When you dig one up, it triggers a relic minigame. In this minigame, you have a limited number of clicks to find the exact spot where the relic is hidden before the encased relic shatters.
Each time you click on the encased relic, you'll get a visual ping circle and a sound cue. A small circle with a soft sound means you're far from the relic, a medium ping and sound means you're getting closer, and a large ping with a loud sound means you're very close.
Collecting multiple relics will unlock permanent relic powers. You can view all the relics you've found and any powers you've unlocked in the Lorestone.
is there a better way to get relics? right now it just seems like I have to dig randomly to get them, but is there some sort of strategy/tips to get them? (ex. they spawn in a certain layer, use x turtle, they appear more here) thanks!
p.s. I screamed when I saw the update. not joking. (in a good way of course)
Relics start spawning randomly once you pass depth 100, and you can find them all the way down to the magma zone. Their spawn chance gets a little higher the deeper you go.
This relics update took a bit of time since I'd just gotten back from a break, and there was a lot of pixel art to draw for it (the giant Encased Relic, broken relic, and also the little relics). I'm really glad you're enjoying it :)
Some things that were unintuitive at first as a new player:
- Flask: it says it's a consumable, so i thought that when i used it it would be gone and i would have to craft a new one with leather. Which would of course be too expensive for only 15 extra stamina, so the first time i used it was after probably dozens of runs.
- Mageflare Rune: I thought it disabled darkness for the rest of the run. I unlocked it very early, well before having to deal with darkness, so i found it very expensive. So maybe i thought that because the notion of an consumable this expensive that only creates light for a brief moment seemed implausible.
- Violetheart Pendant ("+2 Stamina Regen"): I expected it to affect the regen turn counter, just like regen upgrades. I crafted it specifically to use with Mistral (which has faster regen), found that equipping it didn't change the regen counter size, and thought it didn't do anything because i had hit a cap on regen.
Note that nowhere in the game there is a reference to "stamina regen" as a stat meaning the amount of stamina gained when the regen bar fills, except in the description of the violetheart pendant. While there is a stamina regen stat referring to the size of the regen counter. So i took for granted that you only gain 1 stamina when the bar fills, and that this is not a stat, and that the only "regen" stat is the size of the counter. It should say "regen gives 2 extra stamina" or something like that.
- When i first reached stone (or was it granite? i don't remember), i thought it was water, since the texture looked like water. I didn't know there was water in the game, so it wasn't because i was already expecting it.
Thanks so much for taking the time to lay out all of this. You bring up some really valid points about how new players interpret things, and it's a good reminder to myself that just because I know how everything works doesn't mean it's intuitive for someone encountering it for the first time.
I'll be updating the descriptions for both the Flask and the Violetheart Pendant in the next patch.
As for the Mageflare Rune, yeah that has been a tricky one. I've updated the description a couple of times now and it's still causing confusion. I'd definitely welcome any suggestions you or others have for a clearer way to explain it, ideally something that instantly signals it's a temporary darkness removing effect. So far I have tried "Reveals the whole map temporarily." which was too vague, then we have the current one which is "Removes darkness until the next dig." where the players might confuse "next dig" as the next trip down from the surface.
Regarding the Stone or Granite zones, It's interesting that the texture gave off that impression. The color seems fine to me as they are shades of gray, but maybe we could use some pattern update for the cells. A full graphics rework might be something to consider down the line, but for now the focus is still on getting new content and improvements out regularly.
Thanks again for such a detailed and constructive breakdown, it really helps. Do let me know if you find any other unintuitive or out-of-place descriptions.
Please try to avoid sharing anything related to reading or modifying saves (aka cheating) publicly. Serenitrove is meant to be a relaxing experience that's fun to discover at your own pace. Thanks for understanding!
A trip report sounds like a neat idea. I can definitely see how it could be helpful for players who enjoy optimizing their runs. It might work well as an optional feature, something players can choose to view either at the end of a run or from a menu, so it doesn't feel intrusive. Showing things like resources mined/spent, durability used, and consumables would be great. As for time elapsed, since digging in Serenitrove isn't time-based, I'm not sure how it would be helpful to the players, maybe more for speedrunning challenge (how fast they can reach water) or something?
I like the optional report idea in general (I particularly want to know how close I am to getting 30 restore cells haha). But if a stopwatch became part of the report , IMO it should definitely be off by default and the option a bit hidden.
Speedrunning turtles? Sorta funny but doesn't fit the game's vibe!
I'm interested in the time elapsed in order to optimize time efficiency, not speedrunning (although now that you mentioned it i think it could be cool to try that too).
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aw it didn't count my past gambles. time to gamble 1 million quartz!
i will!
woooohooooo
gotcha!
Wow you're quick, congrats!
could you possible tell me how the relic system works? i know a very tiny bit about the encased relics but nothing else lol.
Encased relics spawn randomly underground.
When you dig one up, it triggers a relic minigame. In this minigame, you have a limited number of clicks to find the exact spot where the relic is hidden before the encased relic shatters.
Each time you click on the encased relic, you'll get a visual ping circle and a sound cue. A small circle with a soft sound means you're far from the relic, a medium ping and sound means you're getting closer, and a large ping with a loud sound means you're very close.
Collecting multiple relics will unlock permanent relic powers. You can view all the relics you've found and any powers you've unlocked in the Lorestone.
alright
YES AFTER A MONTH I RECOVERED MY ACCOUNT!!!!!!!
