Starting July 9, at 11 AM UTC, until July 23, at 11 AM UTC, take part in the Sunfest and celebrate Troveâs birthday with style!
Advance through a brand-new 10-step quest chain, meet new NPCs, clear Cake Dungeons, and earn the new Pinzoâs Incredibly Charismatic Smile Hat Style!
Compete on our new Leaderboards by completing Sunfest Delves, Dailies, Cake Dungeons, and much more to win Sunfest titlesâcollect all 14!
Clearing Cake Dungeons will reward you with Cake Coins, which can be used to obtain various event rewards. Face new cake enemies and discover a new Sail, a new Boat, and much more!
Thank you to all the amazing Trovians for celebrating another wonderful year with us! đ°â¨
Shortcuts have been added. In the game screen: - Press S to skip - Press R to retry - Press E to return to home - Press W for the train whistle - Press Q to exit the game
Fixed a display issue incorrectly showing the damage output of Vampiric Veins
Fixed a bug that caused HP values to freak out
Fixed a typo in the Crawling section's writing
Updates:
Updated End of Turn process to properly handle randomly-rolled Hemorrhage and Transfusion effects
Updated the Introduction/tutorial cinematic to include a small note on hovering over the UI to read tool tips
Updated the move previews in the character selection window to properly update if the move was higher than level 1
Updated Crawling loot to be more "thematically in-line" with the encounter
Compound Crust - Now Reduces damage from Bleed effects by 25%
Porous Tissue - Now gives 20% chance to heal 20% of the damage dealt from an attack
Control Center - Now provides a long term heal; +5 HP each turn for 10 turns
Binding Tendon - Now Heals 30 HP and Increases Max HP by 30 at the cost of 10 Bone and Sinew
Weepy membrane - Now Increases the Max HP of any part by 5 if, during its turn, it kills an enemy
My initial plans for the crawling sections were to have each one be somewhat themed - the Mass of Flesh was meant to be focused on Health, healing, and HP tradeoffs, some of the loot effects werenât related to that in any way, and so I've updated them to be more âHP focusedâ. This also lets me test some other parts of the effect and loot system.
For fans of those old effects, don't worry - they'll appear as new loot in other encounters later down the line.
Hive Mind Fight
Mawsquito HP Reduced to 75 (down from 100)
Mawsquito resistance to Remission Increased
Mawsquito's Blood Draw damage reduced by 50%
Bloom now Increases HP by 125 (up from 75)
The Hive Mind fight requires the most damage in the game right now, requiring at least 1100 damage to be dealt to enemies - as pointed out by some players this is a bit of a slog. Reducing the Mawsquito's HP from 100 to 75 removes ~200 HP from the total damage pool, while also making them easier to focus down and kill. An increased Resistance to remission makes focusing them down more important of a task. The buff to Bloom evens out the lowered HP and makes the "final guards" that it spawns a bit more imposing, which I'm hoping also helps the flow of the fight and flips the "expendable enemy" identity they'll get on its head.
Thanks to everyone who has sent feedback and bug reports so far, and keep em coming! The more pain points I know of the more I can tweak things.
Last week, shortly after the patch release, we finally added mod support! Now you can search for new mods and alter the game to your liking.
However, we want to caution youâthis is beta support! Using mods may result in softlocks, bugs, localization issues, and more. We will continue refining this toolset to make mod development more user-friendly, but we cannot control the quality of content on the Steam Workshop. Please be careful and remember about potential consequences: at least make backup saves.
Sorry for the low annoucements/up-to-dates recently, but we've been working on some fixes that are taking longer than expected.
Current Bugs
To keep everyone up with what we're doing, we're still tweaking the memory issue at the moment, we've found a solution already, but it's still not 100% how we wanted so, you gotta wait a bit longer. This also means that the newest bananas will only get added once we've fixed that issue.
Future features
Crafting..?
