Hollow Knight

Announced a while back, Hollow Knight fans have been eagerly anticipating the forthcoming Hidden Dreams update. Promised for some time this month, it'll actually come a tad later: on August 3 to be exact. 

"In classic Team Cherry style, this is a little later than we said, but we felt the update needed a little more testing and fine tuning before we send it out," the studio's announcement reads. "Plus, we may have managed to squeeze a few little unannounced surprises in there!"

As for what has been announced, Hidden Dreams will include two new bosses, both entirely optional as they're reportedly very hard to beat. There's two new music tracks too, as well as a Dream Gate upgrade which, as the name vaguely implies, will let you fast-travel throughout the map.

And then there's this. I haven't played the game yet so I've no idea what it means:

"A New Stag Station Uncovered - Hallownest’s stags once travelled the breadth of the kingdom, but with the departure of the King, one station was walled away, hidden from bugs and forgotten by stags, until now!"

In case you missed Tom's belated review of Hollow Knight, he really, really liked it.

Hollow Knight

SPOILER WARNING: I won't be discussing any plot, bosses, or specific gameplay stuff, but there is an image below that reveals the full Hollow Knight map and key locations on it. You have been warned. 

There's an overwhelming amount of stuff to do in Hollow Knight. The indie Metroidvania has undoubtedly become one my favorite games of 2017 so far, and not just because of its stunning hand drawn art. It has an intricate and massive map, full of gated areas and secrets hidden behind tantalizing gaps just a bit too wide to jump. 

But as the game goes on, new movement abilities break that sprawling city wide open. As games like this often do, dead ends suddenly become new paths, and gaining something as simple as a double jump means countless pits can now be cleared. Countless, that is, unless you count them. Which I did. 

About six hours into my 35 hour playthrough of Hollow Knight, I started to lose track of all the places I'd been. I had so many different paths I could follow, that finding a new movement ability mostly meant struggling to remember all the places I could use it. So, inspired partly by The Legend of Zelda: Breath of the Wild's map, I started to take notes on a custom map of my own in Adobe Photoshop. Across 30 hours of Hollow Knight, here is what the evolution of that map looks like:

You can check out the full resolution version of the GIF here.

Each time I stopped playing, I would screenshot all the new areas of the map I had revealed and stitch them into a high-resolution collage. Whenever I hit a suspicious dead end or a jump just a bit too far to make, I wrote a note in red on that spot with what ability I assumed I might need to traverse it. If I found a boss I couldn't beat, I'd write a note in purple, and I'd label areas I didn't have a map for yet in white. Even confusing little details like the plants I'd end up extracting Essence from later would be jotted down, just in case I had to come back for them.

I didn't always get this stuff right, either. For example, I assumed I would either get an ability that let me jump farther or jump higher, but it ended up being both. Also, the bottom right corner of the map was labeled "Bumblebee Land" for quite some time. But it was fascinating to look back and examine the path I took when exploring this world—including one time where I fell down a hole and accidentally had to fight spiders for two hours. Hollownest is a vicious place. 

Still, I tried not to let my map to dictate where I would go next, it was just helpful that I didn't have to keep all that info in my head between sessions. Whether or not it's a good thing or a bad thing that a game could be so large it necessitates this level of personal cartography is another question altogether. Honestly, if nothing else, this exercise reaffirmed my belief that new games need to start stealing ideas from Breath of the Wild as soon as they possibly can. 

Hollow Knight is a seriously wonderful game filled to the brim with things to do. We didn't get a chance to review it when it first came out in February, but thankfully I'll be able to correct that in the coming days. 

Middle-earth™: Shadow of Mordor™ - contact@rockpapershotgun.com (John Walker)

The Steam Summer Sale is here to rescue us from the same old games! Hooray! Hooray! Hoo-whatnow? Oh for crying out loud, the usual games are all on sale too, aren’t they? … [visit site to read more]

Hollow Knight - Team Cherry
Power-up your Dreamnails!
Hollow Knight’s first free content pack ‘Hidden Dreams’ is dropping this July soon for all players.

