Son of a Witch - Bigosaur

Since the Nintendo Switch port launched, I have been working hard to bring new features to the game.

Version 3.7.3 is online:

- New hero class: Rogue. Special ability is to use the sneak attack as the special attack with any melee weapon. You can still use the weapon's regular rage attack if you use it in the off-hand slot. He also has a special item that can unlock any door (except boss room doors), so you can unlock treasure rooms and escape tough battles
- New potion: Vampire blood (get HP from kills. Multiple potions stack)
- New potion: Pickpocket (earn extra gold until you get hit. Stacks)
- New potion: Confidence (deal extra damage when full HP. Stacks)
- Added a new combat item: Sticky bombs. You can plant these as traps. When an enemy walks into one, it activates.
- Added a new pet: Racoon, who randomly drops sticky bombs across the room
- Added a new special room in the castle: the Gallery Room. This room is filled with enemy portraits and you can pick your favorite enemy to do double damage to them.
- Added a bunch of new achievements

New NPCs:



- Join the Vampire Slayer NPC in the catacombs and help her kill a vampiress or the vampire boss for reward
- Dwarfs now sell stuff in the ice level
- Dwarven Blacksmith shows up sometimes and gives you ability to smelt weapons into runestones which are used to upgrade other weapons
- Mercenary NPC in the castle tavern gives you an item which can be used to hire mercenaries for fixed amount of gold. DON'T TOUCH HIS BEER!
- A Redhead Warrior NPC might challenge you for a duel on the battlements

Tweaks and improvements:

- Redhead Warriors in the desert now buff their swords before doing the petrify attack
- Vampire Sword now gives HP while hitting enemies (instead of on-kill)
- Disabled invulnerability frames for revival in dungeon shops
- Reviving in regular game now gives 41HP instead of 61HP
- Celestial Hammer rage attack now strikes all enemies in the room
- Darkness, Confidence, Money is Power, Mega Boost effects scale the skill percentage instead of adding to it. For example, if you have 50% melee and 100% darkness, it results in 100% melee skill (not 150%).
- fixed bug when the remote player could join the game twice (i.e. two heroes would show up) if (s)he pressed the button twice too quickly
- fixed bug then Steam library is installed in a path with non-ASCII characters
- minor fixes and tweaks to UI
- updated some of the translations
- dialogue in the intro story now supports translations

Have fun playing!
Son of a Witch - Bigosaur


The game is finally ported to Nintendo Switch and ready for release. Porting the game for another platform was beneficial to Steam version as well, because many bugs were detected and fixed and I also refactored some code and added various performance improvements. Also, some new features are added, the achievements information is available in the game menus, there's a setting that enables you to skip the intro cut-scene for faster loading, etc.

After the Switch release goes live, the focus will go back to adding new features to the game. I plan to have a big update in a couple of months, most probably for the winter holidays, which will include a new hero (Rogue), a bunch of new special rooms, new potion effects, new special items and a couple of new NPC characters as well.

I know that game is pretty much "complete" as it is now, and you can play for dozens of hours before you unlock everything, but I have so many more ideas that I want implement in the game. I want to thank all the players for supporting the game -- that's what keeps me motivating and improving it all the time.

If you have some ideas for new game features, feel free to open a thread in the discussions. I cannot promise to implement everything, but community feedback has proven to be a great source of inspiration so far:

https://steamcommunity.com/app/539400/discussions/
Son of a Witch - Bigosaur


Version 3.6.7 is online:

Translation improvements:
- The game has been fully translated to Polish (thanks Telmah)
- Many other translations have been updated with Achievement descriptions and other improvements
- Improved support for Japanese translation

Difficulty balancing:
- Due to very high DPS, the Archer starting HP is reduced to 80.
- Increased base damage of Snake Staff to 7.
- Increased base damage of Fireball Staff to 7.
- Increased base damage of Healer Staff to 7.

New features:
- Added an option to skip the intro story (and go straight into the main menu)
- Faster loading times
- Prevent players running out of bombs during tutorial (if you accidentally spend all, more bombs get spawned)

Bugfixes:
- Fixed bug when pets appear to just stand at the door to remote players
- Fixed bug when remote players seem to be firing arrows constantly when they are actually not shooting at all
- Prevent erasing achievements on first Steam login
- Selection of tips to show on loading screen depends on the screen resolution (if there's a lot of text and the screen is only 720p, some of the tips are skipped)
- Fixed crash when entering empty /seed command
- NPC dialogue prompt (press button to continue) now only shows up when the player is close enough for it to actually work

This version is still mostly balancing, bug fixes and translation update. I plan to work on more interesting gameplay features (new items, weapons, quests, mechanics) as soon as the Nintendo Switch port is released, which should be within the next two months.
Son of a Witch - Bigosaur


Version 3.6.2 is up:

- updated translations: French, Polish
- when reconfiguring controllers the controls automatically swap if you try to assign one to another. If, for some reason, you still want the old behavior, you can use the keyboard (or another controller) to navigate the configuration menu
- show player portraits when a controller disconnects or you wish to rebind controller/keyboard player mapping during a game
- switched font for some of the text in the game to make it more readable

