Welcome back Wanderers to the 1.0 Release Reveal Marathon #2, where we will unveil a major part of the extensive 1.0 content update.
Note that everything which is presented here is still in development and testing and might change until release.
Redesigned Bosses & Enemies
Since we have been working on this game for around 4 years, some art assets look quite dated compared to all the new additions. For the 1.0 release we will be reworking nearly all gatekeeper map boss designes with fresh animations and new art. We tried our best to maintain the character and personality of each character.

We also did further refinements on the perspective of the gatekeeper arena. But wait this is not all, we have also redesigned all the secret bosses, the phoenix and someone else we have encountered on our journey...
Do you recognize him....? He got some surprises in store...
Redesigned World Elements
Not only enemies and bosses have become dated due to our long early access journey. Some world events also are showing their age and not reflecting our current visual standarts. Gatekeeper portals have received a redesign as well as all chests got a complete visual overhaul.
We also added some new chest designs to not only better communicate on which chests you need a key, but also make awakened gatekeeper chests look more impressive and apropriate in size to hold all the loot they hold in store for you.
Redesigned Skilltree and Skillnodes
Since the heart of Stiving for Light is the skilltree we thought it deserves a complete redesign as well.

All skill nodes have been completely redesigned with an entire new concept for the skill node frames. Up till now plenty of melee, range and companion skills had the same skill frame design and only a colour difference was indicating the type of skill. We went the extra mile to redesign ALL skill nodes icons.
We also created distinct skill node frames for all different skill types. Range skills will now be indicated by a spikey arrow type skill frame. Melee skills will have a more massive steel inspired skill frame. Companion skills will have wings. Universal ability skill nodes that trigger effects but are working with melee and range attacks now have a more universal skill node frame. Attack replacer skill nodes now have a exchange inspired skill node frame indicating that you can only pick on of those and that this skill will replace a functionality.
Melee Skill Nodes:


Range Skill Nodes:


Companion Skill Nodes:


Universal Skill Nodes:


Attack Replacer Skill Nodes:


Advanced Skill Nodes:

Basic Skill Nodes:



We also think this will be a further step in making it easier when navigating the skilltree with less hovering is required to distinguish where you want to go. Furthermore the skilltree background got reworked as well.
Enemy Ragdoll System
A new enemy ragdoll system will make combat feel more impactful and fun. Slaying enemies will now trigger a ragdoll effect with a gradual death animation. This will be a huge step up from the simple vanishing before, which looked odd especially on big enemies like endbosses.
Here is how it looks in action.

We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.
But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next
Wednesday 21st of May.
You are invited to join
our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.
[ 2025-05-14 19:17:56 CET ] [ Original post ]