UPDATE: The 'Hidden Dreams' content is now officially launching on AUG 3RD!
source



So whaddya get? Here’s the rundown:
  • 2 New Bosses - Leap into battle with the mightiest foes! These epic new duels will test even the most skilled of players. Each fight grants rewards to the victor, though note: Engaging with each imposing boss is entirely optional! Who are these enigmatic, impossible-to-discern figures? We’re not telling! It’s up to you to find out!

  • 2 New Tracks - Epic battles need epic music and Chris’s been preparing just that, with stirring new boss themes for each encounter! He's gone all out on these ones!

  • New Upgrade: Dream Gate - Discover a whole new method of traversing Hallownest! Slice through the Veil and travel in an instant from one corner of the kingdom to another.

  • A New Stag Station Uncovered - Hallownest’s stags once travelled the breadth of the kingdom, but with the departure of the King, one station was walled away, hidden from bugs and forgotten by stags, until now!

Hollow Knight: Hidden Dreams content is accessible at any point in the game, whether starting fresh or scouring for completion.

Hollow Knight - Team Cherry
Power-up your Dreamnails!
Hollow Knight’s first free content pack ‘Hidden Dreams’ is dropping this July soon for all players.

UPDATE: The 'Hidden Dreams' content is now officially launching on AUG 3RD!
source



So whaddya get? Here’s the rundown:
  • 2 New Bosses - Leap into battle with the mightiest foes! These epic new duels will test even the most skilled of players. Each fight grants rewards to the victor, though note: Engaging with each imposing boss is entirely optional! Who are these enigmatic, impossible-to-discern figures? We’re not telling! It’s up to you to find out!

  • 2 New Tracks - Epic battles need epic music and Chris’s been preparing just that, with stirring new boss themes for each encounter! He's gone all out on these ones!

  • New Upgrade: Dream Gate - Discover a whole new method of traversing Hallownest! Slice through the Veil and travel in an instant from one corner of the kingdom to another.

  • A New Stag Station Uncovered - Hallownest’s stags once travelled the breadth of the kingdom, but with the departure of the King, one station was walled away, hidden from bugs and forgotten by stags, until now!

Hollow Knight: Hidden Dreams content is accessible at any point in the game, whether starting fresh or scouring for completion.

Crypt of the NecroDancer

With thousands of games releasing each year, there's more head-bopping, heart-squeezing videogame music than we can keep track of. But we tried anyway, scraping through our libraries (and beyond) to find what we consider the best tunes of the year so far. Headphones and/or the subwoofers in your kid's car are definitely recommended. 

If you like the music, be sure to let the artist know—maybe buy a few records on vinyl, invite some friends and family over, get a cheeseboard way above your budget going, and let a track like Intentional Death and Dismemberment Plan direct the evening.  

Tooth and Tail

Austin WintoryListen hereTango and latin dance music may not strike you as the best fit for a game about feudal gangs of small animals at war, but Tooth and Tail manages to pull it off. Every song is played with 20th century Russian instruments that blend the dance tunes into something a bit more pastoral, and once the drunken barroom singing comes in, you'll want to start dancing again—just with a battle axe in the hand that isn't busy with beer.  

Destiny 2's Hive theme

Michael Salvatori, Skye Lewin, C Paul JohnsonListen hereMost of Destiny 2's music is fine. It's just fine. You get nice orchestral swells that imply drama and hope and a story much bigger than yourself. It's typical Big Game Stuff. But tucked away on Titan, a planet you aren't required to spend much time on, you'll find the creepy-crawly Hive enemies, and accompanying them is the best music in the game by far. With one foot in Quake's Nine Inch Nails lo-fi industrial noise and the other in the punched up, blown out orchestral sounds of a Marvel movie fight scene, the Hive themes in Destiny 2 narrate the action as much as they drive it, providing a stylish soundscape of scraped guitars steady percussion to pop alien heads to. Shame it's hidden away.

Ruiner

Various ArtistsListen hereRuiner's somber synth beats feel like a direct response to Hotline Miami's retro club boomers. They're just as loud, have just as much bass, and the melodies are just as catchy, but Ruiner's soundtrack brings a sinister sadness right to the fore rather than bury it as subtext. In Ruiner's dystopian cyberpunk world, everything is awful and everyone knows it, but swaying and lazily bobbing your head is still a reliable way to tread the existential waters.  

