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Dev Diary #6 – The Gluttony Update is coming soon with a new weapon & more!

The Gluttony Update releases on Feb 10th! Welcome to our 6th entry in our Dev Diary series, where we're taking you behind-the-scenes of 33 Immortals' Early Access!

by Alison Auzias

Dev Diary 6 – Gluttony Update

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Hello Immortals! 

2026 started off strong with us announcing our new roadmap and our arrival on Steam this Summer! (Go wishlist us please and thank you ❤️).

And to top it off, the Gluttony Update, scheduled for this Winter, will be released on February 10th! 

No lengthy intro today, let’s just dive into what’s in this new update and what it means for you!

New weapon: The Hooks of Gluttony

Gameplay

There was some heavy speculation last month on Discord about what kind of weapon Gluttony would be! Pretty much everybody noticed that the last letter was a “k” (which made us realise that we wrote “hook” instead of “hooks” on the censored roadmap… 😅), but I don’t think anyone got “Hook”. Many jokingly (?) proposed “Fork” though, which I would have loved to have as a weapon… but I digress!

The Hooks of Gluttony are a new melee weapon designed to explore a different take on the tank playstyle. From the start, the intention was to come up with something very different from the Sword of Justice, while staying true to the fantasy around the tank role.

In many historical depictions of the Seven Deadly Sins, Gluttony is often associated with a Pig or a Boar: animals that will eat anything and never seem to stop. Before we even announced new weapons, many of you already had guessed that the Boar pedestal would be about Gluttony.

 

Me when someone says there’s leftover pizza

 

With the Hooks of Gluttony, your goal is to enter Gluttonous State to deal double damage. To do that, you’ll have to use your Parry ability. This ability is defensive, but with a twist! A successful parry triggers the Gluttonous State, doubling your damage for a short time!. The idea is to reward staying close to enemies, keeping pressure on them, and staying right in the middle of the fight.

Another important part of the weapon is its mobility. To differentiate the Hooks of Gluttony from the Sword of Justice, we leaned into a fantasy we were really excited about: grappling! This let us explore the idea of a mobile tank that can quickly pull itself into the action. And yes, adding a grappling mechanic means dealing with physics…. Which was a fun challenge to say the least, but a challenge worth taking on!

The Hooks of Gluttony are meant for players looking for a more technical tank experience. They deal more damage than the Sword of Justice, but they also require more mastery to use well. There’s more movement, more decision-making, and more risk, but it also comes with bigger rewards if you handle the Hooks well!

And that’s not even accounting for the weapon upgrades you’ll find along the way. One of them allows you to recover your own health. We hope you’ll enjoy the Hooks of Gluttony, Immortals!

 

Animation process

When we first started working on the Hooks of Gluttony, the initial idea was a single, massive hook. The more discussions evolved with the team, the more the concept evolved toward claws and/or dual hooks, which better supported the fantasy of Gluttony as something beast-like and predatory. Early sketches explored different directions, from giant, beast-like hands with a vampiric feel, tied to an early idea of leeching health from enemies, to dual hooks built around wide, reaping motions while the weapon’s abilities were still being defined.

 

See, it could have been a Fork!

 

One of the main challenges was avoiding overlap with existing weapons. A large, single weapon risked feeling too close to the Sword of Justice or the Glaive of Temperance, while dual wielding could easily resemble the Daggers of Greed. We ultimately chose dual hooks as a balance between the two: a weapon that can parry like the Sword Justice, but still feel agile and aggressive. To clearly differentiate Gluttony from Greed, the animations use slower, two-handed slashes instead of fast, alternating arm attacks, reinforcing the tank identity. Another challenge was making the throw work at any angle, including at close range, which led to the cross-slash motion that functions both as a melee attack and as a throwing action.

 

FTUE

Meta progression overhaul

For the Gluttony Update, we decided to completely rework the game’s meta progression in order to make some rewards more impactful and to teach certain mechanics earlier, in a clearer way. 

We realised that when players play for the first few times, it’s difficult to get a sense of everything that can be unlocked, since most of the interesting content is locked behind Feat Levels. Another thing that bothered us (and you!) is that to increase their Feat Levels and unlock the major rewards, a player who enjoys using ranged weapons, for example, must complete Feats that require them to use melee weapons in order to accumulate enough points to increase their Feat Level. What’s meant to be fun can quickly become a chore. 

