We're happy to announce that Rift Riff will be releasing in two weeks on Friday, May 9th!
We've been working on a final world, with a big bad ancient citadel from eons past. Maybe it's still operable, even?
You can also expect a lot more upgrades, towers, companions, and the necessary balancing of those against all the existing and new enemy waves. New? Why yes! There are completely new second scenarios for all levels, along with new enemies to discover.
Let's count it up. On release, Rift Rift will include the following content that should be good for 10–15 hours of gameplay:
15 worlds with 30 scenarios
30 challenge variants; one for each scenario
14 towers further exploited with 6 types of overpowered upgrades
25 monsters, including some one-of-a-kind boss monsters
6 companions to keep you company
36 Achievements for those 100%ers
We can't wait to get this thing shipped, and we have plenty of ideas for post-launch content that will be fantastic additions the Rift Riff universe.
- Adriaan, Sim, Franz, Matthijs, and Professional Panda
As development progresses, the current demo no longer represents where we are with the game today. We will take it offline on Wednesday, 30th. You can expect an updated version next month.
Here is what we've been working on for the next demo?
All playable characters – our goal is to make every enemy you encounter in the demo a playable character.
Better balancing - More creatures in the game means it's easier to balance the game, so we're working hard on it. You can expect balancing to be fine-tuned at every step of the development.
Controls, commands, resolution -Overall improvement to fit most of your PCs and your favorite playstyle. You will be able to play keyboard and mouse, controller, keyboard only with an alternate control scheme for numpad, while supporting a wide variety of aspect ratios and resolutions.
Localisation - We've seen interest from players in Asia, so we decided to localize Lost in Prayer in Japanese, Traditional and Simplified Chinese. We were told to be careful with the localisation, as Traditional Roguelike has a very specific lingo so it might not be ready for the next demo version but we will implement it later.
We’re back with a small but mighty update that improves your journey through the realms of Asgard’s Fall. With a few tweaks to prevent accidental clicks, some added clarity to your stats, and fixes to cloud save and ability issues, this patch should smooth out your raid prep just a little more.
Here’s what’s new:
A 1.5 second input delay after leveling up to prevent accidental upgrade selections. No more misclicks mid-battle!
Stat descriptions to the Web of Wyrd node tooltips for better insight into your build choices.
An Ability Opacity Slider in the options menu—tweak the visuals to your liking!
Legendary Warpaints now always have at least Tier 2 stats to make them feel truly epic.
Increased the overall chance of rolling higher-tier stats on all Warpaints.
Resolved a cloud save issue where Seidr-Tree points didn’t match the actual player level. Resetting the tree now properly grants matching points.
Fixed a bug where forged abilities wouldn’t spawn as intended.
As always, thank you for your continued feedback and support! More updates are already brewing in the cauldron—so stay tuned, and keep slaying.
And one last thing: We’ll be sharing some in-depth details about the upcoming Warpaint system rework very soon—so keep your eyes peeled, warriors!
Skål! — Max & Vitali | The Asgard’s Fall Team
💬 Want to share your thoughts, report bugs, or just chat with fellow Vikings? Join our Discord or hop into the Steam discussion boards—we're always happy to hear from you! 🛡️⚔️
And for our Chinese Vikings, you can also join our QQ Channel to share feedback, suggestions, or report bugs. Thank you!
We’ve received all of your reports about the multiplayer connectivity issues and we wanted to let you all know, we’re on it! We’re currently investigating this issue further and once we have any news to share, we will post an update.
The multiplayer connectivity issues may take a little bit of time to investigate and to be resolved, but we are aware this is stopping you all from enjoying Cake Bash with your friends, and we’re trying to resolve this as quickly as possible!
Please sit tight while we try to fix the multiplayer connectivity issues, and thank you for your patience! 🍰
Adventurers, gather 'round! We have exciting news to share with our community.
We're thrilled to announce that Never Split the Party is now fully optimized and compatible with the Steam Deck! Whether you're questing from your couch, during your commute, or anywhere else life takes you, your favorite cooperative dungeon crawler is now available in the palm of your hands.
