Blessed Surface cover
Blessed Surface screenshot
Genre: Role-playing (RPG), Adventure, Indie

Blessed Surface

Blessed Surface: Unleashed

Reki here. I like to release updates around the winter sale to show my appreciation to everyone who's playing the game. Didn't have as much time this year, but I've managed to put together an update with a fair amount of content, quality of life, and some endgame stuff. Please enjoy, and let me know in the discord if I broke anything! https://discord.com/invite/DWz6kxt

NOTICE: Linux version will be delayed. Keep an eye on your Steam downloads for its release.

FEATURES



- Added character classes you can get from special fights across the world.

- Added daily quests to level up your class.

- Added a second aux slot. Quite a few of those items, so only having one slot was a bit of a waste.

- Added a new endgame boss with customizable difficulty and random drops.

- Added a character to the top of Grom Wall Ascent who increases your storage space by 2.

- Added 8 passive weapons that have replaced weapon-specific auxiliary items across the world.

- Weapon-specific auxiliary items can now be obtained from vault codes, which are usually found near the weapon they're from.

- Added 8 new prizes for tokens at arena.

- Adventurer’s Backpack no longer increases storage space. Instead creates random potions for you when you collect a lot of ammo.

- The Curse Shrine now gives Curse Sprouts, an edible item that gives you 5 curse charges when consumed.

- Added more terrain to lower Flooded Passages.

- Added a consumable item that drops off a certain moon's enemies that triggers your blessing.

- Added some events that have a chance of happening for the day.

- Added food items that augment your regen with various effects. Obtained from a very rare random event.

CHANGES



- You can now view and select the cards you've collected without having to be in their area.

- Curse Charges now drop ammo when they are destroyed from you getting damaged.

- Chests now open when you open your inventory nearby, and close when you close your inventory. You can still whack them with melee, which forces them to stay open or closed. Splight heart chest is unaffected by this change.

- Monster spawn limit now only applies to ecosystem spawned monsters. Ghost builds should feel a lot better, as well as certain battles against numerous foes.

- “Trigger twice on swap attack once a minute” is now “Trigger ten times on swap attack once a minute”. That’s still only a rate of 6 triggers a minute, which is nothing compared to even the basic trigger types. Hopefully it fills a reliable niche now.

- “Trigger on life regen” is now “Triggers three times on life regen”. Even at max regen, it’s situational on top of having a timer. More triggers per regen should make it more rewarding.

- Passive melee weapons no longer count as projectiles. Sorry monkey build.

- Survival mode in the arena now begins with double spawns, and gets harder every 5 waves or so. Ever wanted to fight 10 bosses at once? It's a lot of fun.

- Replaced lock blocks at garden exit with boss blocks. Hopefully will result in less players getting stuck in the starting area.

- Bosses are now protected against being instakilled by certain things, such as touching other bosses.

- Living Walls no longer drop their item directly. Instead, they tell you how to get it.

- Tweaked vault to open faster and clear the code once it gives an item.

- Nerfed Ancestor of Dust down to 10 luck. Its high luck was a carry over from when it was quite weak in the past.

- Cathedral ghosts now count as enemy projectiles.

- Copper monsters now get double life.

- Eckles are now visible above terrain.

- Golem Chain now holds items a little closer to you.

- Fool's Cannon swap attack now stuns. Hopefully will make this slow weapon a bit more versatile.

- Propellor bomb explosion radius and damage increased.

- God of Rats is now level 1-2.

- Added descriptions to gunner items.

- Attacking heart anchors no longer removes hearts.

FIXES



- Giant blob daily boss can no longer spam its jump noise if there's no room to jump.

- Fests now drop items from any modifiers on them properly.

- Added a failsafe for save-corrupted auxiliary items.

- Fixed a crash that happened if the first frame of your first melee attack after booting the game hit something.

- Fixed an exploit with Puffing Leech allowing for unlimited flight. You can still fly with it using certain methods, but this one was too easy.

- Fixed an issue with some finishing moves where you'd get locked in place for a bit after changing areas during them.

- Gunsmith workbench item slot is no longer visible when workbench isn't.

NOTES



The biggest thing you'll likely notice with this update is the class system. Classes can be leveled up indefinitely using points earned from daily quests, improving a stat associated with the class. None of the classes actually improves your damage directly, it's mostly just effect durations or non-combat stats. Nonetheless, they'll probably be pretty wild if you get a really high level.

