Author Topic: Tangledeep (now at Legend of Shara Expansion DLC!)  (Read 8964 times)


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Tangledeep (now at Legend of Shara Expansion DLC!)
« on: February 01, 2018, 06:05:26 PM »

$14.99 Win/Mac/Linux

Tangledeep combines the 16-bit graphics and polish of classic SNES-era RPGs with elements from roguelikes and dungeon crawlers to create a magical experience for players of all skill levels. Trapped in underground villages with no memory of the world at the surface, you must survive an ever-changing labyrinth to discover what lies above. Experience rich, tactical, turn-based gameplay as you explore a sprawling dungeon that’s different each time you play. Tangledeep features a customizable job system and hundreds of collectible items that allow you to approach each playthrough in a totally new way!

The Setting
For hundreds of years, people have lived in the safety of underground settlements and villages – where the only route to the surface is “Tangledeep,” a mysterious and ever-changing labyrinth. With memories of the surface world long forgotten, you set out for the labyrinth to discover what lies above. With each floor – full of magical beasts, ancient automatons, bizarre environments and hybrid biomes – the mystery grows ever deeper…

Key Features
Experience finely-tuned, procedurally-generated and handcrafted gameplay as you fight challenging monsters, complete quests, and collect rare items.
Master deep, tactical turn-based combat across 12 unique jobs with over 100 skills.
Choose between three game modes – including Adventure Mode, which removes the pain of permadeath.
Share some of your progress between characters by using the banking system, planting magic trees, or capturing and raising monsters in town.
Explore ITEM DREAMS, randomized mini-dungeons where anything goes, and power up your gear!
Take in the scenery – comprised of beautiful 16-bit graphics and carefully handcrafted maps!
Relax to a beautiful soundtrack inspired by the most legendary RPGs of the SNES era, composed by award-winning composer Andrew Aversa – joined by Hiroki Kikuta (Secret of Mana), Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth), and Norihiko Hibino (Metal Gear Solid 3, Bayonetta)

Full support for Steam cloud saves, trading cards, and crafting with lovely badges, emoticons and profile backgrounds
Multiple Platforms and Control Methods
Runs on PC, Mac, and Linux!
Play with virtually any controller, and remap any control, binding, or shortcut
Old-school keyboard-only support (numpad movement) as well as WASD preset bindings available
Full mouse support - can even be played with ONLY the mouse!

« Last Edit: April 04, 2019, 03:39:28 PM by getter77 »
Brian Emre Jeffears
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Re: Tangledeep (now at Update #1 + General Roadmap!)
« Reply #1 on: February 09, 2018, 04:12:14 PM »
Update #1  8)
Hello adventurers! We've released a big new patch addressing quite a few bugs, implementing some quality of life (QOL) features, and, based on player feedback since launch, adjusting the game difficulty in a few ways. There are 9 new achievements to hunt for as well!

Before we get into the actual change list, I wanted to go over our general plans for Tangledeep's development. People often ask if we will continue to support the game and the short answer is "yes"!

Maintenance and Polishing
We will continue to release regular updates to the game addressing bugs, quality of life, balance tweaks, and general polish. Some of these patches may also include 'minor' content such as new items, NPCs, and shops.

Free Content Updates
Tangledeep is already a game rich with content, but we have so many more ideas. We want to give you more things to do with your pet monsters, more post-game challenges and secrets, and new ways to progress and advance your character. Features like these will come less often than maintenance patches, but you can expect more than a couple throughout 2018. They may coincide with seasonal events as well.

Downloadable Content
We also have plans for DLC in the form of an 'expansion' to the game. Our vision for an expansion would be a significant amount of new stuff, for example several new jobs, plus lots of new areas, items, and possibly mechanics as well. There's no exact ETA on this, but we'd ideally like to have something by the end of 2018.


So now you know! And with that, let's dive into our most recent changes for build 1.01a.

Added some visuals to the Food Cart. When it produces money, coins will actually spring forth from the cart itself.

Generally softened the difficulty of monsters in Fungal Caves and Old Amber Station. These monsters now have slightly lower damage, charge time, and accuracy: Plunderer, Mad Chemist, Treasure Hunter, Rock Viper, Mottled Sandjaw, Ember Spirit, River Spirit, Floraconda, Bog Frog

Increased max possible cost of items in the Casino, particularly legendary items
Changed the two bosses in the 2nd boss fight so that only one of them drops loot
Reduced legendary drop rate by about 25%
Increased drop rate of bows and crossbows by about 50%
It no longer costs a turn to switch gear earlier on in the dungeon. This only begins happening when you are deeper, around 9F. (The tutorial popup text has been changed to reflect this.)

Reduced the number of foods “Food Loving” monsters are interested in, limiting to generally easier-to-acquire (or make) foods / meals

Assassin Gloves now gives a bonus to Swords, Spears, Axes, Claws, 2H Swords and Daggers (instead of just Spears + Daggers)

Toned down damage of tornados spawned by champions
You no longer get JP for discovering Secret Areas
Somewhat reduced the JP reward for clearing combat Side Areas
Herbs created by Foraging now last 1 extra turn
Reduced Fullness times for almost all non-Health restorative foods; some by 50% or more
Monster corral pets will now have 99 Charge Time gain by default (many early monsters have much lower charge time, which could lead to your pets falling behind frequently)

Fixed bug with hovering over Soulkeeper on character screen
Fixed bug with “Cost to Master: 0” text appearing under some abilities (was not intended to appear anywhere)
Removed often buggy gold cost in the “Expand Storage” dialog option (just read the banker’s text to see the cost)
Fixed bug where a corrupt save could sometimes cause you to spawn in the middle of the waterfall in Riverstone Camp
“Frogmaster” champion mod should no longer spawn with “Conjurer”
If your “Friendship Forest” quest state is screwed up (i.e. found Rose Petals without actually completing the quest, for whatever reason), restarting the game will now automatically unlock Wild Child
Rose Petals should no longer appear in shops until you finish the Friendship Forest quest
Path to Tangledeep and Casino 2F should no longer show up as rumor destinations, or Talrose locations
Fixed bug where selling stacks of items would sell for (stack quantity) x (full stack price) instead of (stack quantity) x (individual item price)
Fixed bug where Barrier / Turtling champions were reducing damage from all directions, not just the directions of the shields
Fixed bug with the Unlock Job/Feat dialogues where the wrong text string was sometimes used
Fixed bug where withdrawing lucid orb shards from the bank would sometimes cause them to not combine in your inventory
Fixed visual bug where using a Knight’s Shovel on some map objects would cause them to remain in place
Most likely fixed some bugs where your game’s ‘mode’ setting (Heroic, Adventure, Hardcore) could sometimes be corrupted and change, for example when starting New Game+.
Fixed bug with Cat Ear Headband charming 100% of the time (far more than intended)
Judo Sash no longer interferes with unarmed powers of Budoka - simply does not do anything if equipped as that job
Fixed bug where teleporting with a Crab attached to you would sometimes create a ghost crab in town
It should no longer be possible to interact with the main HUD during dialog sequences (which can cause various game state problems)
Fixed bug with skill hotbars where you could manage to get a skill from one character (or even one save slot) to another based on the cursor state
It should no longer be possible to move the Target Dummy under any circumstances
Fixed bug where the state of chopped trees could get messed up and leave unchoppable ghost trees on the map
Fixes for some camera jank issues related to pull effects
Fixed bug where Quick Step targeting was not always accurate and would allow you to cast on an impassable square
Fixed bug related to depositing and withdrawing multiples of the same Lucid Orb from the bank
Fixed bug where Running Boots and some other passive non-combat effects were messing with the “out of combat” turn counter (and, in turn, Sneak Attack)
Fixed bug with the log text related to attacking non-Wraith monsters while cursed by a Wraith
Fixed bug where the Red Orb Shard callout / quest would not start
Fixed bug where Furious Crescendo was not getting a damage bonus from song level as intended
Delayed Teleport should no longer fire if you switch maps
Brigand’s “Stealth Bomber” should now work with the modified Cloak & Dagger orb
Fixed bug where certain statuses like Heavy Guard and Radiant Aura would continue to produce certain effects even if you were below the Stamina/Energy requirement
Fixed bug where Casino game buttons would sometimes disappear

Added a feature where, if your saved maps or meta progress is corrupted due to power outage or PC shutdown, you should still be able to keep playing your character in a new world.