Sonic Mania

Tee LopesListen hereOK, so Sonic is good again (let's not talk about Forces), but what would we think of Sonic Mania if it didn't get such an excellent soundtrack? It's a surprising return to great level design for the series, but the biggest contributor to what makes Mania so endearing is its flashy, confident style—and the vibrant, energetic, and diverse soundtrack is largely to thank for that. If you weren't in control of the blue blur of a hedgehog zipping across the screen, the temptation to play air piano to the Studiopolis themes would be impossible to resist.  

Nidhogg 2

Various ArtistsListen hereThe trend of games with excellent compilation soundtracks continues. Hotline Miami popularized the practice, pulling from a handful of artists to cure an aural identity, but now Nidhogg 2 is the new champ. With a catchy, danceable tracklist, every track supports the physical comedy of its prolonged fights and the wacky new artstyle, but stays just as listenable on the dance floor or on a long commute home. Turn it up.  

Cuphead

Kristofer MaddiganListen hereOf course Cuphead was going to make the list. To fit with its Fleischer Studios animation style, Studio MDHR enlisted a big band, a live big band for its recording sessions. The result is a massive soundtrack of toe-tapping hits, each with the ability to get a room up and moving. It might be the most surprising and instantly likable of all the soundtracks released this year.  

Prey

Mick GordonListen hereMick Gordon of Doom (2016) fame is back on Prey, but with the fuzz and feedback on his electric guitars (how do guitars work?) turned down, and the reverb on his synths and acoustic guitars turned up. Prey's soundtrack melds the computerized rhythms of '70s sci-fi with the homespun sounds of solo country music, planting a grassroots vibe at the center of its digital sound, firmly anchoring the cerebral story in the realm of possibility. 

Dream Daddy

Will WiesenfeldListen here OK, so most of the Dream Daddy soundtrack is pretty simple, but the theme song will bore itself into your subconscious and never leave. Written and performed by Will Wiesenfeld, who also performs as Baths, the theme song channels the exaggerated romance and humor of one of 2017's most playful dating sims. It's also just a damn good song.  

On the next page, we list the best PC game music from the first half of 2017. 

Oikospiel

David KanagaListen hereOikospiel’s soundtrack is 100 percent intertwined with the game. Watch Kanaga’s GDC talk from a few years back to see what I mean—and no, you probably won’t understand, but that doesn’t really matter. Just know that Kanaga is a genius composer, treating 3D models and game mechanics exactly like he does music, because really, they’re all the same. Also, hell, Celine Dion has never sounded this good.  —James Davenport 

Night in the Woods

Alec HolowkaListen hereFor the sheer breadth of the soundtrack alone, Night in the Woods is worthy of praise. Individual characters and locations all have their own motif, and that’s just Volume 1. In Volume 2, things get dark. Motifs change with the in-game seasons where things get super sad and hazy for Mae, our favorite protagonist cat. Over the first two volumes, the soundtrack ranges from quiet and sweet to dark and mysterious with music for parties in the woods and city hall theater. But the real kicker comes in Volume 3, which is the soundtrack from Demontower, a whole game within the game. It’s a rad old school throwback that inspires headbanging of the metal and head-against-keyboard variety. —James Davenport

Nier: Automata

Keiichi Okabe, Keigo HoashiListen hereThe first time I entered the resistance camp in Nier: Automata, nestled among some felled skyscrapers in the game’s ruined city, I stayed for more than an hour. And it wasn’t because it looked good, or because there were lots of NPCs to talk to and items to purchase. It was because of the music. Nier: Automata is widely praised for its score—and count me among the people who think it’s among the best I’ve ever heard—but ‘Peaceful Sleep’ is something else. Its prettiness belies an overwhelming sensation of grief, which only properly sets in after you’ve left and returned to the camp a couple of times. The rest of the soundtrack is sublime too, especially this and this, demonstrating that even the most barren, unremarkable video game landscapes (because let’s be honest: Nier isn’t a looker) can be rendered otherworldly by the right music. —Shaun Prescott 

