About the Game

Encounter the monsters of Terastae that defied the virtues of this world and are trapped in a cycle of death and rebirth. Use your special ability as an Aethermancer to form bonds with monsters to guide your party of three through a sprawling world and dangerous battles. Make smart skill choices as your monsters grow stronger and find synergies between your monsters - making every one truly unique!

Fight ferocious enemies and divine bosses in engaging turn-based battles where every action matters! Manage and harness the four elements of Aether to unleash powerful spells. Consider your synergies and plan your monsters actions. Purge enemy Aether, grind your opponents down with poison, protect your allies with shields, focus on attacking with the right elements - you can pursue different strategies! But whatever you do, keep a careful eye on the HP of your monsters…

If a monster dies in combat, you’ll lose it. Permanently. But you have the power to defy death by rebirthing their souls. Don’t lose hope! Your monsters might change in the process, but will still be the same companions you once established a soul bond with and will grow stronger from their previous lives.

With every level up you get to decide in which direction your monsters will grow. Every monster has a dynamic skill pool that reacts to previous choices and other monsters you have in your team, enabling you to create powerful teams. Experiment with a myriad of unique team builds with every run!

Meet various characters who will help you and your monsters throughout your journey! Uncover their stories and dig into the lore of this world - all fueled by your choices and encounters. Help liven the village up by gathering townsfolk, hearing them out, and doing what only a true Aethermancer can do!

The Aethermancer has many faces - and each of them come with entirely new mechanics and abilities. Unlock new player classes to shake up the way you play and how you decide to build your party.

Use your Aethermancer abilities to explore, sneak and fight your way through procedurally generated levels while your monsters gain Worthiness. Keep going until you lose your monsters… then come back stronger and try again!
Special thanks to Path of Pixels (logo), HeavyMetalHanzo (key artwork) and Steven Melin (soundtrack)!
Screenshots
12 imagesVersion Information
Steam Patch Notes
Official update history
Aethermancers!
We just released another hotfix update that fixes some more bugs:
Bug Fixes
Fixed breach the void working properly with Djinn’s Three Wishes (when infusing him that signature trait)
Fixed signature traits appearing twice for some monsters after infusion
Fixed Input Bindings not working in certain cases
Fixed some monsters sometimes still appearing the Rebirth Shrine, despite having infused their signature trait to another Monster already
Fixed Crystal Mark retaliate dealing wrong elements of damage
‘Speed up long action’ setting now properly works if you disable it
Fixed typos in localization
Fixed not being able to scroll through Monster Selection in Infusion Menu
Fixed not being able to scroll through monsters in Infusion Attribute Selection
Fixed Currency Exchange event being useable multiple times after reloading save file
Décor shop now displays “Switch” for already bought, replaceable decorations instead of “0 Lurker Teeth”
Fixed decorations not showing up in Pilgrim’s Rest
Fixed infusion UI breaking when having 1-2 Monsters in the party, if you used it with 3 monsters in a previous run
Fixed corruption reducing accessibility setting (was actually increasing it)
When loading a demo save file, the unlocked difficulty is reset now, so you need to properly beat chernobog to gain alchemist and heroic in the full version of the game
Balancing Changes
Torment Doubling now can only trigger once per turn. This is to prevent some endless loops, but the trait was a candidate for getting a small nerf for some time now.
Hey Aethermancers!
