
Added additional logic options to the Auto Scrapper.
Added the ability to Bulk Scrap all Default or Special Items.
Factions Dungeons will now display a gold border when they have been completed.
New Content:
Added a new Endgame Raid and associated Unique Item.
Added two new Endless Wings featuring existing Raid Bosses.
Added a new Fated Augment for each new Endless Wing.
Added a new Offensive Cooldown Skill for each Class.
Introduced a new Offensive Attribute: Thorns. Added several Thorns related Passives, Enchants, and Divine Items.
Balance:
Increased the chance to find Agony and Bounty Enchant Scrolls.
Flask of Barrier now grants 15% of Max HP as additional Max Barrier (was 10%) but the amount of Barrier granted cannot be increased by Barrier Multiplier.
Passives that cause a Skill to incur a shorter Cooldown now have that Cooldown further reduced by Cooldown Reduction.
The Ascendancy Fire, Cold, Lightning and Arcane Penetration Passives have been merged into one new Elemental Penetration Passive.
The Melee, Ranged and Magic Resistance Class Passives have been merged into one new Passive.
Factions:
The Divine Favour Faction passive no longer requires the Depot passive in order to purchase.
The Ancient Bastion Reward Chest now additional grants Faction Blessings.
Nature's Blessing now additionally grants 100% More Thorns.
Nature's Blessing -> Toxic Aura has been reworked and now causes Nature's Blessing to grant an additional 100% More Thorns.
Raids:
Curse of Nullification now reduces the targets ability to restore Health and Barrier by 100% allowing it to be reduced by Curse Protection.
Demon Highlord's Wanton Destruction now deals a maximum of 1000 damage per Stack.
Demonic Juggernaut's Meteor Strike will now hit 3 random targets in Endless Mode instead of 1 random target 3 times.
Raid Bosses can now be stunned.
Raid Bosses now have the Indignant Buff.
Items:
Rebalanced the base Weapon Damage for all Weapons ensuring that slower Weapons have a higher base DPS.
Book or Horrors now grants +8% Barrier Multiplier (was +15%).
Temporal Stone now grants 4% Cooldown Reduction (was 5%).
Uniques:
Magic Finders -> Gem Scavenger now grants a 2% chance to find a Gem (was 1%).
Magic Finders -> Gem Scavenger now causes Heart of the Abyss Gems dropped by Campaign or Bonus Map Bosses to have a guaranteed Enchant based on the Enchants the Boss can drop. Note that this only applies to Gems dropped by the Gem Scavenger effect.
Abyssal Cuffs -> Deadly Casting now causes your Offensive Cooldowns to deal 30% More Damage (was 50%).
Demonic Spaulder -> Deadly Frenzy and Cautious Frenzy can now only occur while unaffected by Frenzied.
Augments:
Fated Revenge now has a base value of 30% (was 50%).
Fated Revenge now gains 0.7% value per level (was 1%).
Fated Revenge -> Reprisal now has a base value of 25% (was 50%).
Fated Revenge -> Reprisal now gains +0.25% per level (was 0.5%).
Fated Destruction now has a base value of 5% (was 2%).
Fated Aggression now grants 0.4% More Damage per stack (was 0.5%).
Warrior:
Quickslash:
Execute now grants an additional 2% More Damage per rank to Bosses.
Static Shock now grants an additional 1% More Damage per rank.
Cleave:
Fury now grants 3% More Damage per rank (was 2%).
Lethal Blows now grants +1.5% Double Damage per rank (was +1%).
Multistrike now grants 1.5% More Damage per rank (was 1%).
Rend:
First Blood now grants 30% More Damage per rank (was 20%).
Deepened Wounds now grants 8% More Damage per rank (was 6%).
Sunder:
Layered Assault now has a 20% chance per rank (was 10%).
Slam:
Trauma now deal 6% of Weapon Damage as Bleed per rank (was 5%).
Trauma now deals its Bleed over 2 Seconds (was 5 Seconds).