Thimbleweed Park

Steve KirkListen hereThe opening tune to Thimbleweed Park tells you exactly what kind of game it’s going to be. A cheesy, mysterious guitar hook invites you in and the elevator music convinces you to stay. Every character and location has a distinct theme, recalling everything from synth pop to a pixelated Hans Zimmer. There’s drama and jokes abound in Thimbleweed Park, but they would feel hollow with such a diverse, playful score. —James Davenport  

Tumbleseed

Joel CorelitzListen here Tumbleseed is a brutally hard roguelike with a deceptively adorable appearance and a soundtrack that’s shockingly good. Every track exudes the 80’s, sounding closer to the soundtrack for Drive than you’d expect out of a brightly colored marble maze game. Frankly, it’s one of the few things that kept me from throwing my controller across the room while playing. —Tom Marks 

Crypt of the Necrodancer - Aria Awakened

FamilyJules Listen here Holy shit. The most prolific game music guitarist on YouTube (FamilyJules) teams up with one of our favorite composers (Danny Baranowsky, of Super Meat Boy and The Binding of Isaac) for this tsunami of guitar solos. There are a bunch of official, album-length covers of Crypt, including this killer chiptune remix, but Aria Awakened is the only one that will melt your headset. Start with Trial of Thunder. —Evan Lahti

C:\Windows\Media

Austin GreenListen here We loved Austin's rock covers of Windows 3.1 midi songs so much we interviewed him about making this short album earlier this year. They're wonderfully peppy. It's hard to listen to these songs without cracking a smile and tapping a foot. And they're also deeply nostalgic for anyone who remembers the early days of PC midi music. Hear Canyon.mid and be transported back 20 years. — Wes Fenlon

Yooka-Laylee

David Wise, Grant KirkhopeListen here As a spiritual successor to Banjo-Kazooie Yooka-Laylee left a lot to be desired, but in terms of music Playtonic knocked it out of the park. Veteran Rare composers David Wise and Grant Kirkhope both contributed to a score that sometimes outshines the game’s own inspiration. Not every song is a masterpiece, but there’s a lot of nostalgia to love in this game’s soundtrack. Plus, it gave us this gem. —Tom Marks

Outlast 2

Samuel LaflammeListen hereMost of Outlast 2 consists of running and hiding, and Laflamme’s score has the percussive highs and lows to keep your heart rate steady whether you’re chilling in a barrel or a god-fearing murderer is nipping at your heels. But underscoring it all are light, sometimes hopeful string accompaniments. There’s a pathos in Outlast 2’s score that speaks to the humanity at the center of the conflict. After all, the bad guys are just looking for salvation. They’re scared too.  —James Davenport  

Hollow Knight

Christopher LarkinListen here This soundtrack meets Hollow Knight’s gorgeous animated art and silently assembled mythos right at the top. It’s epic, if I’m able to reclaim the word, and whimsical, the perfect accompaniment to an intense boss battle or quiet, solemn exploration. Give Crystal Peak a meditative listen, then go loud with Dung Defender. —James Davenport  

Flinthook

Patrice BourgeaultListen hereI hesitate to call Flinthook’s soundtrack simple, but it knows exactly what kind of game it’s playing for. Flinthook’s OST is swashbuckling chiptune majesty, an onslaught of fast, fun, victorious bleeps and bloops. It plays like a cheerleading squad combined with a wholesome, but slightly too competitive, dad screaming at you from the sidelines that hell yes, you got this, that’s my hook-swinger right there.  —James Davenport  

Hollow Knight - Team Cherry


Get ready Mac and Linux users! Hollow Knight has landed on your OS of choice!

Descend into the vast insect kingdom of Hallownest. Battle ferocious beasts, forsaken knights, and twisted spectres. Befriend the cutest, creepiest bugs you’ll ever meet. Explore a beautiful, ruined land of surreal sites, and ancient mysteries.

French language is also available now (in Beta state)! If you're a French speaker, and would prefer to experience Hollow Knight in your sultry native tongue, then head over to the options menu and flip that switch!