Update Jun 14th: Version 3.6.5 is up:

- requirements for all the achievements are now visible in the game. Just select Achievements from the main menu and browse.
- fixed teleport location swirl display for guests in online games
- fixed netcode for spawning bats in the catacombs shops
- prevent units getting stuck after using the Gamble scroll
Son of a Witch - Bigosaur


Version 3.6.0 is online with major improvements to game controllers including vibrations, analog stick support, configurable deadzones and bounce protection:

- added support for controller vibration. It's configurable and on by default. To turn it off, you can set it to zero in the settings.
- added support for analog sticks. Now the heroes walk or run, depending on how much you move the sticks
- you can now switch controllers or even change whether you play via keyboard or controller mid-game
- default deadzone and walk deadzone can be configured separately. This makes it much easier to pick up weapons and items. Still, if you wish to revert to the old behavior (always run at full speed), just set both to the same value of 32%
- show proper button names for XBox360 on the controller settings screen
- sometimes when you suddenly release a joystick, it might bounce and make your character face the other way. An option is added to detect and prevent this and it's on by default
- you can now hold left or right when changing music and sound effect volume instead of having to repeatedly push
- fixed controller configuration menu positions with low resolutions (ex.720p)

Other improvements:
- added an option to skip intro when you launch the game and go straight into the main menu
- improved Pause menu UI
- improved the way the player names work: better font, colors, defaults
- allowed resizing the game window in windowed mode
- fixed bugs with Veteran Warrior and Archer NPC dialogues
- improved tips for the Teleport staff
- fixed description for the Trickster's Axe
- fixed the damage shown in the descriptions for upgraded Meteor Staff and Stormbringer
- updated many translations and added some new ones. Vietnamese is at 100% now, and Polish, Italian and French are almost there as well.



Son of a Witch - Bigosaur


A new version is online:

- Looking at Twitch streamers and players on YouTube I have seen that many players would kill the baby dragons quickly and fail to notice that you can ride them. So, now the players cannot kill the dragon mounts.
- Due to popular demand, the co-op death countdown has been removed in all game modes except for the Hard mode
- Reviving players gives some additional HP, so they don't die again right away
- Redhead warriors in the desert use petrifying attacks only in the Hard mode
- Fixed bug with the Earthquake staff sometimes not breaking rocks at all
- Fixed network sync for the Reaper boss thorns
- Fixed the Medusa sword strike animation
- Buffed the Medusa sword attack damage from 5 to 24
- Re-balanced Archery upgrades
- Fixed netcode bugs for remote pet positions
- Updated translations

Have fun playing!
Son of a Witch - Bigosaur


A new version is online:
- Increased speed of all arrow shooting attacks
- Archery damage upgrades are now doubled
- Since the fire speed is already increased, the Quiver upgrade doubles the arrow damage instead. You can duplicate it to stack even more damage.
- Reduced poison duration in all game modes
- Reduced burning duration for players
- Reduced freezing time for players
- You can no longer smelt the Tar of Akhal
- Updated some translations

Easy (casual / party mode) changes:
- Removed the death countdown
- Full heal at start of each level
- Fully heal one of the players when revived
- Redhead warriors in the desert have regular attacks instead of petrification
- Reduced all poison duration to 1 battle
- Reduced freezing duration for enemies in the ice level to remove the chance of getting freeze-locked
May 16
Son of a Witch - Bigosaur


The release of Son of a Witch is here! After almost 3 years of development the game is finally complete. We have gone a long way since being featured by IndieCade and greenlit by the Steam community. With almost weekly updates it has been an exhausting but also a very enjoyable experience.

Big thanks to everyone who has supported the game during the Early Access. Thank you for all the suggestions and constructive feedback. It really meant a lot and kept the motivation high to keep working on the game tirelessly. I initially envisioned a much smaller game, but got so many new ideas and great input from all of you. Instead of 5 levels, we have 7, instead of a dozen bosses, we have 24. We also have some really interesting and unique game mechanics not seen in any other game.

This is the first release that covers everything I planned to make initially, and much more on top of that. But, this is not the end. There are many more things to come. During the development both the players and myself got a lot of new ideas, so you can expect to see some big updates in the future: more weapons and items with new effects, more mounts, more pets, more special rooms and NPC quests, and more magic.

What’s next? Well, first, we got the game approved by Nintendo, so the next step is the Switch port. I’m still reading the docs and have no idea how long it would take. It could be a month or 3-4 months, we shall see. I want to focus on the port now while the game code is stable and well tested over the past few months of Early Access. So, only expect bug fixing during this period.

After that, we can start adding new content. Besides all the things I mentioned, I also have plans to add some new heroes and enemies. As some of the players mentioned ninjas, perhaps we could add an oriental themed level with ninjas and samurai, and some new weapons like katanas, shuriken, etc. I also want to expand the main lineup of heroes with additional melee heroes, first being a Paladin. I have some ideas about his special abilities, but that’s a topic for another post.

Of course, the amount of new content and the dynamics of updates will depend a lot on the success of the game on market, and we will see how that goes in the next few months.

Thank you and have fun playing!