What This Means For You:
Enjoy the complete Never Split the Party experience on the go
Full controller support with intuitive Steam Deck button mapping
Optimized performance and battery life
Cloud save compatibility between your PC and Steam Deck
Our team has worked tirelessly to ensure the transition from desktop to handheld is seamless, with no compromises to the gameplay you know and love.
Download the latest update today and continue your adventures wherever you are. Because now, no matter where your party gathers, you can take the dungeon with you!
Never Split the Party. Now Portable. Always Together.
Gather your bravest friends and embark on a journey through treacherous depths. Will your party survive where others have fallen?
FULL CHANGE LOG
Fix bone rigidbody unsimulated Nerfed Skeleton. Fixed Null Reference in OptionsMenu & Settings. Polished Server Browser. Fixed GUI scale for SteamDeck Resolution. Improved build logging. Added label for virtual keyboard. Handle controller navigation of input fields after virtual keyboard is closed. Add Brewing Pot Add Brewing Recipes Add temporary test Brewing Pot to lobby in editor Add animator override to moves to use triggers and transitions for more complicated movement Add spin attack to Zarathan Add projectile bounce and swap projectiles to default no trigger (prepare for issues for a while) Add bounce to Zarathan spike attack Set ui focus for Direct Connect menu on load. Refactored PlatformServices. Removed PlatformServicesSteam.cs. Implemented SteamDeck virtual keyboard in theory. Improved character editor controller support. Polished Options menu to be fully usable with controller. Fix SentinelOfDestruction firing up on clients Add if unity editor block to steam api init in update Add StoneBlock to placeables to ensure it is registered with networkmanager Add SyncVar attribute to weapon repeat count and angle to fix player split shot not syncing across clients Auto-hide the chat lobby command label if there's no icon (switch or xbox controllers) Added Talk controller icons. Added keyboard arrows attack icon. Updated icon sets. Set icons for PS5, SteamDeck & Switch. Updated to xbox series icons. Removed old InputManager.cs Added Select key. Added Red Blood Stain Networked.prefab for Level 5 debris. Organized main scene objects. Started adding new InputIconManager which supports rewired better and steamdeck. Added damageable stone block. Fix lightable syncing fully using rpc Changed room loading path to not depend on anything hard coded. Fix typo on Exploding Pots Description Add ForceTimer flag to challenge to display run timer Add ForceTimer true to race against time Null check player inventory on Familiar line 96 Improve lightable syncing More tiles work. Generated Ground tiles. Generated other animated water rule tiles. Added RuleTile generator. Added Animated Rule Tile for water. Added Rule Tile Grass.asset Fix for Multiplayer Play Mode room loading. Add players needed to lobby menu Prevent clients from spawning stairs in lobby Remove references to Launcher variables in client side code Enabled fast enter play mode. Added Multiplayer Play Mode Changed Weapon prefab selection to an integer index so that it can be synced properly. Clear debris on level clear Remove code parenting debris to room Remove potion logging to console on drop Add extra condition checking for Projectile Targets set to All in Player Vs Player Improved Paladin weapon sounds and light scaling. Turn up pumpkins to double shot Increased Pumpkin seed visibility Turned up Pumpking attacks. Fixed Supply Drop item spawning in wrong position on clients. Fixed potions being randomly generated. Add OnReconnect action to Items for spawning Familiars Fixed Spawned script doesn't move the Cauldron and Pumpkins on clients. More improvements to transport selection. Rewrote transport selection code. Added fail build check to release script. Add conditional rpc/cmd on DoPickup to fix Weasel authority error Remove isLocalPlayer from class setting syncvar hook Fix rechargable class items not updating in lobby Fix misaligned room on floor 4 Add index bounds check to CmdLevel Add camera null check for camera shake Remove network identity from red blood stain causing exception on player death Fixed steam networking never getting used. Removed ForceSteamTransport. Fixed wind beast not moving enough. Moves were always pausing movement. Improved Move DebugLogging again. Fixed Earth Giant's ground attack