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Sight, Sound & Smack Update! 37 Spells Reborn

Sight, Sound & Smack Update! 37 Spells Reborn

Boom, crack, smack! Sight, Sound, and Smack—spell visual effects, audio, and hit impact have all been totally reborn! Hi, I'm Sookuma! We didn't add new spells, dungeons, classes, or monsters, but we completely remade what was already there so you can see it, hear it, and feel it right in your hands! In this demo, all 37 spells we can learn have been revamped. 30 of them got both new visual effects and sounds, and 7 got brand-new sounds. Let me tell you all about the changes filling up your eyes, ears, and fingertips, one by one!

Sight: Revamped Visual Effects Across All Ten Schools

  • In the Fire Magic school, Fireball, Fire Storm, and Fire Pillar blaze like real flames. Fireball used to just flash on the floor, but now a fiery ball flies out, detonates in a 3x3 explosion, scatters sparks and debris, and leaves soot behind. For Fire Storm, a magic circle of fire appears around the caster, the screen edges darken, and flames swirl inward into a single point before expanding across a 5x5 area, dealing damage the moment they touch monsters. For Fire Pillar, you couldn't see the pillar before, but now a pillar of flame erupts from the ground with a gentle screen shake.
  • The Ice Magic school brings the crisp texture of cold ice and frost vividly to life. For Frost Wave, a crest of frost surges forward tile by tile, leaving frost on every tile it passes, and for Hailshot, chunks of ice crash down and shatter tile by tile. For Frost Mail, frost settles beneath your feet, frosty trails climb up your sides, and ice crystals sprout to form armor—while active, a ring of frost encircles your body, and the ice glints whenever you're hit.
  • The Air Magic school features flashing bolts of electricity branching in all directions and piercing through. For Spark, jagged lightning strikes four times with bursts of white flash. Fork Lightning drops a single lightning bolt on the targeted tile that branches out in a cross, and Lightning Bolt surges through pierced bodies all the way to the end of the line, flashing two more times.
  • The Earth Magic school makes the heavy rock of Stone Sling clearly visible. The stone rolls and flies through the air, crashing on impact while rock debris and dust scatter in all directions. You could barely see the rock before, but now you can see it clearly.
  • In the Necromancy school, bone spikes and crimson vitality feel even more chilling. For Bone Shards, the ground cracks open as large and small bone spikes erupt in sequence, erecting a bone wall before crumbling away. For Life Siphon, dark red vitality is drawn out like streams of liquid and siphoned into Sookuma, who glows deep crimson before fading back, while the drained target loses its color.
  • The Hexes school clearly shows off everything from colorful playfulness to deep dread. For Bewilder, candy ribbons swirl, confetti scatters, and stars spin above the afflicted target's head. For Night Terror, darkness creeps across the floor, and shadow hands rise behind the frightened target. For Binding Gaze, golden beams pierce outward from Sookuma's eyes, driving star-headed nails of light at their feet that remain while they are pinned.
  • The Translocations school beautifully connects trajectories and afterimages traversing space. For Dream Step, Sookuma is drawn into a dreamy vortex and flies like a shooting star as the camera tracks along, landing softly in a shower of starlight. For Displacement, threads of stardust connect two bodies, and turning to light, they glide past each other to swap places, leaving afterimages behind. For Banishment, the ground beneath a monster tears open into the void, pulling them into the rift; if they hold out with willpower, the rift fails to open and merely crackles with sparks.
  • The Alchemy school brings the trajectory and dense mist of Venom Burst vividly to life. A droplet of poison flies in an arc, bursts with a splat, and poisonous mist settles over the tile for a moment.
  • In the Summoning school, summons now appear with their own unique motifs, and their indicators are much cleaner. Summons now rise from a school-colored summoning circle along with their unique motifs (cotton, paper, quilt, embers, spores)—before, they just popped into existence. Now, summons, charmed creatures, and companions appear in their natural colors instead of a green ally tint, complete with ally/summon indicators and remaining turn counts. Recall casts teal cords of light around each scattered summon's waist, pulling them close to land inside a ring of light, while Binding makes your chest pulse with golden light that travels along golden threads to wrap each summon in an empowering ring.
  • The new Dream school unfolds with pouring starlight and gentle ripples of healing. Starfall Rain is a meteor shower where large and small stars pour diagonally across all visible tiles, landing closest first, with monsters taking damage the moment their star strikes. For Mending Light, gold and green ribbons spiral up from a pool of light at your feet, seep into your chest, and your body brightens as a green healing cross floats up. For Mana Shield, mana motes wrap inward and unfold a hexagonal honeycomb into a sphere that envelopes your body, flashing hexes and sending ripples whenever it blocks an attack. For Clear Breath, you take a deep breath of fresh air and exhale, dispersing murky vapor for every cleansed poison, burn, and bleed while dewdrops form.

