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Tormentis 0.9.0 – 50 Missions, 360° Movement and Easier Building

October 29, 2026 · 4 Hands Games

Hello everyone,

Tormentis 0.9.0 expands the campaign, reworks movement in combat and makes building your dungeons much easier. Two additional chapters, new 360° movement and major dungeon editor improvements are at the heart of this update. They are joined by controller controls for dungeons, new backgrounds, achievement rewards and the foundation for events with their own progress.

Five chapters, 50 missions – campaign and progression

The campaign grows from three to five chapters and from 30 to 50 missions. The existing chapters have also been rebuilt, with reworked dungeons, new chapter maps and varied encounters following a connected story about the seals and the Dungeon Heart.

Campaign map

The chapters gradually introduce different defenses: frost and undead, fire and demons, lightning, then beasts and physical defenders. The final chapter brings those mechanics together. You can discover how individual monsters and traps work as a group, then use those lessons when building your own dungeons.

Gold, experience and gemstone rewards have been reworked alongside the unlocks for additional monsters and traps. Blueprints become available as you progress through the campaign, after the corresponding unit has been introduced.

For existing players: your campaign progress is preserved. Completed missions are not reset, and their revised first-completion rewards are not granted again. The 20 additional missions in the new chapters extend your existing progression.

360° movement: keep your opponent in sight

Movement and facing are now independent. Your hero can stay focused on an opponent you have attacked while you move sideways, back away or circle around them.

Matching animations for eight movement directions support this with greatswords, staffs and bows. More natural turning steps accompany stationary rotation. Clicking to move or moving your mouse pointer does not automatically replace your attack focus.

Movement around obstacles has also been improved. Clicks on blocked locations resolve to a reachable boundary where possible. If you use mouse movement with the option to roll in your movement direction enabled, your roll now follows your movement too – even while you keep an opponent behind you in sight.

A new control option: controller play in dungeons

You can now play dungeons with a controller. The left stick handles movement and the right stick handles aiming. Skills, evading, interaction, potion use, the map and pause have dedicated buttons. Controller bindings can be changed independently of keyboard bindings, and sensitivity is adjustable.

Controller navigation in menus is not yet reliable. We are continuing to work on it. For now, the new control option is focused on playing inside dungeons.

Dungeon editor: easier placement and batch upgrades

Dungeon editor placement mode

The new placement mode makes editing your dungeons much easier. Select a source in storage or the shop, then place multiple monsters, traps or decorations in succession without returning to the selection for every object. A preview shows the placement, with the available count or price kept visible.

Dungeon blueprint view

Batch upgrades are a particularly important addition: you can upgrade entire storage stacks together. See the number of affected units and the total cost, change the target level in steps of ten as well as single steps, then continue working with the upgraded stack. Units of the same type and target level merge into one stack.

  • Switch between the familiar 3D view and the new 2D blueprint view to inspect and edit your dungeon layout.
  • Move objects with improved drag and drop. You can rearrange existing units while placement mode is active too.
  • Clearer selection outlines, placement footprints and range indicators help you position your defenses.

Treasury: easier to place, more deliberate to attack

The Treasury needs less clearance at its sides when you place it. This makes it easier to fit into your dungeon while keeping its walkable interior the same size.

Projectile blockers along the sides prevent enemies from being picked off from a distance by firing over the boundaries. The door also waits until no living monsters remain inside the Treasury and no enemy is actively pursuing a player.

Meadow and Forest: two new backgrounds

Meadow and Forest add two new backgrounds for your dungeon. Meadow unlocks after mission 1-3, and Forest after mission 4-10. These new landscape layers also form the foundation for many more backgrounds that are still being planned.

Meadow and Forest backgrounds

Lighting and colors have also been reworked in dungeons, the editor and the main view. If you prefer the earlier, darker presentation, you can enable “Dark atmosphere (classic)” in the graphics settings.

New achievements and rewards to collect

Seven additional achievements bring the total to 45. They include achievements for completing the two new chapters and for finishing every mission in those chapters with three stars.

You can now collect gold and gemstone rewards for earned achievements. Previously earned achievements qualify too, so you do not need to earn them again.

Events with their own progress

Tormentis now supports events with daily progress and reward milestones. Depending on the event, eligible activities can contribute to your progress. The event view shows your daily progress, completed days and reached reward milestones.

This lays the groundwork for future events with longer-term goals. The announcement for each event will explain which activities count, what rewards to expect and when it takes place.

Skills, traps and a clearer view of your dungeon

The interaction between channeling skills, rolls and forced movement has been reworked. Interruptions and channel endings are handled more reliably, including when mana runs out.

Fire and lightning traps contribute more strongly to their respective monster synergies. The Running Sawblade slows heroes it hits, while several trap values and the Lightning Pillar’s timing have been adjusted.

Walls around unopened chests become transparent, making hidden chests easier to spot. Replays reproduce Treasury doors, Cold Ray aiming and fast movement more reliably.

Thank you for your feedback and support. We are especially interested in your experience with the new movement and reworked editor: what feels better, and where would you like more control?

Your Tormentis Team

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