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If you’re just here for the patchnotes, feel free to scroll down.

It’s been a long time since the last update, and I want to be honest with you...

For the past few months, I wasn’t even sure if I’d finish this one.

I’m someone with a lot of dreams, and one of them was to release a game on Steam. That dream came true, and it’s been a great experience—not just from a game design perspective, but also in learning so much more about the industry as a whole.

First of all, I want to thank everyone who joined me on this journey and enjoyed Soulknight Survivor. I'm not a professional developer, but I genuinely enjoyed improving the game bit by bit based on the constructive feedback I received.

That said, I’m still working full-time as a mechanic, so I can’t continue developing this project indefinitely.

I hope this final update (or maybe more... if I feel a scribble in my fingers again 😄) addresses a lot of the issues—especially for those who didn’t enjoy the grindier parts of the game.

Since this update took quite a while, I want to go a bit deeper into the reasoning behind some of the changes:

New Quest System

To be honest, I have no idea why I thought this was a great idea a year ago—it took so much time to implement, and I’m definitely not the best story writer 😅

Still, I hope it brings a few smiles here and there.

Each map now has a questline. For every quest you complete, you gain +3% Soulpower damage. This should help make things a bit easier as you progress.

Spears Are Now Throwing Weapons

Let’s face it—spears never really held up against swords. Making them longer or increasing their reach didn’t help much either.

So why not turn them into throwing weapons and offer a real alternative to the already solid melee option?

Weapon Charge Slowdown

I know a lot of you disliked the slowdown when charging your weapon, so I reduced it even further.

And with the mastery now working correctly, it’s actually possible to completely eliminate the slowdown.

Yes, you heard that right—you can now play with zero slowdown while charging your weapon.

Lower Base HP for Early Enemies

Originally, the game was built with hardcore, grind-focused players in mind. But as I’ve learned more about modern game design, I realized that a smoother, more welcoming early experience is important.

This change should help streamline things a bit more.

Max Resource Changes

It simply wasn’t fun to feel forced into upgrading your home just to collect basic resources.

So the starting max resource cap has been increased from 200 to 500, and each home upgrade now gives +250 instead of just 100.

More Souls

Souls dropped have been doubled, which also means your Soulpower bar fills faster.

This is another change aimed at making the game more accessible.

And it also makes the Soulpower Level cap mastery more meaningful—since now you’ll actually reach those higher levels more often.

I hope you like the changes, have fun! :D

Patchnotes

  • Added: Each level now contains 8–10 quests. Completing a quest increases your Soulpower damage by 3% per quest.

  • Changed: GameMaker runtime upgraded to 2024.13.0.238 for improved performance and compatibility.

  • Changed: Scribble extension has been updated.

  • Changed: Spears have been reworked into throwing weapons.

  • Changed: The "Reset Savegame" option in the settings menu now requires confirmation to prevent accidental data loss.

  • Changed: Reduced the base slowdown while charging your weapon (without mastery) from 60% to 70% of the default speed.

  • Changed: Lowered the base HP of many early-game enemies to smooth out initial difficulty.

  • Changed: Starting Max Resource increased from 200 to 500.

  • Changed: Upgrading your home now increases Max Resource by 250 (up from 100).

  • Changed: Steamworks SDK upgraded to v1.61.

  • Changed: The number of souls dropped has been doubled, making progression faster and more rewarding.

  • Bugfix: Heal Mastery only worked when "Healing aura" Soulpower was active.

  • Bugfix: Fixed an error where the slowdown mastery actually increased slowdown instead of decreasing it.

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