Updates

This page has a list of previous and any upcoming updates to the game and their included content. Currently, the Quest and all PC (Steam, Rift and Viveport) versions are on 1.2.0 and due to be updated to 1.3.0 on 17th March, while the PSVR version is on 1.0.0.

## 0.1.2

*Released 9th September 2019*

This was the first update, preceding the more major 0.2 update, which included some bugfixes, quality-of-life changes and improved support for OpenVR platforms

### Full Changelog for Release 0.1.2

**Increased Movement Speed**

* Forward Speed 1.3 -> 1.8 (38% Increase)
* Strafe Speed 1.04 -> 1.26 (21% Increase)
* Backpedal Speed 0.78 -> 0.9 (15% Increase)

**Super Update: Empowered Strikes (Now: Empowered Strike, but better!)**

* Charge Time Medium
* “The next strike with this weapon deals 200% Guard Damage and 7 Health Damage, bypassing defenses. “
* Now has a shorter cooldown, only strikes once.
* Bonus Health damage bypasses Guard.
* First Upgrade reduces Charge time to “Short” and guard Damage to 300%.
* Second Upgrade increases Damage to 15. (Allowing it to one-shot Husks.)
* Final upgrade still applies Soul Burn on hit.

**Expanded OpenVR Platform Support**

* Index headset and Knuckles controllers are mapped to Vive settings
* Windows Mixed Reality configuration
* Fallback to Vive when no configuration exists for the found headset

**Bug Fixes**

* Updated the wording on Soul Burn to give more information.
* Soul Burn: Fixed a bug with Soul Burn levels 3 & 4 that prevented them from lasting their full duration. (14 seconds.)

https://untilyoufall.schellgames.com/news/patch-notes-0-1-2

## 0.2.0

*Released 8th October 2019*

This update included four new weapons: Vestal's Wrath, Duelist's Edge, Knight-Blooded Crest and Spellsword's Charm, new voicelines for Agatha to make her feel more present, and more complete support for Rift S and Index controllers.

### Full Changelog for Release 0.2.0

**Four New Weapons!**

*With 0.2.0, we’re adding some new weapon types to the mix. Notably, the mace (which has a very unique spring/weight combination) and the Offhand Armaments, which are focused on players that want to double down on a one-handed playstyle. Credit for these weapons SHOULD be retroactive, meaning if you’ve already defeated both current bosses, these weapons should be available the next time you visit the Runeforge.*

* Vestal’s Wrath - Flanged One-Handed Mace with Soul Burn
	+ Unlocked after defeating the Aether Horror at the end of Tier 1.
	+ A stalwart and strategic heavy weapon that excels at rapidly smashing through enemy Guard. Although difficult to block with, catching blocks on the mace enables it to rapidly charge Soul Burn, making it a reliable source of health damage in the hands of a skilled Rune Knight.
* Duelist’s Edge - Rapier-style Sword with Stasis Strike
	+ Unlocked after defeating the Twin Captains at the end of Tier 2.
	+ Elegant sabre that boasts better handling than even the arming sword, enhanced mobility, and some of the highest damage output in the game… as long as you don’t lose any health.
* Knight Blooded Crest - Offhand Armament with Concussive Blast
	+ Unlocked after your first attempt at the Shattered Woods.
	+ A weapon of Martial prowess. In exchange for an offhand weapon, the Crest offers a unique super: “Concussive Blast”. Concussive blast is on a short cooldown, knocking back and briefly stunning all nearby enemies.
	+ Additionally, the Crest features Martial Focus, which passively increases the Guard Damage (on block AND on hit!) of your other weapon by 30%.
* Spellsword’s Charm - Offhand Armament with Void Trap
	+ Unlocked after defeating the Aether Horror at the end of Tier 1.
	+ For those who favor evasive styles and heavy use of Supers. Although armed with Void Trap for strategic play- the main feature of the Spellsword’s Charm is its innate Trait (Arcane Focus), which DOUBLES the Super Gain rate for both of the Rune Knight’s weapons.

**The Runesmith Speaks!**

*This update gave us the chance to implement additional VO we had already recorded for Agatha (the Runesmith) to make her feel more present after the tutorial.*

* Added a variety of new dialogue that occurs in the Runeforge.
	+ Returning from a run, buying weapons and even some idle chatter!
* Added new dialogue for important moments of the game, such as encountering and defeating enemies for the first time.
	+ Because some encounters are one-time introductions to enemies, you may not hear all dialogue unless starting a new Profile.
* Added new keepalive dialogue that occurs during combat.
	+ Your Runesmith companion should now feel more present beyond the tutorial!

**Platform Support**

*With our 0.1.2 patch, we allowed all unsupported headsets to play the game without any major workarounds. With 0.2.0, we’ve added more official support for the Rift S and Knuckles, while also opening the games control bindings through SteamVR.*

*While we can’t promise to support every headset, we’re definitely listening to your feedback, so let us know if there's any way we can make it easier for you folks to play.*

* We have added full support (tutorial images, controller models and default button mappings) for the Rift S and Knuckles Controllers.
	+ For folks that have already been playing with Index controllers, be sure to disable Grab/Summon as Toggle in Gameplay Settings if you want to try out our default button mapping.
* SteamVR Input Action Integration
	+ You can now, through SteamVR, define custom controller mappings based on your personal preferences.
	+ Each supported controller now has default controller mappings as well that have been published to Steam.
* Rift S Headsets now properly defaults to “Room Scale” being enabled.
* Partial support for Windows Mixed Reality.
	+ We have control mappings for the Windows Mixed Reality headset and controllers.
	+ KNOWN ISSUE: In-game tutorial cards will still show Vive controllers.

**User Interface & Settings**

* Pulled settings from other tabs to create a Gameplay Settings tab for ease of access.
* New Gameplay Setting: Look Direction Movement
	+ This setting (when enabled) allows players to change forward movement to always be based off of the direction the player is facing, rather than the direction the player was initially facing while moving.
	+ By default, this setting is disabled, but we’d definitely recommend trying it if you ever felt that the walking movement’s direction ever felt...off.
* "Face the Flame" callout received an art pass for non-room-scale setups.
* Improved readability for Reward Moment UI, with better respects to sorting orders.
	+ Things should more reliably sort in a way that makes it easier to read in general.

**First Time User Experience (FTUE)**

*Immediately after Launch (both on-stream and at PAX West) we saw some rough edges that we wanted to sand off. In order to help the first time experience flow better, we moved the inspection tutorial to be right before learning about your Supers. This also let us move up the Pausing tutorial, which felt awkwardly placed near the end of the tutorial.*

* Adjusted the position, phrasing and timing of several tutorial cards.
* Moved Weapon Inspection tutorial to the “How to Use Supers” Tutorial.
* Moved Pausing Tutorial to Room 3 of the FTUE.
* Adjusted enemy positions in several rooms.