is not functioning. MoveOld.OnComplete was not getting called. Improved move DebugLogging. Fixed Door light positions are off Fixed lobbies not getting left or created sometimes. Increased lobby logging. Flagged inventory logging. Add option to options menu and player prefs settings for visual show speedrun timer Ensure all displayed timers use NetworkTime.time for comparison Fix Runstart using different time source to time display checks Delete moved files Fix Stonecutter spawning stairs using relative position Fix dropable types 0 on reconnect Fix ping being displayed as seconds with floating point Add networking to lightables Added test prefabs to level 1 spawn room Add extra Zarathan move steps for spin attack Started integrating Zaratan. Add console variable attr to IsTestBuild Fix test build checking Fixed NullReferenceException: Object reference not set to an instance of an object. UnityEngine.Component.get_gameObject () (at <bbe2d12556b34749917620425ebb4662>:0) Legend.Carryable.OnThrownHit (UnityEngine.Collision2D collision) (at C:/Users/bryan/Documents/Never Split The Party/Assets/Source/Carryable.cs:88) Legend.Carryable.OnCollisionEnter2D (UnityEngine.Collision2D collision) (at C:/Users/bryan/Documents/Never Split The Party/Assets/Source/Carryable.cs:66) Improved version check handling. Cleaned up WireVersion code. Fixed PlayerVisual not showing on CharacterEditor. Removed SpriteSkin Awake method. Improved error checking in SpriteSkin. SpriteSkin clean ups. Increased PlayerVisual logging. Cleaned up SpriteSkin Fixed null references in failed connection in FizzySteamworks. Fixed ArgumentOutOfRangeException in AssignRoles. Better null checking in OnServerDisconnect. Improved OnDiePrefab server checking. Prevent damageable spawning prefab OnDie on client side with NetworkServer.active check Null check Door visual during padlock check Fixed call stack line numbers again. parentRenderer was not a parentRenderer. Fixed Door.visual null exception. Enabled editor to connect to published game servers with version checking disabled. Enabled exception line numbers by switching to development builds. Localized announcements. Fix wooden chest spawn from supply drop Fix spawned script for aligning large tiled placeables Potential fix for null ref when using a potion on client. Adjust room alignments Add hidden room chest layouts Check for player null in OnServerDisconnect Removed Pickup.Item since it was causing Null references.
Hello everyone! Another big update. This time campaign content! I'm honestly a bit tired after testing everything until 4am so let's get straight to the point!
What's new?
- Expanded campaign with more quests focused on the new units - Arachnids. It's very clear now the game wants to be an open world with points of interest you can visit. Glad to know I'm on the right track. - Experience levels for units now give perks and skills. This is the first step before I implement skill trees with ability points for units. - Usable artifacts, which is the first step before swappable weapons and items. - Fate Dice can be re-rolled for every check, this is a prerequisite for company stats. I'd really love to have a customizable leader with stats which impact these stat checks. - Leader unit prototype. I think this unit type is too large right now, but it works. Currently only shows up in the true ending for the final battle and in the map editor. - Exhaustion unit parameter is less annoying now, hopefully. - Campaign tool now allows for node changes, without spoiling anything it's growing to be a nice RPG tool, I need to prepare an interface to release publicly. - New units, new skills. - I believe I've fixed many bugs, let's find out how many new ones pop up! Some evil nemesis bugs are squashed. Bread problems are gone!
This is the plan now and it's going pretty good so far! I'll probably create a new BETA TEST branch where brave volunteers can test the newest updates before they become public. Simple reason. These updates will be drastic and I've already heard voices it's annoying when a new update erases your progress every other week. Things are looking fun!
This update moves Patch #36 to the main stable branch and includes several minor improvements, such as:
Thoughts from sins on the medium level have been weakened (by 35%).
Improved the daily report hint. Now it only shows what has actually changed, making it more readable and concise.
Participants in ceremonies receive a positive thought.