We just released a hotfix update, adressing some of the issues reported since the launch of the Full of Fusion update yesterday:
Bug Fixes
Fixed save files softlocking in some cases when loading mid-run savegames from pre-update
Fixed softlock when infusion shifted Hundred Handed signature trait by Hecatoncheires onto one of your other monsters
Fixed potential softlock when jumping from a cliff
When using an infusion at the rebirth shrine menu and closing it, the UI will reset to default state and not re-open in infusion mode next time
Fixed Poise Purging removing more poise than intended
Fixed ‘Free Souls’ meta upgrade not working when saving & loading at Merchant’s area
Fixed mouse input not working in the Monster Shrine Menu for scrolling through the available monsters
Fixed actions with sub-actions (like Djinn or Dullahan) staying corrupted in Chernobog fight even after killing the hands
Fixed visual particles floating around Chernobog
‘Debuff Damage +1’ equipment affix is now a rare affix (as intended)
Aethermancers,
We just released another hotfix update, fixing some of the bugs reported with the last update
Bug Fixes
Fixed Splatter softlocking the game when spreading bleed to a dead monster
Fixed a softlock for when you try to enter Pilgrims path boss zone
Fixed an issue with ravager not leveling up past level 0 when rebirthed
Fixed guaranteed alternative champion after encountering the default champion three times & then losing a run before reaching the champion zone
Fixed going out of bounds when teleporting to certain loot drops
Fixed certain Sound banks not unloading after combat
Fixed Ravager boss particles in the overworld
Other Changes
Updated Credits to include the persons who did the live instrument recordings
Demo version patched
We also applied Unity's security patch on the demo version of Aethermancer, fixing a security issue with Unity (the game engine we use)
Aethermancers!
We just released another small update (0.4.2.0) with some of the more important Bugfixes:
Bug Fixes
Enemy shifted Star Spawn no longer uses Star Beam (but Light Beam instead)
Random Monster button can now also select shifted Monsters (if available)
Fixed possible Softlock when player minions died
Judgement (Serket signature trait) now triggers only once for Mass attacks
Purge Boon now purges 3 Aether as intended (instead of 9)
Overwhelming Heat no longer applies a “0 Burn” stack to enemies when you have no power buffs
Fixed Damage/Shielding/Healing preview being misleading when debuff cleansing skills were involved (often happening with Medusa)
Meanwhile we're working on the second big QoL update!
Aethermancers!
We just put a small update live fixing a couple of issues which were introduced in the last patch:
Fixed XBox controller input being choppy/inconsistent in the menus
Fixed possible softlock with popups at the Montser Shrine when you had no monster souls left
The custom cursor we added to the game is actually visible now!
Enjoy Aethermancer, while we're working on the second QoL update!
Aethermancers!
As promised, the first Quality of Life update for Aethermancer is out now!
[img src="{STEAM_CLAN_IMAGE}/43767984/76409ae2a9b7ef6105b832e5554336681c99f25f.gif"]
We got the highly requested key bindings and combat speed up options out to you as soon as possible along with other QOL features, balancing and bug fixing. Now we're continuing to work on the second QOL update which will bring you a combat inspector among other features.
But now, let's talk more about what has been added today:
Option to rebind game actions
Option to speed up the game including an auto-speed up for long trigger chains
More UI clarity in several parts of the game
Choice to skip dialogues with NPCs and get straight to the event
Difficulty Badges for your monsters
... and more! Check the full patch Notes below
The Early Access Roadmap
[img src="{STEAM_CLAN_IMAGE}/43767984/651c96add06299fb6dd1b8e92886aa5a98e079da.png"]
As described in our dedicated Roadmap post, we first want to focus on including highly requested QoL features to improve the overall game quality. That means we are working on a second QOL update which will still be released this year.
Afterwards, we will move on to adding exciting new content! For a little teaser check out the roadmap image or head over to the post!
New Complete-the-Set Bundles
It's time for cool new discount bundles with two awesome game: Siralim Ultimate and Gatekeeper!
Siralim Ultimate
[img src="{STEAM_CLAN_IMAGE}/43767984/4378b340e991f98a02add3193ad079c92b283b44.jpg"]
We have already worked with the devs of Siralim Ultimate in the past when we did a crossover with monsters for Monster Sanctuary, so we are happy to do something together again.
So, get ready for a week full of monster taming dungeon crawling fun with Aethermancer and Siralim Ultimate!
[dynamiclink href="https://store.steampowered.com/bundle/60409/Aethermancer_x_Siralim_Ultimate/"]
Gatekeeper
This is our first time partnering with Gravity Lagoon, and they just released an exciting new 1.1 patch "Order and Chaos" with a variety of new features and improvements.