Sound: Unique Audio Brought to Life for Every Spell

  • Every spell now casts with its school's own sound instead of a menu confirmation beep. On top of the 30 spells with visual updates out of 37, 7 more spells—Firebolt, Frost Spear, Quickstep, Chain Spark, Earth Tremor, Marrow Spear, and Spore Cloud—got brand-new sounds too. Mechanical magic beeps were also replaced with newly crafted audio. School casting sounds, freeze, burn, spell failure, summon despawn sounds, and staff sounds have all been polished, and Earth Magic now casts with its own stone sound instead of Sookuma's old hurt noise. Starfall Rain plays a sparkling chime that rises in pitch with every falling star.
  • Five spells received brand-new dedicated sounds. Lightning Bolt sizzles, Spark gives a sharp zap, and Life Siphon makes an eerie draining sound. Bewilder and Night Terror were split to play distinct audio, and Night Terror in particular uses the sound of gripped dark strings so it rings out clearly even on small speakers.
  • Sounds that used to double up have been cleaned up to play cleanly just once. The awkward overlapping audio on Dream Step's landing, Mending Light, Frost Mail, Earth Tremor, and Spore Cloud now rings out cleanly just once.

Smack: Weighty Melee Impact and Kill Effects

  • Every melee swing now delivers unmistakable impact and hitstop. When Sookuma lands a melee hit, a slash arc traces over the struck tile (one per swing), accompanied by a brief hitstop freeze right on impact. Targets that survive are pushed back half a tile before snapping back, while defeated targets are sent flying, bounce once, and settle down to shatter.
  • Screen shake now reacts naturally to the power of each blow. An ordinary hit or a standard kill won't shake the screen. But a critical hit or a heavy blow causes a slight shake and a bit more hitstop, while taking down a named monster or boss triggers a major shake. Landing hits and kills in quick succession gradually intensifies the shake until it caps out, settling back down once the streak breaks. For anyone prone to dizziness, we also added a 'Screen Shake: On / Off' button in the settings menu, which completely disables all screen shake, including spells and bosses.
  • Kill sequences now flow in order from cause to effect. You'll see Hit → Defeat → Dropped items → EXP bar fills → Level Up in sequence, with the Level Up pillar of light rising majestically on Sookuma's tile after the EXP bar completely fills. Monsters now wait to move until the defeated target fully shatters (previously, queued monsters instantly filled the vacant spot, making it look like they were pushed back), making the flow of each kill crystal clear. Pressing the next key lets you fast-forward through remaining effects.
  • Kill tier presentations have changed when taking down named monsters and bosses. Defeating a named monster, a named ghost, or a Sookuma ghost from a previous run causes them to freeze as a white silhouette before bursting or scattering, while the camera zooms in, the music drops in pitch, and time briefly slows. Bosses freeze even longer with a massive explosion that darkens the edges of the screen! Dropped items, EXP, and monster turns trigger once the presentation finishes, while regular monster kills proceed without pause.

Seeing Sleep: Clearer Sleep and On-Screen Alerts

  • The Lone-Sock Grudge's Steal Steps now inflicts Sleep, making the asleep state visible at a glance. When the named ghost The Lone-Sock Grudge steals your steps, instead of a silent 1-turn paralysis, Sookuma falls asleep for 1 turn, leaving an afterimage where it pounced. Now, no matter what puts you to sleep, "Zzz" floats overhead, a Sleep indicator appears, and the screen dims by a shade until you wake up, so you can spot the sleeping state right away.
  • Lullaby skills have also been changed to inflict Sleep instead of paralysis. The lullabies of Sereno the Sleeptalker and the mate-lorn Nua the Stormwool Shepherd, as well as the Lullaby Harp, now inflict Sleep instead of paralysis (durations remain the same). Additionally, Sleep has been newly added to the list of effects repelled by mind resistance.
  • The Threat Banner alert has been repositioned so it doesn't cover the UI. The Threat Banner now sits in the empty space between the status window and the minimap, and long lines wrap properly so they never obscure either panel.