**Balance Changes**

*With the game now in the wild, we’ve been receiving all sorts of great feedback about what’s feeling overpowered, underpowered or just plain...weird. While balance is an ever-changing beast, we took 0.2.0 to try and smooth things out a bit.*

* **Traits**
	+ “Guarded” Trait 50% -> 25% Bonus Guard Damage.
	+ “Fleet” Trait: Now grants 1 Dash charge any time an enemy is slain, regardless of weapon (kills from supers also count.)
* **Weapons**
	+ Arming Sword: Level 8 Upgrade now gives +5 Dash Damage instead of +2 Guard Damage.
		- The Arming Sword is meant to be a well rounded weapon. At higher levels, the high base power level of the “Guarded” Trait, and the Arming Sword’s innate high Guard Damage made it too efficient at blocking, making it more specialized than we’d wanted. Moving some of its power to Dash Damage helps it maintain an identity as a weapon that gives a “little bit of everything” as it levels up.
	+ Heartseeker:
		- Innate Trait Bonus Health Damage on Combo Finish 3 -> 4
		- This should help the Heartseeker Axe more reliably kill Husks in two Crits. (Now one Crit can be a glancing blow.)
	+ High Arcanist’s Blade:
		- Enkindled Trait unlocked at Weapon Level 1
		- Bloodthirsty moved to Weapon Level 4
		- Adjusted base Stats:
			* Initial Health Damage 6 -> 4
		- Adjusted Stats at Level 10:
			* Health Damage 7 -> 6
		- Level 10 now gives +2 Guard / +1 Health Dmg instead of +1/+1
		- The High Arcanist’s blade was an interesting weapon that didn’t really shine until it unlocked the “Enkindled” Trait. We felt that Enkindled made a much more iconic innate Trait for the High Arcanist’s blade. To keep the weapon from being too strong at Upgrade Level 1, we took some of the Sword’s stats and distributed them later in the Upgrade tree, to preserve the weapon’s strength at Rank 10, but make it more nuanced at Rank 1.
* **Supers**
	+ “Stasis” Duration 15s -> 7s
	+ “Stasis” Level 3 changed to “Increases the Damage of Stasis Strike to 75.“
	+ *We’re keeping a close eye on Stasis, since as players have pointed out, taking an enemy out of the fight completely can be very strong. We still like the option that this gives players getting used to the game mechanics, though, since it takes some stress off of facing down two opponents at once. Reducing the duration should still provide a brief respite, without removing the opponent from combat completely.*
	+ *We want Stasis Strike 1 to provide a strong Crowd-Control ability to assist new players that want to get used to fighting multiple enemies at once- but the scaling potential of Stasis Strike was too strong and too easy to achieve. Now, Stasis Strike should scale in offensive application without scaling in CC in a way that trivializes the game when combined with other powers.*
* **Enemies**
	+ Combo Crit Minimum Duration Reduced to 0.5s from 1s.
		- Knights, Spellswords, Captains:
			* Min Crit Duration 1s -> 0.5s
		- Aether Horror:
			* Min Crit Duration 1.5s -> 1s
		- *Combo Limit increases are very strong but didn’t have much tradeoff. This change should make Combos after 5 a bit harder to land, without making high combo limit builds worse. Daggers will still be able to follow up easily, but heavy weapons may become more difficult to land deep combos with. Our goal is to make sure there are viable high & low combo builds across all Ranks of weapons.*
	+ **Captains**:
		- Guard Damage Hit Mult 1 -> 0.9
		- *Granting Captains a 10% resistance to Guard Damage from strikes, to make Captains a little more challenging to rush down at high weapon Ranks.*
	+ **Empowered Knights:**
		- Phase Two Guard Dmg Block Mult 0.75 -> 0.6
		- *Empowered Knights now gain more resistance to Guard Damage from blocking when entering their Phase Two. This is to compensate for their increased number of attacks. Sneaking in Guard Damage hits around their attacks will remain as effective as it was.*

**Notable Bug Fixes**

* Optimized Combat UI for improved performance.
* Made sure all fullscreen FX properly stretches for when FOV is modified.
* Vegetation LOD no longer sorts incorrectly on level load.
* It is no longer possible to kill the Knight in the Tutorial before the boss lands. This was very impressive, though.
* It is no longer possible to quit out of the “Calibration” screen that appears if you stand up when in a seated calibration mode. This will fix some common exploits relating to the Rune Knight’s maximum height. Additionally, the calibration screen will appear more consistently if we detect an unusual height change during play.
* Empowered Strikes should properly expire after killing an enemy with it.

### Full Changelog for Release 0.2.1 Hotfix

**Bug Fixes**

* Resolved an issue where using Concussive Blast under certain conditions would cause the game to crash.
* Fixed issue where unsupported headsets weren't properly defaulting to the Vive on Steam VR, resulting in playability issues.

https://untilyoufall.schellgames.com/news/patch-notes-0-2-0

## 0.3.0

*Released 12th November 2019*

This update included the third and final tier of The Shattered Woods campaign, The Industrial Outskirts, which brought with it two new enemies, Empowered Spellweavers and Empowered Captains, the  final Aether Horror bossfight, and two new weapons, Gemini Stranded and Gemini Esper.

### Full Changelog for Release 0.3.0

**The Shattered Woods Campaign is Complete!**

*With 0.3.0, you can now finish the fight against the Aether Horror. Tread carefully, Champions - it will take all of your wits to defeat this monstrosity and its empowered minions.*

* New Environments and Encounters, featuring entirely new Music.
* Two New Enemies: Empowered Spellweavers and Empowered Captains.
* The third and final Boss Fight of the Shattered Woods. End this!

**Two New Weapons - Twin Katars**

*Should you prove your mettle and defeat the Aether Horror, you will be awarded access these twin Punching Daggers. Designed to synergize together, these weapons provide a new way to do battle with the Unraveled.*

Gemini Stranded - Katar with Concussive Blast

* With a primary focus on dealing Guard Damage, Gemini Stranded boasts the Rending Strikes trait, increasing its Health Damage when you alternate hitting with the other weapon.

Gemini Esper - Katar with Shardstorm

* The inverse of Gemini Stranded, Esper focuses on dealing higher Health Damage. Starts with the Alternating Strikes trait, which increases Guard Damage when you alternate attacks with the other weapon.

**OpenVR Fallback Fixes**

*Some players reported that their headset was producing weird results - namely, the controllers weren’t appearing where they should, resulting in some BIZARRE behavior in-game. 0.3.0 fixes these issues, and includes some other updates to try and better handle unsupported headsets.*

* Added WMR (“holographic”) controller to generic platform controller list.
* Made the new WMR definition the default fallback for detected WMR headsets.
* If no controller model is found, we now ensure that the fallback controller model (Vive Wand) is spawned in the correct position.

**Dash Updates**

*In order to make Dash Damage a more scalable stat, we now multiply it by the distance you travel while Dashing. This means that up-close Dashes will deal less overall damage, but Dashing from the full distance will now deal additional Guard Damage.*

* Dashing from maximum range now does Bonus damage (1.25x). Dashing from point blank range does less damage (0.3x)
* Dashing backwards and then dashing forwards should deal the standard amount of Dash Impact as Guard Damage. (1x)
* A number of Dash related Traits have received updates to make them more attractive choices. (See: Traits)

**Dodging Algorithm Updates**

*After introducing the new Empowered Captain, we found that certain attacks felt...off. After some work, we’ve identified an issue with our Dodge heuristics and improved them!*

* Dodges that occured as part of long attack chains were very unreliable. We’ve changed the math under the hood so that dodges will be more accurate even when part of a long combo.

**Stabbing Improvements**

*Based off of feedback from the community, we wanted to make stabbing with daggers (and other weapons) feel better. We put some time into tuning our Stab detection to be more consistent overall.*

* Stabbing with weapons should now result in under-hits in fewer circumstances.
* Stabbing weapons like Duelist’s Edge, daggers, and the newly-added Katars have received an extra pass to make sure they feel good.

**Economy Adjustments**

*We wanted to allow players- especially new players- more freedom to play with upgrading multiple weapons before they feel “locked in” to a single choice. To that end, we’ve reduced all tiers of weapons’ upgrade costs.*

* Reduced the Costs of Upgrading all Weapons from Level 1 to level 5.
* It should now be easier, on a new profile, to try and upgrade multiple weapons at once.
* Players progressing in Tier 2 should feel that less of their income is drained on upgrading Tier 2 weapons.
* Upgrade Costs still converge at Level 6, and Weapon costs 6-10 are unchanged.

