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Update notes via Steam Community


Changes inspired by our community!

Major Features


  • Added new GAMBIY SLOT UNLOCKER: New loot type that can be used to unlock a locked gambit spell slot

Small Features


  • New icon for intro rooms

  • Crystal shard altar in merchant room and astral chest + difficulty points altar in rest room

  • New visual assets in the Garden

  • No more stuck on loading screen if player has outdated data

  • community inspired ⭐ Changed dialog characters brightness to be smoother

  • Utility spells do not have animations anymore

  • Capricorn books should be easier to hit now

  • community inspiredMagnect attack revamp: Players have more control towards targets of magnect attacks. Flying enemies should also be easier to hit now.

  • New level progress icons for intro world rooms

  • Change of camera movement when falling and jumping to be smoother

  • Players can move during first frames of all common spells and some signature spells

  • When hurt in air, hurt animation is one frame smaller to feel smoother

  • Spells icons are better displayed when inspecting spell at merchant

  • New animations for botanist

  • Small yalees randomly spawning in the hub

  • Yalee tickets are found only after unlocking Papa Yalee NPC

  • Astral Chest: Spawned only if player has at least one key in inventory; Reworked the smaller reward

  • New animation on characters for certain common spells

  • New UI tutorial for first time aquiring a Zodiac summon

  • Summon Zodiac: Summon ready is not displayed at each new room anymore

  • Tweaked readibility for uSpell cooldown

  • Better lisibility on merchant assistant feedback when reseting spells

  • Improved lisibility for spell loot descriptions

  • New UI tutorial for helping changing body part colors using the Stylist

  • Improved quality of icons at the botanist

  • Improved visual feedback of Sylvanian Protector melee attack

  • Added white outline of fireballs spell in tutorial

  • Utility spell loots also have an outline like other spells so they are more visible

  • Small improviments on intro tutorial

  • Fight room portals now have feedback about how many key rewards will be received in the room

  • Botanist ability rework - ""Pocket Money EXTRA!!"": Now player gains a % of current crystal as bonus after picking a new room

  • Changed formula to calculate rarity tier of a spell

  • Added feedback to modificator description and loot depending on its rarity

  • Mana & Health orbs are now more visible and more spaced when displayed on ground

  • Now possible to preview spells sold by itnerant merchant

  • Healing shards loot are now more visible

  • Improved UI healing shard icon lisibility

  • Crystal currency is now easier to pick up when in air after defeating an enemy

  • Jump Crystal LD ingredient: Added a period of no auto-attack after hitting a crystal and it now requires you to face the crystal or be close enough of it to trigger it

  • Taurus should now always be the first boss you meet in world 1

  • New menu option to enable or disable data collection from players

  • Crystal spot altars now disappear

  • Started adding vibrations for controllers to the game

  • New feedback on UI when equipping a spell to try to make it more clear

Balancing


  • Enemies groups that spawn in battle room have been balanced

  • Big mushroom enemy health has been reduced

  • Improved cast time of Toxic Bomb spell

  • Capricorn is now more aggressive and a bit more dangerous

  • Healing shards altar now cost a bit more but gives 5 healing shards everytime

  • Made gambits on spells less frequent and unlocked gambit slots more frequent

Level Design


  • 18 new exploration rooms have been added!

  • Bouncing mushroom will now appear in rooms.

  • Astro fruit will now appear in rooms.

  • Explosive dandelion will now appear in rooms.

  • Older exploration rooms have been reworked

Music & SFX


  • Various additions to SFX for common & utility spells

  • Each character has specific sound designs when hitting enemies with basic attacks

  • Added sound designs on Taurus fight

Narrative Design


  • Most dialogs reworked and new dialogs added

  • Replaced name of Relics by Auras in the game

Miscellaneous


  • Made save progression icon more visible

  • community inspiredConstellation UI: Now explains what are the changes to be expected when picking a constellation

  • Swapped LT (utility spell) & RT (healing shards) on default controls

  • Added a warning to not quit while save progress icon is displayed.

  • Changed order of constellations on the dedicated interface

  • Changed default summoning input from L3 to R3

Bug Fixes


  • Missing platform in a specific room

  • community inspired ⭐ Spells preview of boss spells would appear behind boss asset

  • community inspired ⭐ Various small places with collision missing

  • Utility spells preview were overlapped by players

  • community inspired ⭐ We could get stuck on death recap screen if an XP point was stuck in loop

  • community inspired ⭐ Kiran ground fist attack could make player stuck in ceiling

  • Tips from some uSpells could show out of game camera view

  • Wooden guardian laser enemies should less often be stuck in platforms

  • Virgo challenge could trigger incorrectly in wrong layouts

  • Crystals loot from enemies could sometimes go through ceiling

  • Possible glitch that could make intro tutorial play all intro events at once

  • community inspired ⭐ When a spell was above a gambit loot, the gambit loot was impossible to open

  • Added an invisible wall in the garden to avoid out of border situations

  • Background could remain dark if you killed Capricorn at the very start of his ultimate

  • Last element unlocked through Death Recap was not being unlocked correctly leading to Botanist ability impossible to unlock

  • Merchant spells descriptions texts could be cut if description was too long

  • Many utility spells could target invisible or inactive enemies and target effect would remain on these enemies

  • Unneeded elements were spawned with ingame texts leading to performance used for nothing

  • Relic about attack speed was displaying a wrong hint

  • Game could freeze during dialog choices

  • Game could start lag after interacting with spell loot

  • When two Wooden Guardian were firing lasers, only one laser would be visible

  • Wildgrass could remain stuck in infinite spinning

  • Sylvanian protector thorn attack was using too much ressources

  • Interface opacity was stuttering when fading out before a boss fight

  • Player Effects would be there forever if you go to next room before it fades out

  • Fixed some small bugs during navigation of main menu


- The Hibernian Workshop Team


















































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