Internal Bleeding now grants +4% Double Damage per rank (was +3%).
Blood Rage now grants 3% More Attack Speed per rank (was 2%).
Blood Rage now lasts 10 Seconds (was 5 Seconds).
Fire Arrow:
Lucky Burn now grants +4% Double Damage per rank (was +3%).
Critical Adaptation now grants +4% Critical Chance per rank (was +2%).
Critical Adaptation now grants +20% Critical Damage per rank (was +10%).
Lingering Storm now grants an additional 1% More Damage per rank.
Barbarian:
Lethal Renewal now restores 10% of Max HP (was 5%).
Vampirism now restores 0.3% of Max HP (was 0.1%) for each stack of Bleed up to 5 stacks (was 15).
Unstoppable Bleeding now grants 12% More Damage (was 10%).
Juggernaut:
Patient Strike now has an interval of 3 Seconds (was 5 Seconds).
Critical Patience now grants an additional 125% Critical Damage.
Staggering Blow now causes Stunned targets to take 15% More Damage (was 10%).
Powerful Rebuke now grants +15% Double Damage (was +10%).
Overextend now grants 15% More Damage (was 20%).
Warden:
Vital Defence and Energy Defence now restore 3% of Max HP / Barrier (was 2%).
Critical Counter now grants an additional 125% Critical Damage.
Knock Down now has a proc chance of 10% (was 5%).
Combat Reprieve now reduces a cooldown by 1 Second (was 0.5 Seconds).
Party Restoration now restores 10% of Max HP (was 5%).
Ranger:
Quickdraw:
Bleedout now deals 25% Weapon Damage (was 15%).
Bleedout now deals damage over 2 Seconds (was 3 Seconds).
Execute now grants an additional 2% More Damage against Bosses per rank.
Critical Advantage now grants 3% More Attack Speed per rank (was 2%).
Disable:
Hamstring now has a 20% chance per rank (was 10%).
Reduced Critical Chance now also grants the target -0.2% Critical Avoidance per rank.
Replenishing Strike now has a 20% chance per rank (was 10%).
Explosive Shot:
Explosive Charge now deals 8% Weapon Damage per rank (was 6%).
Premature Detonation now grants 3% More Damage per rank (was 4%).
Poison Sting:
First Strike now grants 30% More Damage per rank (was 20%).
Weakened Strikes now causes the target to deal 2% Less Damage per rank (was 1%).
Fatal Wounds now grants 8% More Damage per rank (was 6%).
Barrage:
Broadside now grants 1.5% More Damage per rank (was 1%).
Multishot now grants a 4% chance per rank (was 2%).
Overflowing Flames now deals 25% Weapon Damage (was 15%).
Overflowing Flames now deals damage over 2 Seconds (was 3 Seconds).
Shock Chance now additional grants 1% More Damage.
Critical Chance now grants 2% per rank (was 1%).
Focus Fire now grants 4% More Damage per rank (was 5%).
Snipe:
Execute now grants an additional 2% More Damage to Bosses per rank.
Steady Aim now grants +10% Weapon Damage per rank (was +8%).
Bullseye now grants and additional +5% Critical Chance at all times.
Refined Accuracy now grants +25% Critical Damage per rank (was +15%).
Assassin:
Potent Poison now grants +15% Double Damage (was 10%).
Necromancy and Shroud now restore 10% of Max HP / Barrier (was 5%).
Initiative now grants 30% More Damage (was 20%).
Evasive Renewal now restores 5% of Max HP and Barrier (was 3%).
Invigoration now reduces your Offensive Cooldown by 2 Seconds (was 1 Second).
Evasive now reduces your Defensive Cooldown by 1 Second (was 0.5 Seconds).
Critical Toxic now grants 10% Critical Chance (was 5%) and 50% Critical Damage (was 25%).
Marksman:
Renewed Strength now grants 12% More Damage (was 10%).
Silent Shot has been reworked an noww grants 10% More Damage while affected by at least 5 Focus Stacks.