**Quality of Life Changes**

* The probability of Max Health crystals appearing has been increased slightly in tier 1, and moderately in tiers 2 and 3.
* Made it less difficult to reach certain enemies when in seated mode (particularly the Aether Horror).
* Increased the Guard Restore rate and reduced the delay after the dummy is hit, to make it easier to test Guard Damage while in the Runeforge.
* The dematerialization range on the Upgrade crystal has been increased, meaning it SHOULD slip out of your hand less often.
* Slightly decreased the combat distance between the Rune Knight and enemies when using daggers.
* Improved the positioning of Offscreen Attack Indicators to accommodate the FoV of the Valve Index.
* The Aether Horror’s Spike Attack...spikes...now have their final model implemented. Expect more polish on the clarity of this attack in the future.
* The end-of-run tally show has had additional visual polish applied to it. It should also feel a little faster overall.
* We are now properly hiding the loading screen and mountain skybox for the OpenVR versions of the game when transitioning between rooms. This should hopefully feel less disorienting than it used to.

**Tier 1 Balance Adjustments**

*Ahead of our next update, which focuses on different Difficulty modes, we wanted to make some preliminary tweaks to make the early rooms of Tier 1 faster to get through and less frustrating for players still trying to learn the Knight’s patterns. Overall, we want players to be getting to (and dying on) the T1 boss sooner, rather than grinding on Knights until they’re over-skilled for the T1 boss.*

* Rooms 3 and 4: Removed the ability for a second Knight to spawn in these depths.
* Rooms 5 & 6: Now will only feature two hard enemies (A mix of Knight/Captain) instead of 3.

**Boss Fight Adjustments**

*As we take a closer look at overall difficulty (and see where players are getting stuck/frustrated), we wanted to make some quick updates to certain aspects of ALL Boss encounters. We wanted to make sure they felt appropriately cinematic during the fight, as well as rewarding AFTER the fight.*

* Clearing certain phases of Boss-fights will now restore the Rune Knight from Death’s door to 1 HP crystal remaining.
* The Aether Bloom at the end of an Active Boss room now has significantly better odds of offering increased aether payouts, as well as other powerful Augments.

**Enemy Balance Updates**

* Dialed back the teamwork of Empowered enemies. They should no longer be quite as oppressive when exchanging attacks against the player.
* Fixed a bug where Empowered Knight frenzy attacks wouldn’t properly check for line of sight, occasionally causing them to magically leap through other enemies to attack.
* Lowered the Knockback distance on the shove attack that the captain does after being dashed.

**Weapon Balance Updates**

Duelist’s Edge

*We strive for weapons to feel awesome and ‘breakable’ in fun ways, and we like the fantasy of the Duelist’s Edge as a high risk, high reward “bravado” weapon. We wanted to keep that, without making it a strictly “superior” alternative to the Arming sword. In light of that, we’ve tried to make the following adjustments to Duelist’s Edge:*

* “Pristine” (as it can be found during a run) has been changed to +25% Damage when at full health.
* Duelist’s Edge has been granted “Untouchable”, which is a better version of Pristine (the original +50% Damage) that CAN stack with Pristine.
* The base Stats and base scaling of Duelist’s Edge have been reduced to 4G/4Hp from 6G/6H.
* The end result is that the Duelist’s Edge is a lighter, more responsive cousin to the other two swords when Untouchable is up - but the multiplicative nature of Untouchable means that it still has some of the strongest scaling potential in the game when used in conjunction with Tradeoff Augments.

Vestal’s Wrath

* Now has +1 Max Health baseline, no longer grants +5 Dash Damage.
* Now scales up to 20 Guard Damage on hit at max level.

Rokari Keenblade

* Now gains its third Combo point earlier (final stats unchanged.)

Knight-Blooded Crest

* Now has 5 less Dash Impact, and +2 Health Damage at level X to better support creative playstyles.

Level X Weapon Adjustments

*Generally weapons should end up with 2x their starting Guard Damage. Helps keep Daggers & heavy weapons balanced at high levels.*

* Arming Sword X: 14 Guard Damage (from 15)
* Keenblade X: 10 Guard Damage (from 13)
* HeartSeeker X: 12 Guard Damage (from 13)
* Ritual Dagger X: 10 Guard Damage (from 11)
* High Arcanist’s Blade X: 12 Guard Damage (from 14)
* Vestal’s Wrath X: 20 Guard Damage (from 18)
* Duelist’ Edge X: 8 Guard Damage / 5 Health Damage.

**Trait Balance Updates**

* Juggernaut: Now gives +50% Dash Damage and -25% Dash Recovery Rate (instead of +100/-50). Can now occur twice in a run.
* Fleet: Slaying an enemy restores 3 Dash Charges (up from 1).
* Nimble: Dash Charges restore 35% faster (From 25%).
* Heartseeker: Bonus Health Damage increased to 5 from 3. (Now dealing a full crystal’s worth of bonus damage.)

**Supers Balance Updates**

*We’ve been watching closely how various supers are used in the game, and how fun they feel in practice. With 0.3.0, we wanted to make sure under-utilized Supers currently in the game received at least a little bit of love.*

Void Trap

*Although Void Trap is useful- trying to make use of 5 Void traps can be frustrating, and the optimal use of the super didn’t feel fun for most people. These changes try to pull Void Trap in line with the damage potential for other supers, while also making the traps a more exciting playstyle for tactically minded Rune Knights.*

* Fixed a typo that stated that Void Trap had a Charge time of Moderate. (It is/was always long.)
* Now summons 3 Traps at all levels.
* Void Trap Level 2: Triggering a Void Trap deals 20 Guard Damage and 5 Health Damage (Now a fully health crystal, up from 3 hp).
* Void Trap Level 3: Traps deal 40 Guard Damage / 10 Health Damage. (Two Crystals).
* Void Trap Level 4: Traps now deal 20 Health Damage. (4 Crystals)

Bulwark

*Bulwark has been a useful Super that gets overshadowed mostly because of how long it takes to charge. Although listed as “Long”, it actually took much longer than other supers to achieve full charge. Additionally, we wanted to look at ways to make higher ranks of Bulwark more appealing to take Super upgrades on.*

* Charge Time on Bulwark reduced by 25% at all levels.
* Bulwark Level 3 Changed to: Bulwark grants 5 temporary armor, instead of 3, and lasts 50% longer.
* Bulwark Level 4 Changed to: While Bulwark is active, blocks with this weapon deal 50% more Guard Damage.

Shardstorm

*Shardstorm is another less commonly used Super we are keeping an eye on. Like Bulwark its charge time felt too long for what it did. These changes are small steps at first, but we want to play around with a Shardstorm that is easier to cast before we make more drastic changes.*

* Charge time on Shardstorm is now Moderate (reduced by 50%). Should now charge at the same pace as Soul Burn.

Empowered Strike

*We’re happy with the fantasy of Empowered Strike right now, but feel that it was lacking in damage output compared to other Supers.*

* Empowered Strike Level 1: Now deals 10 Health Damage through Guard (up from 7).
* Empowered Strike Level 3: Now deals 20 Health Damage (4 Crystals) through Guard (up from 10).

Concussive Blast

* Concussive Blast Level 3: Causes Concussive Blast to charge 50% Faster (down from 100% faster).

Soul Burn

* Soun Burn Level 4: Soul Burn can now be used twice on a single charge. (down from three times).

**Notable Bugfixes**

* Pushback effects (such as Concussive Blast or Stasis Strike’s application) now properly interrupt enemy attacks. This should prevent situations where certain attacks (especially the Watch Captains’ charging attacks) could land even if the player uses a pushback effect at the last second.
* Fixed an issue that could allow Watch Captains to complete their Channeled Slam attacks even if the Crit is successfully struck.
* Fixed a few issues where Agatha wouldn’t say the right things in the Runeforge, especially regarding milestone events (like killing the bosses for the first time).
* Fixed a variety of odd issues involving repeatedly swapping weapons in the Runeforge.
* Fixed a rare issue where getting killed and charging your super simultaneously would crash the game.
* You can no longer kill yet-to-be-revealed enemies with the improved versions of Concussive Blast.
* Soul Burn should no longer seek out yet-to-be-revealed enemies, resulting in some bizarre behavior.

https://untilyoufall.schellgames.com/news/patch-notes-0-3-0

## 0.4.0

*Released 17th December 2019*

This update included the new difficulty system, with four implemented difficulties, Easy, Medium, Hard (which would become  Relaxed,  Challenging and  Relentless respectively), and  Nightmare. It also included support for LIV, the ability to hit your weapons together with sparks and scraping sound effects, and various quality-of-life changes and bugfixes.

