Hello again Delvers! We have another update, this time to help address some of the initial feedback around difficulty and fix some minor bugs. Most of the changes centre around tweaks and improvements to the spawn rate balancing, including some new bits of content to help players reduce spawn rates (and for settlement decoration!)
Update v0.1.0.3 Details
- ADDED: Quartz torch with enemy suppression of 50% (Note torches work by reducing the chance of a mob spawn if it tries to spawn within close range to a torch)) - ADDED: Coloured crystal torches with enemy suppression of 75% - ADDED: "Underground" placeable flags for items - ADDED: All Flooring and Torches as "Underground" placement items - ADDED: 0.5s slow cooldown on projectile slow fields - ADDED: Slow status icon when affected by projectile slow fields - ADDED: Small mini-boss timer progress on Wraith kills - ADDED: Max nearby enemy killed (with decay) tracking so recently killed enemies count towards nearby enemy count soft cap spawn rates. Also scales by how far away a player is from these tracked enemy killed positions.
- FIXED: Spawned chest cosmetic items do not apply colour tinting on world generation - FIXED: Move speed buffs for flooring were broken, now buffed to around 10% move speed - FIXED: Sleeping or respawning after death not resetting mana - FIXED: Timed status effect icons so progress display handles overlapping progress better - FIXED: Ranged Finalizor was using ArcherMedium instead of ArcherHard behaviour - FIXED: Audio impact on Flesh missing source material - FIXED: Kelp description to say cooking ingredient - FIXED: Stove description to say standard cooking - FIXED: Broken Brazilian Portuguese animal pen count string - FIXED: Incorrect Japanese Crayfish string
- UPDATED: Walking enemy types now prefer to avoid spawning and pathfinding in damage liquid if possible - UPDATED: Spawn group spawnTorchModifier to work as a multiplier on the individual torch enemy spawn rate modifiers - UPDATED: All biomes except plains, woodlands and labyrinth have a normal (i.e. 1) spawn torch modifier, allowing normal torch enemy spawn rate reductions - UPDATED: Plains has a 10x torch enemy spawn rate modifier, which allows basic torches to completely suppress nearby enemy spawns - UPDATED: Woodlands (biome immediately surrounding plains) has a 3x torch enemy spawn rate modifier, allowing basic torches to suppress enemy spawns by 75% - UPDATED: Labyrinth has a 0.5 torch spawn modifier, reducing the torch enemy spawn rate modifiers by 50% - UPDATED: Softer enemy spawn cap that scales down spawns linearly from 1.0x to 0.125x once the current enemy count exceeds 33% of hard cap (was 1.0x to 0.5x at 50% of hard cap previously) - UPDATED: Jeweled Skeletons to use Warrior/Archer Medium behaviours instead of Hard - INCREASED: Necromancer max spawn rates slightly from 10% to 12.5% - INCREASED: Standard torch enemy suppression from 20% to 25% - INCREASED: Torch enemy suppression range from 5 tiles to 6 tiles - REDUCED: Mini-Boss cooldowns on despawn from 120s to 60s (destroy cooldowns still set to 120s) - REDUCED: Ratio of ranged vs melee shadow demons from 80% to 50% - REDUCED: Ratio of ranged vs melee jeweled skeletons from around 52% to around 43% - REDUCED: Aggro ranges of most enemies very slightly for casual/normal difficulty (hard remains around the same via an additional difficulty offset value) - REDUCED: Firing trigger range of crystal porcupine from 15 to 12 tiles - REDUCED: Spawn rates and max enemies very slightly across mid-late tier biomes

Early Access Roadmap
Our roadmap hasn't changed, but remains flexible as we continue to listen to initial feedback and concerns. Our biggest priority is working towards improved player guidance and discoverability, but we are also actively working on modding support, additional balancing and QoL improvements and upcoming content.
Immediate post-release plans: - Additional Player guidance and content discoverability improvements - Balancing and fixes - Additional QoL improvements - More enemies and loot
Long term major updates: - NPC Behaviour and Quests - Official modding support - Additional biomes and bosses - Pets and mounts - and much more (stay tuned)!
Modding Support
While Official modding support is still a little while away, we are actively welcoming modders to check out our modding structure/systems, contribute ideas, and start playing around with data and content for the game. At this early stage we are only planning to support data/sprite modding, but anyone interested in modding is welcome to join our discord for more info or to participate.
Once again I want to thank everyone who has supported us and Delverium. Your feedback has been invaluable in helping us continue to shape Delverium into something special.
- Skoddle
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.