Critical Focus now grants 0.5% Critical Chance per stack (was 0.3%).
Aimed Shot now has a proc chance of 100% (was 50%).
Sharpshooter now has a proc chance of 100% (was 20%).
Renewed Speed now grants 12% More Attack Speed (was 10%).
Renegade:
Stagger stacks are now preserved through resurrection effects. Preserved stacks will deal no damage.
Enrage now grants 12% More Damage (was 10%).
Expulsion now triggers at 30% HP and will replace the removed Stagger stacks with stacks that deal no damage.
Cleanse wounds now restores 5% of Max HP and Barrier (was 3%).
Rugged Defence now grants a flat 20% Ailment Avoidance and 3% per Stagger stack (was 5%).
Combat Ready and Resolved Renewal now grant 1 Second of cooldown reduction (was 0.5 Seconds).
Willpower has been reworked and will now cause Skill casts while having less than 5 stacks of Stagger to grant a stack that deals no damage.
Mage:
Fireball:
Spell Echo now has a 4% proc chance per rank (was 2%).
Fresh Burn now additionally grants More Damage when the target is below 30% HP.
Cascade now grants +6% Weapon Damage per rank (was +8%).
Arcane Explosion:
Arcane Overload now grants 1.5% More Damage per rank (was 1%).
Arcane Eruption now grants +1.5% Double Damage per rank (was +1%).
Arcane Detonation now has a 4% proc chance per rank (was 2%).
Arcane Swiftness now grants 3% More Attack Speed per rank (was 2%).
Arcane Swiftness no longer requires Arcane Explosion to deal the killing blow to a target.
Frostbolt:
Numb now grants -3% Critical Avoidance per rank (was -2%).
Frigid now has a 20% proc chance per rank (was 10%).
Frost Strike:
Frozen Memory now has a proc chance of 5% per rank (was 4%).
Cryotherapy now grants 25% More HP per rank (was 10%).
Chain Lightning:
Electrocute now additionally grants More Damage to targets above 80% HP.
Lone Bolt now grants 4% More Damage per rank (was 3%).
Thunderbolt:
Lightning Coil now grants 0.3% More Attack Speed per rank (was 0.2%).
Shock Chance now additionally grants 1% More Damage per rank.
Invigorate now has a 20% proc chance per rank (was 10%).
Invigorate now reduces a random cooldown by 0.3 Seconds (was 0.5 Seconds).
Lightning Rupture now grants the target -25% Critical Defence per rank (was -10%).
Meteor:
Extinction now grants 6% More Damage per rank (was 10%).
Extinction now additionally grants More Damage to targets above 80 HP.
Silent Strike now grants 2% Critical Chance and 10% Critical Damage per rank.
Meteor Shower now has a 4% proc chance (was 2%).
Shockwave now deals 5% Weapon Damage per rank (was 4%).
Arcane Detonation now grants 5% More Damage per rank (was 4%).
Elemental Strength now grants 8% increased attribute value per rank (was 6%).
Arcane Torrent:
Self Sustain now reduces the Cooldown by 0.1 Seconds per rank (was 0.2 Seconds).
Archmage:
Reckoning now grant 50% More Damage (was 20%).
Storm Shield now lasts 10 Seconds (was 5 Seconds).
Elemental Cleansing now has a proc chance of 100% (was 50%).
Focussed Energy now grants 10% More Damage (was 15%).
Vizier:
Echoing Restoration and Echoing Renewal now restores 1% of Max HP / Barrier (was 0.5%).
Tunnel Vision and Dispersion now grant 25% More Damage (was 30%).
Power Generation now requires 25 charges (was 30).
Overwhelming Power now grants 12% More Damage (was 10%).
Strength in Numbers now grants 12% More Damage (was 10%).
Battlemage:
Reckoning now grants 50% More Damage (was 20%).
Storm Shield now lasts 10 Seconds (was 5 Seconds).
Impervious now grants 40% Ailment Effect (was 20%).