### Full Changelog for Release 0.4.0

**Difficulty Modes**

*As we’ve better established a baseline difficulty, we’ve received plenty of excellent feedback about ways folks wish the game was easier...and more difficult. Now, after beating the tutorial, you can swap between difficulty modes at will in the Runeforge.*

* EASY: *Intended for players who want to experience the game at a more relaxed pace. Enemies are slightly slower, and will give the player more opportunities to counter-attack allies before stepping in. Additionally, the Rune Knight will regenerate 1 Health crystal at the end of every room, even if they were not in the ‘Death’s Door’ state.*
* NORMAL: *Very close to the pre-existing difficulty mode, with some minor speed nerfs to Empowered Enemies. This mode awards 10% bonus Aether.*
* HARD: *Intended for players that have not yet beaten the game, but feel that the early levels have become too easy. This mode dials up the speed and aggression of standard enemies, while leaving the speed of Empowered enemies similar to Normal Mode. (Awards 15% bonus Aether.)*
* NIGHTMARE: *The first of our ‘Prestige’ difficulties. Nightmare is intended to be an endgame challenge for Rune Knights looking for a place to use Level 10 weapons. This mode makes numerous tweaks to baseline enemy Guard, Aggression, and enemy composition.*

**Basic LIV Integration**

*Based off of feedback from our community, we worked to integrate the LIV compositing suite with our game. With 0.4.0, we have added basic integration to the game. If you experience any weirdness or requests to improve it, please let us know on our Discord!*

* Players can now use LIV to stream and record Until You Fall.

**Combat UI Rendering Updates**

*For players who use the vignetting to prevent them from getting sick (like myself), an annoying issue was having premonitions and other important UI covered up by the vignette netherspace while moving. With this update, we’ve changed the rendering order to have important UI render in the vignette space.*

* Blocking Premonitions, Off-screen Warnings, and other important Combat UI now renders on top of the vignette ring.
* Blocking Premonitions have had some visual tweaks to try and make them stand out more in the heat of battle.

**Variable Walking Speeds (Comfort Setting)**

*After increasing the walking speed after entering early access, we had some players mention that they had begun to feel slightly motion sick. In order to help those folks out, we’ve added a new slider into the comfort settings.*

* Added a slider with three walk speeds, ranging from “Comfortable” to “Fast”
* The “Fast” walking speed is equivalent to what was the default walking speed in 0.3.0, with reductions for each speed setting below it.

**Increased Boss Aether Payouts**

*All Boss Fight Aether rewards have been doubled. We wanted to ensure that after clearing a boss Rune Knights were able to buy, try and upgrade their new weapons.*

* Tier 1 Boss Fight now awards 125 Aether (up from 75)
* Tier 2 Boss Fight now awards 400 Aether (up from 125)
* Tier 3 Boss Fight now awards 1000 Aether (up from 500)

**Weapon Collision SFX & VFX**

*Juicy feedback has finally been added so you can hit those swords together! Clang clang!*

* All weapons now have VFX & SFX when clanging together or scraping along one another.

**Shardstorm Adjustments**

*After reviewing Shardstorm for a bit, we identified that its overall utility had fallen behind the other Supers. We want Shardstorm to be a tactical, Guard-damage based AoE spell with a moderate cooldown, and have tried to push it in that direction with the following changes.*

Shardstorm Rank 1:

* Increased the maximum Speed of Shardstorm to 6 m/s (from 1.5)
* Reduced the lifetime of Shardstorm to 5 seconds.
* Increased Guard Damage per Second to 40 (from 15).
* Ensured that Shardstorm will slow dramatically when dealing damage to enemies.

Shardstorm Rank 2:

* Doubles the duration of Shardstorm (to 10 seconds.)

Shardstorm Rank 3:

* Doubles the Guard Damage per second to 80 (from 40).

Shardstorm Rank 4:

* Shardstorm now deals 4 Health Damage per second through guard.

**Quality of Life Changes**

* Made Spellweaver’s projectile audio more noticeable
* Fresh new look for the training dummy in the Runeforge.
* Better weapon collision in the Runeforge environment.
* Boss Rooms now feature larger Aether Blooms, because they’re filled with more Aether.
* Run Time and current Difficulty Mode is now displayed in both the Pause screen and the Death/Victory screen.
* Timing and Visual updates to the Boss' ground attacks.
* The Sucker Punch trait now has VFX / SFX feedback for when the trait is ready to be used / has been used.
* Improved voice palettes and increased vocal variety for some enemies.
* Added an audio indicator for when your dash charges go from empty to one.
* A heapin’ helpin’ of balance changes to both our Enemies and Encounters across all difficulty levels.
* A variety of small visual and audio improvements.

**Notable Bugfixes**

* Fixed a bug that could cause enemies to stand side-by-side and not approach to attack the Rune Knight.
* Fixed a collision issue that prevent slain enemies from dramatically falling into the depths of the bridge level in Tier 1
* Fixed a bug that could allow Empowered Captains to attack without premonitions.
* Aether Horror is no longer Dash or projectile targetable when outside the combat arena.
* The Aether Horror is now susceptible to Concussive Blast and Stasis Strike properly, even when in its final phase.
* Fixed a bug that could cause Empowered enemies to attack faster than intended, particularly the Knight and Captain.

https://untilyoufall.schellgames.com/news/patch-notes-0-4-0

## 0.5.0

*Released 28th April 2020*

This update included a remastered soundtrack, a Battle Tips system which displays advice on the death screen, and a variety of quality-of-life changes, bug fixes, and balance improvements.

### Full Changelog for Release 0.5.0

**Remastered Soundtrack & Audio Level Adjustments**

*This release features a remastered version of all music currently in the game. Consequently, we also took a pass at the audio levels in-game to account for the new music.*

* Soundtrack has been remastered in-game!
* Soundtrack is also available for download on Steam, and will be rolling out to most major streaming platforms!
* Audio levels have been adjusted to accommodate for the updated OST
* Added SFX for when the player first materializes at the start of a new game
* Added SFX for the new Abyssal Pulse Trait (see Spellswords Charm section for details)
* Added unique audio loops for the different Difficulty versions of the Forge Portal

**New Feature: Battle Tips**

*We’ve been getting a lot of feedback about where/how to learn various bits of information about the game’s deeper mechanics. We didn’t want to keep adding tutorials, because past a certain point they’d get annoying and overwhelming. So, we’ve added a system for showing Battle Tips at the death screen that can give Rune Knights helpful hints, tips, and answers to frequently asked questions.*

* Death Screen Battle Tips - A wide selection of community-suggested tips, sensitive to where the player was in the run when they died.
* Knight and Captain Battle Tips - We’ve added a new popup for battle tips appearing in-room for players who do not defeat the Knight or Captain on their first attempt.
* Spellweaver Introduction Battle Tip - There is now an in-scene Battle Tip to better explain the mechanics of blocking the Spellweaver’s projectiles in the Spellweaver’s introduction room.

**Dodge Updates, Part 2**

*We’ve revisited some of how dodging is handled in the back-end, looking to further reduce instances of unfair and inaccurate Dodge detection. As always, keep letting us know when you think a particular attack (or sequence of attacks) feels...off.*

* Rapidly Dodging in sequence should now be more accurate than it was before.