Added recovery features to salvage save files with corrupt Item Dream data

Added “Switch Places” dialog option to Jorito in the Elemental Lair and Langdon’s dialogs in the Jelly Grotto

Pressing the “Cancel” key (ESCAPE by default on keyboard) now functions as “Confirm” if you are going through unskippable dialogs

The XP bar now resets to the far left when you level up, rather than filling up to the right more and more

Armor Masteries learned from quest should now auto-equip once learned

Powerups should now prioritize landing in any open tile, as opposed to tiles with literally nothing in them

Auto targeting from using a ranged weapon will no longer auto-lock on to Pandora’s Boxes (you must manually target them)

Added 9 new achievements!

The separate breed of Mottled Sandjaw in some lava areas is now called “Heated Sandjaw” for clarity in rumors etc.
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Re: Tangledeep (now at Update #2)
« Reply #2 on: February 24, 2018, 02:37:13 AM »
Update #2

Hello adventurers! After a minor patch for 1.02, we spent over a week compiling bug fixes, balance changes and general improvements for 1.03. Before I get into that, I invite you to drop by and watch us work on Tangledeep live on Twitch!

Development streams have been happening since Early Access, and it's a great way to see what goes into a game like this. We engage with the chat and happily answer any questions you might have! Jim streams several days a week over at his channel:

The official Impact Gameworks channel is where I streamed during Early Access, although I took a hiatus to focus on intense development leading up to launch. I'm getting back into it though!

And now... on to the notes!

This patch addresses a number of issues related to pet behavior and pathing. The biggest complaint about pet behavior was having to watch them act confusedly a few tiles away when there were enemies to fight nearby. We have corrected some issues with the AI as well as added a new feature for you to have greater control over your pet’s placement.

    Pets can now jump over you if they see that as the best way to approach the enemy. They will do this automatically if they are near you and have no other path to the goal.
    Pets that are grabbed or have grabbed others (specifically Crab pets) will no longer forget that they love you when the grab is complete.
    Pets now consider the target distance from Mirai, rather than themselves, when deciding if a target is out of range. This keeps them more focused on the threats around you.
    The “Come to me at once!” pet command now causes the pet to immediately jump to you on its next action. This command is on a short cooldown, and the happier your pet is the shorter the cooldown will be.

Some of these AI adjustments will change the way your pet plays around you, and we encourage you to give us feedback about the new behaviors.

    Changed how the Casino reward system works. You no longer win gold, although if you TIE, you will get your bet back. Instead, you ONLY get tokens, and the conversion rate is now 1 token received per 100g won. Items in the shop now cost 10x more, since tokens were previously earned per 1000g.
    Adjusted how Champion damage/stats scale. Mods past the 1st no longer add as much raw damage, defense, and stats to the champion. Previously, each extra mod added 1% defense, 4% damage, and about 10% all stats. These values have been halved.
    Adjusted player Health curves (both with and without Toughness) to bump up Health a bit more around levels 5-7. Levels 8+ are unaffected.
    Final boss phase 1 Health buffed
    Final boss phase 2 Health significantly buffed, base damage increased, shield damage significantly increased (from base 10% of max Health per turn to 20%), summoned drone health/damage increased slightly
    Increased the base damage of Valkyrie. Now deals 190% (up from 175%) Weapon damage to nearby enemies, and 230% (up from 210%) to further enemies. Root duration also extended by 1 turn.
    Decreased the per-attack damage of Godspeed Strike to 80% of weapon damage, down from 100%
    The first and second bosses no longer drop guaranteed legendaries (well, the first one never did, but it was supposed to. Now it isn’t supposed to, and it doesn’t. Makes perfect sense.)
    Shadow Stalk now looks at tiles up to 2 squares away to spawn illusions if all adjacent spaces to you are full
    Spears can now proc Sneak Attack
    The acid bursts from the “Acidified” champion mod are now somewhat less brutally damaging

    Failed rumors are now removed from the quest log immediately, rather than waiting for next round.
    Fixed various bugs that could occur with dialog boxes, related to ‘conversation’ (portrait) code.
    Fixed visual bug with when the “Extra Turn” log notification happened, so it actually occurs ON your free turn not after.
    If you have more than 3 Lucid Orb Shards in your inventory with the same modifier, multiple orbs will be produced as necessary, with unused Shards left over.
    Fixed discrepancies with the displayed vs. gameplay values of various healing items and food.
    Fixed various LOS bugs related to targeting tiles revealed by pets and Eagle Eye (this also affects monsters being able to see *you* in these situations).
    Fixed rare edge case LOS bug where you could see a monster and hit it with a ranged attack by clicking, but NOT hit it with targeted abilities
    Fixed bug that occurred if you used a Knight’s Shovel and reloaded the level. More tiles than intended were cleared.
    Fixed the JP cost display for Mace and Claw masteries to display the correct cost of 1000 JP.
    Weapon mods like “Wasting” which add extra elemental damage now work with Spears when attacking at range=2.
    The illusions summoned during the second boss fight no longer drop loot, so the fight is no longer a veritable fountain of treasure
    Fixed some bad bugs that could happen when breeding certain pets.
    Monsters now move around in the Corral again, hooray!
    The modified version of Cloak and Dagger now requires two unique targets, as intended, rather than allowing you to hit the same target twice.
    Fixed bug where the ranged attack icon was showing up when you were *out* of range, not *in* range
    The “Overdrawing” weapon mod should now work correctly if you are clicking to fire at enemies with the mouse
    Dusk Reaver’s proc now drains Stamina/Energy as intended
    Aquamarine no longer has a buy value of 0g
    Attempted fixes for issues relating to the Monsterpediologist, Distant Dream Dungeon, and Monster Whisperer achievements

    Upon beating the second boss, you are now rewarded with a one-time use baller healing item.
    HuSyn’s Photon Cannon now targets two unique areas based on line of effect from Mirai and the Runic Crystal. This means that targets no longer need to be in your line of sight to be hit by the Crystal’s beam.
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Re: Tangledeep (now at Update #3)
« Reply #3 on: March 02, 2018, 11:26:54 PM »
Update #3

Hello adventurers! This week's patch is chock full of fixes, balance tweaks, highly-requested QOL improvements, and some new features. Maxed-out corral pets are being toned down while summoned pets are getting a little tougher; Item Dreams are getting more monster variety. Several new visual options have been added, along with new keybindings. The Fast Travel dialog is better than ever.

All of the above, and more! Full notes are below. But we also want to announce that we're putting the finishing touches on the internal tech needed to support localization of the game to virtually any language. This was a big project but it will be absolutely worth it, as about 99.9% of the game's text is now sourced from a single file. We're in talks now to begin the actual localization work and hopefully release in other languages beginning sometime in Q2.

On to the notes!

We’ve observed that the maximum potential for corral pets is extremely high. A maxed-out pet is nigh-unstoppable, dealing thousands of damage per hit and taking almost none. We think your pet should not be massively stronger than the hero, but at the same time, we don’t want to make lower-level, non-bred pets useless. The following changes are meant to tone down the upper limit of pet power, but also make it a bit easier to get to that limit.

    Monster stats are now capped at 150 (down from 255). This is a major contributing factor to physical & elemental resistances.

    Maximum weapon power is now 1500 (down from 2550)

    Slightly increased weapon power scaling via breeding (+1% per generation)

    Increased the JP cost for maxing out growth of upper-rarity monsters

    Reduced the influence of *player* level on pet insurance cost, thus reducing overall pet insurance cost

    Paladin’s Radiant Aura now costs 12 Energy per block (up from 9), Skill Orb version costs 14 Energy (up from 10)

    Seraph’s Tear’s heal on block effect now only triggers if you are under 50% Health

    Sword Dancer’s Qi Mastery now restores 3-5 Energy on crit (down from 3-6).