Lastly, the rewards associated with Major Feats are not always directly related to the completed Feat. For example, by completing the first Major Feat for the Bow of Hope, the player currently gains +1 Attack, rather than a bow-specific reward that would allow them to learn more about how the weapon works, and recognise the time spent in learning how to master it. 

The overhaul of the progression system aims to fix these issues.

A more logical and personalised progression

In the Gluttony Update, you’ll start with three default Major Feats: Rebel Soul, Inferno, and the Major Feat of the weapon you chose during your first run.

Let’s say you start the game with the Bow: here’s a look at the progression before and after the overhaul.

 

Old progression model

 

New progression model

 

In the flow illustrated above, new players will start the game without any co-op power and will need to master their weapon before unlocking it. The next step will be to unlock the first Weapon Upgrade for the currently wielded weapon. 

Previously, Weapon Upgrades were only accessible from Feat Level 5. Rather than forcing players to increase their Feat Level by completing Feats they don’t care about, they will now be able to access upgrades for their favorite weapon more quickly simply by using it more.

Gradually unlocking game features

Other important game features will now be unlocked via Major Feats, such as Ordeals, access to Relics, and the Quest Board (among other things). The goal is to offer a more gradual introduction to the game’s various mechanics, rather than overwhelming new players with all the features from the start.

So in short, this overhaul aims to: 

  • Provide better incentives for progression through better rewards
  • More closely tie rewards to the Major Feats you complete
  • Offer a more gradual and consistent learning curve for weapons and game mechanics

The new Constellations system and stats allocation

Another major change related to this overhaul is the introduction of the Constellations System, along with player self-allocation of stats. 

The Constellation System unlocks when you gain your first Bright Star. You’ll now see Bright Stars spots on the ground around Beatrice. Interact with Beatrice to access the system. By completing Major Feats, you’ll unlock Bright Stars that will allow you to choose which stats to increase in order to make you Soulie progress.

Once a Constellation is completed, you’ll unlock: 

  • The Crown of Immortality
  • The Cloak of Immortality
  • The Familiar of Immortality

 

Impacts on your current progression

These changes will have a different impact depending on your progress in the game at the time of the Gluttony Update’s launch:

New players

  • Full access to the new progression system from the start

Players who’ve already progressed and/or unlocked everything already

  • All previously unlocked content will remain unlocked (Weapon Upgrades, Ordeals, Relics Wishes, Quest Board, etc.)
    • For example, if a weapon was already unlocked, its co-op power will remain accessible, even without having completed the weapon’s first Major Feat
    • Weapon Upgrades already purchased will also remain unlocked
    • Ordeals, the Quest Board and other features already available will remain so
    • Some stats will be reset and you’ll be able to re-allocate them via the Brights Stars you accumulated… 👇
    • …Because you’ll start the game with Bright Stars in your inventory (the amount will vary depending on how many Level III Major Feats you had previously unlocked) that you’ll be able to use to re-allocate your stats via the new Constellations System

For players who’ve made progress in the game before, you will see a difference between your previous stats, and the new ones, even after allocating your Bright Stars. Do not panic, your power isn’t gone. Progressing through some Feats will now make you stronger while you’re in the Beyond (for example, some Feats make Dust Shrines grant you more power during runs), meaning that while yes, your stats are lower than before when in Dark Woods, you can now be stronger during runs.

 

 

We can’t wait to put this new progression system in your hands, let you experiment, and get your feedback on it!

Dynamic Difficulty

Many players have been asking us to scale bosses’ difficulty to the number of players in a run. We’ve thought a lot about how to make Dynamic Difficulty work without losing the essence of 33 Immortals, which is cooperation first. What’s important to remember is that the enemies’ difficulty in the Beyond, including Unique Elites and their amount of HP, will NOT change depending on the number of players in a run. The number of enemies during Ascension fights will also remain the same regardless of how many you are.

However, Dynamic Difficulty will change three main things:

1 – The way a session locks: with dynamic difficulty, there’s no more session locking after completing a certain amount of Chambers. Sessions will now lock after 3 minutes, right after the first Wrath of God, and the number of players present after 3 minutes determine how many chambers open and the bosses’ difficulty.

