☠️ 'Revenant Survivors' (~8/23)
[CustomBuild] I am submitting my own build for the event.
I am submitting to the My Own Build event.As for my own build, in Revenant Survivors, I played by developing a whirlwind-class warrior to quickly defeat large groups of mobs to level up, and ultimately seeking out the boss.I am also submitting a screenshot so you can check the build I used.
[Bug&Feedback] This is a bug.
I think 'Piercing -1' is a typo.I used the Smite skill and then went through a portal, and now there are two characters. I defeated Seraphim, but the afterimages of Seraphim's skills remain.The image for the Light Recovery specialization trait is not appearing.
[Bug&Feedback] Game optimization issues and problems when entering dungeons
Game optimization issues and problems when entering dungeonsWhen first entering a dungeon at the stage selection phasethe graphics card cooler runs at extremely high speedswhen waiting without entering the dungeon (not pressing start)it uses a lot of system resources.
[Bug&Feedback] Add convenience features [1]
On/off option for screen shake, turning red when hit, and things like it being too flashy when using certain skillsAdd option features before starting the game, such as a low-spec modeMake the simple UI visible even in town, displaying information such as how much money you haveAchievement goals for motivation
[CustomBuild] A build that is still lacking [1]
The core composition of the build is set to Basic Attack and Smite.After playing the game, I felt that active skills appeared relatively less frequently because passive skills continued to appear as options even when the passive slots were full.Also, among the active skills, I felt that Basic Attack or Smite appeared quite often.I chose this composition because Basic Attack and Smite have more room for additional investment compared to other active skills, and I felt their efficiency when invested in was not bad.For permanent upgrades, I focused on maximizing the resources and items that can be obtained in a single battle.I also invested a little in Dash to secure a minimum means of survival.As for items, I mainly equipped high-grade items because they possess special options and have good efficiency.I also prioritized items with special abilities related to Basic Attack and Smite, such as Smite and Crush, or those with survival skills like Dash and defensive effects.For Soul Upgrades, I also invested in a way that increases the efficiency of Basic Attack and Smite.In my experience, this was the feature where the effects were most noticeable among the various upgrade elements.It would have been helpful to compare and analyze the skills chosen in battle if there were a feature to check the character's detailed stats, but it was a shame that such a feature was missing.After clearing up to Tier 4, I found that unlike other roguelike games, survival was relatively easy because you don't take damage even if you come into contact with monsters.I felt that there was almost no chance of dying even with minimal investment in permanent Dash, so I invested mostly in passives that increase attack power and prioritized investing in active skills whenever they appeared.Whether it's because the game is a demo version and the difficulty is low, except for dying a few times in the beginning, I was able to clear it without dying once until the end by configuring the build this way.
[Bug&Feedback] The game crashes when changing the resolution in windowed mode. [1]
I'm used to the Vampire Survivors-style gameplay, so it's fun. First of all, there's a frequent crashing issue when switching to windowed mode. The impact feel is quite good, but it's a bit disappointing that things like skill order are somewhat fixed. I wish I could buy and sell items, upgrade skills, and have the combat be a bit faster. It's more demanding than I thought, so my graphics card fan is running very loudly. Also, the fact that the options aren't on the start screen but only visible after starting the game and pressing esc, where the sound, graphics, and windowed mode settings are located, was a bit inconvenient. The most urgent issue is that there is some lag when starting and exiting the game as well.