    Reduced the Token cost of Casino items by about 50%. They should be much more accessible now.

    Many monster abilities that dealt fixed damage regardless of level now scale with monster level. This should help if, for example, you get a Salamander or Alchemist and breed it with stronger monsters.

    The “Familiars” magic mod now grants summoned pets +10% Health and +5% defense (instead of +15% Health)

    All summoned pets now gain an extra 1% defense per player level

    Deadly Riposte (3rd sword mastery) now grants +50% counter damage, down from +100%.

    Abilities like Hail of Arrows and Relentless Current with a ‘windup’ now use the power of the weapon equipped when first casting the power. Previously, they used the power of the weapon equipped when the power finally executed.

    Slightly reduced JP scaling from monsters higher than you in level

    Reduced award JP scaling of higher level rumors

    Reworked the Floraconda’s “Bed of Thorns” skill (from Floramancer tier2 passive). This is now a fixed-position ability that the Floraconda uses if there are enemies in melee range. It does not follow the Floraconda around. The damage is also lower now, but it does stack with YOUR Bed of Thorns, and it can be recast more often.

    Modified spawn tables in Fungal Caves. Floracondas will now start appearing on 8F (instead of 7F), and River Spirits on 10F (instead of 9F).

    Blood Frenzy (Airacudas passive) no longer lasts forever once triggered

    Fixed Casino text referencing winning gold instead of tokens.
    Fixed bug where Spellshaper’s Kinetic Magic would not activate until you dropped below 50% Stamina - it should activate *at* 50% Stamina
    Fixed Sneak Attack triggering bug
    Using Shield Slam multiple times should correctly stack the effect AND refresh duration
    Fixed bug where summoned pets were not getting the +25% Health bonus in New Game+ as intended
    Shadowstep should now cause bleeding to targets around the tile YOU land on, not the tile you *clicked* on
    When extracting a mod from an equipped or hotbarred item, the item should now be completely unequipped and removed from your hotbar
    Fixed bug with spawn rates on floors with Fungal Columns. Previously, killing columns would increase the overall spawn rate permanently.
    Fixed sprite clipping bug when moving from the southeast and southwest
    Item Dream monster healing crystals no longer affect friendly monsters
    Fixed bug where Overdrawing quiver mod was not working correctly when firing ranged weapons with the mouse
    Fixed bug where Ramirel’s Dismantler was not using a lower proc rate vs. hostile enemies
    Fixed bug with Wild Child’s “Foraging” passive where Health herbs never spawned (health herbs restore about 8% max health, modified by Spirit)
    It should no longer be possible to push or pull the final boss (phase 1)
    Fixed bug where ace-high Straight was not recognized by Gambler’s Wild Cards (yes, I know this bug is ridiculously obscure)
    Fixed bug with water, mud, and electric visuals that could occur sometimes on load
    Fixed bug with pull effects where the player could sometimes end up on top of friendly pets (or vice versa)
    Friendly Airacudas will now reliably use Fish Rush
    Fixed bug with Watery Heal and several other monster powers
    Fixed bug with Radiant Aura that was causing it to heal 2x as much as intended
    Fixed bug (again) where items with 5 mods could not handle a free additional Skill orb as intended
    Fixed bug where pressing anything on the keyboard would hide comparison info in shops the after using the mouse
    Spinebro / Quillkin corral pets should no longer become immobile on game load
    The Skill Orb version of Verse of the Elements will no longer hit allied creatures

    Items inserted into the Dreamcaster may now have affinities related to specific monster families, such as Frogs, Magic, Insects, Jellies, etc. These Item Dreams have (as you might guess) more of these monsters than other types. Monsters of this type will be level-scaled to match the rest of the monsters in the dream. For example, a high-level item may have a Moss Jelly scaled up, while a low-level item could have a Mottled Sandjaw scaled down. More variety and fun!

    Added a simple new option for players who want an even bigger challenge in New Game+. When starting your NG+ playthrough and you opened any Pandora’s Chests in your previous playthrough, you will be asked whether you want to maintain the current “Opened Chest” count. This does nothing but make your NG+ playthrough even harder, and give you bragging rights if you can beat it anyway!

    Added new “Tenacious” mod for NG+ champions

    The combat log top/bottom padding have been reduced slightly, allowing for more visible text
    A new “Smaller Combat Log Text” option has been added. This allows for yet more text to be shown at once in the log, and may be desirable depending on your monitor, viewing distance, and resolution
    A new “Battle Text Size” option has been added. This controls the size of popup text during combat, such as damage/healing numbers, “STUNNED!”, “ROOTED!”, etc
    Captured Thunder Spirits (and their progeny) should no longer use Static Charge constantly
    Thorns summoned by your Floraconda are now dimmer, to reduce map clutter
    When entering items with affinities using the Dreamcaster (i.e. Challenge/Rewards greater or less than 0), the affinities will now contribute to the difficulty text (i.e. “Easy”, “Tricky”, “Impossible”). In other words, the difficulty text should be a little more accurate now.
    The info bar at the top of the screen will now show ability costs for whatever ability you are using
    The fast travel dialog at the cave to Tangledeep now shows the closest main floor / path to each side area
    The fast travel dialog now also shows if a side area has a shopkeeper with new goods
    Rumors to side areas now show the nearest main path floor as well
    Added assignable keybindings to use Knight’s Shovels and Monster Mallets from your inventory with just a single key (or button) press. These will be default bound to V (for shoVel) or T (for malleT)
    The “Compare Alternate” keybind can be used while in shops to compare any listed accessory to your Accessory slot 2
    Any kind of fast travel back to town (such as from a side area’s portal menu) will now take you to the cave entrance to Tangledeep, instead of the south part of town

    Added flavor text for the Emerald set
    Slingshots renamed to Slings, to match the art
    Onigiri renamed to Nigiri, also to match the art
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Re: Tangledeep (now at Update #4!)
« Reply #4 on: March 10, 2018, 12:13:03 AM »
Update #4  8)
Greetings adventurers! Today we reveal the first major post-launch content patch for Tangledeep! We've added a BIG new feature that expands and deepens the job system. You can read all about it below and check it out right now in-game.

We've also been carefully listening to your feedback about game difficulty from the very beginning all the way to New Game+, and we've made a number of changes to address what we've heard. There are also lots of bug fixes and quality-of-life improvements based on your feedback and reports, so let's jump right in and see what's new!

Job Emblems are a way to specialize further into any of the game's 12 jobs. Every job has its own Emblem that can be upgraded twice. For each level of the emblem (1, 2, and 3) you'll be able to choose a unique upgrade that suits the skills and playstyle of your job. With 2 options per tier, 3 tiers, and 12 jobs, that's a total of 72 new bonuses in total!

To kick off the Job Emblem quest, you must master a job, beat the first boss, and talk to Jorito. You'll discover that Job Trials are unlike other challenges in the game: they require limiting yourself to a minimal number of consumable uses, flask charges, and abilities from *only* your current job. Each trial is harder than the last, and to even attempt them will cost a hefty amount of JP. But should you be victorious, your Emblem will be upgraded with a new tier of power.

There are a few other things to know about this new system:

By mastering multiple jobs, you can potentially earn an Emblem for every single one.
You can bring an Emblem from one job to another. However, you can only upgrade a job's specific Emblem by being that job.
Wearing an Emblem reduces your JP gain - an important consideration.
Emblems cannot be sold or banked, meaning they cannot be given to future characters.
Emblems cannot be upgraded in the Dreamcaster. Their bonuses are unique, and must be unlocked through the Trials!

Though Tangledeep veterans are able to amass large amounts of gold by the time their perfect gear set is fine-tuned in the very late game, for most players we realize that gold is hard to come by and easily spent on things like consumables, Item Dreams, and healing. We’ve done a pass to adjust some gold costs (and gold sources) to make certain features more appealing and accessible, particularly earlier on in the game.