In general, a lot of this stuff is testing for the sequel to Blessed Surface. In case you haven't heard, I'm making an open-world fps that builds on the character building elements of bsurf, hopefully bringing it to another level and offering more accessible gameplay. With this bsurf update done, I'll be turning my attention back to that. Stay tuned for updates on that next year!

The Gunsmith Update

Reki here.
I recently completed my own playthrough of Blessed Surface. I hadn’t really been able to do a full playthrough before because I was always testing individual sections of the game. I found a couple things that I never fixed, so I fixed those broken things, added new content, and did some balance.

Welcome to the Gunsmith Update.



FEATURES:


- Added 13 new heart trigger types you can get from a special event in Skungus Wilds.

- Added gun crafting parts obtained from the same event as above.

- Added a new random event to mines.

- Added a new goddess.

TWEAKS:


- Greatly increased the crit chance of rage. Hopefully this will buff pure melee and make rage more useful beyond spending it on finishers.

- Balanced the levels of several gods to be more useful or less punishing.

- Attack movement Calamity Card gives more speed now.

- Poison Curse Charge Calamity Card now consumes charges, but gives you some to start with.

- Rapid attack Calamity Card now instead simply damages all nearby enemies.

- Transformation Calamity Card now always transforms you into a beast, and does not require that you have a transformation item. Its bullets are also slower.

- Lamonte Calamity Card only deals knockback to you now, and the life cells don’t vanish constantly. However, it gives life less frequently now.

- Stun gong Calamity Card now also damages when it stuns.

- Rain Calamity Card now makes rain damage enemies. However, it only produces any rain close to the end of its effect, so you’ll need to invest elsewhere to take advantage of its devastating ability.

- Spinning fire sword Calamity Card now also damages when it burns.

- Luck boost Calamity Card now stacks luck on you a lot faster.

- Speed on rage Calamity Card now also autocrits nearby enemies based on rage. Instead of transforming enemies on hit, enemies now sometimes call for help when hit.

- Spell sealing trident from Calamity Card now follows you after 3 seconds if you go out of its range. Its bullets are also a little less numerous and are cleaned up after the card’s effect is over.

- Malser Heart now summons ghost fish.

- Potions are now a potential reward from the Giga Machine.

- Getting wet from rain now puts out burns.

- Increased rain hitbox.

- Drubub Heart and Twilight-Devil Heart minions now work with the standard target picking system, and should be more reliable.

- Zhiqi armor plates now self destruct after 10 seconds.

- Plonker heart now gives its ammo over time to avoid infinite loops.

- Factions now display how much gold is required for the next rank

FIXES:


- Fixed Scaithe Heart turret crashing the game.

- Fixed a bug that prevented Giga Pistol from gaining xp with its regular attacks.

- Stopped Mines boss from entering Giga mode in the arena.

- Fixed Scrapheart Heart creating invisible minions with no corpse in slot.

- Fixed shield circle from showing up after death.

- Cleaned up the damage crack effect on final bosses.



NOTES:


I’ve wanted to do gun crafting for a long time, and finally took a night to implement it with this patch. I was a little worried it’d be a disaster, but it actually turned out pretty well. The guns certainly can be janky, but if they are, it’s your own fault for putting a pistol grip on a gatling gun. Course, you can use the recoil from a pistol grip gatling to send yourself flying, so maybe someone will like it. I’m always surprised by the obscure items that turn out to be the cornerstone of someone’s build.

There are a lot of new and really weird blood types this patch too. I’ve tied them into an event so there aren’t an overwhelming amount of types in the regular drop pool. Trigger on standing still is my favorite. Should be a lot of potential for some really busted builds.

Also did a bunch of balance on Calamity Cards in particular. During my playthrough, I found myself wanting to engage with the mechanic more, but not all the cards were fun to use, the risks being too great. The really powerful cards though, were pretty fun. So I rebalanced the ones that needed it to the style of a quad damage pickup. Not just a negative and a positive effect, but a powerup that puts you on a rampage through a difficult encounter.

That’s everything I have to say on the patch. Hope you have fun with it. Stay safe.

By the way, I’m currently making a first-person shooter sequel to Blessed Surface. It’s early in development, but you can follow progress at the discord: https://discord.com/invite/DWz6kxt

The Giga God Update


Reki here. Originally this was supposed to be a bugfix update, but working on bsurf relaxes me, so I added a lot of stuff. Update includes a pantheon of over 20 gods, endgame content, and more. Patch notes below, dev notes and images below that.