Focussed Energy now grants 10% More Damage (was 15%).
Paladin:
Crusader:
Judgement now grants 12% More Damage (was 10%).
Empowered now grants 3% Critical Chance (was 2%) and 15% Critical Damage (was 10%) per active Blessing.
Inquisitor:
Spark of Life now restores 10% Max HP and Barrier (was 5%).
Critical Blaze now grants +10% Critical Chance (was +5%) and +50% Critical Damage (was +25%).
Intense Heat now requires 5 Ignite stacks (was 15).
Inner Fire no longer causes you to lose HP.
Bug Fixes:
Fixed a bug where Monster Abilities that hit multiple times would sometimes not target the correct Character while Taunted.
Fixed a bug where the Blessed Enchant and Abyssal Hood were stacking multiplicatively rather than additively.
Fixed a bug where the Scrapper Upgrade would sometimes not unlock correctly.
Fixed a bug where the Slaughter Enchant would use the wrong materials.
Fixed a bug where the Toast Setting – Item Drop Rarity would not correctly save the Divine Rarity.
Fixed an error that could occur when attempting to load an older save file.
Fixed a bug where Ctrl + Left clicking a Tool in the Glossary would not toggle the Always Auto Scrap status.
Fixed a bug where Archmage -> Elemental Ignition was not correctly granting its damage bonus.
Fixed a bug where the Craft Equipment button would be available on the Blacksmith when no recipe was selected.
Fixed a bug where the Item tooltip display on the Blacksmith Menu could not be scrolled.
Fixed a bug where Adding slots to a hidden Inventory Bag would cause it to become visible.
Fixed a bug where the number of Gem Sockets available to a character could become out of sync.
Fixed a bug where Bounty Mission highlights would not correctly reset between saves.
Fixed a Blacksmith Crash that could occur with the Infuse Equipment Craft.
Fixed a bug where Characters could have incorrect HP / Barrier values after loading a save.
I'm working on building the next playtest version of the game at the moment, if you want the chance to try this longer (~22 level) version and give feedback on it, you can sign up for my mailing list here: https://sendfox.com/bearmask_io I mainly use it for sharing monthly progress updates, but I'm planning to run a playtest on the newer levels in a month or so.
I also have a website that I try to keep up to date with drawings & music here: https://bearmask.io
As promised in the road map, here is the Fast Response patch. Which turned out to be Medium Speed Response patch, as it took us three weeks instead of two, but at least it's finally done.
Unless a critical bug is found and a hotfix is needed, this will be the last patch until December, for which we have a bigger update planned: new content and all.
The patch today is mostly focused on balancing and bug fixing but there is a couple of interesting redesigns here and there. Also, extra ...things were added to the Island of the Damned. But to be 100% clear, this is not a big content update or anything. Just something to make sure the game is in a good state when we focus on the December update.
Here are the full patch notes:
Highlights
The Island now has a new Obelisk event, a mini-boss and a new area around the galleon with an extra event. A tease of upcoming new things hangs nearby.
Experimental ːcoolstar2022ː: added Crosshair Spells Notifiers -- a widget which is displayed around the crosshair and notifies you when one of your spells recharges. This feature is experimental and hidden by default, you need to turn it on in Settings -> Gameplay -> Experimental section. (Please note that this feature isn't guaranteed to stay and may be removed in the future.) Tell us what you think, we'll be happy to read your feedback!
Gear
Ring of Thorns
Ring of Thorns has undergone a thorough redesign.
Designer note: Ring of Thorns requires a very risky gameplay style, and thus needed a much bigger reward for playing well – hence the redesign.
Whisper
Whisper can once again stun Familiars and Faithfuls, but it takes a few shots, depending on the target's size
Hangfire
Removed a hidden "Fourth Mysterium" from Hangfire, that ballooned its single target damage out of proportion.