Percy’s healing cost has been reduced overall, and substantially for lower level character (5 and below).

The cost to deposit items at the bank has been reduced by between 50% to 70% depending on item rank and rarity

Average gold earned per monster defeated has been increased by 5. This extra value is subject to bonuses like mods on gear, the Entrepreneur feat, or Champion/Boss reward bonuses.

Treasure sparkles now give 10 more gold (if they contain gold at all)

Rumors that have a gold reward now give about 60 more gold, guaranteed

Reduced the cost of certain early game consumable items, namely food (some of the previously-increased cost was the result of a bug!)

Decreased the base cost to guarantee a magic mod on all equipment (except for gear at teh very highest rank). Increased the scaling cost per existing mod (or if the item is legendary/gear set). It should now be easier to start using the Dreamcaster sooner.

Increased gold reward from Pandora’s Chests

Added SFX cues for things like depositing, withdrawing, selling, and dropping stacks of items

Shops are now guaranteed to restock after a certain amount of time if they do not restock by chance (time threshold is about ~3 days)
Many skills involving physical weapon attacks (such as Cloak & Dagger, Wild Horse, weapon masteries, etc.) now use your main hand weapon’s element instead of always using Physical. This gives you more tactical possibilities when considering weapon elements/mods and damage bonuses, plus enemy strengths and weaknesses.
In New Game+, the base powerup drop rate is halved (this does not affect bonuses to drop rate from stats or gear)
Increased Orb of Reverie drop chance in New Game+ by ~10%
Changed Floraconda’s Bed of Thorns damage to be based on its Weapon Power (scaling) instead of Spirit Power (not scaling)
Shara’s energy field now reduces the duration of summons that stand in it. (She’ll announce this if it happens.)

Fixed bug where all player damage was being treated as if you had opened 15 Pandora’s Chests (really) - in other words, all damage was being reduced by about 15%
Fixed bug where you could not click on your pet in Examine mode (using keyboard / controller) to issue commands
Friendly monsters in Item Dreams can no longer pick up your upgraded item after beating a Memory King
Added extra checks to prevent monsters/hero from stacking after certain push/pull effects
Added extra checks to make sure a Gold Key is always available in the Buried Loot map
Inventory screen now correctly shows and recalls the previous inventory sort state
Fixed bug where various game options were not being saved/loaded correctly
Floraconda now only uses its Bed of Thorns skill when an enemy is adjacent
The interaction with a certain.. Person… in the Bandit Library can now end happily
Fixed bug where one dungeon music track never played
Fixed text bug if you clicked “COMMUNITY” on the title screen and then went back
Possible fix for bug where player pets were sometimes being lost on save & load
Fixed a bug that sometimes affected spirit power calculations when wearing multiple pieces of gear that modified spirit power
Fixed some inaccuracies in rumor location hints
Fixed bug where final boss phase 2 energy shield would disappear on save/load
Fixed bug where final boss phase 2 could disrupt its own energy shield by getting near map edges
Fixed Monsterpediologist achievement

A new equipment slot has been added. To accommodate, the Gear Bonuses / Current Gear areas on the Equipment screen are now tabbed so you can see more stuff at once.

After unlocking the Dreamcaster, you can now reset your level-up stat bonuses by speaking to Percy and paying a one-orb fee!

Added a new mini quest to Flooded Temple. (Will appear on new save files)

New Champion mod - Banisher. Knocks away (and sometimes roots) nearby enemies, and reduces the duration of your summons!

New legendary bow

New legendary claw

Massively improved the performance of inventory sorting

You can now target friendly charmed monsters (other than your own pets) to mark them as Hostile. To do this, enter examine mode (“X” on keyboard by default) and select that monster, OR if using mouse, right-click on a monster.
When using the Town Portal in town, you will now have the option to Fast Travel. No need to walk to the cave entrance every time!
When targeting an ability, hovering over a monster will now display their information. Moving the target square to an empty tile will go back to showing ability info.
When opening the Snack Bag, your last inventory sort type (A-Z, rank, rarity, etc) will be saved so that when you return to your Inventory, it maintains the sort it had before.
You can now filter Equipment by Favorites only
Newly picked up items now show [NEW!] in your inventory/equipment list
The corral pet UI now shows exact Beauty values for your monsters
When selling, withdrawing, or depositing stacks of items, the shop/bank UI will no longer close
If a Dagger critical (+60 CT) puts you above the ‘free turn’ threshold for your CURRENT turn, you will see a log message and popups above nearby monsters that indicates they *missed their turn*.
« Last Edit: March 14, 2018, 12:17:43 PM by getter77 »
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Re: Tangledeep (now at Update #5!)
« Reply #5 on: March 16, 2018, 07:05:04 PM »
Update #5  8)

Hello adventurers! In this build we're introducing something big to the game - a way of customizing your experience to make it easier or harder in various ways. We've been carefully listening to player feedback since launch (and well-before) and while we think the game is more balanced than ever, Game Modifiers will let you customize your gameplay experience further should you choose.

This patch also contains a major change under the hood; all text strings are now read from language files, paving the way for full localization. This was an enormous undertaking as the game has over 55,000 words and 6,000 unique strings, but it will be worth it as we roll out the game in new languages later this year!


Our vision for Tangledeep is a challenging but fair experience that can be conquered on Heroic or even Hardcore mode with practice and skill. You don’t need a ton of luck to win, nor do you need to be a roguelike expert. We create content and adjust balance with this vision in mind.

However, we understand that all players are different, and if you want to change the core Tangledeep experience to make it easier or harder, we’re introducing a new feature allowing you to do just that: GAME MODIFIERS. You can toggle any number of Game Modifiers during character creation. Some make the game harder, others easier, or more random.

All modifiers are strictly optional and we do encourage new players to experience the game without any of them. You can use as many or as few as you want - even all of them at once! With all that said, here are the modifiers we are introducing:

Player Health regeneration (1% of max per turn out-of-combat)
Player Energy and Stamina regeneration (1.5% of max per turn out-of-combat)
Half Fullness time
No gold drops from monsters
Triple Pandora’s Boxes per floor
Non-food consumables have a 3 turn shared cooldown
Corral pets cannot die and are returned to the corral with lower Happiness instead
JP gain halved
All monsters have one champion power
Enemy monsters regenerate Health per turn
Cannot use abilities that are not on your hotbars; cannot swap abilities in the dungeon

Please note that we will not be balancing the game around any of these modifiers. They are not the intended experience; they are a way for you to customize YOUR experience!

The health bonus of Floramancer’s tier 2 and 3 innate bonuses has been reduced
If your Floraconda dies, the cooldown to resummon it is now reset to max. To compensate, the cooldown has been reduced from 12 to 6 turns.
Champion monsters should no longer spawn near staircases (within ~5 tiles in any direction). This means you should no longer arrive at a new floor only to be greeted by a powerful critter!
Modified AI behavior to be a bit more forgiving when it comes to multiple champions aggroing the hero at once. (Does not apply to NG+).
Likewise modified regular monster behavior to avoid huge pile-ups in early levels just due to unlucky monster placement. (Does not apply to NG+).
Bosses now have a 75% chance to resist Paralyze, Stun, and Seal effects each turn

Fixed a variety of Emblem and Trial related bugs such as trials not completing, stats not increasing, and not being prompted to get a new tier ability
The cursor should no longer flicker while the Riverstone intro text is showing upon character creation
Added extra checks to ensure any rumors in side areas automatically enable those side areas if they are not discovered
Fixed bug where Athyes’ headband’s “Igniting” effect did not stack with a weapon using the same mod
Fixed bug where released pets would sometimes hang around on the map
Fixed issue with buggy stair connections before the 3rd boss (i.e. if you left the area with the NPC and returned)
Craggans’ mud-summoning power no longer affects tiles with existing terrain
Fixed sprite layering issue with the portal in town
Fixed bug with finishing tier 2 & 3 trials
Fixed bug with Knight’s Glove effect stacking
Fixed rare game error on game load in a file with multiple pets/summons
Fixed bug where Flask count was not visually refreshed after exiting a job trial sometimes
Fixed inconsistencies with individual and stacked item sale price, particularly for stuff like Skill Orbs / Lucid Orbs. Also fixed inconsistencies with Deposit price for individual/stacked items.
Fixed bug that prevented you from using a Skill Orb on an item with 5 mods
Fixed bug where Shadowstep would not trigger Brigand’s tier 3 innate ability.
Sword Dancer’s Emblem ability that counter-attacks when being pulled should no longer trigger unless you started (or ended) the movement next to the monster
The chance to pass days from Item Dreams now takes into account affinities, so easier dreams due to affinities will be less likely to pass time, and vice versa
Fixed bug that cut the powerup drop rate in half on load (was only meant to apply to NG+!)

