Since I saw that the beginners of the game do not notice the slow movement and top down view easily, I put an information message in the Level 1 and added the "Left Shift" button for the slow movement button.
After thousands of work-hours, hundreds of squashed bugs, tons of features, and enough iterations to make your head spin...I'm happy to announce that this will be the final update for Early Access.
This feels like a good time to reflect.
When Stu and I started this project 2 years ago, I had no idea where it would take us. We had high hopes for our weird little healing game, and were determined to make it a fully-fledged Steam title we could both be proud of. A lot has happened since those humble beginnings. We received a couple local awards, got to participate in the GDC Indie Megabooth, and even got a glimpse of the world of indie publishing. It ran the full spectrum of experiences in this industry. From its euphoric ups, to it's crushing downs.
I decided to go full-time on the project for most of 2019. Leaving a steady job to work on something you truly care about with no guarantee of success...it's pretty terrifying. You're never certain if you've made the right decision. In the end, I'm confident that we brought the game's super-risky design to a good spot...but it's true when they say a game is never truly finished, and it's time to start the next project. I hope the game brought a bit of fun into your lives, and thanks for all the support over the last two years.
So with that, here's the last update for Early Access. I hope you enjoy it.
See you at the release,
Jay
Updates:
Essence bar is now segmented for the amount of fighter deaths before a game over
Essence now increases in discrete amounts per player character essence
Mana potion is now a permanent item for all player classes, except Necro
Migrated class items over to be new player spells instead
Bosses now show up as trophy heads in the Guild Hall
Added help overlays for the gameplay and inventory screens
Added full description to unlockable items in the Guild Hall
FX pass on many game elements
Updated the controls page to reflect latest design
Added Cost, Cooldown, and Cast Time descriptions for spells in spell selection screen
Features: - Improved hot spot detection for items to make it easier to interact with them. - Improved physics for Jennifer's hair.
Fixes: - Fixed a rare instance where the user could become softlocked while going through a crawlspace. - Items that disappeared on reload will now remain in your inventory. - Fixed a rare softlock when interacting with the mirror.- Removed a sofa in a cinematic that Rosemary would walk through. - User can no longer use the "look behind" option during conversations with Manni, which produced some weird results. - Fixed some typos in various languages. - Fixed a bug where the weapon reload speed was swapped when you maxed out the skills. - Several different instances where lighting didn't appear after cutscenes were fixed. - Players can no longer walk behind Charlie when he's barking at Jen. - Stalkers will no longer get stuck in place when walking through tight corridors. - Stalkers will not longer phase through a door that's been tied shut with a rope.
Yo, my Reapers. We are done with new Catastrophes in Peace, Death! 2 and here's some news aboot Catastrophes v.2
1. First of all, Catastrophes now is all about Undead, new type of clients. They are similar to Neutrals (human etc.), but can't speak. Because you do not want to read when timer is ticking! 2. *Catastrophes are optional. A bit optional. I mean, sometimes you can decide when to start the encounter, sooner or later. 3. Clients sent during a catastrophe are counted towards the total score only when the catastrophe is completed. This can be both helpful and frustrating. Great! No! Huh? 4. All catastrophes have a difficulty level. After each successful completion of a catastrophe, its difficulty increases. 5. You will be able to CHOOSE which of the catastrophes occurs on the next level. 6. By completing catastrophes, you help the Knight defeat the Undead.