FEATURES:
- Added god shrines scattered all over the world, each with a unique new passive.
- Giga bosses now drop giga coins, which you can trade in for prizes.
- Added a scavenger hunt.
- Added an endgame scavenger hunt.
- Added a new random event to the Passages.
- Comets now drop orbs that summon another comet of the same color when consumed.
- There’s now an option for attack direction to be based on cursor position.

GAMEPLAY TWEAKS:
- Improved autotargeting of numerous projectile sources to not target your pets or friendly ghosts and be a bit more intelligent in general.
- Ancestor of Dust finisher now creates a stationary rune instead of dealing contact damage
- Adjusted Salt Dagger speed, timing, knockback, and hitbox to be more usable.
- Luck now displays any bonuses to itself in inventory.
- The Ancient Peach now removes status effects when consumed. Just to give this tutorial item a little character building potential.
- Marked a bunch of non damaging status inflicting stuff to count as player projectiles.
- Luck buffs last longer now.
- Magnetic buff is removed from your pet if it happens to get it, since it’s horribly annoying and not uncommon with a certain new feature.
- Sleep is also now removed from pets so they don’t get stuck somewhere.

FIXES:
- Fixed an issue with luck not counting itself properly for a certain encounter.
- Fixed an item that was accidentally left at level 1000 by default.
- Fixed some issues with chests not saving item level properly.
- Fixed animations bugging out when swapping corpses during a secret finishing move.
- Grass no longer wiggles when you stand at its edge.
- Fixed certain blocks clipping the player and sending them through the ceiling on game load.
- Fixed bugs and crashes with dialogue and sleeping.
- Improved frozen debuff’s ability to slow certain creatures.





DEV NOTES:
It’s been real nice to come back after finishing and releasing my other game, Ufflegrim. After working on a turn-based game like that, going back to my roots feels good. I like how Ufflegrim turned out, but there’s just so much more you can do when you aren’t limited by grid based movement or turns. It’s literally having a hundred times the space and time to develop mechanics with.

The focus of this update’s content is on making the world worth exploring again. There were already systems like monster hearts to keep you searching around, of course, but this update features a lot of stuff placed in specific locations. There are a lot of odd little nooks in Blessed Surface that don’t normally get visited because they’re out of the way. This update attempts to put a little something in all those neglected spots.

There’s a new character building element in the form of god shrines, there are new secrets to find, lots of new endgame content, and a good amount of balance, tweaks, and bugfixes. Including one fix that was preventing a somewhat significant piece of endgame content from being accessed. Oops.

Anyways, I'm not sure where things go from here, but I'll probably continue to make games as my hobby, whenever I find time. After Ufflegrim, I'm pretty tired and I don't think I'm going to release anything for a while, though. On top of other life matters, I'd like to take my time to learn 3d game dev. My next major release will likely be a first-person successor to the ideas I explored in Blessed Surface. But who knows, there could be something before that.

If you'd like to keep an eye on my progress, feel free to join the discord where I post fairly frequent updates in the news section: https://discordapp.com/invite/DWz6kxt

Take care of yourself.

Items & Immortals Update

Reki here. I think of the titles for these updates on the spot as I write the patch note announcements. So don't get your hopes up, there isn't a pantheon of 20 immortals with complex, multi-phase boss ai for you to slay. There are a lot of new items and achievements though!


This is the development cycle of bsurf. As I fix issues from the previous patch, I can't help adding some more content, and thus more issues, inflating what was meant to be a small bugfix patch to a larger one. This way, even though the game isn't very popular, it can get some frequent content updates, depending on how long it stunlock combos me into developing more. I think I'm breaking out of the combo for real this time, though.

Thanks very much to anyone who's had fun with the game. While some may say it's not even worth 50 cents, I know that's not remotely true thanks to those who loved it and swapped stories about interesting things happening in their world. I designed this game to give the player stories to tell, so nothing makes me happier. Of course, there are actual critiques out there I'll always accept as valid, but for now, the game should be in pretty good shape for players capable of mastering it.

That's all outa me. Enjoy the update.

