Tombwater gets major post-launch update and discount on Steam

Tombwater gets major post-launch update and discount on Steam

Publisher Midwest Games and developer Moth Atlas have released a major update for Tombwater on PC (Steam) alongside a discount for the game.

The new update has balance improvements across the game, a better difficulty curve, new unique sprites for human enemies in Blackbark Forest, and more. The 2D Western Soulslike has a 20% discount from now until May 19. The official website is here and a demo is currently available on Steam.

You can find the Tombwater update patch notes and more from publisher Midwest Games below:

Following a successful launch campaign that propelled Midwest Games and developer Moth Atlas’ 2D Wild West soulslike Tombwater to critical acclaim, the team has decided to keep the momentum going by releasing a major post-launch update, plus a 20% sale that’s live from now until May 19 on Steam, as well as a bundle with Hunt the Night

In Tombwater, players step into the boots of a lone gunslinger in search of a long-lost friend. The town of Tombwater is no longer a safe haven where people live, but a town where people die. A once-thriving community, its people have now been gripped by the tendrils of madness. Uncover the truth behind Sheriff Elliott Flintwood’s disappearance by fighting unforgettable terrors and protecting your own sanity against the creeping madness taking hold.

The upcoming patch mainly focuses on balance improvements across Tombwater. Players with stacked resources will now encounter a more balanced impact, presenting the game at a difficulty curve that better reflects the developers’ intentions.  

Tombwater is available on Windows PC via Steam for $24.99, with a 20% discount active from May 14 to May 19.

Patch V1.07 Notes

New Additions

  • Added unique sprites for human enemies in Blackbark Forest

  • Added several more marker options to the map screen 

  • Added a new attack for Visceral-type enemies which causes the player to accumulate Madness

  • Added a new “explosive” damage type

Fixes

  • Fixed a bug that caused the Stamina bar to stop working mid-combat

  • Fixed a bug where dying or quitting out immediately after picking up a Charm Stone could result in losing the Charm Stone 

  • Fixed a bug where the Bullwhip and the Moth Swarm spell could continue to hit enemies after death

  • Fixed a bug where being “knocked down” by an attack while mid-dash could result in becoming stuck in place

  • Fixed a bug where falling off a specific cliff in the Silver Mines can trap you in a loop of falling forever

  • Fixed a bug that prevented the tutorial for Wraith Dash appearing correctly when it was supposed to

  • Closed off a few areas where players could dash into places they’re not supposed to

  • Made the stalker enemy in Silver Mines immune to the bleed status

  • Remapping the “Interact” button no longer results in issues when trying to let go of a pull-chain

  • Fixed a bug where players could become stuck after viewing a cutscene in Vauxhall Estate

  • Fixed a small gap in collision that could allow players to exit the map in Deep City and Blackbark Forest

  • Fixed an issue where the Homeward Coal could be used between some boss phases

  • Fixed a sequencing error where completing Mining Camp early caused Amos’ hints to direct you towards Vauxhall Estate instead of Presidio Alto

  • Fixed a bug where the Training Dummy outside Tombwater Station was not accurately reflecting some damage buff sources

  • Fixed a bug where The Candlesmith could give you her spell eye reward twice 

  • Fixed a bug where the “???” progress bar could become stuck on screen if the player only partially completes the transition to the true ending boss

  • Fixed a bug where repeatedly interacting with the puzzle statues in Argent Cathedral no longer causes a visual error

  • Fixed a bug where the ending cutscene no longer brings Leonard back from the dead

  • Fixed an issue where using the Leech spell against bosses could result in a visual error

  • Several minor fixes to incorrectly layered background art assets

Balancing

  • Implemented a large change - Previously, all sources which improved damage output were multiplicative, which caused them to stack together in a too-powerful way. Now, these sources have been adjusted to be additive to provide the experience we had actually intended. Ember Level, Charms, Potions, etc. can still be combined in order to create a strong damage bonus, but it should be significantly less easy to become overpowered and ‘break’ high-end abilities through the later sections of the game. 

Charm Changes

  • Gambler’s Charm: Drawback has been changed from “take increased damage” to “disables use of the Healing Flask” 

  • Adjusted charm slot cost for a variety of charms 

Spell Changes

  • Increased cast time for Blood Bullet, Enchant: Body, and Enchant: Mind spells 

Boss Changes

  • Misbegotten Mass now takes less damage outside vulnerability windows

  • Misbegotten Mass  projectiles have now been lowered in some of his attacks

  • Decreased Misbegotten Mass “burn” attack damage 

  • Changed HP scaling for Mad Stagecoach Driver and Raven Hunter (2nd phase)

Misc Changes

  • Increased Emmaline’s fee to upgrade the quantity for stat-increasing potions

  • Changed consumable explosives from “physical” damage type to a new “explosive” damage type

Other

  • Made a number of level design changes to simplify the process of turning on the Furnace and Steam Gates in the Mining Camp

  • Made a number of level design adjustments to Central District and Canyon Settlement to hopefully direct players more clearly through critical areas

  • Slightly adjusted the appearance of Central District on the map screen to be a less abstract representation of the building locations

  • Tweaked the design of the puzzle tent in Abandoned Circus to prevent players from failing to notice the interactable pull-chain

  • Changed description text for Silver Hall Badge and Spellfocus charms

  • Adjusted the volume of several SFX that were reported to be too loud/harsh