A demon has answered

ENDBRINGER

Summoned from Hell. Bound to bring torment to the realms of men.

01 / Wreak ruin. Harvest power. Become the end.

Descend

Dev log / Perforce archive

Timeline

50 major milestones, from the latest build back to where development began.

16 Aug 2026Newest to oldest26 Oct 2024

Current Plan

Goals

  1. Goal

    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.

  2. Planned

    Final Polish

    We’re finishing the music, updating the lore, cleaning up the remaining rough edges, and packaging Endbringer as a Windows build.

  3. Planned

    Future Skills

    We’re adding eight new Future Era skills.

  4. Planned

    Future Era

    We’re taking the game into a distant future shaped by giant kaiju.

  5. Planned

    Space Skills

    We’re adding eight new Space Era skills.

  6. PlannedTargeting

    Space Era

    We’re opening the Space Era with phase planets and a World-Devouring Worm encounter.

  7. Planned

    Modern Skills

    We’re adding eight new Modern Era skills.

  8. Planned

    Melee Combat

    We’re expanding close-range combat with one-handed weapons, two-handed weapons, and fists or claws.

  9. Next

    Modern Era

    We’re building the Modern Era with at least five new enemies, more advanced enemy skills, and new tiles and buildings.

Now · Current build What We’ve Done So Far 50 milestones
  1. CL 611 ·

    New Crossroads Tile

    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.

  2. CL 608 ·

    Castle Boss Arena

    We updated the castle for a boss fight. We added a boss spawn and arrow turrets to the area.

  3. CL 600 ·

    Breakable Trees

    We added trees that players can walk over and break. We also added tree, treetop, and stump art for the break effect.

  4. CL 596 ·

    Explorer Chests

    We added Explorer Chests and placed them across several maps. We also fixed map issues and adjusted arrow size, arrow speed, and archer movement.

  5. CL 592 ·

    Unlimited Skill Levels

    We let skills keep leveling after they reach the old maximum. We updated the player, enemies, loadout, and skill slots to support the change.

  6. CL 582 ·

    Regeneration Upgrades

    We added permanent upgrades for regeneration amount and cooldown. We also fixed saving and stopped upgrades from stacking after repeated Apply clicks.

  7. CL 581 ·

    NPC Navigation

    We improved NPC movement so enemies get stuck less often. We also updated the maps to work with the new navigation.

  8. CL 577 ·

    20-Minute Boss

    We added a boss that spawns after 20 minutes. We also added Hero’s Soul to the loot pool for late runs.

  9. CL 570 ·

    Critical Hit Items

    We added items that increase critical-hit chance and damage. We also made extra weapons disappear when all eight weapon slots are full.

  10. CL 568 ·

    Damage Numbers

    We added floating damage numbers above enemies. We updated the combat and UI systems so the numbers appear when an enemy is hit.

  11. CL 564 ·

    Boss AI Update

    We improved the boss AI and increased the boss’s health. We also added speaker names to dialogue.

  12. CL 563 ·

    Dialogue Flags

    We added flags for dialogue that should only play once. We also blocked other controls during dialogue and stopped dialogue boxes from stacking.

  13. CL 554 ·

    Permanent Upgrade Saves

    We rewrote permanent upgrades to use the player save. We fixed upgrading and resetting skills so both actions save correctly.

  14. CL 547 ·

    Pickup Radius Item

    We added the Jade item to increase pickup range. We also made pickup range work with every item instead of only Souls.

  15. CL 536 ·

    Dialogue System

    We added the first dialogue system, including its data and on-screen widget. We connected it to the player and skill systems.

  16. CL 532 ·

    New Items and Skills

    We added several stat-changing items and two new skills. We also added a quick test spawn and fixed an error with floating weapons.

  17. CL 531 ·

    Skill Selection Cleanup

    We separated available skills from the skills the player already chose. We also fixed slot setup so active and passive skills are handled correctly.

  18. CL 506 ·

    Skill Leveling Update

    We added a new skill instance system for leveling during a run. We connected it to the player, skills, loot, enemies, and loadout slots.

  19. CL 501 ·

    Map Border Fixes

    We fixed gaps around the edges of generated maps. We added border tiles that choose the correct art for each edge and corner.

  20. CL 494 ·

    Larger Maps

    We made the generated maps five times larger. We adjusted pathfinding, movement, object sizes, and player growth to keep the larger maps playable.