**New Comfort Setting: Screen Flash**

*For users who experience photosensitivity, we’ve added a new toggle in Comfort Settings to disable full screen flashes that occur in combat. This is a piece of feedback that started coming in more recently, so thanks to everyone for letting us know!*

* Added a checkbox that enables/disables the brief, full screen flash effects that appear during combat. This can be changed at any time in the Comfort Settings, accessed from the pause menu

**First Time User Experience Updates**

*As we get closer to our 1.0 release, we want to make sure that we’re ramping new Rune Knights into the world of Rokar in a way that minimizes gameplay confusion and frustration. Based on feedback, analytics, and observations from various conference demos, we’ve made the following tweaks.*

Choose your Primary Weapon Hand - *Lefties rejoice! When creating a profile, you can now define which is your Primary Weapon Hand. This will determine which hand your Arming Sword starts in. Once you unlock new weapons, you’ll be able to swap your weapons as normal.*

Aether Horror Tutorial Encounter - *While it’s still not possible to defeat the Aether Horror in the tutorial, we got a lot of (understandably) confused feedback on the Aether Horror’s roar. Killing the player with a mechanic they don’t understand and never see again left many players confused about if they’d missed something important from the tutorial.*

* Aether Horror no longer cheats, bringing you to Death’s Door at the beginning of the fight
* Added additional messaging to the player that they should try to fight until they fall

Difficulty Selection Beat - *We want to make sure players know where & how to change difficulties. Before entering their first run, new Rune Knights will be asked to specifically select a difficulty.*

Weapon Unlocking Tutorial Beat - *Similarly, we saw that some users would be so fixated on re-entering a run that they’d miss Agatha’s prompting about buying weapons. When these tutorial moments unlock, the portal will now be disabled until the player has purchased a weapon.*

Weapon Upgrading Tutorial Card - *Like the weapon purchasing tutorial, we added a beat here to let players focus on Agatha’s good news about upgrades. Unlike the purchase tutorial, the player doesn’t need to upgrade to continue.*

**Text Color-Coding & Clarity Pass**

*In addition to new players, we wanted to ensure that our deeper mechanics were being clearly communicated through our in-game text. So, we’ve taken a pass at not only cleaning up any ambiguous language with regards to Traits and Supers, but we’ve also color-coded important terms to (hopefully) make the game’s text slightly more readable.*

* All in-game text has had a copy pass for consistency and brevity
* Key terms, bonuses, penalties, and other important information has been color-coded to make the text more readable

**Difficulty Rebranding**

*Based on community feedback, in addition to a variety of difficulty tweaks at a mechanical level, we’ve also taken a pass at giving each game mode a more fitting name. Don’t worry, Nightmare is still Nightmare.*

* Easy ⇒ Relaxed
* Normal ⇒ Challenging
* Hard ⇒ Relentless
* Nightmare ⇒ Nightmare (See? Told you)

**Difficulty Adjustments**

*The team received a ton of great feedback from the recent community survey about difficulty across all modes! Thanks everyone that took the time to reply. As a result, we’ve made some targeted changes to try and better match each difficulty to their intended purpose. For each change, we’ve tried to include a brief in each difficulty to explain our reasoning.*

RELAXED DIFFICULTY ADJUSTMENTS - *According to the Difficulty Survey, most respondents felt that Relaxed (previously ‘Easy’) started off right, but ended up scaling sharply, particularly in Tier 2. Tier 2 is when we really want players to learn how to juggle multiple enemies at once- and it’s something that (until recently) didn’t change much between difficulties.*

*To help flatten the difficulty curve, we made some tweaks to the aggressiveness of enemy archetypes - especially their empowered variants.*

* Decreased the aggressiveness of surrounding enemies when the Rune Knight is mid-combo
* Decreased the Speed and aggressiveness of Empowered Knights
* Greatly decreased the aggressiveness of the Tier 2 Bosses when the Rune Knight is mid-combo
* Slightly increased the Ranged Attack Cooldown of Spellweavers
* Increased the Ranged Attack Cooldown of Empowered Spellweavers
* Increased the Global Ranged Attack Cooldown for all Spellweavers
* Spellweavers will no longer throw multiple projectiles at once on this difficulty mode.
* Empowered Spellweavers will throw multiple projectiles at once only when they are the last remaining foe in the room
* Slightly decreased the base Attack speed of the first and third Boss Fights
* Reduced Guard regeneration rates across all enemies

CHALLENGING DIFFICULTY ADJUSTMENTS - *As many survey respondents pointed out, UYF is a roguelite. That creates some expectation that the ‘Default’ gameplay mode is difficult, and overcoming that challenge is rewarding.*

*That said, there has been a general feeling that the difficulty scaling of this mode, especially in Tier 3, felt very sharp- to the point where it became indistinguishable from the ‘Relentless’ mode. The tweaks to ‘Challenging’ and ‘Relentless’ should better help distinguish these modes from one another, and smooth out the difficulty curve of this difficulty, especially into the later parts of Tier 3.*

* Slightly decreased aggressiveness of surrounding enemies when the Rune Knight is mid-combo
* Slightly decreased the aggressiveness of the Tier 2 Bosses when the rune Knight is mid-combo
* Slightly increased the Ranged Attack Cooldown of groups of Spellweavers
* Slightly increased the Global Ranged Attack Cooldown for all Spellweavers
* Slightly reducing the base Attack Speed of the Empowered Knight
* Slightly reducing the Attack Speed of the Empowered Knight’s Special attack
* Slightly reducing the aggressiveness of Empowered enemies to help soften the difficulty curve of simultaneously fighting multiple Empowered combatants

*RELENTLESS DIFFICULTY ADJUSTMENTS - Relentless is meant to be the difficulty mode for someone comfortable with UYF’s mechanics, and looking for a more fast-paced experience. The aggressiveness and base attack speeds of many enemies are increased, resulting in a generally fast-paced game from start to finish.*

*So far, Relentless hasn’t been delivering as such. Part of this is because the Challenging mode was scaling a bit too hard into Tier 3, and partially because of some content bugs affecting the overall speed of the Empowered Knight.*

* Slightly increased the Aggressiveness of Empowered Knights
* Fixed a bug that caused Empowered Knights to have a lower base Attack Speed than intended
* Slightly increased the Aggressiveness of the Tier 2 Bosses when the Rune Knight is mid-combo
* Slightly Increasing the Enraged Attack Speed of Empowered Captains
* Increasing maximum Guard of the Tier 3 bossfight to 300 (from 275)

NIGHTMARE DIFFICULTY ADJUSTMENTS - *We want Nightmare to be a good “endgame” difficulty for players that want a long term goal for Until You Fall. So far, it’s been looking positive, but because of the issues above Nightmare mode has only been attempted by a fraction of UYF’s total player base, and only 20% of Rune Knights responding to our survey have attempted it. Because of this, we’ve left Nightmare mostly untouched, and have decided not to add any additional difficulties to UYF quite yet.*

*That said, we did make some tweaks to ensure that Nightmare remained as a logical progression of difficulty from ‘Relentless’, and fixed a few HP / Guard values. The intent is not to force you to slog through piles of enemy Health as much as it is to make it a bit harder to create a broken build that bypasses all mechanics on Nightmare.*

* The Nightmare difficulty mode is now unlocked upon beating the game in any mode (previously required Normal/Challenging or higher)
* Slightly increased the Speed and Aggressiveness of Empowered Knights
* Slightly increased the Aggressiveness of the Tier 2 Bosses when the Rune Knight is mid-combo
* Slightly Increasing the Enraged Attack Speed of Empowered Captains
* Increasing Maximum Guard of the Tier 3 bossfight to 350 (from 300)
* Slightly decreased the Global Ranged Attack Cooldown for all Spellweavers

**Spellswords Charm Updates (+ 2 New Innate Traits)**

*The Spellsword’s Charm was identified by the survey as being a weapon in need of some love- being only a few people’s favorite weapon, while simultaneously being rated as the most underwhelming.*

*This was for a few reasons: First, the Spellsword’s Charm has a stats issue. Its early identity as a utility weapon with a lot of Trait sockets didn’t make much sense, since there are comparatively few traits you’d actually want to put on the charm. Secondly, the theme for the charm was relatively weak, since it relied on a single Trait to define it, and only leveled up with secondary stats.*

*To address these issues, we’ve redone the Charm’s level progression and redefined it as a more thematic ‘Void’ weapon, giving it two new Traits completely unique to the charm in addition to ‘Arcane Focus’.*

New Trait: Abyssal Pulse (Weapon Level V)

* Every 20 seconds, striking an enemy with the amulet's gem repels the target forcefully.

