Along with the obvious bug fixes and minor QoL improvements a number of BIG new features have come in v1.1.0 and these mainly revolve around improving meta progression. Here's a list of the most notable ones.
XP XP has been introduced which is gained by taking health from enemies. The more you hurt them the more XP you gain, its that simple.
More Player Skills to Upgrade Previously Runes needed to be found so you could upgrade your players skills and there were 7 to find. There are now 23 skills that can be upgraded and unlocked with most being unlock-able by Runes but don't worry if you don't find them as the skills can also be unlocked with XP. If you are lucky enough to find Runes the skills can be unlocked early. Upgrading skills is now done via the new Rune room or in Purgatory and is no longer available via the Stats menu option.
Purgatory Upon death or when you have killed a Boss you will travel to Purgatory. Here you can upgrade your heroes skills, have a chance to change or upgrade Weapons/Armor in a Smelting area and practice using consumables in the Training Room. Some areas of Purgatory will required you to rescue individuals from the main Dungeon before becoming available.
Rescuing NPCs Previously when you rescued a wizard you might earn some keys, bombs and a chance at a passive item. Now rescuing a NPC will give you those rewards AND also return the NPC to Purgatory which as previously mentioned, can unlock Player Stats or the Smelter early but don't worry if you don't rescue these as they are unlocked once you reach the required XP.
A new Room As mentioned above you can no longer upgrade a players skills/stats via the Stats menu option. Instead this is done in Purgatory or a new Wizard Forge room.
Hints To help new players a hint may pop-up from time to time giving you some guidance when something new becomes available or where I feel people have struggled.
Control Help Painted on the floor of the first room of the first level will be your control bindings as a reminder or helper for new players.
Charging Special Attack A great suggestion made in the discussion forum was to allow the player to recharge their Special Attack when they run out. This will be available in v1.1.0 and now when you run out of Special Attacks it will recharge when you kill an enemies with the weapon but the further on you progress the more kills required to fully recharge.
More info on collected Items Another great suggestion was to provide the player with some information on what items do when you collect them which has now been added to v1.1.0.
Whats missing Localization for the new content is not yet available and currently has English as a placeholder. Hopefully soon.
The Realms are now open for the latest Nightingale closed playtest. If you’ve played before, previously received a key, or secured a key for this playtest then now’s the time to jump in and explore the mysteries of the FaeWilds.
Please check your emails for further details on the playtest (it may be in your spam/junk/promotion folders - search for emails from contact [at] playnightingale [dot] com), including links to the private playtesting Discord and feedback boards.
I'm Omer, the game designer from our small indie studio, and I'm here to give you a sneak peek into our roadmap for "Hakan's War Manager." You know, the journey of creating a game can be a thrilling yet challenging one, especially when you're a tiny team of three, like us. But we've got big dreams and even bigger aspirations for our game, and we want to share our roadmap with you.
Demo Phase:
We're already in the demo phase. You might be wondering why it took us a bit to post this roadmap. Well, the truth is, there's been a whirlwind of activity here, and we actually had an unofficial roadmap scribbled on the back of a napkin. But good news! We've just released the demo, and it's out in the wild for you to explore. It's been an incredible journey so far, oh! there might be a thing or two missing in the demo. Rest assured, we're on it, and we'll be adding those missing pieces very soon, possibly in the next week.
Early Access:
Now, here's where we need your support more than ever. Being a small indie studio, we've faced our fair share of challenges in bringing our vision to life. That's why we're embracing the Early Access phase. We want your feedback, your thoughts, your battle cries – every bit of support you can offer. Early access is where the magic happens, where we learn from your experiences and make "Hakan's War Manager" even better.
Full Release:
This is the big one, the grand finale. It's what we envisioned when we started this game. Well, I might be stretching the truth a bit – it's actually smaller than my initial imagination. But, you know what they say – your first game teaches you to keep your scope small, and that's what we're doing. We're going for a league system, just like in football (or soccer for our friends across the pond). In this system, all you Khans out there have a chance to become the Hakan, the "Khan of Khans." It's the ultimate goal, and we can't wait to get there with you.
As we journey through these milestones, we want you to know that your support, feedback, and enthusiasm keep us going. We're incredibly grateful for your involvement in making "Hakan's War Manager" the best it can be.
