Today Wraithbinder got its first Early Access update with many new goodies. Thank you for your feedback and super fan energies! This update is because of you.
Goodies
You can now pick up all 3 items dropped from minibosses and bosses. This is triple the rewards you used to get from bosses. It also means you don't have to choose just one item while leaving the others behind.
You can now dash in midair! This allows for some really interesting ability combos, like jumping + dashing + landing with a melee strike.
There's a new item for sale at the Trader. The lantern can be purchased using gold and allows you to see farther on dark floors.
Release Notes
Here's the full release notes:
v0.9.1 : June 1, 2024
Gameplay:
Allow picking up all 3 items dropped from minibosses and bosses
Allow dashing midair
Create the lantern, for sale at the Trader, allows you to see farther on dark floors
Create a new attack for Ouriel where he stomps the ground, damaging in a nearby area
Try making 4 of the secret wall types able to be destroyed by any general damage, not specifically Blade, Speed, Ranged or Explosive
Improve ranged aim assist so it always prefers targeting a miniboss or boss if one is present
Placed Guardians closer to the entrance of each room so they are more useful
Balance:
Reduce the mana cost of bombs from 50 to 16
Changed experience for activating a Guardian from 32 to 15
Prefer ability point instead of teleport charges as an option at stores
Allow hitting Sindraphon from behind when his shield is up
Make Gzrel warp less often at floor 7 and much less often at floor 3
Make Gzrel unable to change direction after starting to aim
Make Gzrel always show a warning before shooting an arrow
Increased the base damage of Gzrel's arrows from 2 to 4 (because regular archer's base damage is 3)
Increased Radruiel's base landing damage from 4 to 6
Increased Puriel's base attack damage from 2 to 4
Make only one floor 9 knight able to use shield at once
Increase chance of epic (orange) items from 0.2% to 0.8%
Increase chance of rare (yellow) items from 2% to 3%
Increase chance that Sindraphon will drop epic items from 2.5% to 5%
Increase chance that Sindraphon will drop rare items from 25% to 40%
Increase gold dropped from minibosses from 32-64 to 50-100
Increase light dropped from minibosses from 20-60 to 50-100
Increased the chance of the Blacksmith selling magical, rare and epic armor
Limit the number of epics and rares the Blacksmith can sell to 1 each
Increased the base tier of armor for sale at the Blacksmith
Ensured that armor for sale at the Blacksmith is different each run
Reduce cost of Jars of Health IV from 500 to 300
Reduce cost of Jars of Health V from 800 to 400
Reduced mana cost of activating Guardians from 50 to 25
Make 1 hit boss on floor 12 able to always kill you with 1 hit
Bug Fixes:
Fixed ascending from floor 10 accidentally descends
Fixed buying Whirlwind and next time it is still locked (this was the only ability with this bug)
Fixed secret wall items on connectors floors can be on the outside and inaccessible
Fixed the game soft-locking in the event of a crash
Misc.:
Show metal quantity on UI while not at home
Made secret wall items on connectors floors in less predictable locations
Color item auras according to type (blue for magical, etc.)
Show the experience gained from Guardian activation
Make a more awesome sound when boss dies
Create a sound for picking up metal
Create a sound for picking up ability keys
Solve riding elevators sometimes feeling like a merry-go-round
Make quick dialog last longer
Show visually bigger damage numbers for the dummy target on connector floors
Select the architect item you just bought
After selling armor, go back to inventory, not Blacksmith menu
Don't do a red color trail for creep wraiths
Make the camera movement smooth while showing the Darkseed between floors
Quickly pick up ability keys if you already have some
Solve text misaligned when buying items on ultrawide monitors
Let's play Necro Story live and discuss while we walk you through the demo. :)
Don't miss this opportunity to ask us any question you might have in the chat. Feel free to download the demo (it's already playable) and to wishlist Necro Story if you feel so.
Looking forward to seeing you during the livestream!
- Balance changes to player income rate. Increased income potential from a single supply platform. - Relocated supplies in some maps to encourage extending defensive coverage to secondary supply locations. - Buff to supply transport vehicle health - Adjustments to AI build rate for various unit types. Extending time before advanced units are built by Hard AI.
Overall effect should make playing against Hard AI a little less brutal.
After one year, our game Survive Now is now completely free to play for all players. The game has returned enough to cover its Steam fees, so we are making it free! It is available on both Steam and the Play Store, and we have also added full controller support. Enjoy!
The Rhythm Quest Demo has been updated to version 0.31.0! This patch includes bugfixes and some new mod options, including the ability to switch the color mapping for obstacles in levels.
Full changelog:
Version 0.31.0
- Added color skinning visual mod settings to aid readability
- Added visual mod to adjust horizontal placement of enemies
- Added timing mod to scale timing windows by music speed setting
- Added visual mod to re-show collected coins after respawn
- Tweaked respawn timings, especially across different music speeds
- Fixed not being able to buffer jumps out of pause
- Fixed ghost enemies not respawning quickly enough when offscreen
- Fixed some level select logic when levels are played out of order
- Fixed flight paths jumps pulsing with incorrect beat offset
- Minor backdrop scrolling tweaks
- Fixed mis-sized character shop graphics
- Fixed checkpoint activation sounds sometimes replaying on respawn
- Fixed missing coin animation frame
English localization is still in progress, and currently, the demo does not support English. We sincerely ask for your understanding and patience.
Patch Notes 0.297
Bug Fixes
Fixed several text display errors.
Fixed a bug that could cause officials to duplicate.
Fixed a bug where nameplates displayed garbled characters when repairing palace buildings.
Fixed inaccurate introduction information in the pop-up window for provincial governance.
Fixed a bug where the stamina bar display was inaccurate in certain map modes.
Fixed incorrect display of wood description in the item table.
Fixed a bug where battle reports sometimes showed zero enemies killed despite annihilating the enemy army.
Fixed a bug where a state would still belong to a specific province after the capital was moved.
Fixed a bug where generals could return to the capital and be dispatched again while leading an expedition.
And some other minor bug fixes.
Optimizations
Optimized the algorithm for civil service exam candidates’ performance, making it less dependent on personal abilities. This reduces the difference in performance attributes between early and later stages of the game.
The progress of the capital relocation task will pause if the destination is no longer under the nation’s control.
Optimized the algorithm for setting provincial jurisdictions to avoid potential bugs.
Officials can now be directly appointed or reassigned at any time through the Ministry of Personnel's [Position Adjustment] function.
A pop-up reminder of the importance of establishing a provincial capital will appear if it has not been set after editing the provincial jurisdiction.
Adjusted the warehouse fill rate algorithm to speed up its convergence to the target value.
Overall development speed of AI forces has been reduced.
Ministers can now be given medicine without task or regional restrictions; all listed individuals can receive it.
And some other minor optimizations.
New Features
Added right-click cancel functionality and three dedicated shortcut keys. (See [Shortcut Key Description] in the top right settings for details)
Feel free to join our Discord to share your feedback on the game!
-Fixed a bug where the test camera movement process was started with the A key. -Fixed a bug where the artist's reaction was strange in improvisation mode.
Hey y'all, Engie here! This will be the final major game update for Rabbit as after this update, production for the game will come to an end. This will be the biggest update as to compensate and make sure everything is touched up on and enough content is there to keep people playing! This updates amazing header was created by Mapache from the Rabbit Hole Fan Server! (You can join using the link right here if you haven't yet! - Rabbit Hole Fan Server )
- The Museum has been implamented into the game. Inside the library, you are able to access the Museum which contains art from all the talented people within the community who submited art peices during the Fan Art Showcase Time period! (Thank you to everyone who participated and be sure to use #RabbitHoleGame on Instagram or Twitter to share your amazing fan art!) The museum can be accessed after beating the game with a new track created by Gughelkmenasync!
Depending on how things go, this will be the last major update announcement, so thank you all for your constant support and we appreciate you all for playing! We hope you keep enjoying the game and interacting with the community, so thank you all for playing! With Love, Engie, Shortcake and MOAI Music
Hello everybody, This is ShortCake_Cafe. As some of you may know, this is Rabbit Hole's final update, I hope this doesn't come as too much of a shock to the rest of you.
So. Here we are. After 3 years in development, Rabbit Hole is complete. Despite it's flaws, I think it ended up pretty alright! At the very least, it's a solid start for my first ever published game.
I'm sorry to disappoint those who expected more content updates, I can't work on a free game forever. If you want to support me and my work in the future, consider dropping a dollar or two on Ko-fi! (+ you get some exclusive concept art if you do)
As for what's to happen to Rabbit Hole itself? No clue, it's really up to you. The game is made in Scratch, so it's fairly simple to mod. (The source code is here if you are looking for it) Personally, I'm hoping the game's modding scene grows beyond my original work. But realistically, that's a bit too ambitious to expect. Never hurts to hope though!
Anyways!
I'm glad my game was able to reach so many, and I hope i've convinced some of you to stay along for the ride. Here's to the future, and to more games made with love. Later, alligators.
P.S. There's a little something hidden deep within the library!