Welcome back :)
i finally after 3 days got enough quartz from gambling to get enlightment VI
I have an idea, in the information tab, add how much you have gambled! it would be nice to see it.
Love that idea. I'll include it in the next minor update. Thanks for the suggestion!
no problem. btw IM BACK
is there a better way to get relics? right now it just seems like I have to dig randomly to get them, but is there some sort of strategy/tips to get them? (ex. they spawn in a certain layer, use x turtle, they appear more here) thanks!
p.s. I screamed when I saw the update. not joking. (in a good way of course)
yes I found that they do spawn but i dont even know how i got it. i went afk and just saw the pop up on my screen
ok they spawn in the ground anywhere.
Relics start spawning randomly once you pass depth 100, and you can find them all the way down to the magma zone. Their spawn chance gets a little higher the deeper you go.
This relics update took a bit of time since I'd just gotten back from a break, and there was a lot of pixel art to draw for it (the giant Encased Relic, broken relic, and also the little relics). I'm really glad you're enjoying it :)
i've just seen the new update!! i've never been this early before. love serenitrove <3
I think it just like getting chests in magma, thats the strategy ive been using with it. (expect im broke on quartz so no magma runes)
Hey again! Would allowing Fern to overheal from the flask make her too OP? There have been times I wish she could do that!
That's actually a pretty neat idea! I think letting the flask overheal would be totally fine, as long as it doesn't have the extra healing effect.
Some things that were unintuitive at first as a new player:
- Flask: it says it's a consumable, so i thought that when i used it it would be gone and i would have to craft a new one with leather. Which would of course be too expensive for only 15 extra stamina, so the first time i used it was after probably dozens of runs.
- Mageflare Rune: I thought it disabled darkness for the rest of the run. I unlocked it very early, well before having to deal with darkness, so i found it very expensive. So maybe i thought that because the notion of an consumable this expensive that only creates light for a brief moment seemed implausible.
- Violetheart Pendant ("+2 Stamina Regen"): I expected it to affect the regen turn counter, just like regen upgrades. I crafted it specifically to use with Mistral (which has faster regen), found that equipping it didn't change the regen counter size, and thought it didn't do anything because i had hit a cap on regen.
Note that nowhere in the game there is a reference to "stamina regen" as a stat meaning the amount of stamina gained when the regen bar fills, except in the description of the violetheart pendant. While there is a stamina regen stat referring to the size of the regen counter. So i took for granted that you only gain 1 stamina when the bar fills, and that this is not a stat, and that the only "regen" stat is the size of the counter. It should say "regen gives 2 extra stamina" or something like that.
- When i first reached stone (or was it granite? i don't remember), i thought it was water, since the texture looked like water. I didn't know there was water in the game, so it wasn't because i was already expecting it.
Thanks so much for taking the time to lay out all of this. You bring up some really valid points about how new players interpret things, and it's a good reminder to myself that just because I know how everything works doesn't mean it's intuitive for someone encountering it for the first time.
I'll be updating the descriptions for both the Flask and the Violetheart Pendant in the next patch.
As for the Mageflare Rune, yeah that has been a tricky one. I've updated the description a couple of times now and it's still causing confusion. I'd definitely welcome any suggestions you or others have for a clearer way to explain it, ideally something that instantly signals it's a temporary darkness removing effect. So far I have tried "Reveals the whole map temporarily." which was too vague, then we have the current one which is "Removes darkness until the next dig." where the players might confuse "next dig" as the next trip down from the surface.
Regarding the Stone or Granite zones, It's interesting that the texture gave off that impression. The color seems fine to me as they are shades of gray, but maybe we could use some pattern update for the cells. A full graphics rework might be something to consider down the line, but for now the focus is still on getting new content and improvements out regularly.
Thanks again for such a detailed and constructive breakdown, it really helps. Do let me know if you find any other unintuitive or out-of-place descriptions.
Please try to avoid sharing anything related to reading or modifying saves (aka cheating) publicly. Serenitrove is meant to be a relaxing experience that's fun to discover at your own pace. Thanks for understanding!
The only thing achieved by cheating is ruining your own experience. Enjoy your trip, looking forward to future updates!
Yeah it just seems... suspicous to me how people get... 999 amytheist (even in 15 hours) and also WHY WOULD YOU NEED THAT!!!?!?!?!?!?!
alright i wil try (i really have no idea how people cheat in this.)
It really needs a trip report, saying how much you mined of each resource, and the time elapsed.
Ideally also the resources spent (tool and boot durability, consumables, etc).
A trip report sounds like a neat idea. I can definitely see how it could be helpful for players who enjoy optimizing their runs. It might work well as an optional feature, something players can choose to view either at the end of a run or from a menu, so it doesn't feel intrusive. Showing things like resources mined/spent, durability used, and consumables would be great. As for time elapsed, since digging in Serenitrove isn't time-based, I'm not sure how it would be helpful to the players, maybe more for speedrunning challenge (how fast they can reach water) or something?
Thanks again for the idea!
I like the optional report idea in general (I particularly want to know how close I am to getting 30 restore cells haha). But if a stopwatch became part of the report , IMO it should definitely be off by default and the option a bit hidden.
Speedrunning turtles? Sorta funny but doesn't fit the game's vibe!
I'm interested in the time elapsed in order to optimize time efficiency, not speedrunning (although now that you mentioned it i think it could be cool to try that too).