[img src="{STEAM_CLAN_IMAGE}/43767984/53215c8c62b17187f368e855d7b1b1addb71b536.jpg"]
Gatekeeper is a fast-paced roguelike where you chase the stolen Heart of Time, face elite enemies, and combine hundreds of artifacts for explosive solo or 4-player co-op action.
Two High-Octane Roguelikes. One Explosive Bundle!
[dynamiclink href="https://store.steampowered.com/bundle/62669/The_Aether_Keepers/"]
Patch Notes 0.4.0.6
New Content
Added more Information to several UIs (especially Dialogues) to make decisions quicker and easier. This information includes:
Aether Crystals
Gold
Lurker Teeth
Souls
HP & Corruption
Added Difficulty Badges to the Rebirth Screen
After completing a run with a monster, the monster will get a badge in the start run screen. Each difficulty has a different badge.
Sadly all completed runs before this patch did not track what difficulty you completed the run on, so every run before this is counted at Normal difficulty.
Added Random Monster Button
When hovering enemy actions, it now previews arrows who they are going to target and the estimated damage they are going to deal
Added the option to rebind game actions to new keys for both gamepads and keyboards
Added game speed options (x1 x1.1 x1.25 x1.5 x1.75 x2)
Added auto speed-up option for very long trigger chains (it is on by default)
Small Changes and Improvements
Added Start Run Button to Pause Menu in Pilgrim’s Rest
Chernobog should rotate more through actions he steals now
Added Ability to back out of Nickname Menu
Improve Backup process to avoid loading corrupted save files
Improved Asian language translations (to be more precise we can now translate texts in different ways if context is important)
The dialogue structure was adjusted to give players the option to choose between talking to the character, interacting with them and closing the dialogue menu
Added more information to the Rebirth Menu (to be precise you can now see how many souls you have and that rebirthing a monster uses a Soul)
Bug Report Tool got a small update to add a caret and fix some issues when using mouse and keyboard at the same time. Navigation in this menu with WASD keys is no longer possible
Bug Report Menu Improvements
Remove Categories from Bug Reports
Increase Space for Title
You can now see where you currently are typing
Added Perk Ordering to make Perk UIs more structured
When beating a certain difficulty for the first time, there is now a message when you land in Pilgrim’s rest notifying you that you unlocked a new difficulty
Ambush encounter monster have twice the chance to be shifted as before
Knight NPC now also appears in Pilgrim’s Rest after you've defeated Chernobog
Type, Monster and other Balancing Changes
Certain enemy shifted monsters were using actions they shouldn’t be able to have, or there were other issues with their move sets; those were adjusted (Wyrmling, Domovoy, Medusa, Hecatoncheires, Nixe, Ammit, Cockatrice)
Enemy shifted Star Spawn’s reset action was changed to Aether (from Power)
Bug Fixes
Fixed sprite for Sundor not showing up in the end of run screen
The stairs in Pilgrim’s Rest no longer slow you down
Garden District rest site Merchant has correct equipment rarities now (no longer sells common equipment)
Fixed monster shrine not resetting monster shift when cancelling selection
Fixed an issue in the collider generation causing issues with faulty colliders in Garden District
Fixed enemy Previews targeting enemies being wrong in the Chernobog Fight
Fixed missing stat calculation after receiving max HP from Skill selection and therefore not displaying the health increase
Fixed Chernobogs copies triggering buffs when they get applied
Fixed Winter Guard breaking from time to time
Fixed a check that wrongly assumed a save file was not older in some scenarios and therefore did not adjust some things
