Fixed an issue where time goals set for Duel in Campaign could be achieved even when losing. Fixed an issue where gauge goals set for Duel in Campaign could be achieved even when losing.
Just a quick announcement Bamboo Bushido is now 1 month old. If you love it as much as we do leave us a review or a comment about your game experience and as always thank you for you continued support and MAY the FOURTH be with you
The following fixes and updates have been completed, we hope this creates a more enjoyable gaming experience;
Achievement updates and fixes:
1) Changed left alignment to center. 2) Changed alignment to fit visually and evenly. 3) Centered all progress # text. 4) Ensured 1000000/1000000 fits in the progress bar. 5) Added BOOM! achievement title. 6) Reduced Bamboozled achievement text size. 7) Reduced Buzz achievement text size. 8) The Russel Wrestler was achievable at 375 or less, this has been corrected to the required 1000. 9) The Wuggle Wammer was attainable at 250, this has been corrected to the required 1000. 10) Added Slimed achievement title. 11) Changed Slime achievement unlock color text to black. 12) Added Poisoned Achievement title. 13) Changed Forth and Fifth Virtue unlocked title text color to black.
Player Fixes: 14) Base health adjusted from (30) back to (10).
Outfits fixed: 15) All player outfits stats and bonuses have been adjusted to ensure progression is balanced. 16) Green, Red, Black, Yellow and Gold-swords now have the Dash-Spin animation. 17) Green, Red, Black, Yellow and Gold-swords now have a double jump.
Level update/Fix: 18) Fields (2-2) background static electric field positions have been corrected to match the position of electric bamboo stalks in the scene. 19) Into the Forest (Special Level) Fix the first two bamboo spawners (They no longer only spawn silver and gold bamboo). 20) Descent (9-2) Waterfall and Rocks at the bottom now on separate layers. 21) Silver Bamboo damage numbers changed from red to Silver. 22) Adjusted Caco-bug spawner timing to allow for the player to have a chance to react. 23) Front bush on hidden path (6-1) fixed rending behind rocks. 24) Added New art to Decent levels. Sound and VFX fix/update: 25) Adjust Caco’s Sounds. Each bug now has a unique sound. Each Sound now ends upon the death of the bug. 26) Summit levels Audio Glitch Fixed. SFX not playing and level music is no longer intermittently interrupted or drowned out. 27) Added mist/fog particle effect to decent levels. 28) Added missing Stars particle effects to Edgewood levels. 29) Added sound-fx to Stickbug and Gloopey slug on-hit. 30) Added the sound of electricity to the zappy bug attack. 31) Added animation to zap projectiles. 32) Added Death Sound to Gloopey slug. 33) Increased speed of on-hit animations.
Karok enters the battlefield. The half-giant warrior wields his massive pillar with unstoppable force, crushing all who stand in his way. Strength, resilience, and sheer power define his combat style.
Final 3-Day Countdown to Doloc Town’s Early Access!
Doloc Town may seem peaceful under its usual sunny skies, but beware—extreme weather alerts are no joke. Acid rain and scorching heatwaves can spell doom for unprepared travelers, withering both you and your precious crops in the unforgiving wilderness.
Will you succumb to the harsh post-apocalyptic environment, or will you adapt, thrive, and turn the wasteland’s dangers into your advantage? Find out when Early Access begins on May 8th!
Sorry I've just gone for like many day now, I just wanted to say that I had done alot of update but It's still look bad,
I was just my thought to make game like this, or is this? I am in just weird bizarre development of this game, like this wasn't going to what I thought... actually I've been making this game all over again.... I don't know, it's might worth the time?... screenshot on steam page can be changed over time and... still haven't a trailer yet because the game is only 10% finished.
So... right now, I haven't release demo yet but soon I'll do it, I just needed sometimes to make it work. I'll make sure demo will be release in few day! after steam moderator review my game build.
demo game will be very different from the screenshot since I made this many month ago before decide to remake this to look like this but it's still have core element like furry is chasing you, you'll see soon!
Just a quick announcement Bamboo Bushido is now 1 month old. If you love it as much as we do leave us a review or a comment about your game experience and as always thank you for you continued support and MAY the FOURTH be with you
The following fixes and updates have been completed, we hope this creates a more enjoyable gaming experience;
Achievement updates and fixes:
1) Changed left alignment to center. 2) Changed alignment to fit visually and evenly. 3) Centered all progress # text. 4) Ensured 1000000/1000000 fits in the progress bar. 5) Added BOOM! achievement title. 6) Reduced Bamboozled achievement text size. 7) Reduced Buzz achievement text size. 8) The Russel Wrestler was achievable at 375 or less, this has been corrected to the required 1000. 9) The Wuggle Wammer was attainable at 250, this has been corrected to the required 1000. 10) Added Slimed achievement title. 11) Changed Slime achievement unlock color text to black. 12) Added Poisoned Achievement title. 13) Changed Forth and Fifth Virtue unlocked title text color to black.
