This patch changes the logic in the main menu transition managment hopefully preventing coroutines to not execute in some PCs.
Hey everyone,
Since Steam Next Fest, I’ve been focusing on polishing the demo based on your feedback - tightening up core systems, improving combat clarity, and breathing more life into the villagers.
These past few updates (v1.3 through v1.4.2) include both gameplay improvements and emotional touches.
You can now replay waves or skip parts of the main story to test the core village defense loop.
This mode is designed for feedback and tuning; letting you experiment with how villagers, enemies, and upgrades all connect over time.
Villager health is now displayed as a percentage.
Added notifications for villager states: Wounded, Healthy, and Motivated.
Improved how roles are assigned - now confirmed only with Left Mouse Button.
Adjusted villager health scaling on level-up and motivation bonuses.
Lowered Death Knight and Ghoul damage for fairer early waves.
Ringing the village bell now heals villagers for testing convenience.
Fixed resolution startup bug that caused memory spikes and crashes on some setups.
The game now starts at lower settings by default to prevent this.
If you still experience this issue, you can right-click the game → Properties → add [c]-dx11 -windowed[/c] to your launch options.
Fixed issues with nicknaming villagers and pausing during dialogue.
Adjusted the objective tracker to better recognize surviving villagers (especially Bram the Blacksmith).
Polished various small input and menu edge cases.
The four main villagers - the Mayor, Blacksmith, Granny, and Mayor’s Son - now have new conversations that expand their personalities.
They also react to loss: if someone dies, others in the village will notice and comment. These small moments help build the emotional thread between your hero’s past and the people you’re trying to protect.
The focus right now is stability and feedback clarity, but the next updates will start expanding more core systems and testing player/villager upgrades beyond the demo’s current limits. I hear your feedback about a more involved combat system. Your discussions and feedback are ESSENTIAL.
If you’ve already played, thank you! Your feedback and reports have been incredibly helpful.
And if you haven’t tried the demo yet, now’s a great time. It’s smoother, clearer, and a little more expressive.
~ Fausto / Stebs
Tired of Being the Hero
https://store.steampowered.com/app/4047440/Vault_of_the_Void_The_Weaver/Thank you everyone for you patience. The wait is nearly over :)
The issue for Lucien not spawning properly has been resolved.
Still having issues with Cory not loading properly for his cutscene so to avoid crashes he has been disabled temporarily. I will be working on getting his cutscene working through the night and will get a patch out. Sorry for the inconvenience.
Hi there! This is the first Steam announcement we're posting, and that's for a pretty big reason...
THE DEMO IS NOW AVAILABLE HERE ON STEAM!
We've been waiting a while for this, and I am so glad that we finally managed to do this. To be honest, in some ways I didn't think we'd ever get this far. After all, we technically missed the first demo deadline. That doesn't really matter now though, considering it's kinda left me wanting to do more. That's where our other piece of news comes in.
After I finished working on the demo, I decided that it would be a good idea to take a break, and for the most part it was.
But of course I kinda suck at long breaks sometimes.
So yeah, development on the full game is resuming ASAP, including a minor refactor and update to Godot 4.5! It's been a long time coming as we've just been stragglers on 4.2.2 for a while now, desperately trying not to break compatibility with some of our addons. However, I think it'll be a great thing in the long run if we move versions.
Anyways, thanks for reading this far! We're very excited to show you what we have in store for you all later.
[c]T'ww dpp jzf ypie etxp. =)[/c]
End's Reach has always had very simple combat. The original vision for the game was something along the lines of Skyward Sword, where you were closely watching changes in the enemy's behaviour to determine what to do next.
The combat in the released version is very casual, and although some of those ideas were used they were mostly discarded to keep the game playing smoothly.
This update mostly focuses on improving combat to add a slightly higher difficulty, and some crunchier effects so that it's more enjoyable to smash things.
Enemies now have a defense value. This prevents enemies from being permanently stunlocked off the first hit, something that trivialized all of the combat in the initial release. As you do combos to enemies, you will reduce their defense.