Fixed being able to get a duplicate monster with the soul catcher meta upgrade
Fixed being able to navigate the merchant menu while reporting a bug
Fixed nothing being selected in the Merchant menu when coming back from Inspecting Monsters
Fixed Buff View if the enemy had more then 199 debuffs or buffs
Fixed the players small health bar not displaying shield previews correctly
Fixed “Next Area” Text being cut off in languages without spaces
Fixed Pause Menu Monster Tooltip Title being to far to the left in some scenarios
Fixed Health bar being hidden behind own Summons
Fixed Pause Menu Boon Text Size being to little from time to time
Fixed Exploration Hud Boon Text being to little from time to time
Fixed player being able to go out of bounds when saving while touching a wall to their north
Fixed Nickname Menu having wrong Item Description
Fixed Tooltip Spacing for menus in Chinese, Japanese and Korean
Fixed monsters sometimes spawning in accessible areas, causing players to get out of bounds when void blitzing them
Fixed a Forbidden Fortress room spawning common loot drop instead of epic loot drop
Fixed Fire Damage Boon description
Fixed Siriux turning the wrong way when interacting with witch, knight and merchant during run
Fixed jumping between monsters when selecting for void blitz with keyboard/gamepad while mouse is shown
Fixed Monster Shrine map icon showing as unused despite being used after reloading save
Fixed Enemy Health Bars wrapping if they had to much HP
Fixed mouse hover on setting categories when an Asian language was selected
Fixed Monster Shrine not displaying that you can reroll once you selected another Monster
Balancing Changes (Monster)
For balancing changes, we did a more in-depth devlog post on our discord, analyzing the player data and explaining the balancing changes:
Devlog | Winrates & Balancing November 2025
Cherufe
Scorched Earth: Is an Aura now, but limited the amount of times it can trigger to 5 per turn.
Nixe
Base Health reduced to 35 (from 40)
Second Perk is ‘Evasion+15%’ now (Instead of ‘Heal Generator 3’)
Shifted version first perk is ‘Regeneration Healing+2’ (instead of ‘Initial Regeneration +2’)
Mandragora
Changed Signature Trait to: “Whenever {Regeneration} triggers on this monster: Applies {Regeneration} to another ally with least health, then triggers {Regeneration} on them.”
Increased Evasion Chance of 3rd Worthiness perk to +20% (from +15%)
Cockatrice
Increased the Burn applied by Hot Temper to 10 (from 4)
Increased Flurry damage to 3x3 (from 3x2) (this also affects shifted Wolpertinger and shifted Tatzelwurm)
Enemy Cockatrice no longer use Explosive Rush before turn 4
Enemy Cockatrice can use Reflective Strike (starting turn2) instead
Djinn
Shifted Djinn now has a ‘Mischievous Wish’ which purges 3 Aether (instead of the ‘Fierce Wish’)
Medusa
Signature trait now requires 6 stacks cleansed to trigger (up from 4), but deals 6 damage (up from 4)
Hecatoncheires
non-shifted: 3rd perk changed to ‘Weakness Damage Reduction+1’ (from Corruption Cleanse 2)
Hundred Handed damage reduced to 4 (from 5)
Champion Hecatoncheires has ‘Weakness Damage Reduction+2’ perk instead of ‘Wind Generator’
Champion Hecatoncheires ‘Debuff Cleanse’ perk increased to +3 (from +2)
Star Spawn
Light Shift’s ‘Star Beam’ replaced by ‘Light Beam’: Deals 2x10 Wild Damage to all enemies, Heals your team by 2x10
Normal Shift’s Star Beam now applies Power to all allies (instead of only itself)
Serket
Shift changed the ‘Tank’ type into ‘Weakness’ type
Shifted Signature Trait changed to trigger when an enemy with Weakness attacks (instead of when an enemy attacks an ally with Shield)
Shift changed Drift Guard starting action into Deluge Strike (new Weakness action)
Shield Generator Perk changed into ‘Initial Poison: 3’