Game Modifiers! See above section.

Numerical text for abilities, items, statuses, and magic mods is now stored in a location-agnostic way. Wow this was a lot of work.
Converted all internal XML to localization-friendly master file format.

It is now possible to dismiss any summoned pet. Click on their portrait in the “Pet Party” window (or, on controller/keyboard, use Examine mode and select them), then select “Dismiss Pet”. This does NOT trigger on-death effects; the pet simply vanishes immediately.

If you have the Sword Dancer emblem ability that attacks enemies when pushed/pulled, and your attack misses, this will now print to the log no matter what
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Re: Tangledeep (now at Update #6!)
« Reply #6 on: March 31, 2018, 12:13:59 PM »
Update #6
Greetings adventurers! In the latest version of the game, we've added some exciting new online-related features that will please both casual and competitive players alike. Plus, Tangledeep is now available on the Humble store[]!

Introduced in patch 1.07, World Seeds are a way to experience and share the same exact Tangledeep experience: dungeon layout, drops, monster positions, loot, etc. As the name suggests, the "seed" is what influences the state of the game when you first start. Your actions afterward may change things!

You can view your World Seed from the Options menu. Naturally, since you can view this seed number, you can also *input* a seed number during character creation to play in a specific game world!

This is a fun way to challenge friends to see if they can beat YOUR dungeon, and vice versa. You could also use it as a way to practice the game by re-using the same seed for future characters.

For those interested in testing their skills in fresh new ways, Daily and Weekly Challenges are now available! Challenges are universal to all players (all over the world) each day and week. They give you a pre-determined job, set of feats, game modifiers, and dungeon seed to play with. It is then up to you to see how far you can get with these settings, and compare results with fellow Tangledeep adventurers!

Challenges begin at midnight each day (Eastern Standard Time), and each week (Monday). If your current challenge expires, you can continue to play the file, but you will not get any ‘credit’ for it in the form of achievements or leaderboard rankings (see below).

**Note that Challenges will OVERWRITE your existing save data (including meta progress) in a given slot, so it’s best to use an unused slot for them. Also, the game mode is automatically set to HARDCORE.

***Also note that you must be connected to the Internet (Steam not required) to download challenge data.

Participants of Daily & Weekly Challenges can now compete on Steam Leaderboards to see who reached the highest floor in the challenge! (And if you’re thinking about cheating, we added a few security measures. Tsk tsk!)

You can view both global and friends-only leaderboards in-game from the "COMMUNITY" button on the main menu.

Based on your feedback we may add other types of leaderboards later!


Moving on, here are all the notes from both 1.07 AND 1.08 combined (sorry for missing a week's post - I was at the Game Developers Conference last week!)

    When you (the hero) are Rooted, the icon above your head now pulses more obviously to indicate that you cannot move.

    Deafening Dream Drums can now occasionally be found as drops in the world.
    Weapons could previously be upgraded infinitely in the Dreamcaster to gain more base power with each Item Dream completion by removing a magic mod and re-adding new mods. This is now capped at a total of 10 upgrades. A 5-mod item naturally uses 5 of these upgrades. You can do the removal and re-addition “trick” another 5 times ;)

    You can no longer mark your own corral pet as hostile.
    Fixed keyboard/controller behavior where moving the targeting square above an enemy would not show that enemy’s info (while targeting an ability or firing a ranged weapon)
    Fixed ^number^ tags appearing when viewing some abilities, including on the character creation screen at first load
    Removed visible “\n” tags from certain areas (please let us know if you see more of these!)
    Fixed (again?) visual issue where Floracondas / Guardian Spheres could pull you beneath Deadly Void tiles in Item Dreams sometimes
    Tents should now be removed from the hotbar if you use your last one
    Fixed bug where Delayed Teleport was triggering its emblem-only effect all the time
    Jellies spawned by friendly jellies should now be your faction instead of neutral/hostile
    Heavy Golem’s forcefield no longer lasts forever
    Fixed display error when removing/extracting certain magic mods via Dreamcaster, such as Sheltering
    Fixed inconsistency with Job Trial callout
    Fixed bug with regen Stamina/Energy game modifier
    Removed jank from game credits when at 4k resolution
    Fixed log bug when withdrawing items from the bank
    Fixed bug where Spellshaper’s elemental resist boost from Auras was always in effect regardless of Emblem, and also the bug where Spellshaper’s tier 3 Emblem effect granting elemental resistance based on elemental damage taken was not triggering
    Fixed bugs related to abilities learned from items causing weird states on your hotbar
    Fixed bug where Edge Thane’s low-health effects were sometimes not triggering, stacking, or appearing in your Status list
    Snow Panthox Claw proc rate is now actually 50% as intended, instead of 100%
    Added yet more checks to ensure achievements and events in the special Item Dream occur properly
    Fixed game error that could occur with Butler’s Bell
    Fixed bug when upgrading to Tier 2 Gambler emblem
    Fixed bug where Soulkeeper’s “reflect” emblem effect was not working properly
    Fixed bug where Sword Dancer’s ‘pierce fire resistance’ emblem was not affecting enemies with Fire absorption, such as Ember Spirits.
    Fixed bug where saving and exiting the game in a Campfire area in an Item Dream would cause the game state to get messed up on load (Item Dream would be lost, along with your item)
    Fixed bug where Gambler’s tier 3 emblem Card Toss ability visually cleared your hand, despite only using one card
    Fixed bug with disappearing cursor in the key bindings page (which could cause the cursor to disappear until game restart)
    Your pets can no longer pickup the rewards from K. Dox

    Pandora’s Boxes now ALSO grant slightly higher treasure find (about 0.75%) and gold find (about +1%) per box. Treasure find = chance of getting extra and/or magical items, Gold Find = multiplier on gold drops. Even more tempting, eh?!
    New mid-rank legendary Axe

    New game modifier: Abilities that normally affect one faction (player or monster) affect both. In other words, “Friendly Fire”!

    Optimizations to map creation time (it should be about 25% faster overall now)

    You can now fast travel to side areas while *in* a safe / cleared side area (from the Portal menu)
    The Skill screen now shows ability cooldowns in your ability list, marking these abilities in yellow instead
    Added a “BACK” button on the ‘Feed Monster’ UI which returns you to the monster list
    If you have an equipped Job Emblem, you can now ask Jorito to destroy it. Doing this will allow you to start that job’s trials again and select different bonuses, should you choose. Of course, you must also pay JP again.

    It is now possible to forcibly close an Item Dream by speaking to the Dreamcaster with a Dream open. Doing so will return the item you put in the Dream, but it will not be upgraded. You will lose any gold, JP, and orbs put into the Dream, and everything else in it (such as items on the ground) will be destroyed.

    The “Mark As Hostile” mouse action is now user-assignable in the keybinds section, and is now default set to *middle mouse click* instead of right click

    When manually selling items, if you attempt to sell a Favorited item you will now get a confirmation popup first.

    Active skill sort is now remembered on save/load

    Random pet names should no longer use names already used by any of your living pets

    Four new achievements related to Daily & Weekly Challenges.

