We've been flat out testing and improving the upcoming content for you while simultaneously dealing with some of the worst DDoS attacks we've had to date. It's been hard, but we're pleased to share some exciting news!
We're aware it's been a bit of a wait on the upcoming content update. We too would much rather spend all of our energy, resources, and time on new content rather than trying to mitigate attacks of tremendous size.
While no amount of money or time can prevent all DDoS attacks, what does go unseen is the more than 1700 attacks we've managed to mitigate in the last two weeks.
We remain committed to keeping these at bay while doing our absolute best to get content to you asap. We wish it was as easy as just 'buying better servers' or 'optimizing' them. We promise we are doing everything in our power to keep the ship afloat.
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Moving onto the fun stuff - the new spell joining the existing three and Doppelgänger is....
Hush
Play the part of the silent killer with Hush. Bludgeon your victim while the rest of the crew is blissfully unawares - deaf to their crew mate's desperate cries for help.
Hey gamers, so I recently graduated and made a community discord. So if you are interested in joining/starting the Abettor community the link is here: https://discord.gg/pMkthhqqmF and here
Anyways, Now that the game has a good foundation there are many directions and components that I can improve on. The game will still retain its identity as a top down open-world shooter where the world spawns around the player, however there are many additions that I can add to improve the games quality of life. Although I do want to improve all of these feature, I plan to go to graduate school to get my masters degree so I am limited on time. Below is a list of possibilities of what I can work on:
More biomes
Adding more features to the desert biome (Any particular feature please leave a comment. One idea was to add a desert plant, such as an olive tree, that can be cultivated and used to improve the upgrade system)
Adding more upgrades
Improving enemy AI (improving he evolution AI as well)
Adding more enemy types (such as bosses)
Improving the art
Improving the sound (music and sound effects)
Adding a multiplayer feature (doing this may force the game to be monetized though)
More community events and improving community engagement (such as live streams and AMAs)
Improving the marketing of the game (similar to community but making an Instagram page and posting on Reddit)
Adding a story
Adding a feature that makes the game linear in certain areas (like caves that turn the game into a platformer, where the players collect resources and improve score after beating that section. The base game will remain the same and serve as a hub world for the game. This can be used to add a story by making the game more linear)
Add objectives to the game
Add the game to other languages (This will probably be done in google translate unless anyone wants to help out with this who are fluent in another language)
If any of these features interest you please comment on which one you think I should work on. If none of them do, then please comment on what feature(s) I should add.
Based on some comments I plan to add the following features because I expect them to be easy and quick to implement:
Difficulty (difficulty will add more or less enemies)
Adding this to other platforms like Itch
Anyways thank you guys for your continuing support of the game.
I’ve added a 20% OFF discount for Brookhaven for this entire week as a celebration for my birthday. Make sure that you don’t miss it and I hope that y’all enjoy your adventure! ːTurnipIdleː
Changelog:
Added more monsters that can be sacrificed with the Ceremonial Dagger. It works the same way as fighting a monster with a sword, but with new loot items.
Slight art change for Loretta in the ending cutscene.
Increased chance for Seaweed when using a Fishing Cage at the Beach.
Fixed a bug with the little mermaid girl in Atlantis.
As always, if you find any bugs, please report them to Bug Report (via Steam or Discord, I check both frequently). Thank you~!
First off, I want to say thank you to everyone who joined us for this early access journey to make a great game. This is just the very start and the bare bones foundation for Spirit Hunters: Infinite Horde. We appreciate all the feedback and support. We look forward to working with the community to make this a game we love to play.
After a crazy launch 5 days ago, we are finally mostly done with the major bug fixes. Still some stragglers and typos that we will continue refining and a lot of hitbox polish that will continue. But now we can focus more of our time on new features and content.
Our first content patch will be out very soon. We are in the process of testing a new Spirit Hunter: Hugo, the Treasure Genie. Unlike the other heroes, Hugo never takes more than one hit of damage at a time. Upon taking damage, Hugo will gain invulnerability, gain a boost of movement speed and be able to phase through enemies for a short period of time. This means he will be able to get out of tough situations far easier than other heroes. Hugo also has a unique health system in development.
Our first new ability is Ice Ring. This is a highly defensive support skill that stacks freeze chance and duration. While it is weak from a damage standpoint, it brings 360 degree player protection. It also turns enemies blue, so thats... cool. Sorry... couldn't help myself. :P
Before finishing Hugo and Ice Ring, we will be patching in a few quality of life updates: A 4th choice option is being added to the Divinity web. This will help players get closer to the desired build and allow us to expand the "type of upgrade scrolls" we want to have in the future. Some unique twists in the works. :)
We are also adding multiple starting gold nodes throughout the Divinity Web. With a few unlocks this should help with the early reroll issues and early shop spawns. Loads of ability buffs on the way too.
If you are enjoying this very early version of the game, please consider leaving us a review. :)