Public Testing: Druid + Necromancer & more!

Development Update

A new round of Public Testing is now live, featuring early versions of the upcoming Druid, updates to the Necromancer, and the Third Dimension Dungeon Rework. We’re opening this build so players can jump in, explore the changes, and share feedback while development continues.

This testing session will remain available until Monday, December 15th at 9:00 AM CET.


The Druid

Druid is a durable, meter-building caster who shapeshifts after enough basic ability uses. The basic ability shoots a stat-scaling projectile toward the cursor. On transformation, the Druid gains bonus stats and an empowered attack (extra shots and damage) at the cost of reduced weapon range.

Druid will be the game’s 19th class and will unlock after reaching Level 20 on Sorcerer and Huntress.

Druid is a Wand, Leather Armor Class. The base stats are visible in-game.

TIERED ITEMS

  • Sigil of the Chicken
  • Sigil of the Bunny
  • Sigil of the Skunk
  • Sigil of the Fox
  • Sigil of the Wolf
  • Sigil of the Boar
  • Sigil of the Horse
  • Sigil of the Rhino

Every Tiered Sigil buffs the same stats and has similar usage.

UT ITEMS

  • Sigil of the Great Shark
  • Silken Sigil
  • Sigil of the Purple Dragon
  • Sigil of the Queen Bee
  • Sigil of the Crystal Golem

Different stat mixes and distinct empowered shots tailored per form

Use the basic ability enough times until you fill the meter, then switch ability for the transform (left shift + ability) is default key.

 Meter → Transform → Power Spike → Revert:

Note: Current transformations Skins in-game are placeholder. We will have 8×8 transformation skins for future public testings.

Notes:

  • Remember things are work in progress, your feedback will help improve the druid for future public testing sessions
  • During Public Testing, the Druid currently starts with Summoner starting equipment. The correct Druid starting items can be found and equipped from the in-game shop for testing purposes.

Necromancer Class Rework

The Necromancer Rework has arrived, bringing with it several enhancements. Today, we are unveiling the Necromancer’s complete ability overhaul. While the Necromancer has long been favored for its solo efficiency, it has lacked an identity consistent with what Necromancers typically represent in other media. Furthermore, the Necromancer does not utilize the new statMod capabilities introduced in previous class modernizations. Lastly, following the Priest rework last season, we have implemented changes to our design approach concerning healing. Considering these factors, we are pleased to present the Necromancer rework.


Skull Rework

Similar to the aforementioned Priest Rework, the Necromancer class will transition from consistent burst healing to a more sustained healing-over-time model. The Necromancer’s primary ability has been fundamentally redesigned into a new “Raise Dead” activation. Activating “Raise Dead” summons an autonomous undead minion at the cursor’s location. These summoned units will automatically target and attack the nearest enemy, with a percentage of their damage lifestolen to restore the player’s health. Furthermore, this health restoration via the undead minions contributes to filling a secondary meter. Once this meter is full, tiered skulls enable the use of the Necromancer’s signature Vampire blast, providing a quick burst of healing for both the player and their party.

In the shop you’ll find each Tiered, UT, and ST skull to be available for testing, be sure to leave your thoughts in the #testing-feedback channel of our Discord!


Summoner

We now address the topic of the Summoner class. Although we believe the Necromancer’s new ability functions distinctly from the Summoner’s mechanics, we acknowledge that this development may cause the Summoner class to seem somewhat antiquated. To mitigate this concern, we plan to implement a class modernization for the Summoner in the future to ensure parity, but we are currently unable to provide an estimated time of arrival (ETA).

The Third Dimension Rework

The Third Dimension has long been a point of contention among players due to its length and feeling unrewarding because of said length. Many of the changes here do address these issues, but also many more perceived ones. The main focus of this rework is to pull out all the stops in terms of polish and gameplay. 

The overall structure of the dungeon has been reworked to be more sprawling, and the map has been split into two parts since it is functionally two dungeons with the boss in the middle. The treasure rooms are still present, but now one is guaranteed in the second half of the dungeon. All other dead ends are replaced with rare enemy rooms. These rare enemies replace 1/10th of the regular enemies throughout the dungeon, but they spawn in groups here in these rooms. They serve as both variety and the dropper of STs and one of the new UTs. 

Due to the sprawling structure, many of the enemies have been reworked to be less debuff heavy and also leaning into certain roles like tank or sniper. The bosses on the other hand have been reworked to be less tedious and more dynamic in terms of variety and game mechanics. 

The art has been redone throughout the dungeon. All enemies have unique projectile sprites rather than recolors and these sprites are meant to be more solid, making them more readable and colorblind accessible. In the original, many players thought the treasure room boss’ portrait was bugged because it was using one of its transition frames there (being a giant grey square). It now has a new base sprite to differentiate it here. The bosses themselves have new art for various phases and animations. 

The new items included are a morning star that drops from the two main bosses, a lute that drops from the 2nd boss and treasure room, and a ring that drops from various enemies. The consumable also heals 100 hp on top of its current effect.

Share this: