The main issue with this update is Discovered a serious bug that appeared somewhere after the game was packaged And this bug is likely to occur after reading the file, but it is completely absent in the editor and everything runs normally. Because it is impossible to find how this bug occurred within the editor, it cannot be fixed. The solution is to redo all the processes in these two areas where bugs may occur. The meaning is that the gameplay process in these two areas has been completely changed, and due to being forced to modify, the effect is not as good as before. There's really no other choice but to do this. Furthermore, the generation method has been optimized, making it more precise and accurate than before. Simultaneously considering the issue of reading archives. Actually, the bugs that have been being fixed since their release are mostly related to archiving. This is also due to our lack of development experience. This archive is really too difficult. Finally, there are a few small details added to the messy places, such as file descriptions. I think there are fewer types of ghosts, it depends on the situation.
Due to the fact that in-game saves record information such as the location of each interactive item, it is best to restart with a new game every time there is a major update, otherwise it may cause incorrect item location information.
This Tuesday March 26th at 2PM (PDT), Mark Roberts will join Zizaran live on his Twitch channel to discuss the upcoming Necropolis Expansion. We hope to see you there!
If you haven’t already, check out the announcement page and content reveal below.
Hello, welcome to the DADOO: Twists, Turns, and Mischiefs developer stream.
To celebrate the Steam Deckbuilder Fest, we want to show how fun our game is by broadcasting a gameplay video 24/7. For the most part, the video will be pre-recorded footage. But we also plan to stream by ourselves.
Thank you for your attention. Please continue to support our game.
Hello everyone, another update for the new automation feature.
You no longer have to place a second flag at the starting point to make the train loop. Simply make sure that the path returns back to the first flag and toggle loop.
Added Start and Resume flags. When you stop a train that if following a route, you have two options to restart the route. If you take the train back to the Start flag and press start, the whole route will restart. If you take the train back to the Resume flag and press start, the train will continue from where it left off.
Fixed a few bugs with resetting the train path and it not displaying in the correct place.
Fixed a bug with the path not displaying properly depending on the trains location.
Updated the tutorial to accommodate the new adjustments to the path placing.
Try it out and let me know your thoughts and any issues that you encounter.
Save and Spawn Locations: Corrected the QTE save location and the restart player spawn location in the arena for a smoother gameplay experience.
Torch Locomotion: Resolved an issue with player torch locomotion in the cave section, ensuring more natural movement.
Enemy Spawn and Ledge Interaction: Adjusted the spawn location of enemies in the P1 camp and fixed ledge interaction issues to improve navigability and combat.
Collision Improvements: Enhanced collision walls during the Sangrama boss fight to prevent unintended player movement through boundaries. Venghai Vision: Addressed a freezing issue when using Venghai Vision, enhancing stability.
Cutscene and Pause Menu: Fixed a bug where the game would incorrectly pause during the Sangrama shock cutscene, ensuring a seamless experience.
Camera Shake: Added camera shake effects when the player is hit to increase immersion and feedback during combat.
Save and Spawn Locations: Improved QTE save location and the restart player spawn location in the arena, enhancing the gameplay flow.
Torch Locomotion: Fixed an issue with torch movement in cave sections, ensuring smoother player navigation.
Enemy and Ledge Mechanics: Adjusted enemy spawn locations at the P1 camp and resolved ledge interaction issues, improving both navigation and combat dynamics.
Collision Enhancements: Strengthened collision detection during the Sangrama boss fight to prevent unintended movement through barriers.
Parry Reaction: Addressed a bug where enemies did not react to being parried, refining combat responsiveness.
Finisher Move Stability: Fixed a lag issue occurring when performing finisher moves on enemies, ensuring smoother execution.
Arrow Shooting: Resolved an issue preventing the player from shooting arrows at the mini-boss at the combat area entrance, enhancing combat engagement.
Venghai Vision Stability: Addressed a freezing issue when activating Venghai Vision, increasing game stability.
Cutscene Improvements: Fixed a bug causing the game to pause incorrectly during the Sangrama shock cutscene and removed unintended crosshair display, ensuring a more immersive experience. Camera Shake: Introduced camera shake effects when the player is hit, enhancing combat feedback and immersion.
Boss Health UI: Redesigned the boss health UI for improved accessibility and clarity during combat.
Sangrama vs Chola Final Fight Expressions: Added new face expressions for characters in the
Sangrama vs Chola final fight, enriching character interactions.
Player Health Splash Effect: Introduced a splash effect for player health to provide visual feedback on damage received.
I'm excited to announce that an optional dark mode DLC is now available for Borderless Gaming.
With the release of v10 a few weeks ago, Borderless Gaming's internals were rewritten to improve stability, increase performance, and bring much-needed improvements to its interaction with Windows 11. I'm currently working on v11, which includes a complete UI rewrite to move away from the legacy framework I originally built nearly a decade ago. This rewrite aims to make Borderless Gaming cross-platform, sleeker, and improve the overall user experience.
To support the ongoing development and fund the work required for these significant improvements, I've released dark mode as an optional DLC. This DLC is intended to replace the previous "Donation DLC" and provides a way for the community to directly contribute to Borderless Gaming's continued development.
Why charge for dark mode?
As the sole maintainer of Borderless Gaming, I rely on the community's support through purchases on Steam to continue dedicating time and resources to the project. I want to assure you that I would never paywall core functionality. Dark mode is a purely cosmetic addition that has not previously existed in Borderless Gaming and is not required to use the software or any of its features. By offering it as an optional DLC, it serves as a clear way for users to show their ongoing support for the project's longevity.
Regarding the achievement
This DLC adds one new achievement. For those who are "achievement hunters" and prefer not to pay for unlocking achievements, you can still unlock it without purchasing the DLC by pressing "Win" + "F7" while Borderless Gaming is focused.
Why not increase the base app price?
Borderless Gaming offers everything you need out of the box. Raising the base price would make the Steam version and its powerful features inaccessible to many people. By offering optional DLC, those who can afford to support the project further can do so, while ensuring the base app remains affordable for everyone.
Upcoming features in v11
v11 will bring exciting new features, including integer scaling, custom frames, a modern UI, plugins, and much more. Your support through the dark mode DLC will directly contribute to the development of these features.
I understand that some people may have strong opinions on this approach. I want to remind everyone that Borderless Gaming is freeware, and you can find the full source code, including dark mode, on GitHub and use it without paying. By purchasing the dark mode DLC on Steam, you're funding the development of crucial new features, and if you don't want to purchase dark mode, you'll still have full access to any new features added thanks to the support and backing of the community.
As always, I'm open to your feedback and appreciate your continued support.