[Bug&Feedback] Bug [1]
1. There is an issue where the window size is fixed to 1920×1080 when changing the resolution in windowed mode. Setting the game to full-screen mode causes the program to crash immediately.If it does not crash, changing the resolution in full-screen mode causes the screen contrast to change depending on the selected resolution, and the text bounding box overlay remains visible. When this bug occurs, it does not affect only specific text but appears in all text areas within the game.Additionally, there is an issue where the existing resolution list in the screen settings randomly disappears.For example, while multiple resolutions like 1280×720, 1366×768, 1600×900, and 1920×1080 are displayed normally, at some point, a specific resolution may disappear, or only one resolution remains while the others vanish.The missing resolutions sometimes recover after reconnecting to the game or returning to the title screen, but there are cases where the list does not recover and remains missing even after trying these methods.2. While there is no constant lag or frame drop during gameplay, there are intermittent moments where the screen or game movement appears to stutter. Notably, there is no visible change in PC resource usage, such as CPU or GPU, during these moments, so it appears to be a different type of issue than lag caused by general resource shortages.Also, it feels different from the typical tearing experienced when a frame limit is applied, so it does not seem to be a simple tearing issue.3. There is an issue where the 'E' key interaction prompt does not appear normally on the portal required to enter the final boss fight. Because of this, it is difficult to intuitively confirm on the screen whether the portal is in an interactable state.4. There is an issue where the attack indicators (AoE zones) for bosses or elite monsters intermittently fail to display correctly. It is unclear if this occurs when specific effects or terrain overlap with the indicator, but even with the same attack pattern, the indicator showing the attack range completely disappears from the screen in some situations.In this case, the actual attack hit detection seems to exist, but the visual warning does not appear, making it difficult to perceive the attack range in advance.5. There is an issue where a portal that does not actually exist is displayed on the screen in the second map of Tier 3. When approaching the portal, it does not simply disappear; instead, a diagonal boundary moves from the top to the bottom of the portal, and the portal gradually becomes transparent from the area the boundary passes through until it finally disappears completely.6. Based on a specific horizontal area located just above the skill bar at the bottom of the screen, parts of objects are rendered transparently.When there are no objects in that area, there is no abnormality, but if objects like buildings or walls overlap with that area, only that part becomes transparent, exposing the background behind it. The objects appear to display normally once they move out of that area, suggesting that the transparency effect is incorrectly applied based on a specific region.7. There is an issue where the UI image of a specific skill does not display correctly in the tab window and appears white.Only traits acquired through skill selection are displayed this way.8. Aside from the highlight on the actual facility, a yellow highlight line appears on the wall behind it, slightly away from the facility.9. When a wall or object is positioned between the player and the camera, the object should generally become transparent to allow viewing behind it, but in certain sections or with some objects, the transparency effect is not applied, causing the screen to be obstructed.10. During town upgrades, there is a feature to reroll skill choices or lock specific skills upon leveling up, but there is an issue where the unlock status of this feature does not match its appearance in the actual skill selection. There are cases where the lock feature appears in the skill selection even though it has not been acquired through permanent upgrades, while in other cases, the feature does not appear even when it has actually been acquired, suggesting that the application conditions for the feature are not being reflected correctly.Additionally, when using the reroll feature, the skill choices change immediately and the related currency is deducted normally, confirming the feature works; however, when clicking the lock feature, there is no change in the skill selection or UI, and no currency is deducted, making it difficult to verify if the feature is actually working.The photos below show cases where the lock feature appears in the skill selection even when it has not been unlocked.11. During the battle, the boss Seraphim intermittently ignores the map boundaries and moves outside the map to attack. Moving outside the map appears to be outside the normal movement range and is judged as a bug, but I am unsure if the subsequent part where Seraphim teleports to the center of the map to return to the combat position without a separate movement process is an intended boss mechanic or an abnormal recovery process that occurs after leaving the map. Not only Seraphim but other bosses also pass through terrain.12. From section 2 onwards, the acquisition