New Trait: Call of Oblivion (Weapon Level IX)

* While at (0) remaining Health Crystals, grant your other weapon x2 Super Charge and +25% Damage

Secondary Stats at Weapon Level I:

* Dash Charges +1

Secondary Stats at Weapon Level X:

* Max Health +1 (Down from +2)
* Combo Limit +2
* Dash Charges +2 (Down from +3)
* Weapon Sockets +4 (down from +5)

**Gemini Katars Balance Updates**

Handling and Responsiveness Improved

*The Gemini blades were treated as daggers under the hood, for the purposes of determining legal swings & stabs. The community felt that, given the strange orientation of the weapons, it was often difficult to get Normal/Big swings and legal Stabs with the Katars, and we agree.*

* The Katars have been tuned so that it should now be easier to land full damage stabs and swings.

Base Stats Improved

*We like the unique challenge that Rending & Alternating strikes pose, but agreed that the effort required to master the fighting style of the katars wasn’t really rewarded unless the Rune Knight put several Guard/Health Damage bonuses into the weapons during the run.*

*With these stat tweaks, Gemini Esper will swing for 6 to 11 Health Damage (based on weapon level) when Rending Strikes is active, and Gemini Stranded should swing for 9 to 18 Guard damage when Alternating Strikes is active.*

* Gemini Stranded: Base Guard Damage increased 4 → 6 (Now 12 at Level X)
* Gemini Esper: Base Health Damage increased 3 → 4 (Now 7 at Level X)

**Duelist’s Edge Balance Changes**

*The Duelist’s Edge is a favored weapon among Rune Knights that have the utmost confidence in their ability to avoid damage. It’s handling is on par with a dagger, with the reach to rival the arming sword - while its baseline stats are lower.*

*We felt that the Duelist’s Edge is very close to being perfect - but its baseline stats were a hair too low for the playstyle the weapon demands. Slightly increasing the Guard Damage should put it in a place where it’s easier to start reaping the benefits of keeping ‘Untouchable’ online earlier, without needing a Guard Damage buff to make it break even.*

* Increased Base Guard Damage 4 → 5 (Now 9 at level X)

**Engraved Arming Sword Balance Changes**

*The Engraved Arming Sword is meant to be a reliable, well rounded weapon that is equal to the task of defeating the Aether Horror. Based on responses from the survey, it seems like the Arming Sword is doing everything just a bit too well, leading many players to feel “forced” to take it if playing seriously. We didn’t want to nerf the arming sword too much, but we shifted some of its endgame power away from getting big damage with combos to help make room for other weapons.*

* Level X Stat upgrade now rewards +5 Dash Impact instead of +1 Health Damage / +1 Guard Damage
* Bulwark Super has been Adjusted (See the following section for more details)

**Bulwark Adjustments**

*Bulwark is a powerful super- but we felt that so much of its power was frontloaded that it rarely was something worth upgrading compared to other traits. This adjustment should shift some of Bulwark’s power into its upgraded levels*

* Bulwark I now grants 2 Temporary Armor, instead of 3
* Bulwark Rank III now grants 4 Temporary Armor & lasts for 25 Seconds
* Bulwark Rank IV now reads: **Blocking with this Weapon while Bulwark is active deals +75% Guard Damage**

**Shardstorm Adjustments**

*We caught a bug that prevented Shardstorm IV from dealing health damage to guard broken enemies. When we fixed that bug, the health damage on Shardstorm became excessive.*

* Shardstorm III now grants 60 Guard Damage per second (down from 80)
* Shardstorm IV now deals 3 Health Damage per Second (down from 4)

**Quality of Life Improvements**

* (SteamVR) Updated default thresholds on Joysticks for Turning vs. Dashing
	+ It should be less easy to accidentally Dash instead of Turn (or vice versa) with the default control scheme
* (Index Controllers) Added “Dash” to the trackpad on the right index controller
	+ Clicking Up or Down on the trackpad will now do the same thing as pushing Forward or Backwards on the Right Stick
	+ This is an additive change, so both controls should work
* Relabeled the “Room Scale” option in Gameplay Settings to “360 Degree Tracking Mode”
	+ The functionality of this button remains the same, but we wanted to try and clear up the purpose of this feature
	+ Longer term, we would like to change how we’re handling the initial calibration step and defining a “world forward” while in-game, and how this fits into that will be examined before we launch 1.0

**Notable Bug Fixes**

* Fixed a bug that caused Tenacious not to activate when 1 health crystal is remaining
* Fixed a bug that caused Empowered Knights to be unusually fast on easier difficulty settings, and unusually slow on harder difficulty settings
* Fixed an issue that allowed a Captain-type enemy to execute a Charge-Attack against the Rune Knight even if they were visibly interrupted by an effect such as a super impact
* Fixed an issue that prevented the game from saving the fact that the Captain had been encountered until the Rune Knight defeats the first Captain
* Fixed an issue that could, occasionally, have the player be locked in place while the Captain is aggroed during the Dodge Tutorial
* Cinematic appearances of the Aether Horror can no longer steal soul burn projectile targeting from active enemies
* Fixed an issue that was preventing certain enemy encounters from appearing during a run

https://untilyoufall.schellgames.com/news/patch-notes-0-5-0

## 1.0.0 (Quest & PSVR)

*Released 19th September 2020*

This update was the first version of the game to be available on Oculus Quest and Playstation VR platforms, and included a completely revamped version of the game's graphics to be able to run well on these platforms. It also included some other improvements and bugfixes, and notably 40 Achievements for the game.

### Full Changelog for Release 1.0.0

**New Platforms**

*Obviously, the bulk of the work this year has been bringing Until You Fall to our new platforms. We worked extremely hard to ensure that the game still played and felt like Until You Fall, and are stoked for everyone to try it.*

* Oculus Quest
	+ Requires both Oculus Touch controllers to play
* PlayStation®VR
	+ Requires two PlayStation Move motion controllers to play

**Performance Optimizations**

*As part of our work to bring the game to our new platforms, we put a lot of effort into making sure we were doing things in a clean, optimized way. With any optimization changes though, the best ones are the ones you don’t notice.*

* Audio, art and tech have had significant improvements for performance
	+ Notable areas of improvement include the Aether Bloom reward moment and particularly busy / intense enemy encounters, but basically everything has had some improvement
* All platforms will benefit from this, including the PC version
	+ PC 1.0 / Beta coming soon

**Achievements**

*Clearly, the game couldn’t become a 1.0 release without those sweet, sweet Cheevos.*

* 40 unique achievements can be earned on Quest and PSVR
* PC achievements will be released soon as part of its 1.0 launch
	+ Players will be able to opt in to a Beta branch soon to help us test these
	+ Note for future PC release: Certain achievements will be rewarded retroactively based on your progress, however others didn’t have stat tracking implemented on the back-end, so you’ll likely have to re-earn a few

**First Time User Experience Updates**

*Throughout Early Access (and back when we showed the game off at conventions, when that was still a thing), we’ve received a lot of great feedback from our players, new and old, about things they wish they’d either known earlier or got to experience sooner.*

*As such, we’ve made some adjustments to the tutorial and early game, as well as the way we award weapons based on your progress (more on that in the next section).*

* A selection of three powerful traits are now guaranteed to appear at the conclusion of the supers tutorial
	+ This gives players the chance to experience powerful traits early, and learn about the traits system - it was something that could happen organically, but we wanted to make sure that everyone got a chance to learn about this core part of the game
* Rokari Keenblade now starts with two empty trait slots
	+ The Keenblade, which originally started with the “nimble” trait, now earns it at upgrade level III
	+ This allows players to experiment with which traits they equip in their earlier runs, which helps us to expose the trait system sooner rather than later