PATCH NOTES:


- Added brand new items to many chests that only contained monsters.
- Added a new item to the area above Wilds.
- Added Calamity Card challenges and achievements to endgame areas.
- Calamity Cards now drop as a pickup you have to touch before they draw a card. These drop more frequently than the old system.
- Fixed behavior of a few held-down weapon attacks with directional attacks off.
- Replaced Belph’s Urn swap attack.
- Gate Staff no longer does damage or is destroyed by enemies touching it.
- Toned down knockback of Fool’s Cannon normal attack.
- Improved Demon Bulwark normal attack mobility.
- Fixed Pound Chain’s knockback direction.
- A certain secret corpse now refreshes the duration of its effect when cast again.
- Spines now have various damage thresholds, some have had their effects changed, and they no longer spam up the bottom textbar.
- A few hints have been added to the ending to make sure the player knows a couple things have/will happen.
- A certain tree no longer disappears if you move too far in one direction. [You’ll know what this means if you’ve encountered it. Otherwise, don’t worry about it!]
- Nerfed Moldgut health a little.
- Curse Hive second attack pattern is now shorter.
- Fire from burning status now lasts shorter.
- Fixed Mine robot not dropping its item. [It’s a fairly high effort item too, so please feed that robot a battery and get it.]
- Rapid attacks Calamity Card now only allows regular attacks and not swap attacks, since it prevented you from swapping weapons.
- Fixed creature transforming Calamity Card from making creatures despawn due to being nocturnal.
- Fixed some incorrect collisions in Skungus Wilds.
- Fixed a crash with Scaithe Heart passive.
- Fixed a crash with Foomie Heart passive.
- Foomie Heart trigger can no longer clip you through to different areas, and possessed creature’s target picking is a bit better.
- Fixed incorrect description of Globin Heart.
- Amu Heart trigger can now give more than one tentacle.
- Fixed freeze and stun effects bumping around targets.
- Serpent of the Wall now drops a bunch of keys.
- Calamity Card bullets now count as enemy projectiles.
- Buffed a certain orange mask’s effect to last longer. It also now has a sound when it triggers.

Two New Items, More Fixes + Now Available on itch.io

Reki here. Like last patch, I've sniffed out more bugs and added a couple new items.

In other news, Blessed Surface is now on itch.io, DRM-free. The version of Blessed Surface on Steam is also technically DRM-free, but due to certain Steam related functions, won't run without it. The itch version is a good option for anyone that has issues running Steam for any reason. Just a simple zip containing the game.

https://ckrekii.itch.io/bsurf

Same price and Operating System support as the Steam version. Only differences are that achievements, cloud saves, and multiplayer are not available, since they all use Steam.

PATCH NOTES:


- Added a very rare drop to living walls.
- Squid in Passages now drops something very good. Please try to kill him and get it.
- Garden boss no longer drops its gunner the first time you kill it.
- Calamity Card deck now properly clears when creating a new game.
- Fixed area travel bugging out after creating a new game.
- Fixed Foomies becoming unkillable with hp buffs.
- Fixed bosses respawned with souls not dropping items.
- Fixed issues with Mine boss battle in the arena respawning its non-arena counterpart.

See ya next time.

Fixes & a New Item

Reki here. Got fixes and stuff for the big update the other day, as well as one new item. I messed with the save directory a bit, please let me know if it freaks out and deletes your save or anything. Also, Steam Cloud saves are now active on Linux.

Discord: https://discordapp.com/invite/e73QHcX

PATCH NOTES:
- Old One-Eye now drops something pretty good.
- Increased rarity of magnetic and loaded on ravenous creatures.
- Fixed loaded status effect bullets shooting far from their origin.
- Added a tooltip to explain the Calamity Card system when hovering over a card to toggle.
- Fixed a crash with Hunter of Eyes finisher.
- Fixed a crash with Foomie Heart passive.
- Reduced population of Globins in Skungus Wilds.
- Added fullscreen options.
- Fixed windowed resolution going greater than display.
- Resolution and fullscreen options now initalize at start menu.
- Put save files in their own folder so they aren’t in a big mess next to the exe.
- Set up Steam Cloud for Linux.

As mentioned in a previous update, the game's price has increased. I hope the support I've given the game is enough to warrant it. If one is to judge value by playtime, the longest playtime I've seen anyone have of Blessed Surface is over 200 hours. Most definitely won't play that long, but it's totally possible, with the sandbox elements of the game.

If any more bugs comes up, I'll do my best to fix them. Hopefully will have other news to share soon. Focusing on Ufflegrim and other projects for now.

Till next time!

Linux Update

Reki here. The Linux version of the Exchange Update is out! Sorry for the wait. It’s important to me to keep a this version up to date, as I use a lot of open source software myself. I worked day and night to fix the very strange Linux specific issues with the update.

Patch notes are here.