Player Fixes: 14) Base health adjusted from (30) back to (10).
Outfits fixed: 15) All player outfits stats and bonuses have been adjusted to ensure progression is balanced. 16) Green, Red, Black, Yellow and Gold-swords now have the Dash-Spin animation. 17) Green, Red, Black, Yellow and Gold-swords now have a double jump.
Level update/Fix: 18) Fields (2-2) background static electric field positions have been corrected to match the position of electric bamboo stalks in the scene. 19) Into the Forest (Special Level) Fix the first two bamboo spawners (They no longer only spawn silver and gold bamboo). 20) Descent (9-2) Waterfall and Rocks at the bottom now on separate layers. 21) Silver Bamboo damage numbers changed from red to Silver. 22) Adjusted Caco-bug spawner timing to allow for the player to have a chance to react. 23) Front bush on hidden path (6-1) fixed rending behind rocks. 24) Added New art to Decent levels. Sound and VFX fix/update: 25) Adjust Caco’s Sounds. Each bug now has a unique sound. Each Sound now ends upon the death of the bug. 26) Summit levels Audio Glitch Fixed. SFX not playing and level music is no longer intermittently interrupted or drowned out. 27) Added mist/fog particle effect to decent levels. 28) Added missing Stars particle effects to Edgewood levels. 29) Added sound-fx to Stickbug and Gloopey slug on-hit. 30) Added the sound of electricity to the zappy bug attack. 31) Added animation to zap projectiles. 32) Added Death Sound to Gloopey slug. 33) Increased speed of on-hit animations.
This update brings a major expansion to the campaign map, pushing deep into the southern Low Countries. With the inclusion of Flanders, Valkenburg, Loon and the town of Maastricht, the world of the game grows more complex, more contested, and more alive.
The new southern region of the campaign, featuring Maastricht and the heartlands of the Low Countries.
Flanders enters the war with its own distinct identity. Urban militias march alongside professional troops, and battlefield coordination is now enhanced with the addition of signal units. These are trumpet bearers who actively sound commands during combat. They are physical, functional units that add presence and clarity to formation behavior in the heat of battle.
Signal riders with banners and trumpets, straight out of a medieval manuscript.
Combat has also been sharpened at the edges. The new dagger execution mechanic allows officers to finish vulnerable chainmail enemies in close quarters with a fast, grounded kill. It is not flashy. It is functional, and it reinforces the brutality of melee combat in a grounded way.
To use the new mechanic: Press interact (E by default) when you see the indicator on a dehorsed, low health or unit of a broken formation.
The new dagger sheath, worn by an officer during a siege assault.
This update adds 14 new settlements, new battle maps, and a wide range of mechanical improvements. Whether you are taking your first steps into the south or reinforcing your campaign with new recruits, there is plenty here to explore.
Full Changelog:
Add campaign map extension to the south
Add 14 new campaign map settlements
Add new factions: Flanders, Valkenburg and Loon
Add new settlement under construction Icon
Add missing building descriptions
Add missing unit descriptions
Add pull from horse mechanic: Can pull vulnerable mounted units from their horse
Add dagger finisher mechanic: Can finish vulnerable chainmail units using a dagger
Add new units: Urban Militia, Urban crossbows and heavy sergeants
Add signal units to all formations: actual units with horns making the horn sounds
Add new battle maps for the 14 new campaign settlements
Add shoulders slots coifs for officers
Add back location heraldry for Frisian settlements
Add function to reset workshop ID to faction editor
Add more variety to mounted knight units
Make helmets fly off dehorsed units
Tweak AI infantry formation behavior
Tweak ranged unit skirmish behavior
Tweak formation charge behavior
Re-add missing customization masks to game folder
Rebalance faction units and equipment
Fix player not getting bumped by rearing horses
Fix menu character heraldry jumping around
Fix game stalling when trying to play as new officer when battle has ended
Fix heraldry on units cards
Fix heraldry on siege and tournament flags
Fix arrows staying in air after opening gate
Fix shifting emblems on town heraldry in campaign editor
Fix heraldry on after abattle and prisoner avatars
Fix default faction data having some errors
If you experience any issues or bugs, you can report them using the ingame feedback form, here on Steam, or on the official Discord server.