The reviews are in!

While we’ve been hard at work, there’ve been some wonderful words written about Hollow Knight. Here are a few of our faves:
  • PC Gamer thinks ‘Hollow Knight's charming art sets the bar for hand drawn games.’

  • Destructoid awarded Hollow Knight a 10/10! and claim it ‘May be the best metroidvania title out there right now.’

  • Game Informer awarded a 9/10 and wrote ‘It’s a deep dive into a dark place, and a brilliantly rich experience.
That’s it! There's no time to waste. The kingdom is calling!

For more information on the most recent patch, click here.
Hollow Knight - Team Cherry


Get ready Mac and Linux users! Hollow Knight has landed on your OS of choice!

Descend into the vast insect kingdom of Hallownest. Battle ferocious beasts, forsaken knights, and twisted spectres. Befriend the cutest, creepiest bugs you’ll ever meet. Explore a beautiful, ruined land of surreal sites, and ancient mysteries.

French language is also available now (in Beta state)! If you're a French speaker, and would prefer to experience Hollow Knight in your sultry native tongue, then head over to the options menu and flip that switch!

The reviews are in!

While we’ve been hard at work, there’ve been some wonderful words written about Hollow Knight. Here are a few of our faves:
  • PC Gamer thinks ‘Hollow Knight's charming art sets the bar for hand drawn games.’

  • Destructoid awarded Hollow Knight a 10/10! and claim it ‘May be the best metroidvania title out there right now.’

  • Game Informer awarded a 9/10 and wrote ‘It’s a deep dive into a dark place, and a brilliantly rich experience.
That’s it! There's no time to waste. The kingdom is calling!

For more information on the most recent patch, click here.
Hollow Knight - Team Cherry
Hi everyone, today we've pushed out a new patch to everyone that includes various optimisations and bug fixes.

Thank you all very much for your support! Our next goals are to release a beta Mac version this week for testing, as well as implementing different languages (starting with French).

If you have any issues with this update, you can let us know using the bug report form:

http://hollowknight.com/bugs

List of fixes and changes:

1.0.1.4
- Fixed an issue where opening full map via Quickmap shortcut while in a late game area caused a game-freeze
- Fixed an animation error on player character when exiting a late-game cutscene
- Fixed Shrumish Ogre persistence issue
- Fixed an issue where hitting Zote with Dreamnail during his battle cry made him invincible, which he doesn’t deserve.
- Decreased heap size allocation at start-up.

1.0.1.3
- Fixed issue where Soul Master’s shockwave attack would sometimes not spawn
- Fixed issue with sfx not playing correctly on some breakable one-way walls
- Fixed issue for some players whereby collecting a mask fragment would white out the screen
- Fixed display bug for cages in Colosseum of Fools
- Fixed bug on exiting Trial in the Colosseum of Fools that caused player to become stuck behind metal grate
- Fixed a dialogue issue for Iselda
- Fixed sound effects playing on incorrect mixer and thus being unaffected by in-game audio setting
- Fixed issue where Speed Completion achievement was not being awarded correctly
- Fixed an issue with Thorns of Agony charm not firing correctly when taking damage with inventory open
- Increased Geo reward for defeating Entombed Husk
- Fixed inaccurate hitbox on Broken Vessel/Lost Kin when stunned
- Fixed issue in City of Tears where entering a battle room from the left spawned an enemy outside of room
- Fixed an issue where Lifeseeds and their cocoons couldn’t be damaged by Grubberfly beam


