
Next major update is already getting closer and closer, so we also invite you to sign up to our new mailing list and be among the first to find out when its released!
Performance Improvements
But first… let’s talk a bit about the boring but crucial stuff! As you might know we have been putting a lot of effort into improving the game’s overall performance and we believe most of you will notice a considerable difference with the next update! Let’s take a look at the numbers we got so far.Build sizes
Improving the memory footprint of the game has been a big focus for us. It helps the game run faster, prevents crashes related to memory, and has one extra benefit: much smaller build sizes! Here is a comparison of what Update 11 vs Update 13 (the next update) looks like:
Memory footprint
Now lets take a look at the actual memory being used shall we? All of the data was captured running at native 4k, all graphics maxed out: Before:

Frame-time performance
We have also made some frame-time improvements that will hopefully make a noticeable different when we release the next update. Here’s a comparison of what’ve accomplished so far on the perf side: Capture 1 Specs: i9-14900HX (32 cpus) 2.2ghz, 64gb ram | RTX 4090 Laptop 16gb vrm

Player skill target area
A new quality of life improvement that has been requested many, many times is also making it’s way into the game. We now hide the player’s skill target areas (the blue circles) in endless and overlord cycles. While these markers are useful in the beginning of a match when you are trying to make the most of your skills, they get redundant later on when you are pretty much blowing the whole map at once, so this change should improve overall visibility. Check out this comparison clip down below: [previewyoutube=kKBZ8bl4iU8;full][/previewyoutube]And finally…
… the new, experimental and STILL IN DEVELOPMENT thing we are working on! As you may know from our previous videos and devlogs, new game modes are something we have been working on for a while, with the Unholy Cathedral being the first one to appear… but definitely not the only one in the works! The clip below doesn’t show much and might look a bit boring haha, but don’t be fooled by its simplicity! What we are developing is essentially a tool that allows us to create structured, hand made content, not just for one, but possibly different game modes in the future. [previewyoutube=qHhjM7EwdDA;full][/previewyoutube] It’s still VERY EARLY and in an experimental stage, changing a little every day as we develop new maps and challenges, but if you pay attention to the little details in the video you might get some ideas of the type of stuff that is in the works. We often say there is still a lot coming to the game, and trust me when I say its not just characters and skills! We are excited about all the possibilities that this system is already opening up, and who knows, maybe we will share some more sneak peeks at a later date of the sort of stuff we are creating with it! This was all we had to show for today’s Devlog! Performance has been a big priority for us recently, but we also have been working on some pretty cool new stuff... Let us know what you would like us to talk about next and what you are currently excited to get your hands on! We hope you all have a lovely day or night,