    Fixed inconsistency with Pandora’s Box/Chest - it is now a BOX
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Re: Tangledeep (now at Update #7!)
« Reply #7 on: April 13, 2018, 12:23:27 PM »
Update #7

Hello adventurers! Today's patch marks an exciting milestone in the world of Tangledeep: support for player-created content (mods) and integration with Steam Workshop! We're very proud of Tangledeep's vibrant and friendly community, and we can't wait to see what kind of mods you create.

Mod support v1.0 allows you to do all of the following:

    Edit or replace job sprites, animations, and portraits
    Edit or replace monster and NPC sprites, animations
    Create or edit any kind of item, including gear sets and legendaries, and create new item sprites
    Modify every loot drop and shop table
    Edit existing monsters or create entirely new ones
    Modify every monster spawn table or create new ones
    Create new dungeon side areas, paths, or side-dungeons with custom layouts

To show what you can do, we've launched FIVE official game mods that include a new palette swap from Soulkeeper, new deadly consumable items, a treacherous high-level side dungeon and boss, new early-game monsters, and a 'wilcard' shop mod that randomizes every merchant in the game.

We plan on continuing to expand and support mod capabilities to include things like editing or adding abilities, status effects, battle FX, map objects, dialogs, and more. Stay tuned :-)


    Powerups should now stack above other items and objects in a tile


    Fixed loop point in the dungeon track “Mirai the Hero”


    Spirit Wolf (Hunter summon) no longer takes damage from lava or spikes
    Reduced monster aggression when you are already engaged with multiple monsters, particularly champions (Does not apply to New Game+)


    Fixed bug with starting challenge runs sometimes
    Fixed typo in Coffee’s effect description
    Fixed bug where Friendly Fire game modifier allowed you to hit yourself with abilities (made many abilities 100% useless)
    Attempted fix at Monster Letters ‘sticking’ on ground sometimes
    Fixed bug where a certain campfire encounter could visually softlock the game
    Fixed cursor & frog flicker on game load / game start
    Fixed bug where skill orb version of Aether Barrage did not extend range when spending Echoes
    Fixed bug where the wrong version of Guardian Arachnoid was being used in the monsterpedia (boss ver instead of regular encounter)
    Bandit Library boss should no longer show up as a target for rumors
    Attempted fix at bug where stat values in non-US countries were sometimes written incorrectly to XML
    Fixed bug where the Wild Nature set’s 3pc bonus (Bed of Thorns upgraded) was dealing Physical damage, instead of Poison
    Fixed bug where some sprites or sprite effects would stick around after beating final boss phase 1
    The “Consumable Burnout” game modifier no longer applies to food
    Fixed bug with Emblem stat display
    Fixed bug where the “NO” option when trying to manually sell a Favorited item did not work
    Fixed bug that prevented abilities from being used from the menu sometimes
    Fixed bug where using keyboard/controller to scroll to the top of the equipment list (while scrolled past the first page) would not scroll up and instead go to the category buttons
    Attempted fix at issue where monsters were occasionally visible but not targetable at range
    Skill Orb version of Radiant Aura should no longer constantly mark you as being in combat
    Experimental fix to slow memory leak


    Mod support added: Item data, job portraits, item sprites, spawn tables, shops, loot tables, monsters, dungeon rooms / floors, and job, monster, or NPC sprite sheets!

    Two new potions: Camouflage Perfume and Essential Monster Oils, each offering a burst of stealth for a short time (reducing monster aggression significantly)


    Various engine optimizations (better performance, smoothness, framerates)
    Added support for dungeon expansion in existing save files, without restarting or refreshing the current save. If game updates or player mods add new side areas, those will now be dynamically added and connected to the dungeon even in older saves.


    A quick search bar has been added to the Equipment sheet! Since this is built for use with a keyboard, you must CLICK the search bar to begin typing. You can type any part of an item name, any part of a magic mod name, a weapon or armor type, etc. You can even add multiple search terms (comma-separated) to get results that match ANY of those terms.

    The same search bar has also been added to the Dreamcaster, shops, and Inventory UI
    You can now use fast travel FROM the Desert Oasis if you have cleared the map of monsters
    You will no longer EVER move toward a monster or destructible if you click ON the object while out of range to attack it. This has tripped up many players thinking they were in range, when they actually were not.
    Added some code that should (probably) prevent you from getting the same rumor twice in a row if you rejected the first one.


    In-game workshop integration!


    Nigiri is now Makizushi. Did I get it right this time?
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Re: Tangledeep (now at Update #8)
« Reply #8 on: April 28, 2018, 12:08:16 PM »
Update #8

Greetings adventurers! Let's catch up on the most recent patch as well as our previous 1.10 release. Now is also a good time to mention our plans for the upcoming expansion to Tangledeep, which will be available later this year. This will be a fully-integrated add-on to the game that expands content and features, with new monsters, areas, game modes, and story.

Our model for the expansion is the idea of the classic "expansion pack" for games like Diablo 2 (Lord of Destruction). These expansions offered so much for all types of players: not just veterans who had explored everything the base games had to offer, but also new and returning players, with new ways to play and content throughout all stages of the game.

We don't have an ETA yet but if you hang out on Discord and follow the Impact Gameworks Twitch channel[], you can follow our progress.

Also, this should go without saying, but our work on the expansion will not take away from work on the main game. As you'll see from the notes below we have been continuing to improve Tangledeep every single day!

PATCH NOTES 1.10 and 1.11

    Darkened ability cooldown indicators

    Brigand’s Fan of Knives now deals 120% base damage (down from 175%), but deals +30% damage to bleeding enemies (up from +15%)
    Using Sanctuary (Paladin master ability) cancels your Escape Portal. This is now stated in the ability description.
    Max item upgrades via rarity has been limited to 5. In other words, once up to 5 modifiers have been added, the raw power should not continue increasing if you remove and add mods further.
    Increased the value multiplier of food sold on the Food Cart
    The Herbalist quest no longer resets more than once, even if you restart New Game+ again
    This also goes for the Armor mastery quest, and learning Ultimate weapon masteries

    Fixed rare game load error
    Fixed dual wielding attack bug
    Fixed bug with Orb of Reverie drop rate
    More weird edge case LOS fixes
    Fixed bug with certain stacked status effects such as Echoes collected
    Fixed bug with Sword Dancer’s 1st emblem ability (empower attack after movement) - was triggering even when not moving
    Fixed game error that could occur when searching for items in shops
    Fixed bug with the side area ‘treasure chest’ icon showing as closed sometimes when it should have been open
    Fixed bug with Library encounter soft lock
    Yet more credits fixes (this time for 900p resolution)
    You can now fast travel FROM Bottles and Brews once you’ve cleared the monsters
    Fixed incorrect description for Brigand’s innate ability that causes bleed. No longer requires “sharp” weapons. You can cause bleed with any melee attack.
    You should now receive rewards for clearing Desert Oasis
    Fixed bug where pressing a menu button twice very quickly (like equipment -> equipment) would cause some UI issues
    Fixed some visual ugliness when moving north on top of stairs or Deadly Void
    Another fix to boss2 issue where attacks were possible during cutscene
    Fixed bug where Edge Thane’s innate passive triggering at <50% Health would sometimes disappear forever until switching from and back to the job
    Fixed Examine Mode / keyboard / controller targeting issue where cursor hover state would be ‘sticky’ on the last targeted object/actor
    Fixed bug with Dreamcaster’s search bar
    Fixed bug with healing item values not displaying
    The Berserk weapon mastery should no longer stun yourself
    Fixed bug where some rumors in side areas would not display the connecting floor
    Fixed bug where three Lucid Shards would sometimes combine into an Orb and leave you with an extra shard left over
    Another pass at ensuring Buried Loot always has a key - if not on the floor, than in a monster’s inventory
    Fixed bug where Righteous Charge could sometimes send you through walls.
    Fixed text issue that could occur in the Job Trial dialogues with Jorito
    Fixed bug where some statuses, in some circumstances, would be added with a duration of 5 turns which was either too high or too low
    Fixed bug that could sometimes cause issues with stat numbers (such as Health, strength, etc) for the player and monsters on saving/loading game, in certain non-US regions
    Fixed visual bug that could occur when dropping items from the same stack on the ground
    Fixed bug where pressing any menu button rapidly could cause the character portrait info to disappear forever
    Fixed bug where the Pandora’s Box reset option in New Game+ would not actually reset your count... oops
    Fixed cursor ‘flip’ happening on UIs other than the skill screen
    Fixed bug where pressing “Compare Alternate” would not change the display instantly on the Equipment screen
    Fixed some wonky AI behavior that occurred when a summoned or charmed creature under your control disappeared or died
    Added extra protections to ensure the Nightmare Queen cannot be damaged prior to the final fight of an Item Nightmare
    Finally fixed issue with glitchy terrain if summoned terrain was added to existing (water, mud, lava, etc)