**Super Charge Crystal in the Runeforge**

*Based on community feedback/requests, we’ve added a way for players to quickly try out supers in the Runeforge. That dummy won’t know what hit it!*

* Added a new augment to the hub: Shard of Ephemeral Power
	+ Instantly charges the Super of the hand that crushes it
	+ Supers will reset upon re-entering the portal

**Weapon Unlocking Revamp**

*While we were happy with awarding new weapons after each boss fight, we wanted folks to be able to unlock and experiment with weapons sooner. Further, we still felt like we didn’t do enough to communicate when you’ve actually earned a reward, so we took some time to remedy that.*

* Weapons now (generally) unlock when you defeat new opponents for the first time
	+ Engraved Arming Sword & Rokari Keenblade - Starting Weapons
	+ Heartsplitter & Ritual Dagger - Weapon Purchase Tutorial
	+ Knight-blooded Crest - Defeat Knight
	+ Vestal’s Wrath - Defeat Captain
	+ High Arcanist’s Blade - Defeat T1 Boss
	+ Spellsword’s Charm - Defeat Spellweaver
	+ Duelist’s Edge - Defeat Empowered Knight
	+ Mistcutter - Defeat T2 Boss
	+ Gemini Stranded - Defeat Empowered Spellweaver
	+ Gemini Esper - Beat T3 Boss
* Reorganized weapon racks to be in the order in which they unlock (from right to left)
* Added messaging to alert you to new unlocks when returning to the Runeforge
	+ Messaging will queue up in the event you’re awesome and unlock a bunch of weapons at once
* Caught some weird edge cases where you could unlock things even though you had not met the requirements to do so

**Visual Updates**

*There were a few areas we felt could use a little more love for all versions of the game, so we took some time to address those. Oh, also, we basically remade many of the assets from scratch for these new platforms.*

* Rebuilt nearly all art assets for Quest & PSVR versions that still feels like the world of Until You Fall
* Agatha, the Runesmith, has received a facelift - the 3D model hanging over the portal to the Shattered Woods has been reworked
* The Aether Blooms in the Shattered Woods have had a visual rework for both optimization purposes and visual styyyyle
* Environmental Aether has been slightly reworked to be more visually consistent
* Added an icon to the aether counter in the Runeforge
* Adjusted colors that show between scenes and added a loading icon animation

**Intro & Settings Changes**

*As we cleaned up the game in preparation for 1.0, we took some time to clean up the settings a little bit, looking to add some missing features and clarify some other already existing functionality.*

Gameplay Settings - *We broke out the overloaded and confusing “360 Tracking Mode” into its constituent parts, allowing folks to opt in (or out) depending on their configuration.*

* 360 Tracking Mode has been broken out into three new settings
	+ Strict World Forward
		- Pause screen will appear in fixed location, depending on how you calibrate
		- Moving between rooms will bring up a prompt to return you towards your defined forward (usually your system’s cameras)
* Loss of Tracking Warnings
	+ In-game warning that appears when you are looking ~180 Degrees away from your defined forward (usually your system’s cameras)
* Loss of Tracking Protection
	+ Setting that pauses the game should you look away from your defined forward (usually your system’s cameras)

Intro & Calibration Screen

* These screens will now attempt to follow where you’re looking, reducing cases where you start off looking into utter darkness

Recenter Logic

* We’ve added logic to respond to different platforms’ recentering functionality, allowing you to redefine which way is forward

Audio Settings

* Added a slider to control ambient SFX volume

**Weapon Range Adjustments**

*We’ve made a few adjustments to how far weapons can reach to smooth out some of the more frustrating areas.*

* Extended the reach of all weapons slightly to help hit more foes
* Made some big modifications to the Aether Horror’s hitboxes to make it easier to strike; especially with shorter ranged weapons like daggers and the Katars.

**Notable Changes & Bug Fixes**

* Upgraded our Unity version to 2019.3, providing a slew of small improvements for both performance and workflow
* Resonant increased to 2x Super Charge on block
* Added a few more encounters to several rooms in T1 that had been missing them. This should help make T1 a little less repetitive, especially for new players
* Fixed instances of enemies aggroing the Rune Knight as soon as they enter the room, before moving
* Fixed an issue during that final boss fight that could cause strange weapon behavior if the Rune Knight got too close to the Red Aether around the edges of the arena

https://untilyoufall.schellgames.com/news/release-1-0-0-quest-psvr

## 1.1.0 (PC)

*Released 27th October 2020*

This was the update that brought the PC version of the game out of Early Access. It included a variety of improvements brought over from 1.0 on Quest/PSVR, as well as a few additional fixes that version did not have.

### Full Changelog for Release 1.1.0

*While a bulk of the work was already done during our 1.0 push for Quest and PSVR, we’ve made a few additional fixes for the PC release. We hope to eventually roll back into the Quest and PSVR releases in the near-ish future.*

**Enemy Lunge Attack and Behavior Fixes**

*Since the dawn of time, we’ve had a handful of enemy quirks that have been...well, frustrating. Attacks that, even when you dodge backwards to avoid them, would still hit you unfairly. Weird interactions with Stasis. We took some time to address the worst offenders listed below.*

* Certain enemy attacks will no longer travel with the animation, preventing attacks (looking at you, Captains) from feeling like they hit you from out of nowhere
* Enemies once again strafe correctly during combat
* Enemies will no longer immediately attack upon leaving stasis in certain situations
* The Aether Horror is no longer targetable with Dash when it is outside of the arena
* Aether Horror’s looping SFX should no longer be playing for longer than it should

**Other Notable Changes and Fixes**

* Added Windows Mixed Reality specific assets for tutorials
* Added Quest Link definitions for both SteamVR and Oculus, ensuring the correct controllers and tutorials are shown
* Made optimizations for the Screenfade that happens between scenes
* Players can no longer (accidentally or otherwise) reroll the dungeon rooms after completing a “fixed” encounter - usually a tutorial or first time enemy introduction
* Variety of audio/music fixes and adjustments
* Edge case bugfix for specific achievements not being unlocked immediately

Note this update also brought everything listed in the 1.0.0 Changelog to the PC versions of the game.

https://untilyoufall.schellgames.com/news/release-1-1-0-steam-rift

## 1.1.2

*Released 21st January, 2021*

This was a simple update which fixed an issue where weapons with charged supers would make a humming sound, something that caused a lot of complaints from the community.

https://untilyoufall.schellgames.com/news/patch-notes-1-1-2

## 1.2.0 (Quest & PC)

*Released 29th October 2021*

This update was intended to bring different versions of the game on different platforms to a synchronized codebase. It also included some bugfixes and quality-of-life improvements.

### Full Changelog for Release 1.2.0

**Oculus Quest**

**Notable Changes**

*Quest version of the game now has all changes/fixes from the 1.1 PC Launch*

* Dynamic Range on Enemy Lunge Attacks
* Enemy Strafing Behavior
* Screen Fade Optimizations

**Bug Fixes**

* Added a more verbose error screen for when the game runs out of Disk Space
* Fixed a variety of issues caused by the player being able to Dash before the level is ready
* Better fix for the "Unlock 12 Weapons" and "Upgrade 12 Weapons to X" achievements not unlocking immediately / at the right time
* Fixed an issue where Left-Handed mode would show the wrong grip image in the tutorial
* Fixed a crash caused by Projectiles being destroyed
* Fixed a memory leak that could introduce issues after long play sessions
* Fixed an animation issue for the Battle Tips on the Cashout screen
* Small audio adjustments (audio popping is still a known issue)
* Fixed an issue with the Left Eye rendering oddly for one frame when bringing up the Weapon Inspection UI