Mephisto
Shifted version signature trait now requires 13 total Debuff stacks on all monsters to gain the bonus (instead of 10)
Sphinx
Signature Trait only applies 1 Essence each turn (instead of 2); this is due to a general change to how minions work (more details below)
Balancing Changes (Types)
Regeneration
Equipment Regeneration Affix increased to +3 (from +2)
New rare Equipment affix: Regeneration +5
Explosive Exhale is now limited to consuming 10 Regeneration stacks maximum
Immersion is now limited to consuming 10 Regeneration stacks maximum
Mud Fist additional Damage per Buff reduced to 4 (from 6)
Increase Regeneration Shield shielding amount to 5 (from 4)
Beacon now also increases Regeneration Healing by 2
Regenerating Water now also increases Regeneration Healing by 2
Increase First Aid heal amount to 5 (from 3)
Live and Learn now applies 2 Dodge (instead of once)
Instant Regeneration now applies 2 Force stacks (instead of 1)
Epic Broth: Reduced cost to 2 Aether (from 3) and it now applies 2 Force (instead of 1)
Forever Soup: Reduced cost to 3 (from 4)
Regrow now removes 3 Debuffs (instead of 1)
Rain of Life heal amount increased to 4x6 (from 4x5)
Boil now also applies Regeneration buff on the Caster
Heal
Increased Blood Pact conversion rate to 1 damage per 4 healing done (from 5)
Blood Drain heals the whole team now (instead just healing the caster)
Auto Heal now heals for 2x3 (instead of 2x2),
Tank
Redirect Buff now also grants “+1 Defense” per stack
Recovery: Corruption Cleanse increased to 3 (from 2)
Purge Punishment also gives Defense+1 now
Weakness
New equipment affix: Weakness Reduction +1
New rare equipment affix: Weakness Reduction +2
Pollen Shield shielding amount increased to 2x7 instead (from 2x5)
Healing Dust heal amount increased to 2x8 (from 2x6)
Hexing Strikes now also has: Weakness Damage Reduction +1
Contagion now also has: Weakness Damage Reduction +1
Purge
Mud Fling now heals for 7 (instead of 5)
Tormentor healing increased to 10 (from 5)
Critical Purging now also increases Critical Chance by 15%
Shock damage increased to 7 (from 6)
Poise Purging reworked to “Whenever this Monster purges or steals Aether: Breaks 1 Poise on target enemy” to be more consistent and have more control over the effect
Lightning Chaos: Crit Chance increased to +20% (from 15%)
Summon
General change to minions: Essence no longer gets removed when attacked (this didn’t work correctly for enemies anyway), but all 4 cost minions start with 1 less Essence to make up for that
Hexing Minions: Now only triggers if the attacked target enemy has 3 or more Weakness
All Lances damage increased to 6 (from 5)
All Totems shielding increased to 6 (from 4)
Summon Kami: Now deals 1 additional damage per 2 Aether you have (instead of 1:1)
Summon Wisp: Now deals 1additional damage per 2 Age stacks (instead of 1:1)
Age
Age Absorption: Increased required shield amount to gain Age to 15 (from 10)
Eon shield now applies Age only on Monsters with 3 or more Age.
Decay now triggers for every 5 Age applied (instead of 4)
Ancient Blast 4x4 damage and 4 additional damage for every 3 age now (instead of 5 damage)
Thorn of Ages now costs 3 Aether (up from 2) but Deals 1x8 base damage (up from 1x5)
Terror
Slasher now increases Terror on the enemy only by 25% (from 33%) and you lose 75% of the stacks at end of turn (instead of 66%)
Vampiric Bite now gains +3 Damage on enemy kill (instead of 2)
Bone Chill now applies 4 terror to each enemy (instead of 6 to one target)
Foreboding Rain now applies 3 terror to each enemy (instead of 2)
Chilling Trap now applies 6 terror (instead of 5)
Frightful Lightning deals 3x4 Damage now (instead of 3x3)
Dodge
Elixir Heals for 2x8 (instead of 2x6) and applies 3 Dodge now (instead of 2)
Afterstorm: Also applies Evasion +10% to each ally.