When an enemy's defenses are broken, they can be stunlocked and staggered as normal, but if you stop doing attacks, they will recover. This means you have to pick and choose which target to focus on while the others approach you, and you can't rely on area of effect damage to stunlock everything all at once.
Enemies also now have access to a universal 'Warp Strike' attack. They will glow purple before swinging, and are completely immune to staggering with maximum defense during the attack. They will also take reduced damage and deal additional damage. It's best to completely avoid an enemy that is charging up a Warp Strike.
This doesn't make combat extremely difficult, but it should add a bit of tactical decision making when you are confronted with multiple enemies.
The game has also received new sounds effects in combat to make things sound a bit crunchier and more sci-fi. It's not a huge change but enemies should also now have more variety in the sounds they make when hit.
Lots of things were missing sound effects that should have had them, things like doors, breakable rocks, wooden planks, etc. They now all have new sound effects and graphics to make the world feel a bit more reactive.
Rotating the minimap in the map screen menu is a more reliable now
There was a bug where sometimes the minimap would rotate off axis, this should be fixed now
Fixed a bug where you sometimes couldn't delete save files on PC (The bind should be holding E now to delete)
Major objectives that were missing sound effects should now have them (opening doors with keys, etc).
Hitboxes adjusted for a few attacks on enemies
Animations adjusted for enemies that were playing the wrong ones.
Character controller fix for dash bug that was really rare
I can't say for sure if this is the final update or not for End's Reach. It has received many more post-launch patches than I planned since it originally came out in 2023, but I'm pretty happy with the game. One of the main areas I would like to address at some point is the unsatisfying magic system, but I'm not ready to take on a challenge like that yet.
I am currently working on another game and every few weeks I return here to see if there's anything I can update to make the game a better experience.
End's Reach is not selling very well here on Steam, I have to be honest. The original Atari VCS release was quite a bit more successful, but I understand that in the big sea of daily releases on Steam and Steamdeck it's easy to miss something you may enjoy. I see it as my duty to continue to improve the game in hopes that the game is acceptable and fun for someone who decides to try it. I also want to release End's Reach onto physical media some day, and want it to be in the best possible shape before I do that.
Thank you for playing and I hope you enjoy the update!
Hey Crew! I'm back with a new update today that focuses a lot on Multiplayer stability and fixes a large number of other bugs. Keep heisting and see you at the next update! Cheers, Justin from Somehow Games
Patch notes for version 0.4.11:
Improved: Networking bandwidth has been largely reduced by trimming unnecessary updates from the server.
Fixed: Issue where certain loot containers that required Press & Hold would no longer open after patch 0.4.10.
Fixed: Issue where players would not be able to see each other’s customisation options properly.
Fixed: Some gaps in the world.
Fixed: Mission Markers are now hidden when getting very close to stop them from interfering with objects.
Fixed: Vehicle Start Audio plays when vehicles spawn in.
Tweaked: Changed the number of cars out and about during the day.
Fixed: Some new road collision issues
Fixed: Cars were getting stuck in the roads sometimes, especially when spawning on slopes.
Fixed: Cars were not despawning quickly enough
Fixed: Players could break out of the demo - thanks charloles_5!
Fixed: Player Level not correctly updating when the game starts, and no new XP has been gained yet.
Tweaked: Fall Damage is more in line with expected gameplay scenarios: you can fall from higher before you die now, but damage also builds up more linearly.
Fixed: Some Items falling through the world.
Fixed: Added some behaviours to help cars navigate traffic better.
Improved: Missions now auto-complete when all objectives have been reached. (Can be changed with the setting “Auto-Complete missions when complete” in gameplay settings.
Fixed: Issue where the Crew Vault widget did not display more than 6 digits.
Fixed: Issue where the cargo container crates could knock you back and deal damage.
Improved: Cargo container crates now have HUD and Objective Markers
Fixed: Cargo Container Crates not resetting with the heists.