**Oculus Rift**

**Bug Fixes**

* Added a more verbose error screen for when the game runs out of Disk Space
* Fixed a variety of issues caused by the player being able to Dash before the level is ready
* Better fix for the "Unlock 12 Weapons" and "Upgrade 12 Weapons to X" achievements not unlocking immediately / at the right time
* Fixed an issue where Left-Handed mode would show the wrong grip image in the tutorial
* Fixed a crash caused by Projectiles being destroyed
* Fixed a memory leak that could introduce issues after long play sessions
* Fixed an animation issue for the Battle Tips on the Cashout screen
* Small audio adjustments (audio popping is still a known issue)

**Steam**

**Cloud Saves**

* Cloud Saves are now enabled for Steam

**Bug Fixes**

* Added a more verbose error screen for when the game runs out of Disk Space
* Fixed a variety of issues caused by the player being able to Dash before the level is ready
* Better fix for the "Unlock 12 Weapons" and "Upgrade 12 Weapons to X" achievements not unlocking immediately / at the right time
* Fixed an issue where Left-Handed mode would show the wrong grip image in the tutorial
* Fixed a crash caused by Projectiles being destroyed
* Fixed a memory leak that could introduce issues after long play sessions
* Fixed an animation issue for the Battle Tips on the Cashout screen
* Small audio adjustments (audio popping is still a known issue)

**Viveport**

**Bug Fixes**

* Added a more verbose error screen for when the game runs out of Disk Space
* Fixed a variety of issues caused by the player being able to Dash before the level is ready
* Better fix for the "Unlock 12 Weapons" and "Upgrade 12 Weapons to X" achievements not unlocking immediately / at the right time
* Fixed an issue where Left-Handed mode would show the wrong grip image in the tutorial
* Fixed a crash caused by Projectiles being destroyed
* Fixed a memory leak that could introduce issues after long play sessions
* Fixed an animation issue for the Battle Tips on the Cashout screen
* Small audio adjustments (audio popping is still a known issue)

https://untilyoufall.schellgames.com/news/patch-nots-1-2

## 1.3.0 (Quest & PC)

*Released 17th March 2022*

This update included three new two-handed weapons, the Cold Iron Greataxe, the Captain's Warhammer, and Fate's End, as well as two new supers, Vicious Strike and Titan's Strength, several new Traits which are exclusive to these new weapons, and 7 new Achievements. It also included subtitles, which are localized for 9 different languages, and many quality-of-life improvements and bug-fixes.

### Full Changelog for Release 1.3.0

**The Power Is In Your Hands**

*Since the early days of Rokar, we’ve dreamed of wielding the awesome power of runes with the might of two hands. Finally, that day is in sight.*

* Three new weapons will be added to the game:
	+ **Cold Iron Greataxe**, a two-handed axe that grows stronger as its wielder takes damage from their enemies. This weapon comes equipped with the **Vicious Strike** Super, allowing Rune Knights to sacrifice their own health for a devastating attack that ignores an enemy’s guard..
	+ **Captain’s Warhammer**, a two-handed giant hammer commonly used by Rokari Captains and Honor Guards. This heavy-hitter is imbued with the **Bulwark** Super, further accenting its prowess in defense and bursts of deliberate, methodical punishment.
	+ **Fate’s End**, an epic greatsword of legendary power, scale, and weight; a fantastical finale of weaponry; an Unravel buster, if you will. This weapon’s **Titan’s Strength** Super allows a Rune Knight to wield all two-handed weapons in a single hand, as though they were being held in two hands, for a limited duration.
* Like the original 12 single-handed weapons, these weapons will be unlocked as you progress through the Shattered Woods. However, players who have previously completed a run on their save file will be able to forge them right away.
* Alongside new weapons, we’ve also added seven brand new Achievements to earn. I won’t reveal all of the secrets just yet (we have to have some surprises!), but look forward to proving your sword skills with these new feats and challenges!

**Make Your Stand, Champion!**

*Your feedback and suggestions are always very much appreciated. And, we want to let you know that we’ve heard your requests and concerns. As such, a few quality of life improvements have been included in the Version 1.3 update.*

* The UI, game text, and newly implemented subtitles will now be localized for nine different languages.
	+ Chinese Traditional
	+ Chinese Simplified
	+ English
	+ French
	+ German
	+ Italian
	+ Japanese
	+ Korean
	+ Spanish
* Rune Knights will now be able to adjust Smooth Turning options.
	+ Options to toggle between snap turning and smooth turning, as well as a slider to control your smooth turn speed, have been implemented in Version 1.3.
* We know Rokar’s OST is top-tier. But, we hear you, Champions.
	+ The default master volume has been scaled down from 100% to 70% for new game save slots. And yes, volume settings applied from the most recent save slot will now apply to the title menu and startup flow.
* Lastly, we know the Aether Horror has been causing some black screen issues for some Champions when they start up the game. We’ve managed to provide a workaround for most cases of this with our black-screen-fix beta. We’ve added our workaround to the issue into Version 1.3, so the beta should be no more.
	+ However, we’ve also come up with an alternative workaround, should the issue rise again. We’ll have more step-by-step instructions to share when the update launches - so stay tuned!

**A Runesmith’s Recall**

Another bug we wanted to call specific attention to was our adjustment of the **Knight-Blooded Crest’s main hand bonus**.

In versions prior to Version 1.3, the Knight-Blooded Crest’s description listed a +30% Guard Damage bonus to the main hand weapon when equipped in the Rune Knight’s off-hand. However, this was actually incorrect. The actual applied bonus was +130% damage instead.

This explains why it was so favored for Champions speedrunning the game…

We decided to compromise on fixing this issue. Instead of a drastic nerf, both the text description and the actual damage bonus provided have been adjusted to +50%.

We’re excited to see what new weapon combinations and fighting styles will rise to the top of new speedruns with this adjustment, as we feel this levels the playing field and makes all combinations a bit more viable.

**Unravel the Specifics**

Along with the changes listed above, a few bug fixes are being implemented in Version 1.3.

* Fix for various achievement notifications not triggering if passing through main gateway into hub area before all notifications display
* Fix for supers tutorial with weapons already summoned breaking the normal tutorial prompt flow
* Fix to show all relevant buttons on pause menu tutorial card image across platforms
* Fix to match Heartseeker damage adjustment amount to text description: “Finishing a Combo with this Weapon deals +10 Health Damage” instead of +5 Health Damage
* Reworded text of Unyielding trait for clarity: “You can now Block Attacks that normally must be Dodged” to “Attacks that normally must be Dodged must now be Blocked instead”
* Updated Soul Burn I description as “Hurl a bolt of Soulflame with the next Swing of this Weapon, dealing 2 Health Damage on Impact & 14 Health Damage over 7 Seconds” to better inform damage applied by Enkindled trait
* Updated Juggernaut trait text to match in-game effect: Now reads: “-25% Dash Recovery Speed, +50% Dash Impact”
* Fix for issue where ‘Call of Oblivion’ would only increase Guard Damage when at 0 Health rather than both Guard Damage and Health Damage
* Fix for issue where armament says ‘Already Equipped’ rather than ‘Sockets Full’ when trying to add a trait to a fully socketed armament
* Fix for issue where gems would often either disappear or fly off in an unexpected direction when quickly grabbed and released
* Fix for issue where Cost/Current Aether display had a black background instead of displaying a gradient matching the color of the surrounding UI box
* Fix for issue where “Can Not Afford” text when purchasing or upgrading an armament would not appear if affordable armament was selected beforehand
* Fixed crash when exiting credits quickly after entering credits scene
* Dash reticle now remains stationary when Meta universal menu is opened
* Fixed issue where level I Stasis Strike (20 guard damage) was applied to all levels instead of 50 damage for level II, 75 damage for level III, 100 damage for level IV
* Fixed Sucker Punch's description which incorrectly read as "300% Guard Damage" to "+300% Guard Damage"
* Fixed issue where Flame-Starved trait only increases +50% Guard Damage when striking an enemy under the effects of Soul Burn (instead of both +50% Guard and Health Damage)

https://untilyoufall.schellgames.com/news/patch-1-3