If the roof is closed, clicking on a building will select the building, not the character inside.
The immobility trait now specifies the reason why the character cannot move.
When peasant terror begins, you receive a problem flag indicating how long it will affect migration.
The rare book merchant Scriptonic now visits every 10 days without fail.
Fixed a rare bug where diplomacy buttons on the global map wouldn’t click.
Some letters on the map are now wider, allowing them to be closed on monitors with lower resolutions.
The remaining changes in Patch, including A Debt of Honor, can be found below.
Thank you for your feedback and activity; we look forward to your thoughts.
Patch #36 (Beta) Changelog
[expand type=details expanded=false]
Debt Of Honor
When you come to the aid of a neighboring ruler in desperate situations, such as helping against the Unholy Horde, supporting an heir (or your puppet) in a rebellion, or protecting them from destruction by another king, honor binds them to repay you with a diplomatic concession.
This could be a peace treaty, joining your state, leaving another state, or paying substantial tribute.
A debt of honor does not need to be claimed immediately; it can be deferred, as it remains valid as long as both rulers are alive.
Balance:
Army Recruitment: The balance of army recruitment by kings on the map at medium and easy difficulty levels.
AI Peace Agreements: AI that has signed peace with the player will no longer attack the player's vassals.
Training Limits: Soldier training is now limited by the inspector’s combat level / XP bonuses are calculated based on command level / training XP coefficients have been reduced.
Inspection XP: Added XP gain for conducting inspections in the Chancellery.
Guaranteed Peace: At Peaceful and Medium difficulty levels, you will now always be able to conclude a peace agreement. And since the peace treaty is now always available, its cost has increased.
Unholy Horde Limit: Fixed a bug where the Unholy Horde could increase its number of warriors beyond the 60-unit limit after capturing cities.
Bishop Housing: Bishops will now receive the "Homeless" thought if they do not have their own house.
Pilgrim Behavior: Pilgrims will attack everyone, but only once. After receiving food, they will leave the city within a day.
Reward Thought Adjustment: The strength of the "rewarded me" thought now depends on the number of rings the target has. Its also lasts longer.
Bishop Sermons: If there are few fanatics in the city, the Bishop will occasionally hold faith sermons himself. If relations with the king are below 0, he will do so almost daily.
A new way to appease the Bishop: Added a thought from the bishop to the king regarding holding sermons.
Sins strength: Sins on medium and hardcore difficulty now have a stronger negative impact on mood.
Church Attendance Exploit Fix: To prevent exploits, filters for church attendance have been removed. The House of Sophia is now open to all children.
Bishop Punishment Demands: The Bishop may demand the punishment of a lord whose relation with him is below -25 (previously -50).
Matriarch Hostility Penalty: The negative thought among peasants (and especially fanatics) has been strengthened if the Matriarch is hostile toward you (below -25).
Enemy behaviour Incoming enemies and rebels will set fire to no more than 6 buildings in the city.
UI and QOL:
Performance Optimization: Optimized map decor performance—significant improvement in saves with large amounts of placed decor.
Date Planning Trait: Characters planning a date will now have a trait indicating this in their menu.
Squad Menu Tooltip: Added a tooltip marker next to the "stay behind" checkbox in the squad menu.
Exit Logic: Characters from the same faction will now exit the local map through the same random exit.
Fertilization Toggle: Added a checkbox to disable automatic field fertilization (in field building menus).
Training Warning Notification: Added a notification on the right side if many soldiers (30% or more) cannot train due to an inadequate instructor level.
Inspector Auto-Replacement: Automatic replacement of the inspector with the Chancellery in buildings where the inspector was previously assigned.
Sexual Need Tooltip: For monogamous characters, if they gain the "High Sexual Need" trait, the tooltip now includes extra information.
Spouse Relationship Tip: Added an advisor tip if a monogamous character’s relationship with their spouse drops below 0.
Guest greeting: Lowered the priority of the king's greeting activity so that an arriving guest does not interrupt the king's important actions.
