Thanks for standing by as we worked on our latest patch. Patch 1.4 is a big one that has some fundamental changes, a new starting experience, and squashing of a few pesky bugs. We’ve reimagined the onboarding process for both new and returning players to make starting your journey smoother and more exciting!
Please let us know your thoughts either in the Discussion section here on Steam or over in our Discord!
Changes
You can now drag cards around and reorder them in your hand during selection
Reimplement loadout selector in combat
Changed “Sift Through”. Now you need to target Agama to use it, and it has a delay between the draw and discard actions
New Starting Experience
Swapped GSEC Spiderbot for GSEC Drone on the last fight of the Shipyard
Changed Combat 1 on Wolf Hollow to 2 Sand Hounds
Changed combat 2 on Wolf Hollow to 1 Arocknid and 1 Sand Hound. Also reduced grid to 3 lanes
Swapped a Sand Hound for a Pterovore on combat 3 of Wolf Hollow
Removed a cover from the first Runshaka fight
Removed 1 Pterovore from the last non-boss fight on Wolf Hollow. Also reduced grid to 3 lanes
Added Shield Discharge, Shift Charge, Eyes of Gariba, and Recall to the starter decks
Changed loot on Malcom Wolf from EotG to Gariba Craftmanship
Changed Gariba Craftsmanship to appear on the Moros 2 shop instead
Reduced all player units’ max HP by 6
Increased Max HP gain every five levels from 3 to 5
Added 2 extra skill points to Squig, Norton, and Agama at the start
Added 1 extra skill point to Brae when he joins the party
Moved the status reaction tutorial to earlier in the game
Bug Fixes
Fixed an issue where you could inspect invisible units
Resolved a related issue where tooltips appear when hovering over statuses that also appear on invisible units
Fixed an issue where controller inputs on the character placement screen stopped working after invoking the loadout, minimizing the game by pressing 'Start,' and reopening it.
Fixed movement points UI of the player character remaining blank after the stun effect wears off in combat
Fixed stun icon getting removed on units when they get pushed if they were attacked
Fixed achievement "Always have a Plan B" sometimes triggering incorrectly
That's all for this update, the team wants to hear your thoughts on the new starting experience and how you've been finding the game. Join us in Discord or let us know in the comments. As always we appreciate the continued support!
We are happy to announce that the 1.006 update for Enotria: The Last Song is now LIVE! Check out the latest changes like combat tweaks, animation adjustments and fixes in the patch notes below:
NEW Loadout Presets: Presets allow you to save up to 5 premade loadouts for each save slot. You can store them for later use or as a utility to transfer multiple items from one loadout to another. Presets can be accessed through the “Manage Loadout” button in the Loadouts Menu, at any Reality Knot.
[PC] Presets are saved to a dedicated folder inside each Profile. You can share them or import presets from other players easily by copy-pasting the file.
A new weapon stat is now shown in menus: Average Damage. It is a unified value between Physical, Ardore, and the highest Elemental damage, to help determine the overall strength of the weapon at a glance. This stat will also help you quickly identify the Loadout Preset with the highest damage when loading a Preset.
The rarity value of the weapons is now displayed better and written in the inventory.
The weapon rarity border is now shown on the HUD too, when looting items. Rarity information has also been added in the weapon details on the right to match the borders.
The Fast Travel menu now shows which Reality Knots have an anvil for upgrading equipment nearby.
Fixed minor visual issues in the Shop menu.
Updated and unified Italian definitions for “Longsword” to “Spada Lunga” to better reflect the class.
Implemented some camera views to improve players' guidance through different areas.
The respec feature is now moved to Pulcinella instead of Veltha.
Added displayed inputs on the menu part of the initial tutorial.
Now, when you switch your active loadout, your HP will scale in percentage.
A short cutscene of Veltha has been added to give more immersion.
A slight body light has been added to the main character to improve readability in some dark areas.
Giangurgolo's phase two fight improved for a better combat experience.
HLOD has been improved slightly, and we are continuing to improve them.
The golden path and especially Litumnia guidance have been improved to help exploration.
The lighting of the whole game has been improved overall.
Improved the quality of the SFX of some gameplay elements for better feedback.
Fixed some issues with trophies that sometimes made it impossible to get the platinum.
Improved the readability of some VFX (such as Pillar, Rifts, Grenade explosion, Reality knot).
Achievements are now fixed
[PS5] Improved and optimized Scalability settings: Graphics vs Performance.
We’re thrilled to share that we’re hard at work on two additional chapters for Liminalcore!
These new chapters will not only expand the game but also enhance the overall experience, adding more depth and intrigue to the world you’ve been exploring.
Here’s what you can expect:
Chapter 5: Scheduled for release in December 2024
Chapter 6: Following closely in January 2025
Together, these chapters will add an additional 30–45 minutes of gameplay, filled with new challenges, eerie environments, and unsettling discoveries. This expansion will complete our initial vision of Liminalcore.
We’re incredibly grateful for the support and enthusiasm from our amazing community—it’s because of you that we’re able to continue building on this project. We can’t wait to share these new chapters with you and hear your thoughts!
Stay tuned for more updates as we approach the release dates.
Thank you for being a part of the Liminalcore journey!
Hello everyone! I've made a small update that is mostly based on the awesome feedback you have provided.
Changes:
Made slimes slightly less powerful.
The inventory and character stats panel can now been closed with the escape key.
Added soundtrack to main menu.
The starting magic missile rune is already identified upon starting the run.
Added support for spawning custom rooms in the procedural generation process.
Added three new custom rooms to dungeon maps.
Added wall fountains.
Added support for scripting props (this feature is not available in the demo but in the full version, it will be possible to script props to change their behavior in the level editor).
Added wishlist button in main menu and pause menu.
I want to thank everyone that has tried the demo and given feedback, it is super helpful and much appreciated! In the next update, I will continue addressing the feedback you have given me.
Development is getting along fine and the first two levels "Jungle Jumpstart" and "Forrest Frenzy", each with 3 sublevels, are done. So are the first sublevels in "Desert Dust", "Foggy Flatlands" and "Dungeon Dredd".
Every level introduces a specific new challenge and enemy type, like smouldering platforms, hidden spikes, charging beetles and falling spiders 🕷️
Demo updated!
Also updated the demo (and obviously the full game) based on feedback from friends and family and fixed a few bugs:
Added more signs and hints to help younger players (like 6 year old girls 😋)
Minor changes to level design to better fit new concepts, like dashing and platforms that change state when you jump.
Removed multiple save slots. Was working fine, but not necessary. Just made the game more bloated.
Fixed bug with mouse courser not reactivating when changing from controller to keyboard/mouse in menus.
Fixed audio issue where enemy movement audio would keep playing during transition to next level.