 

2 – The number of Torture Chambers available: The amount of Chambers available during a run will be based on the amount of players when the session locks, regardless of the world.

For example, in Inferno, if there are 21 players when the session locks, 4 Torture Chambers will open after the first Wrath of God, and 4 chambers will open after the second Wrath of God.
In Purgatorio, if there are 4 players when the session locks, 1 chamber will open after the first Wrath of God, and 1 chamber will open after the second Wrath of God.

Secret Chambers will still always be available, but you’ll still have to be 6 players to enter it. 

The main goal is to keep the length of a game roughly the same no matter the number of players. We did not like the idea of a 4 player Inferno run lasting 1-2 hours. Limiting the number of relics also has the effect of preventing you from having your dream setup every run and allows us to better control the level of power a player will have when facing the boss. While the feeling of getting everything you want is great, it also tends to make every game feel the same which tends to get boring really quickly.

Lastly, it makes it so that our special, more difficult content (Unique Elites, Secret Torture Chamber, etc.) remains valuable for players in lesser populated sessions.

 

3 – The bosses’ difficulty: The Bosses’ HP and Objectives will adjust based on the amount of players when the session locks. That means that you’ll still need to cooperate to survive: if your session locks at 15 players and you end up being 8 survivors ascending to face Lucifer, his difficulty will still be scaled for 15 players.

 

In summary, the session locks automatically after 3 minutes. The Boss difficulty, and the amount of Chambers that open, is set based on the number of players at lock and remains fixed for the entire session. The group of players present at lock has to cooperate to progress and defeat the Boss.

We know that is major, especially because rushing chambers shouldn’t be a thing anymore, and the game’s difficulty will be a little different. We will pay close attention to your feedback and our analytics to make sure that we nail the experience for everyone.

Private Sessions

For those who want to play with many friends, and get that challenging raiding experience, we’re launching Private Sessions. You’ll be able to play with up to 32 friends by interacting with a campfire in Dark Woods to activate the feature.

 

 

Private Sessions are designed for players who want to coordinate with their teammates, and will be a lot harder than your regular sessions. 

  • There won’t be any dynamic difficulty in Private Sessions. Regardless of how many players you invited to your Private Session: 
    • Resources will be more scarce 
    • You’ll encounter deadlier monster squads 
    • Bosses will give you a hard time

They will also be the perfect opportunity for Streamers to team up with their community! 

The Private Sessions experience aims to emulate the challenging raiding experience you have in MMOs, where communication and coordination are key to succeed. Good luck and happy raiding, Immortals!

New Trainings

Two additional training rooms have been added to The Gluttony Update: Mastery Trainings 1 & 2. 

The first Mastery Training will teach players about relics: Rerolling, Dismantling, and Builds. The second Mastery Training will teach players about boss mechanics, with a part on boss resistance, objectives and unavoidable damage.

 

 

Other things worth mentioning

There is a lot more stuff packed in this update: from community-requested features (like making Relics that benefit from nearby players to appear above your health bar) to many new static and animated emotes, we can’t wait for you to put your hands on the Gluttony Update!

 

Found the leftover pizza

Community Questions

The new loot distribution system feels too grindy, especially during 12 Ordeals runs, do you have any plan to address it?

We’ve seen some comments mentioning that not finding loot when doing 12 Ordeals run feels very punishing… and you’re absolutely right. That’s because it’s a bug which isn’t supposed to happen 😭It will be fixed for the Gluttony Update!

When will Paradiso release?

Paradiso will be released this Spring, with 18 new monsters, a new and final boss, and of course, a new map. We talked about it in this article and shared some work in progress environments and monster designs, go take a look! 

Is 33 Immortals ever coming to Steam?

YES! 33 Immortals will be released on Steam this Summer, along with the 1.0 release! I for one am super excited about this news and I wrote a quick FAQ to answer your questions about us coming to Steam. Also, remember to wishlist the game and follow us on Steam, it helps a lot ❤️ 

That’s it for today! Only a few days to wait until the Gluttony Update drops, we put a lot of love into it and we hope you’ll have fun with all its new features! 

If you have a question you’d like me to cover in our next Dev Diary, let me know via Discord or Reddit

Until next time, Rebel Souls!


– Alison & The 33 Immortals Team

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