Designer's note: Early in Hangfire's design process, it had a different Mysterium II:"Explosions get stronger the more bullets are lodged in the same enemy."We changed it to the current version, not only because it wasn't particularly engaging and was pretty overpowered with the right setup, but we also found out that making Hangfire a more crowd-fighting oriented hand cannon gave it a stronger identity. The problem is...that Mysterium was accidentally never removed from the game, So both versions of Mysterium II activated when the gun was upgraded. Whoops.
Hangfire had its single target explosion damage and stun damage adjusted: subsequent explosions on the same target deal less and less damage.
Even with the "Fourth Mysterium" removed, Hangfire's single target damage and stun potential was still just a tad too high for its desired place in the combat sandbox. This feature was implemented so it could be reigned in without compromising its crowd-fighting capabilities
Increased Hangfire explosions base stun damage on initial target by 300%, and lowered Hangfire's bullet stun damage by 20%.
This makes Hangfire actually better at controlling spread-out crowds with explosions, while not being overpowered on single targets thanks to the new stun damage decrease on subsequent hits.
Increased ammo reserves from 90 to 120
Flamebreath
Increased Mysterium II bonus damage on Burning targets
Midas
You can no longer trigger Mysterium III repeatedly by interrupting reloads.
All-Seeing Eye
One more bullet in the clip community suggestion
White Raven's Feather
Cost on Unveiling Arcana lowered from 2 to 1
Slightly lowered the amount of Feathers dropped
Foul Stimulant
Now grants +100% witchfire for the whole run duration, in exchange for lowering health and stamina by 50% and preventing the corpse from spawning on death.
Witchfire Guard
Now protects all volatile witchfire on death, but there will be no corpse left behind to recover treasures from
Merchant's Stone
Now grants a significant heal, but consumes three random treasures from the Inventory
Gameplay
Fixed Stake Gun projectile launch location
Fixed an issue that caused enemy pathing to fail following the target
Fixed Buckler Swordsman collision to correctly reflect the mesh community request
Fixed teleporting enemy losing the elemental status applied prior to teleport community request
Removed some clutter from the Adventure Log, like mentions of locked supply chests
Tweaked some enemy drops to be more appropriate to their difficulty
Fixed a bug that caused "New Elixir slot unlocked" to display on incorrect levelup
A thorough balance pass has been made on Arcana parameters
Adeptus Major and Adeptus Minor had their description tweaked to better describe their use
Adjusted some Mirror Lock switch locations that were unreasonably hard to pinpoint. Fixed reward chest that spawned turned the wrong way around
Improved Rarog's Egg event rewards community request
To avoid confusion, changed the Soultrap’s "Event Failed" notification to "Event Finished" when you fail to fill up the Soultrap before the timer runs out and only get partial Demonic Ammo rewards.
Absorbing Manifestations now heals significantly more
Potions now drop slightly less often from chests
A malevolent being now watches for Manifestations left unused for too long…
When inspecting the monk statue in the Tower, golden footsteps now lead you to the scepter making the statue puzzle easier
Witchfire cost of cleaning areas with the scepter has been lowered from 5K to 2K
Witchfire cost of Gnosis Upgrade has been raised to limit accidental upgrades
Added the the second ship objective for Gnosis I to clear up any confusion
Ambush at Tower Gate has been polished and is a bit more newbie friendly
Fixed Ice Sphere and Heavy Gunner’s shield being valid targets for the stake
Fixed Firebreath second mysterium always being active
Fixed Firebreath second mysterium affecting enemies that weren't already on fire
Fixed multiple gameplay related crashes
Fixed broken spells inputs after switching spell casting mode back and forth in the settings
Fixed locked dash direction on controller when switched dash mode for KBM
Enemies no longer lose their elemental statuses when teleporting
Severed Ear's reload trigger is no longer spammable due to reload interrupts
Fixed conditions for 2nd Mysterium activations objective for Hypnosis
Fixed sometimes incorrect notifications about available Ascension
Rotten Fiend is no longer a valid target for lightning jumps between enemies
Casting Rotten Fiend when another one is already active will correctly remove the previous one on any Mysterium, rather than only on the highest one