Concealed: Shield increased to 3 (from 2)
Sidekick
Aerial Strike damage increased to 3x3 (from 3x2)
Joint Protection now shields for 3 (instead of 2),
Critical
Hunt now also gives +2 critical damage
Hour of Glory: Crits required reduced to 7 (from 10)
Precision Meteor now deals 3 additional poise damage on critical hit (instead of 2)
Chain Lightning now deals 3x4 damage (instead of 2x6)
Explosive Burst critical Chance increased to 25% (from 15%)
Ice Spears now also grants +15% crit chance
Critical Aether now gives +20% crit chance (from 10%)
Stone Edge damage increased to 3x9 (from 3x8)
Poison
Toxic Eruption cost increased to 3 Aether (from 2) and base damage increased to 2x4 (from 2x2)
Proliferate Damage reduced to 3 (from 4)
Known Issues
Text can go outside of the description input field in the Bug Report Tool
When re-binding directional input, the game currently doesn't display the order the buttons have to be pressed: Up -> Down -> Left -> Right
As always, we are happy to receive your feedback!
We decided for Early Access because we believe your input is essential to help us make the best possible version of Aethermancer. So, thank you so much to everyone who has tried our game and shared their thoughts, and please keep your feedback coming!
And remember: Whenever you encounter a bugs, please report them using our bug report menu (F9 on keyboard, Left + Right Bumper on controller)
[img src="{STEAM_CLAN_IMAGE}/43767984/2d3476fe49f50325f8fac9370a45fa451230cfed.png"]
Aethermancers!
We’re releasing another hotfix update that addresses some of the more critical bugs recently reported.
Patch Notes 0.3.2.1 (Hotfix)
Small Changes and Improvements
The game now creates additional backup savegames after finishing a run and keeps them for the recent 5 runs you did
Bug Fixes
Patched a recently discovered security issue with Unity
Fixed Garden District rest site merchant sometimes offering common equipment
Fixed issue where players were unable to confirm or decline the initial data tracking popup
Fixed issue when loading a savegame from the demo during a run in Forbidden Fortress
Fixed some areas failing to spawn an epic loot drop
Fixed rare softlock with enemy monster attempting an action twice
Fixed Haste resetting free actions without actually triggering the haste effect
Fixed shifted monsters default attack Aether not updating
Fixed Sphinx being able to learn attacks in certain situations
Fixed Inventory Artifact display only showing 4 artifacts instead of 5
Fixed a bug where players could get a duplicate starting monster
Looking Ahead
This update only includes some of the more pressing and immediate bugfixes.
We are also hard at work on a larger update that will include a lot more bugfixes, balance changes and frequently requested Quality of Life improvements.
We also plan to share an overall Roadmap for Early Access early next week!
Demo Savegame Transfer
When playing the demo on Windows, your save file will automatically transfer to the Early Access version of the game.
But if you played the demo on the Steamdeck, the save doesn't transfer automatically (as the file path for the savegames for the demo there is slightly different).
How to Transfer the Demo Savegame from Steamdeck:
Open the file browser on the Steamdeck
Go to Desktop Mode by holding the power button and selecting Switch to desktop mode
In desktop mode, find and open the Dolphin file manager from the application menu or by searching for it
Locate the file paths.
Steam deck demo Path: home/.local/share/Steam/steamapps/compatdata/3462260/pfx/drive_c/users/steamuser/AppData/LocalLow/moi rai games/aethermancer/randomnumbers/savefileslotnumber
Early access Path: home/.local/share/Steam/steamapps/compatdata/2288470/pfx/drive_c/users/steamuser/AppData/LocalLow/moi rai games//aethermancer/randomnumbers/savefileslotnumber
If you do NOT have a savefile made already
Make sure to create a folder with a savefileslotnumber (for example called: 1),
Paste the savefile in the savefileslotnumber while the game is running
If you DO already have a savefile made in early access that you want to override
Delete the savegame inside the game first
Paste the savefile in the savefileslotnumber
Aethermancers!
Thank you so much for playing and for your feedback in those past days.
We’re releasing our first hotfix. For this initial patch, we focused on critical bugs and quality of life improvements that were quick and easy to implement.
