I want to tell you about what the game will be like at the end of early access.
more weapons
more abilities
more enemies
more rooms
more music
It is obvious that there is not enough content in the game yet. I hope players can give me ideas to improve the game
A big item on the roadmap is survival mode. Endless mode using open content.
At the moment, rooms always have the same enemies. In the future, I plan to implement one of the improvement options: random appearance of enemies and level generation, or simply a very large number of rooms
There are plans to add a more difficult mode in the future. I want to make a truly interesting complication for players

◇开放时间◇
11月19日 维护后 - 12月17日 10:00
◇参与条件◇
传奇等级达到8级即可参与。
完成器灵讨伐日常周常任务可以获得讨伐积分。讨伐积分到达一定量时,可在「器灵讨伐书」界面领取大量全属性灵器入魂素材奖励!
解锁特别讨伐书后,可获得额外的奖励。
制作并精炼专属装备,可以大幅提升角色属性,并使角色习得第三个共鸣术!
※更多活动详情请参见游戏内活动面板。
Hello gamers,
With the trend of video game prices rising these days, we want to do the opposite. Because, fortunately or unfortunately, we don't invest heavily in the development of each project, it's possible to do so. This won't compromise quality; those who have played our games know that from one game to the next, we see nothing but innovation and new learning.
Look forward to our next project!


Hello everyone! It was a busy week, but I’m back with another update, and I’m proud to announce that everything promised in the Roadmap thread is now here! It feels like a small miracle—if you had asked me on Friday, I would have told you the final boss would need to be postponed until the 0.6 release. However, the integration of the boss abilities went surprisingly smoothly, and update 0.5.5 can be released as scheduled, even though I kept adding more and more features over the past two weeks in response to your feedback.
autohide combat log to prevent UI overlaps
disable facilities interactions when player have no physical body
combat UI revamp/combat assistant
improved tutorial
added combat tutorial area around basecamp, ratling mobs + scarecrow as tutorial boss.
action buttons highlights and animated cooldown notifications for abilities
keybindings
lighthouse was added to the main camp + final boss encounter on top of it.
coresponding achivements were added
While the list may not look very big, it was a two week sprint for me, and I believe it brings the game closer to the standards players expect from an Early Access title. Also, the final boss encounter closes the main starter section of the game, laying the foundation for the endgame mode that will be introduced in the next update (along with an explanation of what happened after you defeated the lighthouse warden).
The endgame mode will be the main focus of update 0.6. However, that doesn’t mean I won’t continue improving the base experience—I still have plenty of ideas to enhance the Thornkeep experience, and we’re far from done. In addition, I believe your feedback will continue shaping Thornkeep’s future as well.
Expect version 0.6 to land within a month, with possibly smaller updates in the meantime.
Thank you for your support, and with regards,
Tryzna
The following updates have been implemented.
Fixed UI glitches
Fixed Korean translation issues
Partially revised English and French translations
Improved compatibility with Steam Deck

Thank you all for your feedback! We have fixed the character selection bug that occurred in the lobby

Hello gamers,
With the trend of video game prices rising these days, we want to do the opposite. Because, fortunately or unfortunately, we don't invest heavily in the development of each project, it's possible to do so. This won't compromise quality; those who have played our games know that from one game to the next, we see nothing but innovation and new learning.
Look forward to our next project!


Featured a wide variety of enemies, including trolls, goblins, wolves, ravens, elemental creatures, and many others.
World offers several unique maps, such as forest, arctic landscapes, scorching deserts, ...

