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Hotfix 16/10

Hotfixes 16/10:

  • Fixed a bug where relics gave way more than the intended values for specific skills.
  • Fixed bug with relics and enhancing skills. (Also works for Sucellus)
  • Fixed a bug where triggers would not properly work.
  • Changed visuals for the poison puddle left by the Throw Poison Flask skill to better reflect the actual damage area of the skill.
  • Fixed a bug where increases to AOE cause by enhancers would not reflect to a skill's visual effect.
  • Put sound effects into the SFX bus. (No more loud noises that don't respect the volume settings)
  • Adjustments to portal looks.
  • Added a new item as a reward for players who manage to beat the boss in this version of the demo.
Hotfixes 14/10: (Was only posted on discord)
  • Fixed a bug that allowed players to start multiple rooms by repeatedly clicking the travel button.
  • Players are now invulnerable once a room ends
  • Changed the level that the boss comes for the player from 20 to 30.
  • Added joystick deadzone settings internally to hopefully solve issues with the character automatically walking for some players.


[ 2024-10-16 17:26:14 CET ] [ Original post ]


Q&A / Roadmap

To celebrate the launch, we're hosting a special livestream where we'll discuss our roadmap for the game's development and answer all your burning questions. Come hang out with the devs, share your feedback on the demo, and get an exclusive look at what's coming next! Today at 21:00 UTC Steam Page Discord Server We can't wait to see you there!


[ 2024-10-14 19:09:35 CET ] [ Original post ]


The Steam Next Festival Update

Patch Notes:

  • Once a room is cleared, a portal will appear, allowing players to return to the skill tree. You can interact with this portal at your own pace, giving you time to collect any loot left behind from the fight.
  • Notable and Active Skill nodes now have local modifiers that apply only to the room associated with that node.
  • Support Skills are now called Skill Enhancers to better fit the game's context. As a result, all descriptions of enhancers have been updated to reflect this change.
  • Many enhancers have been buffed.
  • All notable skills have been reworked. There are now 419 notables available in the drop table.
  • Enhancers that previously provided reduced damage now apply decreased damage instead. (Reduced damage subtracts from base damage, while decreased damage only affects increased multipliers.)
  • Added a new exotic bow.
  • Added a new active skill.
Bug Fixes:
  • Fixed Riyadh's behavior; he was missing his projectile phase.
  • Fixed Elite Archers not dealing damage.
  • Fixed damage calculation for increased damage applied by enhancers.


[ 2024-10-14 06:55:42 CET ] [ Original post ]


Demo Update Patch Notes

Hey everyone, We've been working hard this week and are finally ready to bring you this update! Our team is thrilled with all the love you've shown us on Discord and the Steam Community Hub. Thank you! Here's the changelog for the latest build:

  • Improved energy shield display on enemy UI.
  • Merchant items now reset only when reentering the HUB.
  • Enhanced flasks system.
  • Resized UIs for Inventory and Skill Map.
  • Added colorblind options.
  • Riyadh's Burst and projectiles now deal 50% physical damage and 50% lightning damage, allowing players to better utilize armor.
  • Rebalanced various items.
  • Updated shard icons.
  • Added 20+ new items to the game.
Bug Fixes:
  • Fixed a bug where settings would not persist after exiting the game.
  • Resolved issues with Inventory and Skill Map UI on resolutions other than 1080p.
  • Fixed flasks tooltips not displaying correctly in the HUB.
  • Addressed an issue where the game could incorrectly complete after the first room when the boss was not defeated.
  • Renamed characters internally to address naming inconsistencies.
  • Fixed Riyadh's Lightning Call targeting issues.
  • Improved spawn location issues when entering a room. These issues now occur much less frequently.
  • Fixed a bug where reduced area of effect would unexpectedly remove skill cooldowns.
  • Resolved an issue where Crossroads connections would disappear over time.
  • Fixed a soft lock caused by the Trigger On Kill ability.
  • Corrected disappearing world modifier text in the node info panel.
  • Fixed an issue where the game would not properly return to the main menu.
  • Added missing flask descriptions.
Known Issues (Under Investigation):
  • An issue where removing items from the crafter and enhancer by exiting the screen can cause the items to get stuck on the cursor.
  • VFX layering issues.


[ 2024-10-10 00:55:15 CET ] [ Original post ]



To Kill a God
Glitch Factory
  • Developer

  • Glitch Factory
  • Publisher

  • 1970-01-01
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 4  
    Keyboard ⬛ Mouse ⬛ Partial Controller Support⬛ Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://tokillagod.glitchfty.com
  • Website

  • https://store.steampowered.com/app/3015820 
  • Steam Store



  • An immersive action roguelite experience with a groundbreaking skill system that allows you to craft your own skill tree.
    unlock the true potential of your character, delivering an ever-evolving experience.

    To Kill a God is a standalone action roguelite set in the same immersive universe we meticulously crafted for No Place for Bravery.
    While No Place for Bravery delved into the aftermath of the downfall of the guardians, To Kill a God transports players to the illustrious era of the Order's heroic exploits. The Player embarks on a captivating journey, recounting the trials and tribulations faced by aspiring guardians.

    SKILL MAP TREE


    Each player can forge their own skill tree, unleashing limitless creativity and unparalleled replayability. The game features a navigation system called the "Skill Map System". This system is structured as a map, similar to the game Slay the Spire, where players choose points on a path to progress towards a goal. However, in this game, the map the player navigates also serves as the character's skill tree. Navigating the map and the paths players choose directly affects how the character evolves. After several turns traversing the map, the exit will appear. At this point, players can attempt to fight the final boss if they believe they have enough resources.

    SKILL CRAFTING SYSTEM


    The skill crafting system is not just a mere game mechanic but an immersive journey of self-expression and strategic mastery.
    Forge your own unique skill tree.
    Unleash boundless creativity.
    Unparalleled replayability.

    COMBAT


    To Kill a God's combat is frenetic, fast-paced, and immersive. The visual effects of each skill create a special dynamic in the gameplay. Create unique synergies between the built skills and the path taken on the skill tree to face hordes of increasingly intense and difficult enemies.
    MINIMAL SETUP
    • OS: Any linux distribution that runs steam client
    • Processor: 2.8 GHz Dual Core CPUMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: GeForce GTX 660. Radeon R7 370 or equivalent with 2 GB of video RAM
    • Storage: 1 GB available space
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