Release
Our goal is a full release around Christmas 2027. If the game needs more time, we’ll aim to launch in Early Access first.
ENDBRINGER
A demon has answered
Summoned from Hell. Bound to bring torment to the realms of men.
01 / Wreak ruin. Harvest power. Become the end.
Dev log / Perforce archive
50 major milestones, from the latest build back to where development began.
16 Aug 2026Newest to oldest26 Oct 2024
Current Plan
Our goal is a full release around Christmas 2027. If the game needs more time, we’ll aim to launch in Early Access first.
We’re finishing the music, updating the lore, cleaning up the remaining rough edges, and packaging Endbringer as a Windows build.
We’re adding eight new Future Era skills.
We’re taking the game into a distant future shaped by giant kaiju.
We’re adding eight new Space Era skills.
We’re opening the Space Era with phase planets and a World-Devouring Worm encounter.
We’re adding eight new Modern Era skills.
We’re expanding close-range combat with one-handed weapons, two-handed weapons, and fists or claws.
We’re building the Modern Era with at least five new enemies, more advanced enemy skills, and new tiles and buildings.
CL 611 ·
We added a new Crossroads tile and more backgrounds to the map generator. We also updated the map data, level-select screen, and permanent-upgrade screen.
CL 608 ·
We updated the castle for a boss fight. We added a boss spawn and arrow turrets to the area.
CL 600 ·
We added trees that players can walk over and break. We also added tree, treetop, and stump art for the break effect.
CL 596 ·
We added Explorer Chests and placed them across several maps. We also fixed map issues and adjusted arrow size, arrow speed, and archer movement.
CL 592 ·
We let skills keep leveling after they reach the old maximum. We updated the player, enemies, loadout, and skill slots to support the change.
CL 582 ·
We added permanent upgrades for regeneration amount and cooldown. We also fixed saving and stopped upgrades from stacking after repeated Apply clicks.
CL 581 ·
We improved NPC movement so enemies get stuck less often. We also updated the maps to work with the new navigation.
CL 577 ·
We added a boss that spawns after 20 minutes. We also added Hero’s Soul to the loot pool for late runs.
CL 570 ·
We added items that increase critical-hit chance and damage. We also made extra weapons disappear when all eight weapon slots are full.
CL 568 ·
We added floating damage numbers above enemies. We updated the combat and UI systems so the numbers appear when an enemy is hit.
CL 564 ·
We improved the boss AI and increased the boss’s health. We also added speaker names to dialogue.
CL 563 ·
We added flags for dialogue that should only play once. We also blocked other controls during dialogue and stopped dialogue boxes from stacking.
CL 554 ·
We rewrote permanent upgrades to use the player save. We fixed upgrading and resetting skills so both actions save correctly.
CL 547 ·
We added the Jade item to increase pickup range. We also made pickup range work with every item instead of only Souls.
CL 536 ·
We added the first dialogue system, including its data and on-screen widget. We connected it to the player and skill systems.
CL 532 ·
We added several stat-changing items and two new skills. We also added a quick test spawn and fixed an error with floating weapons.
CL 531 ·
We separated available skills from the skills the player already chose. We also fixed slot setup so active and passive skills are handled correctly.
CL 506 ·
We added a new skill instance system for leveling during a run. We connected it to the player, skills, loot, enemies, and loadout slots.
CL 501 ·
We fixed gaps around the edges of generated maps. We added border tiles that choose the correct art for each edge and corner.
CL 494 ·
We made the generated maps five times larger. We adjusted pathfinding, movement, object sizes, and player growth to keep the larger maps playable.
CL 485 ·
We added different Soul types and values that increase over time. We also let each enemy choose which type of Soul it drops.
CL 475 ·
We rebuilt enemy movement and attacks for four directions. We replaced the old system with new directional animations.
CL 465 ·
We added E, R, and F as skill buttons alongside Q. We also moved skill spawning into one shared function.
CL 459 ·
We turned off debug spheres on buildings. We got a large frame-rate improvement from that change.
CL 453 ·
We made loadout slots save the player’s selected skills. We also restored the Q skill from that save when a run starts.
CL 450 ·
We added the first save system. We created separate save data for player progress and settings.
CL 440 ·
We added the Fire Tornado skill. We also added it to the cheat menu so we could test it quickly.
CL 438 ·
We added chain attacks that jump between targets. We connected Zap and the loot table to the new behavior.
CL 427 ·
We added a skill that makes collected weapons orbit the player. We also updated item drops to work with the new orbiting weapons.
CL 410 ·
We put single, line, and spread attacks into one reusable system. We updated skills so they can choose which attack pattern to use.
CL 391 ·
We changed the camera from perspective to an orthographic view. We set the view width to 320, turned off motion blur, and reset the tile scale.
CL 377 ·
We made dash charges refill up to the player’s maximum. We also added a circular dust effect and varied the dash sound’s pitch.
CL 371 ·
We added the first castle texture, tileset, and tile map. We also fixed shadows and alignment and added broken barrel and crate art.
CL 364 ·
We made destroyed buildings show a wrecked animation instead of spawning rubble. We turned off their collision and timers but kept the ruins in the world.
CL 353 ·
We added the first map-generation prototype and its tile art. We also fixed a rendering issue in the map setup.
CL 343 ·
We made the map generator place new rooms from open exits. We reorganized each tile so the generator could find and follow its connections.
CL 332 ·
We added loot rarity tiers and one shared roll for item drops. We connected drop chance, rarity, and the loot table so rewards are selected consistently.
CL 296 ·
We added a short invulnerability window after the player takes damage. We used it to stop several overlapping hits from landing at once.
CL 280 ·
We added a level-up menu where players choose skills and upgrades. We also adjusted enemy spawns, Fire Stone aiming, effects, audio, and balance.
CL 252 ·
We added the Lightning Cloud skill and its sprites. We also added delayed damage so skills can wait before dealing a hit.
CL 243 ·
We updated the tile map, tileset, and house sprites. We used the new art to build an early version of Level One.
CL 237 ·
We added the game’s first menus. We focused this early pass on the basic menu setup.
CL 233 ·
We added the first ranged enemy and its archer sprites. We also added timed enemy attacks and cleaned up pickup collision.
CL 228 ·
We added duration and chance settings for damage-over-time skills. We also fixed enemies changing direction in the middle of a charge.
CL 197 ·
We moved health logic into its own component. We made the code easier to reuse across the game.
CL 193 ·
We imported Devon’s sprite sheet and built a tileset with collision. We also made a test map to check the new art.
CL 192 ·
We added a pickup radius that scales when the player starts. We also moved player updates from every frame to a timer to improve performance.
CL 134 ·
We reorganized the skill files and removed old versions. We tested the remaining skills and confirmed they were working.
CL 116 ·
We added blue spell animations, impact effects, and new sounds. We also fixed sound playback and synchronized the Ice Orb effect.
CL 001 ·
We created the //gameMain/mainline stream. We used this as the starting point for the project’s Perforce history.
Those behind the summoning
Lead Developers
Perforce Administrator
03
Project Manager
04
Art Director
The ritual has only begun