Hello everyone!
Today's update is the first step in the evolution of Voidsayer.
The original idea and philosophy:
Voidsayer was always meant to be a modern interpretation of classic monster-taming games, carefully preserving the core of the genre and the familiar battle system. Of course, it was clear from the beginning that in 2025, a purely classic combat system would probably feel a bit "flat and simple", so I introduced some innovations: attributes, a status effect system, and passive abilities. Still, the goal was to stay within the genre’s boundaries.
Based on your feedback, though, it seems that the combat system could use a bit more depth. It’s very important for me to keep the heart and spirit of classic monster-taming games, but I also want to respect your desire for more strategy and build variety.
Starting with this update, I will gradually deepen both the combat and build systems until I find that perfect balance — where battles are exciting and tactical, but the game still feels like a true monster-taming experience.
⚙️ Important:
Your current saves will continue to work. There's no need to start a new game. However, the changes are significant, so I would recommend either starting over or carefully reviewing your team and equipment.
Now, let’s move on to the list of changes (and there’s a lot)!
Key Changes:
Entities no longer have types.
Only abilities retain types now. This simplifies the system and removes unnecessary confusion.Passive abilities have been completely removed from the game.
They had too little impact on gameplay: most of them provided minor stat boosts or luck-based effects that were often not relevant. In most cases, they could simply be ignored.Introducing "Traits" as a replacement for types and passive abilities. Traits are a new core system that combines the essence of both types and passives. Each trait provides a unique effect that genuinely changes playstyle, tactics, and interactions with enemies and equipment:
🛡️ Absorption
Ignores stat reduction from effects (Except Wild)
🌱 Plant
Immune to the Poison effect
Converts 20% of damage dealt into Energy if attacking a target with the Poison effect
Takes 25% more damage from Fire attacks
Takes 15% less damage from Water, Flora, Ground attacks
🔥 Burning
Immune to the Burn effect
15% chance to inflict Burn for 2 rounds when receiving Physical damage
Takes 20% more damage from Water, Medium attacks
Takes 25% less damage from Fire, Flora attacks
💚 Will to Live
Immune to the Desire to Surrender effect
Physical and Magic Defense +20 when Energy < 30%
🗿Rock
Immune to Shock, Daze
Takes 30% more damage from Water, Flora, Medium attacks
Takes 25% less damage from Normal, Fire, Ground, Electricity attacks
-25% damage taken from critical hits
🌊 Dweller of the Depths
Takes 25% more damage from Electricity attacks
Takes 20% less damage from Water, Fire attacks
+10 Resistance for each active temporary effect
⚡ Charged
Immune to the Shock effect
5% chance to inflict Shock for 1 round when receiving Physical damage
Takes 20% more damage from Ground attacks
Takes 20% less damage from Electricity attacks
🛡️ Shell
Inflicts Extraction for 1 round if End of Round Energy < 25%
🍷 Drain
Converts 10% of damage dealt into Energy when attacking a target with higher Energy reserve
(Does not work if the target has the trait Undead Eye or Ethereal)
☠️ Undead
Immune to effects Poison, Fear, Madness
15% chance per fallen ally to deal 25% more damage
Takes 25% more damage from Fire, Medium attacks
Takes 20% less damage from Ghost, Djinn attacks
👁️ Greed
30% chance to inflict Anger for 2 rounds if the opponent applies an effect to themselves after attacking
If any gem is equipped, Physical and Magic defense +5,
otherwise ignores all stat changes from any equipment
🎭 Illusionist
Inflicts Mirage for 1 round if it receives a critical attack
🧞 Djinn
Immune to effect Mirage
Deals 15% more damage with attacks of type Djinn if no weapon is equipped
Takes 20% more damage from Medium attacks
Takes 15% less damage from Ghost, Djinn attacks
🌌 Ethereal
This entity's Defense is ignored
Always reduces Physical damage taken by 30%, but takes 20% more Magic damage
🔥 Berserker
Inflicts Anger for 1 round if End of Round Energy < 20%
(Doesn't work if any weapon is equipped)
👑 Dominant
Deals 15% more damage to the target if its total Physical and Magical defense is lower than this entity's
⚔️ Combat Ready
Physical and Magic Attack +15% when Energy is >75%
🧘 Inner Peace
Immune to the effect Madness
Takes 20% more damage from Djinn attacks
Takes 20% less damage from Ghost, Medium attacks
☠️ Avenger
Non-critical attacks deal 15% more damage if this is the last undefeated entity in the team
🐺 Beast
Deals 10% more damage to the target if faster than them
Receives 20% more damage from attacks of type Ghost
🛡️ Parry
Inflicts Defensive Stance for 2 rounds if dodged
🐜 Insect
Deals 15% more damage to targets with lower Resistance
Deals 15% more damage to targets with the trait Plant, restores 5% of max Energy when finishing them with an attack
Takes 20% more damage from Fire attacks
Takes 15% less damage from Ghost, Djinn, Medium attacks
🌀 Adaptive
Applies Crystal Skin for 1 round if at the end of the round the total of Physical and Magic attack is less than the opponent's
❌ Outcast
Takes 15% less damage from enemies that share at least one trait
The concept of effective and ineffective attacks has been completely removed from the game. In the new system, this mechanic no longer makes sense since the classic type advantage no longer exists.