1.0.1.1
- Fixed issue where defeating Crystal Guardian and then immediately dying prevented his bench from becoming useable.
- Fixed issue where defeating Crystal Guardian (rematch) and then immediately dying prevented Battle Gate from staying open.
- Fixed City Crest in statue displaying over player.
- Fixed issue with Isma’s Grove battle gates not re-opening on re-entry.
- Fixed players being able to escape tilemap in Abyss Dream.
- Increased Cyclone Slash size
- Fixed intermittent frame-flickering on certain enemies
- Fixed inventory button not opening inventory on Logitech F310 in X mode.
- Added anticipation SFX to certain enemy attacks
- Optimisation: New pooling system for spawned enemies
- Fixed gramatical, and, spelling errers in Game Text
- Fixed Hive Husk displaying incorrect Enemy Dream text
- Added additional SFX to Husk Hive
- Increased Geo awarded by Husk Hive
- Added additional SFX to Hive Soldier
- Fixed an issue where player could travel up through an unbroken window in Soul Sanctum, causing game freeze
- Fixed Gruz Mother sometimes turning into a weird, stretched-out fatty when dying in the Colosseum
- Increased Notch Cost of Quick Slash charm to 3 (affects new files only)
- Slightly decreased invulnerability time for Stalwart Shell charm
- Improved recycling system for frequently recycled objects
- Fixed an issue where Hornet was knocked out of the arena on being defeated, robbing the player of a hard-won victory
- Fixed an issue locking players out of Distant Village event
- Fixed an issue where getting hit with Inventory open and Thorns of Agony equipped caused a game-freeze
- Fixed an issue with lifts in City of Tears becoming inoperable
- Fixed issue with Grubberfly beams firing upward and downwards with Joni’s Blessing equipped, regardless of health remaining
- Fixed an issue with Red Grubberfly beams being fired with Joni’s Blessing/Grubberfly Elegy/Fury charms equipped, regardless of health remaining
- Fixed a Battle Scene in White Palace being triggered prematurely
- Fixed Failed Champion’s dream remaining accessible after his defeat
- Fixed fader stuttering in City lift scenes
- Fixed an issue where Failed Champion’s battle could be triggered prematurely
- Increased effect of Soul Eater charm
- Fixed a lever in White Palace that could be poked through its gate
- Fixed an issue with the Warrior Dream’s sprite lingering on after defeat
- Fixed an issue where player couldn’t jump out of water when up against some walls
- Fixed an issue where player could get locked back into a City room upon return
- Fixed an issue where progress past a Kingsmold battle was blocked by an unopening gate in certain circumstances
- Fixed an issue where dying on a conveyor belt could cause the effect to persist on respawn
- Fixed an issue where roar lock could persist after death
- Fixed issue where shade summoned by Jiji becomes invulnerable
- Fixed an issue where Hornet’s needle’s hitbox could remain after she’s stunned
- Fixed an issue where player could perform actions while respawning from a hazard
- Fixed an issue where player could become invulnerable when blocking a hit with Baldur Shell
- Fixed an issue where Soul could be reimbursed incorrectly when focusing with Shape of Unn equipped
- Fixed the spike respawn location in Soul Tyrant battle to be inside the battle arena.
- Fixed map display for Sharp Shade room showing the whole room whilst only able to access its entrance.
- Remodelled a wall in the White Palace that allowed a challenge to be bypassed.
- Fixed 2 spike pits in Deepnest that respawned the player outside the map.
Numerous small scene fixes.

Hollow Knight - Team Cherry
Hi everyone, today we've pushed out a new patch to everyone that includes various optimisations and bug fixes.

Thank you all very much for your support! Our next goals are to release a beta Mac version this week for testing, as well as implementing different languages (starting with French).

If you have any issues with this update, you can let us know using the bug report form:

http://hollowknight.com/bugs

List of fixes and changes:

1.0.1.4
- Fixed an issue where opening full map via Quickmap shortcut while in a late game area caused a game-freeze
- Fixed an animation error on player character when exiting a late-game cutscene
- Fixed Shrumish Ogre persistence issue
- Fixed an issue where hitting Zote with Dreamnail during his battle cry made him invincible, which he doesn’t deserve.
- Decreased heap size allocation at start-up.