    New Optional Game Modifier: No Pandora Boxes

    You can now create new map objects, such as barrels, treasure chests, doors, ground-based fires, spikes, etc!
    Create new or replace existing sprite sheets for any map object
    Create new or replace existing sprite sheets for any in-game battle or status FX (sword slashes, explosions, hovering icons, ability effects, etc)
    If you disable a mod that affects the dungeon itself (such as the official Replicator 88 mod) and try to continue a save that used that mod, the game world will now regenerate from scratch while keeping your character and meta progress. Previously, the save would just not load.

    More engine optimizations for performance
    Data cleanup for faster loading and general optimization
    Game startup and load time optimizations related to data parsing
    Added preventative measures in cases of total data loss due to power outage/save corruption

    When using Paladin’s Sanctuary, you will no longer counter-attack (breaking the barrier)
    Boss 3 arena will now spawn two staircases leading back to both branches which lead to the arena
    Rumors for defeating monsters with a certain element should no longer occur for monsters immune to a given element (i.e. you won’t be asked to defeat an Ember Spirit with Fire)
    The combat log now has subtle line dividers separating messages by game turn
    When visiting the Corral and looking at all your monsters, their Health will now scale instantly to your health - previously, you had to take the pet out for it to scale
    The Dreamcaster UI now shows how many of each Orb you have
    Floramancer’s summoned vines (or those created by Aura of Growth) now show up as friendly @ on the minimap rather than destructible objects/boxes

    Added flavor text for Rod of Wild Nature
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Re: Tangledeep (now at Update #12~)
« Reply #9 on: August 24, 2018, 12:05:43 PM »
Update 12 on back

Switch Port Progress
I'm happy to announce that we've submitted Tangledeep for Switch certification! This means release is not too far off; we're shooting to have it on the eShop by end of September. A ton of work has gone into this port to make it a great experience, and it offers customized Switch UI and controls along with some new content as well. We can't wait for you to play it!

Another exciting aspect of wrapping up the Switch version is that we now have more time to put into new content and features for the game (particularly for the upcoming Expansion) so stay tuned for more announcements about that :D

(p.s. The game will simultaneously launch in both the U.S. and Japan eShop!)

And now..

Previously, we had a Game Modifier that limited your character to using only skills assigned to your hotbars. You also could not switch skills outside of town or a safe area. Now, we are making this mode the default setting.

In other words, you can actively use up to 16 skills at a time, but you can no longer use skills directly from the Skills page, and you can no longer switch skills in a combat area.

We think this change will make your choice of what skills to learn and use more meaningful, encouraging you to try different ‘skill builds’. Also, it will give very end-game and NG+ characters a bit more of a challenge, as you will no longer be able to access dozens of toggles, buffs, and movement abilities at all times.

p.s. If you prefer the old way, you can select the appropriate Game Modifier when creating a new character!

P.p.s. We’re also considering expanding the hotbars with an extra 1 slot each, based on the feedback to this change.

With the above balance change, we’ve changed the way Spellshape and Spellshift abilities work. Now, as a Spellshaper, learning any of these abilities gives you just a single active ability called “Spellshapes”. Using this ability will pop up a menu of all available Shapes/Shifts, and you can toggle them on/off at will.

You will still learn abilities like Spellshape: Line and Spellshift: Penetrate like before, but these will be treated as ‘free’ Support abilities that don’t take any slots. You need only use the new “Spellshapes” active ability to switch between them!


    Eased the difficulty of Job Trials in a few ways. Max # of flask and consumable uses has been increased based on trial level. There are now slightly fewer monsters in level 3 trials. Also, monsters no longer receive *extra* stat and health scaling based on job trial level (previously, they received up to +30% to core stats and health, on top of existing scaling.)

    Slightly scaled up Percy’s healing costs. It is still not nearly as exponential as before, but now the cost of repeated heals will raise slightly more as you go up in level.

    Talrose should no longer send you to places far above your level

    Nando’s brothers (Wando, Armando, Juliando, Rando) now have a better chance of stocking magical gear, and this gear may have more affixes - especially as you get higher in level

    Heated Sandjaws (uncommon monster variant that shows up in a couple areas) can no longer be a rumor target

    Changed the way rarity impacts weapon power. Previously, increasing the number of mods on a weapon would increase its raw power by a %. However, this scaling had numerous issues such as: (1) high-rank weapons gaining far too much power simply due to rarity, (2) power fluctuating based on order of mods added, (3) power fluctuating based on an item being found/bought vs. Dreamcaster upgraded, etc.

    Now, weapons with more mods will still have more power than their base counterparts, but this scaling has been toned down and should be consistent regardless of Dreamcaster upgrades or the order of mods added.

    Dream rumors will now only start appearing when you are at least level 5 *and* have the Dreamcaster unlocked

    Adjusted the costs of some job abilities to help normalize the overall cost of mastering a job. Passives are now generally a bit more expensive and some jobs that had slightly-too-cheap abilities overall are more in line with the average.

    Champion monsters now give +10jp base (scaled down/up depending on relative level)

    Elemental Kings now give +50jp base

    Bosses now give +150jp base


    Experimental: When trying to use an ability that requires a certain weapon type, you will automatically switch to that weapon if it is on your hotbar. Once the ability executes, you will switch back at the end of the turn (once enemies have acted.)

    You can now issue a command to any pet telling them to not attack at all. This behavior state can be un-toggled at any time from the same pet command menu. Pets in this state will still move around and use support abilities, but will not take any offensive actions.


    Spike traps are removed from the first boss fight upon victory. The map doesn’t visually change, but the spikes no longer deal damage.
    Rumors that ask you to defeat X monsters with an element will now mention that the monsters can be found in multiple locations, but give you a specific location to try (to make life easier)
    You should no longer get elemental rumors targeted at cleared side areas with monsters that only live in those side areas
    Reorganized job skill lists so that passives are always at the bottom (except for Budoka’s Vital Point: Pain, which gets a discount)
    When Phasing/Blinking mobs “Reactive Warp” ability triggers, popup and log text now appears indicating this
    If you have Changed Clothes in the wardrobe, your sprite will now change when you switch jobs. Previously it didn’t, which meant you could change jobs and not have any ability to switch to that new job’s sprite (since for Change Clothes to be available for a job, you must first spend JP in it)
    Pushing any direction (arrow keys, joystick) while dialog text is ‘typing’ will now finish the text.
    The Dreamcaster UI now displays ALL available orbs, but marks unusable orbs in red. Unusable orbs were previously hidden from view, which was confusing. Hovering over the orb will show you *why* the orb is not compatible.

For a long time, Percy's healing services have been very expensive and bordering on 'punishing' depending on your level and how many times you've used them. While healing should not be free and unlimited, the way costs scaled was almost exponential at times. We've revised the healing cost formula to simply be 50g, plus another 50g per time you've healed in your current level.

In other words, you should no longer see jumps like 50g -> 500g -> 1500g. Now, this doesn't help adventurers who get in over their heads in a nasty champion fight, but it will help you avoid character losses due to simply running out of resources. Defeat due to attrition was never a design goal of Tangledeep, which is why the game has no hunger system!

