ZpellCatz "Time Distortion" Update (1.5.0)

June 6, 2025

Hey there, fellow Catz! One year ago, ZpellCatz was released - happy birthday! Let's celebrate together with version 1.5 and the start of a new season.

Experimental: Time Distortion

Compared to other (modern) ARPGs, it's noticeable that ZpellCatz plays a bit slower. That's generally okay, but I want to start a test in version 1.5 to see if a speed boost would benefit the game. Therefore, the general pace has been increased quite significantly for this version (and this season). Feel free to try it out and please let me know what you think of the change. Should we keep the new game speed or revert back to the original after the season?

Less Grind, More Variety

I enjoy unlocking new dungeons and bonuses in the Intermediate Realm. However, it sometimes feels very grindy to fight the same enemies and bosses over and over again before you're "allowed" to move on to the next dungeon. For this reason, there are several small adjustments intended to further improve the end game of ZpellCatz.

First, enemies, their mods, and bosses are rerolled after each successful Intermediate Realm dungeon (so after each boss kill). This makes each new run feel fresh.

Additionally, the size of the Intermediate Realm dungeons has been reduced, and the required clears for the third bonus have been reduced from 7 to 5. These changes allow you to move from one dungeon to the next much more smoothly. The experience curve has been adjusted so that even with the new values, you'll always have the appropriate level for the corresponding dungeons.

"Time Distortion" Update (1.5.0) June '25

*** Experimental ***
- Greatly increases movement speed of players (+35%)
- Increased movement speed of enemies (+20%)
- Increased shot speed (+20%)
- Reduced cooldown of offensive skills for heroes and Familiars (15% faster)
- Flat cooldown reductions (e.g. Coropuna) have been adjusted accordingly

*** Intermediate Realm ***
- Enemies, enemy room bonuses and bosses are now randomized after every IR dungeon clear
- Generally reduced dungeon size (about -25%)
- Third reward for clearing Intermediate Realm dungeons has been reduced from 7 clears to 5 clears
- Adjusted late game exp curve for a good leveling flow when clearing IR dungeons only 5 times

*** Epic Items ***
- 'Stake of Wounds': Increased 'Storm Totem' points gained
- 'Master's Shield': Increased block chance
- 'Wooden Scourge': Increased nature damage bonus
- 'Greedy Roots': Increased minimum all damage bonus
- 'Shield Enhancer': Added 'Radiance' and 'Fear' bonus points
- 'Reflector': Increased storm res and lux res
- 'Chilled Pages': Buffed with a focus on cold dmg and cold res to 'Leaf Shield'

*** Balance ***
- Increased rare gem drop chance from 7% to 9%
- Level 8 enemies (Mushroom Cavern) deal 10% less damage
- 'Burning Pyramid' boss: Summons deal 10% less damage
- 'Skull Cave' bosses deal 10% less damage
- 'Ancient Bloom' season tree skill: Reduced required rooms by 1

*** Bug Fixes ***
- 'Frailty': Fixed a bug with curse resistance level scaling

Full Changelog

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