We're also moving forward with CRAFTING!/Tradeups/"Peeling the banana" (we still haven't figured out 100% how we're gonna call it). The numbers are not set in stone 100% but we'll be updating you guys whenever it gets released.
Drop Pool Changes
Changing the drop pool system, nowadays we have 2 drop pools active, 1 that drops commons every 3 hours and 1 that drops rares and more than rares every 18 hours, and we want to change that and add everything to one drop pool!
Adding.. cases..?
But also, change the item that is dropped into a case, where you can either keep the case, open it, or just sell it! There's no necessity purchasing anything, since you'll be able to craft your own as well with the common bananas, so that the amount of bananas that are circulating can also be decreased, giving a purpose to the common bananas! We'll have a bunch of new images and sketches to explain how this system properly works rather than just text.
Hey, just a quick update. I'm still working on the July update and fixing a few tricky bugs. I've decided not to release the game through Early Access, but as the âreal thingâ for two reasons:
I want the game to be as bug-free as possible at launch, so players aren't buying a beta full of issues.
Early Access often means an incomplete game. Thumb Tanks is nearly complete, with about 90% of the final content ready. I want players to experience a mostly finished game, not an early version.
That being said, Iâm still planing on fixing bugs that come to light after the release and add some new ideas from players feedback.
In summary, I want clearer expectations. At release, you'll get a stable game to enjoy with friends, not a buggy first version. I hope to release it in 2024, but it might push to 2025 to meet these goals.
Want to help? Join the discord for regular game test sessions. All testers get a free key on release day!
Features: - Tutorial for spending Titanic Souls - Added tags to tooltips - Added conditions explanation to tooltips - Implemented new stat StunChance - Implemented additional dashes
Fixes: - Fixed showing wrong affected weapons in relics screen - Fixed Boss not spawning - Fixed Damage Bonus stat not working as expected - Fixed Range and Projectilespeed stat not working as intended - Fixed stack of Poison showing on Beetle miniboss when spawning - Fixed getting items stuck in backpack when doubleclicking - Fixed Altar usage - Fixed Backpack Tutorial being shown after it was already finished - Fixed issues with the new font - Fixed minimap in Grasslands - Fixed Portal being unavailable after death - Fixed unlocks scrollbar - Fixed extra shop offer slots not being available until the game is restarted
Balancing:
- Whip Range 3 (was 15)
- Wooden Practice Sword Range 3 (was 5)
- Stone Greatsword Range 6 (was 15)
- Burning debuff Now lasts 6 seconds (was infinite)
I wanted to quickly post an update on the status of Beyond Hanwell.
I've regrettably had to make the decision to delay the Early Access launch by two weeks. This is down to a few unfortunate events happening in my personal life, since I am the sole developer currently working on Beyond Hanwell, when this happens development takes a hit and I have to rearrange my schedule accordingly.
However, a few too many events have caught me off guard and eaten up one too many of my work days. I've been condensing work to manage this recently but it has gotten to the point that to condense any more would mean stripping content, which is not something I'm happy to do. Even for Early Access. I want to release the game in a polished, enjoyable state and use Early Access to refine an already good game.
An extra two weeks will give me the time to finish the content I have planned and make sure it releases in a good state.
Thanks to everyone for your support! I can't wait to get Beyond Hanwell into your hands!
This is a change that increases the difficulty. Because in the past, players could often find a safe place to stay still without being threatened. Or slow-moving monsters could not catch up with the players, enables player to win without a fight,this is not good.
Although this situation is unavoidable, for some melee enemies, this design mistake destroys the game mechanics, so some additional attack methods must be given to melee enemiesăThere can't be completely harmless demonic entity.
Wonderer Can now dash to player.
Fiend Now jumps away from the attacker after taking hit And its ROF has been increased
Nidus Walks slower and now has a demonic howitzer, just in case that player is too far away.
Hunter Teleports much less often, and can now throw a gravitational singularity to pull the player down from high ground.
Husk Moves faster, is now easier to catch up to the player, and can occasionally throw projectiles to attack targets outside of melee range.