Patch Notes 0.3.1.1 (Hotfix)
Small Changes and Improvements
Mementos in the inventory are now automatically sorted
Changed Exploration HUD Monster Level position to enable longer names
Added some missing translations & fixed some translation issues
Rerolling actions will no longer offer you the same actions again (this was already working for traits)
Bug Fixes
Runs loaded from the Demo now automatically reset to Pilgrim’s Rest to avoid errors
Fixed Interactable Center for multiple objects
Fixed HP text in Combat UI for Chinese language being hidden behind monster icons
Fixed point and comma for Chinese and Japanese in some translations
Hid Chernobog Arm Action Type because there should be none
Fixed Tooltip Spacing for some menus in Chinese, Japanese and Korean languages
Fixed Chinese and Japanese characters in skill tooltips sometimes appearing as squares
Fixed collider issues in certain areas letting players go out of bounds
Fixed Nickname Menu having wrong Description
Fixed a bug where you could get the same monster twice in your party
Fixed Chernobog doing infinite damage when copying Vampiric Bite
Fixed players spawning underground if saving and loading close to a height edge
Fixed freeze that happened sometimes on enemies with Burn
Potential Fix for Star Beam on Star Spawn that happened mostly on Steamdeck (on this one we’re not 100% if it is entirely fixed as its rare to reproduce)
Changed Exploration HUD Monster Level position to enable longer names
Future Plans
We decided for Early Access because we believe your input is essential to help us make the best possible version of Aethermancer. So, thank you so much to everyone who has tried our game and shared their thoughts, and please keep your feedback coming!
[img src="{STEAM_CLAN_IMAGE}/43767984/2d3476fe49f50325f8fac9370a45fa451230cfed.png"]
We also have been organizing all the feedback we’ve received so far and soon will begin working on a larger patch to tackle them. We will also share a roadmap to Full Release soon.
Bug Reports
Whenever you encounter a bugs, please report them using our bug report menu (F9 on keyboard, Left + Right Bumper on controller)
Corruption
Note that while the intended game experience is to have corruption enabled as normal, for those who struggle or dislike the corruption mechanic, we have the option in Accessibility Settings to reduce or disable corruption all together.
Thanks a lot for playing the demo - we've been overwhelmed with all the amount of feedback we received so far!
We just released a small hotfix update with bugfixes for some of the more critical issues and some smaller ones that were simple to fix.
Update 0.1.0.21 Patchnotes:
- Fixed a bug crashing the game when moving to next zone
- Fixed a bug where players could get out of bounds near bridges
- Fixed a small section in one of the areas where people could drop down and get stuck
- Added fix to hopefully prevent Lilly from teleporting you to another dimension
- Fixed a potential freeze after retaliating with Shambler when using ‘Brace’ action twice in a single turn.
- Fixed issue with ‘Aether Springs’ menu not closing and reacting when playing the game in Japanese
- Fixed some texts appear not translated in the savegame statistics
- Fix Buff view being able to get stuck on empty page if a buff disappears at the right (or wrong) moment
- When return back to the main menu, the logo boot sequence doesn’t restart anymore
- Fixed some issues when obstacles blocked the way in Forbidden Fortress
- Fixed quite some localization bugs for Chinese
- Also fixed a couple localisation bugs for other languages
We're also working on a somewhat bigger update meanwhile incorporating more of the feedback we received and fix some of the more complex bugs. It will also include some Quality of Life improvements and at least one new monster! Expect it to launch in around two weeks.
Game Stats
Thanks to all who opted in to gather game statistics to help us balance the game. As a thank you, we wanted to share some of those statistics with all of you:
Most popular monster: Star Spawn
Most winning monster: Gargoyle
{STEAM_CLAN_IMAGE}/43767984/cf3d2c77c64f987bb0b8071c4ee1909471bc3287.png
Most popular skills:
{STEAM_CLAN_IMAGE}/43767984/2592aa90c6679134e59d3649714173240b813d3f.png
Most winning skills:
{STEAM_CLAN_IMAGE}/43767984/4c24c06f7d65aa1c804bd8b0413466c0bf89523a.png
Also:
23% of all players won their very first run!
Current Release
Build 24207221
Uploaded Aug 13, 2026
System Requirements
How to Install
Aethermancer.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Aethermancer for PC with a direct link or via torrent. Get the full version of Aethermancer for free. Aethermancer is a Adventure released by moi rai games.