UPDATE May 19:
- fixed bug where the floor spikes would damage dragon mounts flying over without players riding them
- added an option to hide passwords for online games (for players who stream the game)
- fixed the weapon/item switch hint
- updated translations
Son of a Witch - Bigosaur


Version 3.3.8 is online:

- 28 new achievements ranging from easy to very tricky ones
- tremor status effect now affects orbs, arrows, bombs and thrown weapons
- increased the starting hero skills in casual mode
- fixed bug when releasing the attack button with a bow in hand would initiate the backup knife attack
- fixed bug when typing in chat would activate the backup knife attack
- updated some of the translations

Update March 16th:
- bugfix: allied units should not count towards the petrification achievement
- preserve achievements when playing offline and going back online
- added a menu option to sync offline achievements to Steam
- you can now press F1 when the level is generated to see if the Dracula achievement is possible in that world
- fixed drawing bugs with some Barbarian animations
- fixed Random Teleport spell occasionally failing
- fixed Friends Till the End achievement bug with undead pig
- updated more translations

Update 2, March 20:
- fixed netcode bug with magic shooting animation sometimes not showing properly for remote players in online games
- made the player invulnerable when concealed as a barrel (using Rogue Sword) if the player has the Fluffy Pillow item
- added icon for the Rainbow Horn damage bonus
- fixed the Dracula achievement which used to count when you raise the same vampiress 10 times
- fixed the Merchant of Death achievement which used to count if you used a weapon from one shop to kill a guard in another shop

Update 3, March 26:
- fixed layout for one of the rooms in the ice level
- Dwarven Spinner can now be duplicated for extra projectiles and damage
- Stomping kills no longer count for the Master Swordsman achievement
- Play proper music when playing the Castle level in the Headstart challenge
- Voodoo dolls are no longer automatically targeted when they have no linked unit (or the unit is dead). This includes the Meteor Staff, Stormbringer and players trying to stomp on the doll.
- updated some of the translations

Update 4, April 6th:
- important optimization for netcode when players have many pets and minions
- fixed the network sync when using a bomb while having the Tremor potion effect
- updated some of the translations

This version concludes the content I planned for the Early Access. I will dedicate the next month or so to extensively playtest the game for the final release, so only expect bugfixes and translation updates in this period. I have a bunch of new features I plan to add in the future, but I want the "exiting Early Access" release to be well tested and bug free.
Son of a Witch - Bigosaur


Version 3.3.8 is online:

- 28 new achievements ranging from easy to very tricky ones
- tremor status effect now affects orbs, arrows, bombs and thrown weapons
- increased the starting hero skills in casual mode
- fixed bug when releasing the attack button with a bow in hand would initiate the backup knife attack
- fixed bug when typing in chat would activate the backup knife attack
- updated some of the translations

Update March 16th:
- bugfix: allied units should not count towards the petrification achievement
- preserve achievements when playing offline and going back online
- added a menu option to sync offline achievements to Steam
- you can now press F1 when the level is generated to see if the Dracula achievement is possible in that world
- fixed drawing bugs with some Barbarian animations
- fixed Random Teleport spell occasionally failing
- fixed Friends Till the End achievement bug with undead pig
- updated more translations

Update 2, March 20:
- fixed netcode bug with magic shooting animation sometimes not showing properly for remote players in online games
- made the player invulnerable when concealed as a barrel (using Rogue Sword) if the player has the Fluffy Pillow item
- added icon for the Rainbow Horn damage bonus
- fixed the Dracula achievement which used to count when you raise the same vampiress 10 times
- fixed the Merchant of Death achievement which used to count if you used a weapon from one shop to kill a guard in another shop

Update 3, March 26:
- fixed layout for one of the rooms in the ice level
- Dwarven Spinner can now be duplicated for extra projectiles and damage
- Stomping kills no longer count for the Master Swordsman achievement
- Play proper music when playing the Castle level in the Headstart challenge
- Voodoo dolls are no longer automatically targeted when they have no linked unit (or the unit is dead). This includes the Meteor Staff, Stormbringer and players trying to stomp on the doll.
- updated some of the translations

Update 4, April 6th:
- important optimization for netcode when players have many pets and minions
- fixed the network sync when using a bomb while having the Tremor potion effect
- updated some of the translations

Update 5, April 17th:
- Foundry disabled in the Potions challenge
- fixed bug where mounts could be knocked off screen by some enemies
- fixed bug where the Bear pet could attack NPCs
- enabled /showdir command
- sliding on ice now stops when players teleport
- fixed bug where the teleported dead players would revive without angel coming into the screen
- updated some of the translations

Update 6, May 4th:
- improved pet position update with high latency connections in online games
- updated translations

Update 7, May 5th:
- bugfixes for pet companion netcode
- improved randomness for the teleport scroll
- improved long jump runway graphics to make the jump direction more intuitive
- prevent dropping arrows on altars in casual mode
- updated translations

This version concludes the content I planned for the Early Access. I will dedicate the next month or so to extensively playtest the game for the final release, so only expect bugfixes and translation updates in this period. I have a bunch of new features I plan to add in the future, but I want the "exiting Early Access" release to be well tested and bug free.
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