Hall notofications: Added an arrow to the hall if no inspector is assigned there.
Fixes:
Menu Music: Fixed a bug where main menu music wouldn’t stop if the "Continue" button was pressed right after returning to the main menu.
Tooltip Spacing: Fixed a bug where {optional...} variables in tooltips would still take up a line even without data, causing excessive blank lines (especially in the "Plundering" action).
Quest Hint Display: Fixed a bug where quest results didn’t show [nested_hints], e.g., "Heir Won!" and "King Won!" during the AI heir rebellion if the player supported the losing side.
Avatar Icon Alignment: Fixed incorrect positioning of quest icons with avatars—they are now properly aligned.
Aid Restriction: The player can no longer send aid to both the rebellious lord and the legitimate king in AI rebellion quests.
Captured Lord Fix: Fixed a bug where capturing lords didn't work properly—they weren’t considered the player’s prisoners, many actions were disabled, and their original faction didn’t request ransom.
Grave Display: A lord’s grave will not appear in the building list unless their body is burned.
Tutorial Global Map Button: Fixed a bug in the tutorial where the player couldn't access the global map button during the "trade with neighbor" step.
Beheading Requirement: Only beheading now counts toward the achievement for punishing innocents.
Ring Inheritance: Fixed inheritance of rings when the king inherits them.
Captivity Punishment Reset: Fixed the "captivity" punishment type being reset after loading a game.
Training Grounds UI: Updated the interface for the training grounds building.
Inspection Limit: Fixed the ability to inspect the training grounds multiple times a day.
Thought Tooltip: Changed tooltip for the thought "sex with peasant".
Localization Issue: Changing localization no longer affects the display of the punished group selection on the execution platform.
Knowledge Reset: Blinding a lord will now reset their ongoing knowledge learning.
Bandit Bribe Bug: Fixed a bug where the "Bribe" action in a bandit camp triggered the "Bribe to Attack" action.
Overpopulation Thought: Fixed missing context in the tooltip for the "Overpopulation" thought.
Training Battle End: Training battles will now end if the training grounds are destroyed.
Duel Softlock: Fixed a bug where a duel wouldn’t reset if it didn’t end in one participant’s death.
Mood from Sins: Fixed a bug where the effect of sins on mood was always lower than intended in version 2.5.
Tutorial Softlocks: Fixed rare softlocks in the tutorial.
Stacked Thoughts: Fixed a bug where the "Foreigners are pushing us out!" thought could stack up to 3 times.
Manual Battle Softlock: Fixed a potential softlock in manual battles on the global map when aiding an ally in defense.
Frozen Characters: Fixed a bug causing characters to freeze in place.
Encyclopedia Image: Updated the image in the encyclopedia article about the execution platform.
Family Grouping Bug: Fixed a bug in the "Father and Three Daughters" family setup where daughters didn’t appear grouped as children of the same character in the dynasty menu.
No-Handed Loop: Fixed a bug where a lord without both hands could enter an infinite gear loop. Now, a one-handed lord will return their shield to storage, and a no-handed lord will also return weapons and dagger since they can’t use them.
Charismatic Trait: The "Charismatic" trait now gives an interest bonus only to characters of the opposite sex.
Revenge Limitation: Characters can no longer develop a desire for revenge against a child.
Wall Construction Bug: Fixed a bug where builders could get stuck when constructing walls in narrow map areas.
Seduction Bonus Bug: Fixed a bug where a seduction target wouldn’t get a relationship bonus with the king if the king himself was the seducer.
Bribe Restriction Tooltip: Forced "bribe for sex" command on a peasant is now blocked for monogamous characters (with a tooltip explaining why).
Fire effect: Fixed a bug where fire particles sometimes remained in buildings after extinguishing was completed.
Enemy behaviour:Fixed a bug where enemy armies raiding the player's city looted resources instead of gold
Hints: Reduced the height of empty lines in hints.
Puppets assassination: Fixed nighttime assassination by puppets
Puppets bribery: Fixed puppet bribery of the player's lord