The UI no longer highlights effective or ineffective attacks because the concept of “attack effectiveness” is no longer relevant.
Enemies will no longer swap their entities just because they believe their current choice is "weak by type" while having a "better option" in reserve. There are no universal advantages anymore — battles now depend entirely on selecting the right tactics against the enemy's traits.
All entities have been given new sets of traits, and their stats have been reworked. These changes affect every entity, so I won’t list them all individually here.
Most equipment has been significantly reworked:
👑 Sharp Leaf Crown
Critical attack chance +6
Unable to apply Desire to Surrender effect
Critical attacks deal bonus damage equal to 5% of the target's maximum Energy
❤️🔥 Volcano Heart
Grants the trait Burning
Enemy takes 50% more damage from the Burn effect
💚 Emerald
Grants the trait Plant
Resistance +15
Physical and Magic defense is increased by one-third of the base Resistance
💎 Diamond
Grants the trait Rock
Physical defense +8
Unable to apply the Vulnerability effect
📖 Necronomicon
When attacking a target with the Fear effect, ignores half of all defense
Converts 5% of dealt damage into Energy
👁️ Prophet's Eye
Accuracy +8
Unable to apply the Mirage effect
⚫ Magnetite
Grants the trait Absorption
Magic defense and Resistance +5
⚔️ Training Sword
Physical attack +4%
Normal type abilities deal 8% more damage
🛡️ Training Shield
Physical and Magic Defense +5
Receives 20% less damage from Normal type abilities
🦚 Harpy Feather
Speed +2, Evasion +3
Ignores Speed and Evasion reduction from effects and equipment
👊 Brass knuckles
Critical attack power +0.2
3% chance to inflict Daze for 1 round when dealing physical damage
🥋 Ninja Belt
Ignores half of the opponent's Accuracy
Dodge +4
⚜️ Paladin's Chestplate
Physical and Magic defense +7
Ignores defense reduction from effects
Reduces incoming damage by 15% from Djinn, Ghost attacks
🏰 Tower Shield
Physical and Magic defense +15
Evasion, Speed -3
🗡️ Excalibur
Physical and Magical Attack +10%
Deals 15% more damage to targets with the Undead trait
10% chance to apply Blindness for 2 rounds when dealing both Physical and Magical damage with one attack
⚔️ Broken Sword
Physical and Magic attack +10%, Evasion and Speed -2
(Evasion and Speed are not reduced if the bearer has the Berserker trait)
☥ Ankh Amulet
Resistance, Physical and Magical Defense +5
Bonus doubles if the wearer has the Undead or Djinn trait
🗡️ Jack's Katana
Physical and Magic attack +4%
Critical attack chance +5
Critical attack power +0.1
🔍 Magnifying Glass
Accuracy +10
Critical Chance +5
Speed -2
👟 Tabi
Grants the trait Parry
Evasion +3
💨 Smoke bomb
Evasion +6
3% chance to inflict Mirage for 1 turn when dealing Magic damage
🧙♀️ Elder Wand
Magic attack +5%
Converts 5% of Magic damage dealt into Energy
🐉 Haku Horn
Evasion +4
Influence of Character and Genetics on Evasion +50%
🛡️ Steel plate
30% chance to apply Fortress for 1 round when taking Physical damage
(Chance increases to 40% if the bearer has trait Rock)
🌋 Magma Stone
25% (100% if crit) chance to inflict Burn for 2 rounds when dealing Physical damage
🟢 Jade
Physical and Magic attack +10%
"Fatigue" after the first skill use
☯️ Amulet of Harmony
+13% to the damage type with the lowest base value
Ignores "Fatigue"
🌌 Space Scarf
Aspects cannot be disabled
Enhances certain aspects
🏏 Whip
Grants the trait Dominant
⛏️ Pickaxe
20% chance to apply Vulnerability for 1 round when dealing Physical damage
Deals 15% more damage to targets with the Rock trait
🔮 Crystal Ball
+10% damage to abilities of type Medium
The bonus increases to 15% if the bearer does not have the trait Inner Peace
🧤 Leather gloves
Physical and Magic defense +4
Critical hit chance and Accuracy +3 if any weapon is equipped in another slot
🥊 Titan Glove
Physical and Magic defense +4
Physical and Magic attack +3%
The bonus is doubled if any gem is equipped in another slot
🍀 Lucky Coin
Resistance, Critical Chance, Accuracy and Evasion +2
(+3 if you have more than 300 coins)
👻 Ectoplasm
10% chance to apply Extraction for 1 round when taking damage
Deals 15% more damage to targets with the Ethereal trait
🍀 Felix Felicis
Accuracy -8
Critical hit chance +5
Doesn't get critical hits
🐺 Fenrir Fur
Grants the trait Beast
Ignores a third of the opponent's Physical and Magic defense
⚙️ Steel Ball
On miss, applies Anger for 1 round
Restores 8% of maximum Energy
😈 Mask of Madness
Grants the trait Berserker
Critical attack chance +4
Restores 4% of the maximum Energy pool on a crit
🧪 T-Virus
Deals 15% more damage to targets with lower Resistance than this entity
😨 Rune of Worry
Immune to the Fear effect
Deals 15% more damage to targets affected by Fear
⚱️ Ashes
Grants the traits Undead, Avenger
👽 Foil hat
Grants the trait Inner Peace
Magic Defense +5
Changes in Item Acquisition:
Steel Plate now drops from Golden Chests (previously dropped from Mimics).