1.0.1.3
- Fixed issue where Soul Master’s shockwave attack would sometimes not spawn
- Fixed issue with sfx not playing correctly on some breakable one-way walls
- Fixed issue for some players whereby collecting a mask fragment would white out the screen
- Fixed display bug for cages in Colosseum of Fools
- Fixed bug on exiting Trial in the Colosseum of Fools that caused player to become stuck behind metal grate
- Fixed a dialogue issue for Iselda
- Fixed sound effects playing on incorrect mixer and thus being unaffected by in-game audio setting
- Fixed issue where Speed Completion achievement was not being awarded correctly
- Fixed an issue with Thorns of Agony charm not firing correctly when taking damage with inventory open
- Increased Geo reward for defeating Entombed Husk
- Fixed inaccurate hitbox on Broken Vessel/Lost Kin when stunned
- Fixed issue in City of Tears where entering a battle room from the left spawned an enemy outside of room
- Fixed an issue where Lifeseeds and their cocoons couldn’t be damaged by Grubberfly beam


1.0.1.1
- Fixed issue where defeating Crystal Guardian and then immediately dying prevented his bench from becoming useable.
- Fixed issue where defeating Crystal Guardian (rematch) and then immediately dying prevented Battle Gate from staying open.
- Fixed City Crest in statue displaying over player.
- Fixed issue with Isma’s Grove battle gates not re-opening on re-entry.
- Fixed players being able to escape tilemap in Abyss Dream.
- Increased Cyclone Slash size
- Fixed intermittent frame-flickering on certain enemies
- Fixed inventory button not opening inventory on Logitech F310 in X mode.
- Added anticipation SFX to certain enemy attacks
- Optimisation: New pooling system for spawned enemies
- Fixed gramatical, and, spelling errers in Game Text
- Fixed Hive Husk displaying incorrect Enemy Dream text
- Added additional SFX to Husk Hive
- Increased Geo awarded by Husk Hive
- Added additional SFX to Hive Soldier
- Fixed an issue where player could travel up through an unbroken window in Soul Sanctum, causing game freeze
- Fixed Gruz Mother sometimes turning into a weird, stretched-out fatty when dying in the Colosseum
- Increased Notch Cost of Quick Slash charm to 3 (affects new files only)
- Slightly decreased invulnerability time for Stalwart Shell charm
- Improved recycling system for frequently recycled objects
- Fixed an issue where Hornet was knocked out of the arena on being defeated, robbing the player of a hard-won victory
- Fixed an issue locking players out of Distant Village event
- Fixed an issue where getting hit with Inventory open and Thorns of Agony equipped caused a game-freeze
- Fixed an issue with lifts in City of Tears becoming inoperable
- Fixed issue with Grubberfly beams firing upward and downwards with Joni’s Blessing equipped, regardless of health remaining
- Fixed an issue with Red Grubberfly beams being fired with Joni’s Blessing/Grubberfly Elegy/Fury charms equipped, regardless of health remaining
- Fixed a Battle Scene in White Palace being triggered prematurely
- Fixed Failed Champion’s dream remaining accessible after his defeat
- Fixed fader stuttering in City lift scenes
- Fixed an issue where Failed Champion’s battle could be triggered prematurely
- Increased effect of Soul Eater charm
- Fixed a lever in White Palace that could be poked through its gate
- Fixed an issue with the Warrior Dream’s sprite lingering on after defeat
- Fixed an issue where player couldn’t jump out of water when up against some walls
- Fixed an issue where player could get locked back into a City room upon return
- Fixed an issue where progress past a Kingsmold battle was blocked by an unopening gate in certain circumstances
- Fixed an issue where dying on a conveyor belt could cause the effect to persist on respawn
- Fixed an issue where roar lock could persist after death
- Fixed issue where shade summoned by Jiji becomes invulnerable
- Fixed an issue where Hornet’s needle’s hitbox could remain after she’s stunned
- Fixed an issue where player could perform actions while respawning from a hazard
- Fixed an issue where player could become invulnerable when blocking a hit with Baldur Shell
- Fixed an issue where Soul could be reimbursed incorrectly when focusing with Shape of Unn equipped
- Fixed the spike respawn location in Soul Tyrant battle to be inside the battle arena.
- Fixed map display for Sharp Shade room showing the whole room whilst only able to access its entrance.
- Remodelled a wall in the White Palace that allowed a challenge to be bypassed.
- Fixed 2 spike pits in Deepnest that respawned the player outside the map.
Numerous small scene fixes.

...