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Update notes via Steam Community

Hello everyone! ːsteamhappyː

Another week brings exciting new updates to the game!

I've been wanting to do dual wielding for a while… As some of you already know, there was a limitation in the inventory system that didn’t allow duplicate items. So, to make dual wielding possible, I had to refactor part of the weapon code — but it's done now!

You can now equip weapons in both hands! Even better, if you equip two weapons of the same type, you unlock special combo chains (Powerstance, inspired by Dark Souls 2). And yes — you can now attack with shields too!

It all works really well and makes combat way more fun. I even asked my girlfriend to help put together a trailer showcasing the new dual wielding possibilities. Check it out — very exciting stuff!


In addition to dual wielding, I’ve also reworked how stat requirements function for weapons. Now, you can equip any weapon regardless of your stats. However, if you don’t meet the requirements, your damage is reduced to 10% of its potential.

Why? This lets players experiment with new weapons before fully committing to a specific build — especially if they find something they like mid-run.

All weapons have also been reviewed and had their animations improved to better match the combat flow. Attack chains now feel more satisfying and fluid, with smoother transitions thanks to refined combo blending.


Changelog Highlights

Dual Wielding Introduced
You can now equip any weapon in either hand! Equipping two of the same type enables unique combo chains — aka Powerstance — for devastating attacks.

Weapon System Refactor
Weapons can now exist in duplicate: find, loot, and sell multiple copies.

Shield Overhaul
Shields now inherit weapon behavior.

You can equip them in either hand:
– In the right hand, they can now be used offensively with their own attack animations and damage.

Weapon Animation Improvements
Greatswords swing with proper weight and flow.
Axes feel heavier and hit harder.
Overall weapon animations are more polished and impactful.

Combo System Smoothing
Attack transitions are smoother, making combos feel faster and more responsive.

Music System Fixes
Several bugs in the music playback code have been fixed, leading to more reliable and immersive audio.


I still have a few things I want to tackle before expanding the game with a new adventure. Here’s my current backlog — let me know what you’d most like to see next:

  • Weapon Upgrade Overhaul:
    Make weapons upgradable to +10. Possibly replace the current material system with something closer to Elden Ring — numbered smithing stones instead of multiple item tiers like Iron Shard, Refined Iron Shard, Ingot, etc.

  • Dark Souls-style Message System:
    Allow players to leave messages in the world.

  • Arena Improvements:
    Upgrade the arenas and add actual rewards for participation.

  • Casting Spells with Any Weapon:
    Many players are confused by the current staff-only spellcasting. I’m considering replacing the card system with an ability system.

  • Card System Replacement:
    Instead of using cards as one-time consumables, make them abilities/spells that cost mana but don’t get used up. I’ve noticed players don’t enjoy losing abilities after use.

  • Armor System Enhancements:
    Accessories (like cloaks, pauldrons, knee pads) would become visible when equipped.

  • Gold Duplication Fix:
    Currently, dying reloads your last save, which can be abused to infinitely loot gold chests. This need to be fixed at some point.


Lastly, regarding the game’s price — it will probably increase slightly in the coming weeks. These updates take time and effort, and the game’s quality has improved significantly. The price will still remain fair and reasonable.

That’s it for now! I hope you enjoy the new content 😊
Let me know in the comments what you'd love to see next — and thank you for your continued support!

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