Smoke Bomb now drops from Mimics (previously dropped from Golden Chests).
Motivation:
The Steel Plate is required for certain evolutions, and getting it from Mimics was too difficult and unreliable.
Changes to Alternative Event Outcomes
(These changes only affect events whose alternative outcomes previously depended on types or passive abilities)
To intimidate the robber, you now need an entity with the Berserk or Dominant trait.
In the Magic Trap event, the alternative outcome has been completely removed (but the event itself now deals slightly less damage).
In the Road to Nowhere event, the alternative outcome now requires an entity with the Illusionist trait.
In the Storm event, the alternative outcome now requires an entity with the Charged trait.
In the Thorn Vine event, the fire-based alternative outcome has been removed. For the flora-based outcome, you now need an entity with the Plant trait.
In the Berry Bush event, the alternative outcome now requires an entity with the Absorption trait.
In the Bastet event, the alternative outcome now requires an entity with the Beast trait.
In the Box event, the alternative outcome now requires an entity with the Stone trait.
In the Blackleaf event, the alternative outcome has been completely removed.
In the Nightmare event, the alternative outcome now requires an entity with the Inner Peace trait.
In the Clentaminato event, the alternative outcome now requires an entity with the Burning trait.
In the Bone Hand event, the alternative outcome now requires an entity with the Berserk trait.
In the Dark Thought event, the alternative outcome now requires an entity with the Will to Live trait and a 50% chance of success.
Updated Entity Capture System:
All capture scrolls are now twice as effective. However, you can now use only one scroll per battle.
Overall, the system remains balanced, but now maximum capture chances require just one turn instead of two.
Scroll prices have doubled, and the chance to find scrolls has been halved.
Since scrolls are twice as effective, their average availability remains about the same.
The debuff applied to wild entities after using a scroll has been slightly strengthened, making captures less resource-intensive.
Early game difficulty has been slightly reduced:
Starting entities now begin at Level 5 (previously Level 4).
Assembling a team is now easier in the early game thanks to the new capture system.
Players now receive more effective scrolls at the beginning.
(Technically, the number of starting scrolls is still 4, but they are now twice as effective.)
Thanks to the new trait system, starting entities are slightly stronger in the early game, but due to reduced stat growth, their late-game power remains balanced.
Early game equipment is now slightly more effective.
Players now receive slightly more gold for completing the first levels.
Increased Late-Game Difficulty:
Entities controlled by trainers now choose attacks more intelligently.
Trainers more frequently have entities equipped with two items.
Bosses are now significantly stronger, especially in later stages:
their equipment and teams have been notably enhanced.
Some levels after the second boss have been made more challenging.
Several endgame levels have become significantly harder.
The fourth Abyssal Constraint has been strengthened: it now reduces 15% of maximum health (previously 10%).
Fixes and improvements
Game now automatically mutes when minimized.
Adjusted names for certain entities.
Fixed map events that revealed unexplored areas breaking the game.
Corrected various translation errors.
Soul Extractors and Gene Modifiers are no longer removed after a run.
Battle interface now displays the type of selected attack.
Removed 2 stages on the path to Boss 4 (streamlined pacing; remaining stages are harder with redistributed rewards).
Fixed visual issues for several entities.
"Unicorn -> Earthshaker" evolution now requires Equipment "Fenrir Fur"
Updated skill sets for certain entities (e.g., removed redundant defense skills from transparent entities).
Tweaked appearance rates for "neutral" random events.
Entities now clear their fatigue when replaced.
Upcoming Plans for the Next Patch:
Innate Talent System
With a very rare chance, entities can spawn with the "Innate Talent" trait, which allows their stats to grow faster than others of the same species.
Ability Purchase System
Currently in development: either players will be able to swap specific abilities for their variants, or each entity will have the option to switch between two attack sets, effectively creating a battle style switch.
Ability to Rename Entities
Effect and Ability Remaster
Aspect System Remaster
Especially moving all "skip turn" effects into dedicated aspects to ensure their activation chances become "clean" and more predictable.
Soul Storage Expansion
Increasing minimum capacity to 12 slots, possibly tripling its current size.
More Achievements, especially challenging and unique ones.
New Evolution Animation
Remaster of Some Outdated or Odd Sound Effects
Advanced Difficulty Settings
This will not be a simple easy/hard toggle but a modular checkbox system allowing players to enable or disable specific gameplay features:
empowered bosses
simplified early game
permadeath mode
and more.
Changed files in this update