Fixed Rotten Fiend's Decay aura
Fixed a crash happening when some inputs were left unbound in the settings
Fixed hidden weapon bug when trying to swap weapons and using Elixir at full health
Fixed Silent Secondary corrupted Arcana preventing swap to Demonic weapon using Quick Swap input action
Fixed loot drops for Sister, Devotee, Wretch and Sentinel enemies
Trying to cast a Spell while dashing will now correctly cast it right after dash ends instead of failing
Stun bar UI above enemy health should now correctly display its value after switching targets
Spell cooldown icon no longer appears as ready when it's still recharging (micro cooldown bug)
Increased the threshold required to change platform input icons using mouse or controller thumbstick
Moving the cursor with thumbstick while pressing (A) will no longer display KBM icons on the UI
Improved rebinding so that you can override other binds
Added better Sharpen option (lets you restore the soft pre-patch look)
When interacting with the Gunroom, you will now see notification icons (little stars) leading you to the new gear. No more guessing whether 'new gear' means new weapon, spell, relic, fetish, or ring. Little star (and corresponding objective: 'New gear awaits in the Gunroom') will disappear after you hover a new item with your cursor -- there's no need to equip it if you don't want to.
Added a new objective displayed in the Hermitorium when it's possible to start researching a new gear (weapon / spell / magic item). This should help new players understand how Workshop Mirror works. It should also eliminate instances when you start a new expedition only to realize you forgot to start a new research. (However, please note that objective is only displayed when there's gear to be researched -- incantations are currently ignored, as they are not limited and can be researched infinitely.)
Added safeguard in the logic of displaying map icons, which hopefully will fix the bug with the icon with empty name and description
Settings / Controls: missing bindings are now displayed in red, making them easier to spot.
Settings / Controls: added warning popup which is displayed when you try to go back from the settings, and some of your bidings are still missing
Settings / Gameplay: changed the names of 'Screen effects' setting options to be more descriptive
Adventure Log should no longer display duplicate messages
Optimized Adventure Log memory footprint
Updated credits
Fixed mouse cursor hotspot being in wrong position across various screen sizes
Fixed Striga's projectile sometimes phasing through enemies
Better collision detection for Striga's projectile
Slightly lowered tracking on Warrior Priest and Maceman attacks to make dodging them more viable in intense combat scenarios
Slightly lowered aim leading for Devotee projectiles and made her more inclined to push closer to its target
Fixed camera shake rotation on melee attacks from sides to better reflect hit impact direction
Fixed All Seeing Eye position while aimed-down-sights community feedback
Shieldbearer's Shield dome radius increased by roughly 20% to make staying in it a slightly more managable task
Sounds
Added ambient sounds to the Island of the Damned
Designed sounds for the Obelisk scenario that occurs in the Island
Replaced the All Seeing Eye’s radial damage sound
Designed an additional radial damage sound for the All Seeing Eye’s decay shockwave
Added a new sonic element to part of the reload sounds for Hangfire
Tweaked the attenuation range of Hangfire’s explosions
Improved the sonic transitions that occur when the preyer teleports in and out of the Wailing Tower
Tweaked the End of Cooldown sounds for the Charged Melee, Light, and Heavy Spell abilities to make them more audible
Tweaked the attenuation ranges of many of the Proximity Mine sounds
Fixed a small issue present in the sound of the Proximity Mine’s explosions
Made a change so that the Bells that anticipate a Calamity remain audible for players who mute the game’s music
Fixed an issue that was causing Cornucopia's casting sound to get interrupted
There are over 60 different puzzles that you'll help Wilmot put together over the course of the main game, but what can you do after you beat it? That's where Marathon Mode comes in!
You'll unlock Marathon Mode after you beat the game. Which means you can receive every single piece of every puzzle in the game in random order. You'll be able to sort, ponder, and organize to your heart's content!
Wilmot Works It Out is launching on October 23rd! Wishlist it today!