We're very excited to have Repella Fella taking part in IndieCade 2023! Unfortunately with Steam's discount cooldown rules, the game isn't on discount just yet. In the spirit of transparency, we wanted to let you know here:
Repella Fella will be 50% off from Nov 7th - 17th!
Be sure to explore the event to discover other hidden gems out there, and great new and upcoming indies! I'll hand thanks off to Phill to talk about his time at SXSW last month! -Graeme (2 Left Thumbs)
Having just returned home from SXSW Sydney, I figured it’d be a good time to give an update on the state of the game and everything that’s happening. But first… SXSW itself.
For the first time, SXSW came to Australia, and Repella Fella was invited to attend the games showcase. While not quite on the level of PAX (yet), SXSW was a great way to get the game’s name out there. We gave away ~250 Steam keys, cards, magnets, stickers, and information flyers.
A huge thanks to Luella Moore for organizing the entire thing – it did NOT look easy!
How’s Repella Fella Doing?
I never expected it to sell crazy amounts, but I had hoped to earn enough to fund a sequel. Earnings per month have been pretty nice for a solo developer, and I’ve been able to reinvest some of that money into things that will benefit a sequel. But can I actually fund a sequel at the moment? No, not really.
However, my publisher and I still have a few things up our sleeves. We currently have a console version in the works. We have approval from Microsoft to put it on Xbox, so it’s now down to getting something that can run on consoles, which has been fairly… enlightening.
During the process, we’ve already figured out a few areas that can be improved on all platforms. For example, the game now starts instantly as we aren’t preloading a bunch of data that isn’t needed. RAM usage for the PC/Mac/Linux versions can be cut down considerably, and hopefully, this will result in fewer issues for people with low-end hardware.
If all else fails, the game will go free, and I’ll continue to make bite-sized episodes when time allows. It’s hard to stop thinking about how a new game could work, what will happen, how old choices can affect the future… and so on. I already have many ideas written down that I’m genuinely excited about.
If there is a sequel, how will it work?
The scale will be much smaller. When I made Repella Fella, I went all in and added a crazy amount of detail, subplots, and cause and effect (even if much of it went unnoticed!). For a sequel, the only way I can see a path forward would be to focus more on gameplay and episodic installments. There’s no way I can put in another 5 – 6 years of work.
What would a sequel be called?
Not Repella Fella. Each game/episode will have its own name.
Any changes to the gameplay?
The game would be far more interactive. It’s important to note that when I started Repella Fella, it was going to simply work like old Ray games – you make choices. In the end, I added the ability to walk around, complete quests, read, watch, etc. I’d build on that so that there’s more to do and interact with, all wrapped around a decent challenge.
I’ll reiterate something I’ve touched on before – Repella Fella wasn’t the game I wanted to make; it was the only game I could make with limited knowledge and resources. I’m much better equipped to tackle game development after 6 years of creating one almost non-stop.
Will you use Construct 3 again?
Nah. But maybe.
Ideally, Unity or Godot would be the engine for a sequel, but Construct remains as a fallback. Though, I’d likely steer clear of Unity after recent controversies.
While I adore Construct, the problems are random, hard to reproduce, and things break all the time. Not only that, but official support is minimal (sometimes non-existent), and I have spent an incredible amount of time and money debugging problems.
One of the most reported bugs is that patrolling guards break (e.g., Shambles). For the life of me, I couldn’t figure out why. They’re on a simple predetermined path that loops, but it continued to break. After ~5 months of prodding, Stan and I finally figured out what was happening. It turns out when you enter an area, save and then enter another area, sprites (the patrolling guards) become detached from their timelines.
Why does this happen? Couldn’t tell you. Worse than that, I don’t have access to change the code on an engine level. There are workarounds, but they are hacky, inefficient, and not as useful as timelines.
Each ‘stable’ update tends to introduce new issues, and so the game must be tested each time. At 5 – 6 hours each, that’s a lot of testing. At the end of the day, I’d simply love to be able to rely on tools that are a little more robust.
That’s It?
That’s it! Once I have more news on the console version(s), I’ll do another write-up letting you know what to expect.
Feedback on this would be awesome. The old alert seemed to be wonky and less attractive.
Reworked the Alerts and added an Alert window. You can hide it if it's in the way and it'll show all alerts for 2 minutes before they disappear.
There's a new icon on the right under the top right buttons. This will hide or show the alert window. If it lights up red there's a new alert.
Placeables
General
Added an input box and a Craft button to replace the Recipe button so you know what you're crafting and how many.
Clicking recipes show material cost information and how many of that recipe you're smelting, crushing, fusing, etc.
Workbench
BEFORE
AFTER
Selecting an item and dwarf will now highlight what you have selected. It was confusing at first because you didn't know what you had selected.
Item selection will not reset when clicking on an item button.
Dwarves names will now show as their actual name or rename.
Dwarf selection is more obvious and more in-your-face.
Dwarf Unique ID will show so there's no confusion between same named Dwarves.
Added an input box to upgrade a Dwarf multiple times. Max 500 upgrades at once because it takes 1 second for every 100 upgrade ticks and 1000+ would be a bit much.
Door
Selecting a dwarf will now highlight what Dwarf was selected.
Dwarf name and unique Id will now show.
The error messages will no longer show.
Selecting a floor, the To Floor drop down will change accordingly so you don't have to constantly click the floors back and forth. It's more dyanmic now and less wonky.
Furnace, Crusher and Fusion Machine
BEFORE
AFTER
You can now smelt, crush and fuse multiple items instead of constantly clicking.
You will now be able to view how many materials you have within a machine, the material names within a machine how much fuel is within a machine and how many items a machine has created.
Fixes
Seasonal Events
Fixed Halloween not showing once November came up. Just noticed it wasn't working, sorry about that!
UI
General
Fixed incorrect sprites showing for recipes. This happened after the last update. Had no effect on smelting and such, it just showed the wrong sprite.
Placeables
Fusion Machine
Fixed input cost not decrementing for the other material types (slime and water). It was reducing only the first cost (e.g. Crushed Coal, etc).
Fixed an issue when the machine is first placed down, it could have the incorrect first cost type, leading to fuse twice wasting resources the second time.
Fixed Fusion machine offset when launch the game.
Furnace
Fixed a potential issue that added more ore to your materials when selecting a different recipe from the current selected recipe.
What's Next?
Pipe and Pump System. The way that water and lava works with dwarf Digging mechanic is only temporary to keep player progression on-going.
More Store Additions - This includes more buy options and the new Dwarf pickaxes and helmets.
After the Pipe and Pump system we'll be waiting for the artist to create some new things for the next item on our roadmap, which will be the next major update and will take awhile. In the meantime we'll continue to listen to the community and make changes accordingly.
First and foremost, we want to once again express our utmost gratitude to all you amazing fighters out there who participated in our previous FINAL FURY Closed Beta. Since then, we’ve been hard at work in the dojo, sharpening every edge and fine-tuning every move in the game, all thanks to the abundance of valuable feedback you’ve shared with us. But like any good martial artist perfecting their technique, we know there’s still plenty more we can do. And that’s where you come in.
Final Closed Beta from Nov 22nd - Get excited!
Closed Beta starting Wednesday, November 22nd will be cross-playable on BOTH Quest and Steam VR.!With it comes a host of top community-requested additions and improvements, including…
An all-new playable character (official reveal coming soon™!)
Crossplay support between Quest and SteamVR players
A solo training mode where you can practice your skills without any pressure
AI improvements for a more engaging single player experience
Various gameplay, stability, and performance tweaks
UI/UX enhancements
If you already had access to the Closed Beta during our previous phase of testing, you’re all set come November 22nd. Feel free to jump back in, check out what’s new, and share your feedback through our survey so that we can continue to fine-tune the game.
NOTE: As a reminder, all progress from the previous Closed Beta has been reset.
If you haven’t signed up yet, what are you waiting for? Head to our official website at https://finalfuryvr.com/?ref=stann and register now to help shape the development of FINAL FURY!
Playtest Sessions - Saturdays at 6 PM!
We’ll be organizing group multiplayer sessions on concurring Saturdays at 6PM EST (3PM PST) and 6PM CET on the following dates, so mark your calendars and join the rest of the community on our Discord server at the specified times so you have the best chance at finding other players to fight against.
Thank you so much for supporting FINAL FURY! We’re so excited to continue on this wonderful journey with you all, and we look forward to hearing your feedback in the days to come as we march toward the launch of our Open Beta early next year.