Just fixed some minor bugs!
Increased spaces between skin buttons and made it so unlock criteria text can't be targeted, making it easier to select the buttons.
Fixed glitch where shotgun would get increasingly wide when dropping it in the back of the train.
Fixed glitch where teleport indicators would appear when holding the shotgun.
Fixed incorrect death zone setup in the starting area.
Fixed several awkward animation transitions.
As a result, some previously disabled AI behaviors have been restored.
Removed the AI’s “damage awareness duration.”
This should prevent cases where enemies lose track of the player despite having them in sight.
Updated several visual effects:
Goblin projectiles, death effects, and Lich spells.
Applied world partitioning to sublevels that previously lacked it.
Improved item and ability handling:
When an item effect overlaps with specific animation segments, problematic tags are now forcibly cleared when the ability ends or is canceled.
This should resolve issues where player input became unresponsive after being hit while using items.
Fixed an issue where restarting after quitting a boss battle could spawn the player in the wrong area.
Adjusted several conditions within boss AI behavior trees.
Added an extra condition check to ensure characters in Super Armor state are not forced into hit reactions.
Tutorial pop-up messages no longer disappear after being read.
Training dummies now respawn upon resting.
Replaced the visual effect displayed upon player death.
Updated certain animations of the Goblin Mage.
Added a new Kraken attack pattern.
Added climbable terrain.
When standing in front of climbable spots, press the interaction key to climb if conditions are met.
Restored several Troll boss patterns that were previously removed due to animation issues.
Quick-slot system updated:
Before: Mouse Wheel Up = Change consumables / Mouse Wheel Down = Change abilities.
Now: Mouse Wheel Up/Down = Change consumables, Ctrl + Mouse Wheel Up/Down = Change abilities.
The game engine in use has been upgraded..
(Demo version already updated in the previous patch.)
Base area reworked:
All building scales readjusted.
(Demo version already includes this change.)
There is a crash issue when interacting with tutorial objects that display pop-up images.
This issue will be resolved after applying the upcoming update, so please wait until the update is released.
ko-fi : https://ko-fi.com/projectsjhg
Email: https://bu30808dev@gmail.com
Discord(KR): https://discord.gg/NJ7PfuR5fV
Changes:
Added the new Supreme Tech and Supreme Tokens resources to the discount offers (the 10% and 25% off packages that appear for some players) if you're a high enough wave to have these resources unlocked.
The freeze effect from the Blizzard spell no longer works on Supreme Alien or Supreme Ultimus (because they are immune to debuffs).
Removed all the Supreme Ultimus cheeses:
On phase change, all skill/spell effects are reset/disabled (so no damage-over-time type effects will work through immunity changes).
On phase change, Ultimus will stun a random attacking hero, rather than the closest, so it is not as predictable.
Added Supreme Alien and Supreme Ultimus HP numbers in their info panel, rather than just saying "it has 10,000x more HP than the original".
Updated anti-cheat and auto-ban checks.
Bug Fixes:
Fixed the hero menu displaying 0 damage, attack speed, and skill duration (this was just a visual bug).
Fixed the Store Resource Pack showing +0 Supreme Tech when you’re above wave 20k but don't have the supreme tech tree unlocked yet (minimum is now +10 as long as you're over wave 20k).
Removed the notification on the Technology upgrade menu tab button if you cannot afford to unlock the Supreme Tech Tree yet.
Fixed a very rare and specific enemy-targeting bug where a hero on skill support and with boss skills only selected would freeze if you clicked on a non-boss enemy to forcefully target.
Fixed the PvP Boss stat menu to allow displaying over 60min duration.
Other minor bug fixes (mostly non-effecting visual stuff).
Patch Notes:
-Farm House is now accessible, detailed, and with new loot and furniture. (no lore yet I am planning on going through the entire map for 1.2 and adding more lore/cool details)
-Added details around the map
-Made fog better
-Fixed Rake not being able to walk off ledges causing navigation issues
-Added “Are you sure you would like quit to main menu” to stop player leaving unintentionally
-Added new lighting setting
Fixes:
-Rake now cant die while screaming or attacking
-Fixed being able to walk under bridge on river
-Rake can no longer climb mailboxes
-Updated credits
-Fixed night vision being hard to pickup
-Fixed some nav issues
Known Issues:
-Mititary base has zone around it that transitions to thunder storm way to fast so it looks like the weather is bugging out when you walk in and out if it
-When snowing the snow can go inside houses/buildings
If you run into any bugs/issues, want to keep up with the latest announcements, progress updates, and new videos, or want to suggest something please join the Discord: https://discord.gg/Ah5z5kp7SE
- Added controller support
Move mouse cursor with left joystick
Select button with south button (A on Xbox controller, X on PS controller)
Go back with menu button on Xbox controller or east button (B on Xbox controller, O on PS controller)
Default key binds for controller are Left Trigger, Left Button, Right Button, and Right Trigger
Scroll through lists with right joystick
Automatically switches between controller input and keyboard input
- Added "No Mine Notes" and "No Hold Notes" modifiers
- Improved UI colours and lane colour generation
- Lane pulsing tweaks
- Note scroll speed slider snaps to 100%
- Bug fixes
- Applied the Unity security vulnerability patch
- Fixed bomb timer always resetting to 30 seconds in the Main gamemode
- Fixed non-host players not being able to catch players in Hide and Seek
- Fixed points indicator not showing in Laser Tag
- Fixed Temple having the wrong terrain
- Removed hazards on Temple
The Steam Next Fest is almost over, and I am grateful that over 1,500 players have downloaded and played the game, providing feedback and encouragement through various channels. Thank you everyone for trying out the game. I truly appreciate it! You are welcome to continue trying the game and sharing your thoughts to help me further improve it!
Today, I rolled out a minor update to the demo, primarily addressing the issue where the game could trigger false alert by firewall software on certain devices, along with a few other small fixes. More functional improvements—such as preventing specific items from being auto-sold, UI optimizations, and others—are still in progress and will be implemented in the released version.
Lastly, I’d like to address a few frequently asked questions:
Items, gold, levels, and quest progress obtained in the demo will carry over to the released version.
The demo currently has a level cap of 31 and only allows access to the first scene. More scenes will be available in the released version, which is why, after reaching level 15, the butterfly button on the globe sphere does not allow scene selection—you can only preview them for now.
When the house stock is full, characters will enter rest modes. After resting for a period (10-20 minutes), they will automatically sell the products and resume work.
Development is progressing well, and the game remains on track for its planned release. See you then!