Schools and Bestiary: The Dream School and New Bestiary Tabs

  • Spells have gathered into the new 'Dream' school, and Starfall Rain's governing skill has changed. Along with Starfall Rain, previously unaligned spells—Mending Light, Clear Breath, and Mana Shield—are now gathered under the Dream school. The Dream school doesn't have its own separate skill and is leveled via Spellcasting; since the skill that raises Starfall Rain has changed from Air Magic to Spellcasting, friends who love using Starfall Rain should definitely take note!
  • Dual-school hybrid summon spells have been reorganized. Summon Ember Hound belongs to Fire Magic + Summoning, and Summon Spore Swarm belongs to Alchemy + Summoning. Success rates and power scale with the average of both skills (rounded down), and training experience earned from casting is split evenly between the two skills. Summoning circles appear in the primary school's color, so Summon Ember Hound gets a lava-colored summoning circle, while Summon Spore Swarm spreads a moss-colored circle.
  • The Magic and Items tabs have been newly added to the Bestiary (K). In the demo, only discovered entries are unlocked: in the Magic tab, you can view spells by school and check out effect previews, while the Items tab supports category displays and filtering (unidentified items keep their true identities hidden). Below the schools in the Magic tab, monster and boss skills are listed with 'Monster only' and 'Boss only' tags, and clicking a monster's line under a skill jumps straight to that monster's entry (though you'll need to unlock that monster's entry first before its skills become visible).

Other Changes

  • Spell text and tooltip descriptions have been refined to match actual game rules. When targeting a spell, the count is displayed like 'Targets: 14', and if there are no targets to aim at, it shows 'No targets'; all spell actions have been unified under the term 'Cast'. Spell descriptions have also been updated to reflect actual behavior: Frost Mail now notes that it halves incoming damage rather than boosting defense and occasionally freezes attackers, Binding Gaze mentions that it can be resisted with willpower, and Mending Light clarifies that its power scales with Spellcasting.
  • Inventory notice terminology has been aligned with our official in-game terms. The English text already said "enchantment" and "brand", but the bag's unidentified-gear warning and the equip hint in Korean, Chinese, and Japanese now use the same words for Enchantment and Brand as the rest of the game.

Full Version Additional Changes

Since these effects don't appear in the demo and are exclusive to the full version, I've hidden them away—click the black bar if you're curious!

Summon and boss presentations exclusive to the full version have also been revamped this time around.


  • Summons exclusive to the full version now also emerge from new summoning circles with their own motifs. For Summon Mirror Twin, a mirror pane cracks and shatters into sparkling shards, and for Summon Night Weaver, dark threads wrap around the body before pulling taut and snapping. For Summon Dream Warden, a two-tile-tall golden door opens with bright light as the Dream Warden strides forth, while the doorposts crumble into motes of light alongside a gentle screen shake.

  • Two dual-school summons in the full version have also been reorganized. Summon Moth Flight is now Fire Magic + Summoning, erupting with a swirling vortex of lantern light from a lava-colored summoning circle, while Summon Marrow Titan is Necromancy + Summoning, bursting bone spikes through the floor that crumble with a gentle screen shake. Previously, Summon Moth Flight belonged only to Summoning and Summon Marrow Titan only to Necromancy, but their success rates, power, and casting training rules now match the dual-school summons introduced earlier.
  • Five full version bosses also receive boss kill presentations. Ossuary Warden Old Bones, Abyssal Mother Mycelia, Rime King Whitebreath, Kilnkeeper Charbear, and Mirror Duke Gleam all get dedicated boss kill effects.
  • Named monsters on deeper floors also receive named kill presentations.

Next patch, we'll finally be back with the real-deal Gods update we teased last time!

Dive into the dungeon yourself to experience the new Sight, Sound, and Smack, and feel free to share your honest feedback anytime on the Steam Discussion boards!

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The demo is free

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