 
	
	Halloween creeps in… and so does a bunch of other stuff!
For starters, players who log in this weekend will receive a free three-day boost and be able to claim their free Calavera gift from the Shop & Stash. 

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[/carousel]Did we mention our cauldron overfloweth with savings? Treat yourself to a bundle during our 35% off chip sale and haunt the tables all weekend long. 
And be sure to snag those bounties and take part in our seasonal events while you still can! Check out our item bundles as well in the Shop & Stash to really complete the look while you grind these out.
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[/carousel]More is on the horizon — look for Prominence news in the weeks to come!
 
	After more than a year and a half of development, Im Bann der Dunklen Jagd now officially leaves Early Access.
The game first released exactly one year ago, and since then I have worked intensively on improvements, especially performance and stability.
From now on, development will mainly focus on smaller patches and bug fixes. I want to sincerely thank everyone who supported, tested, and provided feedback during the Early Access period.
And yes… happy birthday to the game 🎂

Early Access finished: The game is now officially out of Early Access!
English voice lines have been added.
End credits extended, important players who supported the project are now mentioned there.
New Emote
Added new loading screens

Enemy speeds adjusted, they increase the longer a chase lasts and are temporarily slowed after being stunned.
Major performance improvements
Flashlight has been reworked
Enemies will detect players later when the flashlight is turned off

Extras:
New Friend "Freddy"
Early Access Player Trophy: Awarded for completing a certain part of the game.
Achievement-Trophy




The game may crash when returning to the main menu during an active session.
The Early Access trophy is currently only visible for the host.
In rare cases, both players may spawn with the same skin.
You can also find more of my smaller projects and game jam titles on https./www.Itch.io/FabianSmi style=button buttoncolor=#fb3737
 
	1. The problem that the Ground Collision wasnt working well on Stage 10 area which is going through middle of Saws
2. Shift Sprite Image of Tutorial UIs has some wrong spelling is fixed
3. Problem that you cannot move after changing window in ScoutMode is fixed
1. None, Working on another project For now. Sry!
1. None
 
	
	
 
	Fixed an issue where the 12.7mm weapon had excessive spread.
Fixed an issue where casualty data remained after being transferred at the FOB.
Added a dismantling and recycling option to the repair workshop.
Reduced the number of crew members required for vehicle-mounted MGs.
Fixed a rare issue where the item count was incorrect when picking up items.
Fixed an issue where fuel values were incorrect after modifying a vehicle.
Retained the current information window tab when switching units.
 
	 
	Rearranged some of the UI elements on the game board
Added prototype for all endless modes
Improves the passive ui for Arman and Yushu
Improved log tracking
Added crash detection and automatic report
 
	Music will play a big part in creating the overall vision I have for FIGHT-QUEST. While implementation is fairly simple right now, this system allows for some really cool stuff in the near future.
Other than that, this update includes a heap of gameplay changes and fixes (and a couple new pieces of content!). Now that some of these severe bugs are taken care of, I'll now be focused on adding new upgrades, enemy armor, leaderboards, and more uses for your collected gold. Thank you all for playing, and for the crazy positive reception. Stay tuned for much more!

Music overhauled with dynamic music evolution. Added more instrument variations to help make the Gnome battle track less repetitive.
Frog-Wiz spells can now be parried
New fairy spawn sequence
Player can now be boiled in the gnome stew
Added a non-descript, normal plant.
Added invert x and y mouse options
Damage dealt now always renders over enemies regardless of depth
Added wizard SFX to make it more obvious you shouldn't return to him to complete his "quest" after punching a gnome
Updated wicked old wizard code to improve game performance
Updated river appearance, performance, and audio
Fixed game breaking bug where upgrade cards became blocked and inaccessible when clipped into enemies/the environment. They now render separately and are interactable even if blocked by other collision.
Fixed game breaking bug where breaking an idol too soon after another would make the cards spawn in previous location
Fixed dialogue pressing spacebar causing random green overlay
Fixed Tutorial popup not going away on new runs (again, hopefully)
Fixed brightness setting bug which didn't appropriately update default setting for player's with slower CPU's
Fixed gnomes freezing mid-jump (hopefully)
Fixed enemies getting stuck on ledges
Fixed Possessed Buffome's issue with blood collision
Fixed Frog-Wiz spell not colliding with the ground
Fixed Gnome's freezing in place while doing a run attack while player's in the air
Fixed fists revealing material meant for another actor when obstructed
Fixed tiny goblin clinging to tree - audio now activates
Fixed some issues with the settings menu
Fixed broken movement of *something* in the secret section, as well as some missing audio
 
	
	This version marks a huge step towards my vision for the finished game. Base modules can now be built like machines are, using the same parts!
Updates:
Major change - all base building components can now be built like machines
Ability to attach machines to base platforms
Attached machines participate in the energy cycle
Player tools consume energy
Added machine parts: solar panel, alternator, research server, terminal screen, platform attach
Machine weapons and tool parts consume energy when used
New machine info UI
Bug fixes:
Mouse sensitivity now working in first person
Backpack solar battery charges in the sun