My temporary exile to a dark realm without good computers or reliable internet is concluded, so I’m back to work on Demon.
Not a whole lot else to say, just wanted to break radio silence now that I could
Will have an update on the content push soon.
New Demons Means New Abilities
New friends/foes coming next update.
The next major update will have 12 new characters to run into while exploring the Tower’s new floors, T:13 to T:15. Here’s a screenshot of the character texture atlas including the art for the 12 new guys: Scarab, Irikyou, Kuchisake, Shoggoth, Jinn, Bonnachon, Ben Nefilin, Manananagal, Archangel, Ninsaki (a unique demon), Adria (a hero), and Breska (a summoner.)
Still adjusting to juggling my new job with work on Demon, but things are still moving along, if a little bit slower than before.
I’ll post another update when this build is nearing completion.
7/22: Small Update with Bug Fixes
Slowly working Demon back into my newly modified schedule.
Have some bug fixes!
Update Notes, 7/22/2014
Balance
- All enemy characters on a level are fully healed when you leave that level.
- Nerfed the Lifegiver modifier by giving it some less useful ablities it can possibly generate with.
- Nerfed enemy summoners slightly by forbidding “modified demon” abilities from being passed out so much.
Interface
- Swap messages are suppressed outside of combat.
- The mouse no longer triggers tooltips when the window is not in focus.
Bug Fixes
- Fixed a bug that could cause allies to take the long way around to enemies in rare circumstances.
- Fixed a bug causing the opening title to sometimes flicker white unintentionally.
- Fixed a bug causing the Portal Search button to stay lit if used when there are no known portals.
- Fixed a bug where attempting to hold Alt (such as for Alt+PrintScreen for screen shots) triggered manual reminders.
- Fixed a bug that caused a monster’s health rating to be “Dead” if it had more than 100 MaxHP and less than 1% HP.
Short Delay for Life :P
I started work again this week, so I imagine there will be a (hopefully very) brief period of time where I’m not too active while I adjust to my new schedule/workload. I plan to continue working on Demon at a fairly good clip even with the new job, though there’s no denying I’ll have less time for it.
Next update will add T:13 to T:15 to the tower, which includes 9 demons, 1 unique demon, 1 summoner, 1 hero, and the new abilities therein.
I’ve started the design work already, and will be moving onto art next. I’ll post some pictures once I’ve gotten some good progress on the art
7/12 build is up! Beware of enemy summoners and new unique demons!
Builds link: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web
Also finally got it to where messages for things you don’t see happening no longer post to the message log.
But, the new enemy summoners are the big deal. Enjoy!
Update Notes, 7/11/2014
New: Enemy Summoners
- Enemy summoners now exist as possible encounters!
- Like you, enemy summoners choose, train, summon, and unsummon their allies.
- Enemy summoners’ minions cannot be recruited until the summoner is defeated.
- But what happens to demons not currently active when a summoner is defeated anyway…?
Content
- Two new unique demons have been spotted in the tower, one near the lower levels, and one near the middle.
- Two enemy summoners, one near the middle of the tower, and one near the current top, are reportedly taking on all comers.
Balance
- Juggernaut is now much more effective.
- The cooldowns on all Endure-cooldown abilities have been reduced. (This is mostly just a buff for Unconquerable, the passive which actually allows Endure cooldowns to decrease during combat.)
- Cleansing Dance and Slash Dance are now treated as movement abilities for various purposes (Swiftness, Evade Step.)
Bug Fixes
- Messages for actions the player did not see happen no longer appear in the message log.
- Fixed a bug where being Stunned while Sleeping could cause the player to gain a turn in which they could do nothing.
- Fixed a bug where cooldowns for Endure abilities were displayed improperly.
Enemy Summoner Screenshots
New build is getting close to being done! Here’s a few screenshots related to enemy summoners!
Ludoc is the first summoner you’re likely to meet…and yep, if Headless didn’t spawn earlier in the game, you may see him as one of Ludoc’s pals. As you can see, just like you, enemy summoners will unsummon and summon their allies as needed. And of course, no recruiting their allies (at least, not while the summoner is still alive…)
Killing a summoner causes their relic to go a bit nuts…

…releasing all of the demons at once, though with various Mind-flavor bad status. However, at this point you can recruit them. Enemy summoners customize their demons just like you do, so they may have some very powerful allies you can snag if you play your cards right.
Coming soon: Enemy summoners :D
Hope everyone had a good holiday weekend.
Working on adding enemy summoners to the game for the next build, to give another type of encounter to die horribly to… er.. I mean enjoy, enioy.
Will post screenshots fairly soon hopefully.
6/27: Standard Actions hotkey bar and some other usability upgrades
Link to the builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web
Yes, another UI patch. I know, I know. I want to get back to content too! And, soon enough, I will.
Anyway, here are the notes.
Update Notes, 6/27/2014
New
- Added a hotkey bar for general summoner abilities.
Balance
- Weigh Sin is now smite-targetted, cheaper SP cost, and has a short Light cooldown.
- Dark Omen is now smite-targetted, cheaper SP cost, and has a short Dark cooldown.
UI
- Hotkey buttons that are ‘in use’ now light up (and all others dim)
- Items are now automatically picked up when you enter a cell containing any. This does not take any game time.
- As a result, there is no longer a pickup/get command, so g no longer does anything.
- Portal search is now shift+P instead of ctrl+P.
- Auto-explore now takes you to portals on the level when used after the level is fully explored.
- Added a reminder about how to use portals when you enter a cell containing one.
Bug Fixes
- Auto-explore now finds all items in a level, for real this time.
A screenshot of the new standard action hotkey bar:
And one of a new feature where “in use” hotkey buttons light up and dim the rest:
Dry stuff.
But, I’m planning to invite more new folks to play soon, and this sorta thing is kinda important for that.
Next build (barring any horrible bugs) will be content though.
6/23 Build: In Game Manual And Some Tweaks
Link to the 6/23 builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web
Update Notes, 6/23/2014
New!
- Added in-game documentation! Hit ? to check it out!
Balance
- Madevra and Zaji’s normal spawn locations have been swapped.
- Cynocephali are now slightly more threatening.
- Herd Humans are now slightly more threatening.
AI
- Fixed a bug that caused the AI to ignore Guilt, Pariah, and Sleep status when choosing targets.
- Made the AI less likely to swap based on moderately low health.
- Made the AI more likely to swap based on critically low health or “disabling” status.
UI
- Added a few helpful messages for input fail cases.
- Added a distance indicator to portal listings.
- Activate Link will now default target demons who object to your party makeup, but are otherwise recruitable.
- Made all Discard menus consistent in appearance.
Not the most exciting of builds for current players, but it’s an important step before opening the gates a bit more.
Here’s some screens of the new in game manual in action:








