The largest part of this update is the inclusion of 17 new languages! These translations have been very generously provided by the Windowkill community, huge thanks to everyone who helped out, all their names are in the credits :)
Also, as of this update Windowkill has reached an "Overwhelmingly Positive" rating on Steam! I really can't thank everyone enough, I appreciate all the support wholeheartedly. Thank you <3
With that said, here's the full changelog!
New Features
Added support for 17 new languages!
French
Italian
German
Spanish
Polish
Russian
Portuguese
Brazilian Portuguese
Simplified Chinese
Traditional Chinese
Japanese
Korean
Arabic
Dutch
Bulgarian
Czech
Filipino
Added Steam Cloud support
Added unique upgrade icons for a few characters
Added fun behavior to detach
Added "disable timed mode cutscene" option
Changes
:)'s finger behavior has had many tweaks
Faster startup speed when changing targets
No longer roams outside of boss hitboxes
Multiple fingers can now target the same enemy
Larger effect from Chase Speed upgrade, and now affects other values regarding tracking
Tunnellers are no longer targeted when underground
Bastion's laser can now hit multiple walls at the same time
This allows shooting at the window corners to expand in both directions
Zephyr's dash now pushes walls
Increased base firerate for epsilon
Enemy spawns are now paused for a period after a boss spawns
Reduced tunneller health
Upgrading Peer now increases minimum window size
Increased clicks necessary for title easter egg
Increased volume of "ability ready" sound effect
Increased volume of "dash ready" sound effect
Can now move with controller and aim with mouse
Assigning a stick to the "Shoot" control now allows pushing the stick from neutral to trigger shooting
Spread out the ramp up for action item's weights (i.e. action items now take longer in a run to fully populate the shop)
Reduced purchase count requirement for action item inclusion
Removed rarity increase for Heal 20 (i.e. Heal 20 doesn't become more rare as you buy more of the item)
Backing window now ignores "shrink screen size" setting and spans the entire screen regardless
Backing window now visible on the title screen
Fixes
Fixed Game Over being visible on restart sometimes
Fixed multi-mouse stuck enabled between singleplayer and multiplayer
Fixed confirm window text incorrect after opening a different one first
Fixed Sweeper coins spawning in the wrong location when using Nyx
Fixed timed mode icon stretching with speedrun timer
Fixed transparency on cursor windows (Orb Array, Smiley controller aid, and multi-mouse) for some users
Fixed torrent laser persisting on death
Fixed torrent stuck enabled if not pushing a stick direction when activated using controller
Fixed controller inputs not updating when removing an option
Fixed drain target alignment
Fixed being able to resize orb windows
Fixed finger particle layer
Fixed "prevent max orb charge" stuck enabled if setting becomes unavailable
Fixed screens forced out of bounds if previous monitor becomes unavailable
Fixed timed mode unlock not triggering immediately
NOTE: in the future, I will be prioritizing getting updates out quickly rather than waiting for translations to finish. So newly added text may take an update or two to be fully translated to every language.
Hi all! I'll cut to the chase here. These are the major fixes and changes now in the Entropy Survivors demo:
Reworks to the Nature Idol Class🍃
The Nature class (IMO) has some of the coolest perks in the game, but the base class ability just wasn't strong enough. To make it more powerful and juicy while keeping the core mechanic of "putting up walls" the same, we've done the following:
Players now have an attribute called "thorn damage" that does damage over time to any enemies touching you.
The Nature class has a base thorn damage amount, and thorn damage effects also apply to any enemies touching your roots. Now your corralled foes will helplessly lose health as they struggle to reach you!
Any players touching your roots get a flat armor and speed buff.
Visual Changes🎥
Mostly small changes to improve CPU usage and readability, but some standouts:
Damage numbers are now colored/sized differently depending on context. Damage to players is red. Crits are orange-yellow.
The rock wall and trash truck abilities block less of the play area from view.
Fixed a goofy little hole in the bottom of the desert level.
Technical Fixes💾
Anyone who submits a crash report when the crash reporter comes up is the real MVP.
Fixed an extremely bad issue where enemies more-or-less permanently stop spawning for players that moved quickly around the level.
Enemies are no longer spawned in the center of the level if an error occurs while placing them.
We are aware of a very annoying, random-ish multiplayer-only crash bug that seems to happen near the end of mission. Unfortunately this one has been really complicated to track down, as the crash happens inside the Unreal Engine garbage collection code. I've just pushed a possible fix (again, this isn't reproducible in our office) as well as some additional crash logging information. If this is happening to you regularly, please get in touch!
Thanks again for all the feedback and for spending your valuable time with our game! -Kyle
Hi! Betetiro here. So, Hazy Mind has been released, and you can now purchase it, which is cool, right? I want to thank everyone who supported me throughout this journey. I am really glad that some of you liked the game. It means a lot to me and offers unparalleled support.
So, what's next after the release?
I will definitely patch the game. There are some minor mistakes in both the Ukrainian and English versions of the game. I'll work on it, and after a few days of work, I'll release a minor patch. There are also some things I want to implement.
What about other languages?
I'm currently working with PrismaLoc, and we will do our best to add new languages to the game. If anything happens, I'll keep you updated and announce the new languages.
New projects?
It's safe to say that releasing my first game and receiving so much support from you has been a fantastic experience. It may not be the greatest game, I think, because it was my first attempt and I was learning as I went. I aimed to create something truly meaningful, and I hope that comes through in my work.Still, I've received a lot of feedback from streamers, and I want to thank everyone who streamed my game and shared their feedback!
There's definitely a long road ahead for me to create other games and improve with each one. But I'll do my best, and if I have something to show, I'll share it!
So, that's all for now. Thank you again, and please continue to share any feedback about mistakes here. I'll greatly appreciate it.
- Changed the intro splash screen for the current developer/publisher name. - Appended the aspect ratio text to each screen resolution in the options menu. - The "Hyperthermia" affliction is now called "Heat Stroke" and has a special color associated with it. This was to avoid a common point of confusion between "Hypothermia" and "Hyperthermia". - Hypothermia also now has a special affliction color associated with it. - Fixed a couple spelling errors.
In today's hotfix the primary focus is to resolve an error that could occur resulting in no upgrades appearing in the Gun Upgrade screen.
As for the smaller updates, we're currently hard at work on the Early Access version of NIMRODS so update sizes will be minimal as all resources are put into the main version of the game ❤️
Changelog
Changes
Containment Field and Bullet Optimization have switched places.
As Containment Field is a big change in play-style, we put it at Tier 1 instead of 2 so that you know what you are getting yourself into
Fixes
Improved German Localization. Special Thanks to Nyatsu
Fixed an issue where certain translations wouldn't display correctly in the Settings Menu
Fixed an issue where the XP would leave the screen after picking up a magnet
Fixed an issue where an error could occur in the Upgrade Screen resulting in no upgrades appearing
Community
Without you, the game wouldn't be as it is today. The feedback and bug reports have been overwhelmingly amazing and it's so much appreciated ❤️
If you want to help us, make sure to wishlist our game if you haven't already and share it with your friends! 🤗
If you would like to share your videos, suggestions, or feedback with us and the community, come join us at: https://discord.gg/mdbCsgnsS7