conditions for skills on the same line as that section are applied one step behind the actual gauge. When the gauge reaches that section, the skill is unlocked in the UI, allowing mouse-over and clicking, but the skill is not actually acquired when clicked.You must raise the gauge one more step to acquire the skill normally.In section 3, the required condition is pushed back by another step, requiring two more steps after reaching that section to acquire the skill.In the state shown in the photo below, the skill cannot be acquired.13. The passive slot is limited to 12 slots, but new passive skills continue to appear in the selection even after all slots are filled. When a new skill is selected in this state, the player does not choose which skill to replace; instead, the skills are automatically arranged according to a specific internal order, and it appears that existing skills are pushed out in the process. In particular, if the newly selected skill has a lower priority than the existing ones, it may disappear without being registered in the slot, making it difficult to predict which skills are kept and which are deleted.Even if you acquire good skills like Legendary ones, they may disappear due to being pushed out by existing skills because of this system, or you may not acquire them at all.I hope this is improved so that new skills do not appear in the selection when the passive slots are full, or that the player can manually choose which existing skill to delete and replace when selecting a new one.+ Additional - There seems to be a bug that only occurs in the second map of Tier 2.I felt that the effects of interactive objects in the map were not working properly.Also, the skills I had selected disappeared from the TAP window, and except for passive skills and the basic attack 'Smash', no other skills appeared in the selection.There are also abnormalities in skill effects. For example, the dark enhancement effect of Whirlwind Smash creates a shadow with the same appearance as the character and displays additional effects, but in that map, the shadow appears, disappears, or teleports, moving abnormally.- After clearing a battle, an 'Unknown' item that does not display correctly appears on the battle statistics screen.- The effects of interactive objects placed in the map appear to intermittently fail to work properly.However, it was difficult to confirm the exact conditions or operating principles, and since they sometimes worked normally, it was hard to judge whether it was a bug occurring under specific conditions or a random phenomenon.For example, in the case of magnet interaction, there were times when it did not work properly when interacted with at the moment the level-up pop-up appeared, but there were also cases where it worked normally in the same situation, making it difficult to pinpoint the exact bug conditions.- There is an issue where the skills actually possessed are not all displayed correctly on the battle statistics screen after clearing, with only some being shown.- Items are picked up even when the inventory is full, and the picked-up items disappear.Also, there is an issue where the UI is cut off when there are too many items acquired on the clear screen.
[Notice] Revenant Survivors — INDIE BOOST LAB Feedback & Events (Aug 10–23) [37]
Hello! We are Mongma Studio. Through INDIE BOOST LAB, we would love to hear from everyone who plays Revenant Survivors. Please share your honest thoughts on everything you experience while playing, including combat feel and impact, build variety, difficulty and balance, UI/UX, bugs, and anything that felt inconvenient or unclear. Your feedback will be invaluable as we continue working to make Revenant Survivors a more enjoyable and polished game. 📅 Event Period August 10, 2026 ~ August 23, 2026 1. Player Feedback Participation Guide Help us make Revenant Survivors even better by sharing your feedback! We recommend spending enough time with the demo to get a good sense of its strengths and weaknesses before submitting your feedback. 🎮 We recommend playing for at least 30 minutes. [How to Participate] Leave a participation comment on this post! Example: I'm participating! Play the Revenant Survivors demo and leave a short review on the STOVE store page. Please focus on your experience wi
[Notice] Revenant Survivors — Game Introduction [2]
Hello! We are Mongma Studio. We are excited to introduce Revenant Survivors, currently in development, through INDIE BOOST LAB. Revenant Survivors is an action roguelite set in a Diablo-inspired dark fantasy world, where you mow down endless hordes of enemies and grow stronger by combining a wide variety of powers. Before you jump into the demo, here is a quick look at some of the core gameplay you can experience in the current build! 🎮 Game Info Genre : Action Roguelite / Horde Survival Developer : Mongma Studio Platform : PC Mode : Single-player Development Status : In Development In Revenant Survivors, defeating a boss is more than simply overcoming the next obstacle. Defeat bosses to absorb their Souls and grow stronger, then steal their skills and wield them yourself. You can also claim the equipment they leave behind and turn the spoils of each victory into power for the battles ahead. Bring down powerful enemies and make their strength your own. Fire, Ice, Lightning, Light, and


