Developer Log

The hunt continues

Release notes and public progress for the systems, content, platform work, and polish shaping Veles.

Latest release · July 2026

Version 2.1.0: The Codex is out

2.1.0

The Codex adds a long-term collection hunt to Damned difficulty: 70 Tomes, 14 craftable Compendiums, and the Black Encyclopedia of the Damned.

Hunt for forbidden Tomes

Each of fourteen enemy families can drop five unique Tome volumes on Damned difficulty. A same-family 3:1 exchange helps turn duplicate volumes into the pages you still need.

Forge Compendiums

Complete a five-volume set to craft its Compendium. Each one grants a unique permanent passive and +5% score when its enemy family begins the run.

Complete the Black Encyclopedia

Bring together all fourteen Compendiums to unlock every Codex passive, +25% score in every run, and +3 effective levels to every learned ability.

Performance, control, and balance

Version 2.1.0 also adds graphics controls, scaled rendering, auto ability selection, clearer quests, difficulty tuning, combat balance improvements, and fixes.

Previous release · July 2026

Version 2.0.0 reforged the hunt

2.0.0

The largest visual update to Veles redesigned nearly every major screen, added 25 uncommon and rare items, introduced skill-level bonuses on equipment, and rebalanced run scoring.

A new face for Veles

A unified theme reached the Main Menu, Tavern, Inventory, Shop, Hunter's Diary, Quests, Leaderboards, level selection, and in-game overlay.

More ways to build

Twenty-five items arrived across five equipment slots. Gear can raise All, Active, Passive, Magical, Physical, or Pure Skills.

Scores that reflect the hunt

Damage, kills, gold, hero level, run duration, and the final result now contribute through revised scoring weights.

Sharper on every screen

Mobile scaling, safe areas, platform sign-in, navigation, and numerous interface issues were improved.

Live on the App Store

iOS

iOS is live on the App Store. The build, Apple sign-in, Game Center identity verification, and backend account flow are released.

App Store
Live
Platform status
Available now
Live
Live on Google Play

Android

Android is live on Google Play. Google sign-in, production client configuration, backend auth, and device testing are complete.

Google Play
Live
Platform status
Available now
Live
Live on Steam

Steam

Steam is officially live. The store page is approved, and Windows, Mac, and Linux desktop builds have the gameplay client, Steam login, logout support, and returning-player flow ready.

Store page
Approved
Steam release
Live now
State
Available now
Live
Operational

AWS Backend

The AWS backend is fully released and operational. Auth, cloud saves, leaderboards, rate limits, payload limits, account routes, and production configuration are complete.

Dev
Operational
Prod
Operational
State
Operational
Operational

Recently completed

What is already in

  • Done Optimized large combat crowds by removing unnecessary enemy, pickup, and ability physics bodies; added spatial pickup queries and projectile hot-path caches.
  • Done Rebalanced the 15 level-and-difficulty combinations into a continuous +0% to +2400% Monster Power curve.
  • Done Added boss burst protection and a finite overtime window with disabled hero healing, escalating Doom damage, and a hard deadline.
  • Done Added a reusable combat feedback layer for clearer hit, damage, and run-state feedback.
  • Done Tuned camera shake so it fires on player damage instead of every busy enemy-hit moment.
  • Done Added slight idle camera breathing during gameplay to make the arena feel less static.
  • Done Reworked ambient visuals so world particles read as atmosphere, not stray projectiles.
  • Done Added screen-space menu particles and kept them out of gameplay scenes for cleaner combat readability.
  • Done Improved run feedback with important-drop arrows, victory item glow, chests, and clearer reward moments.
  • Done Refined active and passive ability data: 14 active abilities, 12 passive upgrades, and level scaling up to level 9.
  • Done Updated difficulty, boss balance, overtime pressure, scoring, and progression tuning for release testing.
  • Done Polished hero, tavern, inventory, Reliquary, and Rite of Ascension flows.
  • Done Completed all current level scenes and improved Forsaken Woods, Ashen Stronghold, and mid-game layouts.
  • Done Improved the public website: home page, gameplay guide, inventory, levels, minigames, legal pages, and health manual.
  • Done Added Minigames page to the public website covering all four active minigames and their run rewards.
  • Done Released iOS on the App Store.
  • Done Android is live on Google Play.
  • Done Steam is officially live with desktop builds ready for Windows, Mac, and Linux players.
  • Done Completed cloud saves, account login flows, logout support, leaderboards, and returning-player handling.
  • Done Polished expired-login handling — players with an expired token are now returned to sign-in cleanly instead of silently falling back to local data.
  • Done Completed dev and production backend setup, connected public domains, and added API safety limits.

Beyond 2.0.0

Later improvements

After launch, the plan is to expand carefully: stronger server-side validation where it matters, more security regression tests, better deployment automation, and regional infrastructure once the player base justifies it.