Several key early game cutscenes have been much improved for clarity and dramatic (or comedic) impact. More visuals, audio, and even new music! Plus, we've put in lots of quality of life (QOL) changes that will definitely improve your play experience. For example, ordering pets "Come to me" will force them to stay right next to you for a little while, rather than running away immediately!

All sorts of strange things can happen in Item Dreams, but these special events were not communicated well previously. Now, when entering new Item Dream floors, you'll see any sort of special floor modifiers like Big Mode, Costume Party, Fountain Floors, Berserker Floors, etc. upon entry. You'll also learn the effects of Dream crystal auras when first entering the aura (previously, you had to use the mouse to hover), and once you complete a dream you'll see a little 'report card' of what you earned and encountered during the dream!

A common request from roguelike veterans has been a so-called "bones" file, showing previous characters that have been lost on your current save slot. The idea of "bones" is a bit wrong for Tangledeep's tone, so instead, we now have the "Tree of Memories" which is inscribed with the names of fallen characters. You'll also be able to read where and when they were lost, their level, max floor reached, etc. This data is collected going forward on your local save, so older characters will not be shown.

We did a number of deep engine-level optimizations largely to benefit the Switch version of the game, since the Switch has a much less powerful CPU than just about any desktop or laptop processor. Some of these changes affected just about every object in the game and while we think we've addressed any bugs related to them, let us know if you find anything weird!

Some jobs had passives and innate bonuses that were particularly lackluster compared to other options. We've improved a selection of these, such as Gambler's Cheat Death, Edge Thane's low-health innates, Budoka's Vital Point: Bleed, and Brigand's Detect Weakness. Though Tangledeep is a single player game, we don't want there to be overwhelmingly powerful options OR jobs/skills so weak that they are never worth picking!

Going forward, your corral pet will (finally) gain experience and level up while fighting alongside you! This is something that’s been a long time coming. Your pet gains a % of the XP that *you* earn, whether through defeating monsters or completing rumors. Once your pet gets enough XP, it will level up, gaining more power, stats, and health.

This new method of advancement feels a lot more intuitive, and it supercedes the wonky previous system of pet health scaling. Also, this means that you can actually get a really powerful pet simply through regular gameplay, without *needing* to do any pet breeding.

To make sure pets aren’t too overpowered, your pets can now only reach a maximum of level 12 in the regular game (which is about the level of the very hardest monsters.) To get them to level 15, you will need to beat the game and play New Game+. In either case, breeding is a way to increase a monster’s power even if they are at the level cap.


Breeding is still a powerful tool, and it works almost identically to how it did before. Breeding two pets will average all their stats, generate a new pool of abilities based on the parents’ abilities, and - if you add some extra JP - increase their base stats further as well. The only difference is that now, breeding will NOT cause the pet to actually gain an XP level. So, by both breeding AND leveling up a pet, you can gain even higher stats - without needing to go through as many ‘generations’ of pets as before.


Previously, monster relationships (affection) would develop naturally over time, but in many cases, affection would go down for any number of reasons. Now, monster affection will either stay the same, or increase. The chance of affection between two monsters rising is based on beauty (higher beauty = more affection), happiness of both monsters (the higher, the better), and monster family (same family, such as Frogs, means more affection.)

Bottom line: It should be much easier for pets to *naturally* develop loving relationships without needing to be force-fed Romantic meals.


Because you can now invest much more time into a pet, we think it would feel really bad if you’re adventuring with your Harmless Frog from level 3 to level 12, only to lose it to a random crit. So now, if a pet would normally be defeated, it will instead go back to the corral with its Happiness reset to 0. Furthermore, it will be unavailable as a pet for 3 ingame days. (The corral UI will say that the pet is upset with you.)

If you have Pet Insurance, of course, that penalty will be removed (just like it is now.)


There is a new NPC who can show up in Riverstone Grove! To find the NPC, visit the Frog Bog. She will be able to teach your pets unique skills that can’t be obtained anywhere else! Teaching your pet these skills will cost JP and scales up based on the level of your pet. There are four skills now, and more may be added later.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training


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Re: Tangledeep (now at Legend of Shara Expansion DLC!)
« Reply #10 on: April 04, 2019, 03:42:35 PM »
Legend of Shara Expansion  $7.99

Legend of Shara is a full expansion to Tangledeep, adding breadth and depth to every aspect of the game for players of all skill and experience levels! From new early game floors and monsters to wild new post-game content and everything in between...

Key Features
Shara's Story: A new tale in the world of Tangledeep with a unique story, boss encounters, and new gameplay!
A 13th job, the Calligrapher, armed with two weapons, elemental scrolls, and devastating combo attacks!
Increased level cap: from 15 to 20! With this new level cap comes even more powerful items and challenges to discover.
Dozens of new monsters with new powers! You can capture and tame them, too!
Begin your ascent in Riverstone Waterway instead of Cedar Caverns: a new early-game path with slightly more challenge and greater rewards.
Challenge the Realm of the Gods, a new post-game area with the hardest monsters and champions imaginable!
Encounter the Mysterious Wanderer and explore Wanderer's Journeys: entirely new dungeons with bizarre creatures, scenarios, and treasure.
Discover ancient Relics, rare items with limitless combinations of legendary powers and bonuses!
Strange new Item Dreams that twist and warp areas you've already visited with new events, monsters, items, and objects.
Unearth Runes of Knowledge, a set of tablets that teach special abilities not found anywhere else!
New monster sprites, tile sets, layouts, item graphics, effects, and music!
Includes Expansion Soundtrack!
Enjoy 8 new musical tracks included free with this expansion in MP3 & FLAC formats!

Shara's Story
You can now play as Shara in a new prequel story that happens before Mirai’s story! While the core dungeon progression is similar to the main game, the dialog and bosses are very different. In this mode, there is no town, no meta progress, and no job system. Shara does not gain XP nor levels like Mirai does. Instead, you can spend JP to level up your core stats. By doing so, your XP level increases gradually.
You can learn new abilities in two ways: first, by opening Pandora’s Boxes. These give you an option of three random skills from the entire pool of regular job abilities, and you can pick one. Second, by resting at Campfires, you will have an option of several random Shara-only abilities, of which you can pick one each time. You'll have to plan and adapt on the fly based on what items and abilities you find.

Overall, Shara’s story provides a fresh new way to play Tangledeep and experience a new story at the same time!
The Calligrapher (13th Job)
To the Calligrapher, the pen and sword are equally mighty and lethal. Drawing upon ancient writing and runic knowledge, Calligraphers engage their enemies wielding two weapons at once, reading from powerful elemental scrolls and striking down opponents with furious brushstrokes. This job is focused on attacking and dodging; it’s an all-out offense playstyle that rewards building up huge attacks.

The Mysterious Wanderer
You may now encounter a new character in Riverstone Camp: the Mysterious Wanderer. This enigmatic storyteller will introduce you to “Wanderer’s Journeys”: randomly-generated adventures that range from 10 to 50 (!!!) floors.

Each Journey has an entirely unique dungeon layout. Some are full of tight, windy corridors connecting large rooms together; others are more naturalistic, with wide-open spaces and water. Each has different biomes and environments to explore.

Unlike the rest of the game, every Journey has a completely new set of randomly-generated monsters, complete with accompanying names, sprites, and powers. You’ll have to observe these new threats carefully; you never know what you might find!

Some Journeys will allow you to bring along your skills, stats, gear, items, or a combination of these resources. Others will start you at level 1 with nothing at all! No matter your skill level and progression in the main game, you’ll find a variety of different gameplay styles and challenges to enjoy.

Through playing and completing a Wanderer’s Journey, you will find a new type of item called Relics. These are extra-special Legendary items that are randomly-generated from hundreds of existing powers, bonuses, properties, and stats. There are weapon, armor, shield, book, quiver, and accessory relics to discover, all with limitless possibilities!

Also other meaty updates since last so---well worth jumping back in if it has been awhile or taking the initial plunge.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training