  21. CL 485 ·

    Soul Values

    We added different Soul types and values that increase over time. We also let each enemy choose which type of Soul it drops.

  22. CL 475 ·

    Four-Direction Enemies

    We rebuilt enemy movement and attacks for four directions. We replaced the old system with new directional animations.

  23. CL 465 ·

    More Skill Keys

    We added E, R, and F as skill buttons alongside Q. We also moved skill spawning into one shared function.

  24. CL 459 ·

    Performance Fix

    We turned off debug spheres on buildings. We got a large frame-rate improvement from that change.

  25. CL 453 ·

    Saved Loadouts

    We made loadout slots save the player’s selected skills. We also restored the Q skill from that save when a run starts.

  26. CL 450 ·

    Save System

    We added the first save system. We created separate save data for player progress and settings.

  27. CL 440 ·

    Fire Tornado

    We added the Fire Tornado skill. We also added it to the cheat menu so we could test it quickly.

  28. CL 438 ·

    Chain Skills

    We added chain attacks that jump between targets. We connected Zap and the loot table to the new behavior.

  29. CL 427 ·

    Orbiting Weapons

    We added a skill that makes collected weapons orbit the player. We also updated item drops to work with the new orbiting weapons.

  30. CL 410 ·

    Multicast Skills

    We put single, line, and spread attacks into one reusable system. We updated skills so they can choose which attack pattern to use.

  31. CL 391 ·

    Orthographic Camera

    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.

  32. CL 377 ·

    Dash Recharge

    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.

  33. CL 371 ·

    Castle Art

    We added the first castle texture, tileset, and tile map. We also fixed shadows and alignment and added broken barrel and crate art.

  34. CL 364 ·

    Destroyed Buildings

    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.

  35. CL 353 ·

    Map Generation Test

    We added the first map-generation prototype and its tile art. We also fixed a rendering issue in the map setup.

  36. CL 343 ·

    Procedural Rooms

    We made the map generator place new rooms from open exits. We reorganized each tile so the generator could find and follow its connections.

  37. CL 332 ·

    Loot Rarity

    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.

  38. CL 296 ·

    Invulnerability Frames

    We added a short invulnerability window after the player takes damage. We used it to stop several overlapping hits from landing at once.

  39. CL 280 ·

    Level-Up Choices

    We added a level-up menu where players choose skills and upgrades. We also adjusted enemy spawns, Fire Stone aiming, effects, audio, and balance.

  40. CL 252 ·

    Lightning Cloud

    We added the Lightning Cloud skill and its sprites. We also added delayed damage so skills can wait before dealing a hit.

  41. CL 243 ·

    Level One Art

    We updated the tile map, tileset, and house sprites. We used the new art to build an early version of Level One.

  42. CL 237 ·

    Game Menus

    We added the game’s first menus. We focused this early pass on the basic menu setup.

  43. CL 233 ·

    Ranged Enemies

    We added the first ranged enemy and its archer sprites. We also added timed enemy attacks and cleaned up pickup collision.

  44. CL 228 ·

    Damage Over Time

    We added duration and chance settings for damage-over-time skills. We also fixed enemies changing direction in the middle of a charge.

  45. CL 197 ·

    Health Component

    We moved health logic into its own component. We made the code easier to reuse across the game.

  46. CL 193 ·

    Devon’s Tileset

    We imported Devon’s sprite sheet and built a tileset with collision. We also made a test map to check the new art.

  47. CL 192 ·

    Timed Player Updates

    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.

  48. CL 134 ·

    Skill Cleanup

    We reorganized the skill files and removed old versions. We tested the remaining skills and confirmed they were working.

  49. CL 116 ·

    Spell Effects and Audio

    We added blue spell animations, impact effects, and new sounds. We also fixed sound playback and synchronized the Ice Orb effect.

  50. CL 001 ·

    Mainline Created

    We created the //gameMain/mainline stream. We used this as the starting point for the project’s Perforce history.

Those behind the summoning

Meet the Dev Team

Jesse and Alex Fankhauser 01

Jesse & Alex Fankhauser

Lead Developers

DJ Bracken in a warmly backlit close-up 02

DJ Bracken

Perforce Administrator

Vectivax 03

Vectivax

Project Manager

Devon 04

Devon

Art Director

The ritual has only begun

Witness what comes next.

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