If any issues persist, please visit the discord for help: https://discordapp.com/invite/e73QHcX

I’ve also noticed on my 10 year old Linux machine that performance is much better after the optimizations I did. If you’ve had issues maintaining a stable 60 fps, I hope this helps.

See ya next time.

The Exchange Update

Reki here. It’s a pretty big update. There’s a new item type, overhauled npc dialogue system, a new boss, a new miniboss, a new creature, tons of new effects on existing items, etc.

As usual, the Discord is the best place to go for technical help or discussion: https://discordapp.com/invite/e73QHcX

NOTICE: The Linux version of this update is having crash issues. I will do my best to release it at a later date. Apologies.



FEATURES:


- Rewrote most NPCs.
- Gave NPCs unique items they’ll give you after going through enough of their dialogue.
- Added keyword hints to NPCs.
- The big bell now does something interesting if you ring it at 12 o clock.
- Added many new things to see throughout the world.
- Transformation items and spines now have a dedicated auxiliary item slot.
- Parasites can now attach to you as auxiliary items.
- Added a new creature shared between Skungus Wilds and Cemetery of Bells.
- Enigma’s Corpse finisher has been reworked.
- Sunless Captain finisher now makes you wet.
- Added bone shotgun to Sunless Captain finisher.
- Added an additional projectile to Green Comet Form finisher.
- Increased speed of Red Comet Form finisher.
- Red Comet Form finisher’s tentacles now count as finishers, and are no longer destroyed by non finisher attacks.
- Ancient Cannibal finisher is now controlled with just the jump button, and can be canceled with the swap attack button.
- Ancient Cannibal finisher is now canceled when you take a hit.
- Ancient Cannibal finisher is now a lot faster and releases worms for every 10 segments.
- Hunter of Eyes finisher now collects eyes from strong creatures.
- Goop Gorger finisher is now slower and shorter.
- Goop Gorger finisher now releases goop.
- Ghost Knight’s Raccoon now counts as a finisher.
- Archive Scholar finisher now summons a magic scroll.
- Iron Bruiser balls now split into two upon hit, and give you an armor shard. Ten armor shards combine into a guard token.
- Iron Bruiser finisher only shrinks at the end of its duration.
- Ancestor of Dust finisher no longer gets stuck on terrain.
- Ancestor of Dust finisher now releases ghosts.
- Yellow-Weight Prisoner finisher shockwaves now stun, and they appear more reliably.
- Bandit Warlord finisher now has a guaranteed crit. [No other finisher can crit at all, to clarify.]
- Endgame corpse finisher has been made wider to better hit short creatures.
- Taraski Tooth swap attack has been made more consistent on max charge, and it now has a unique sound.
- Shortened Demon Bulwark swap attack.
- Added sounds to wind machines.
- Added a sound to bubble potion.
- Added an additional visual effect to bouncy status, as well as a sound.
- Added more lock blocks to the game to give more use to the recently updated key system.
- Added more chests with monsters in them.
- Improved visuals of starting area.


GAMEPLAY TWEAKS:


- NPCs now leave the area after you talk to them enough to get their items.
- Ravenous creatures can now receive the loaded buff. However, both loaded and magnetic have been made rarer for them to get.
- Random encounter bosses are now limited to one encounter per day now.
- Gunners and Barrels now behave like edible items.
- Added some random variance on barrel firing speed so projectiles don’t stack as much.
- Holding down an attack key after finisher now always performs that attack, to make longer finishers more consistent with attack queuing instead of charging another immediately after.
- Changed the sparkles on items to be easier to distinguish between equippable, edible, and temporary weapons. [I think there are barely any temporary weapon items left in the game, but it doesn’t hurt to make the distinction. Maybe more in a future update?]
- Chests no longer have a time constraint on refreshing their original contents.
- Adjusted rarity of blood types to make the common ones show up more often, and Pink and Orange less.
- Bosses now heal every 10 seconds up from 30 seconds if you don’t hit them for a while.
- Gold Monster Calamity Card now makes monsters Copper instead, to avoid confusion over them dropping gold coins.
- Boibes no longer require a finishing move to kill.
- Status effects are now removed on fast travel.
- Fogroot now removes knockback, so the sleep doesn’t instantly get woken up.
- Nerfed tentacles to only give you one tentacle per status applied. However, the achievement is easier now.
- Tentacles now grab high life enemies, so long as they are not knockback resistant.
- Frozen should now slow things more consistently.
- Getting wet now extinguishes fires.
- Getting wet should be more reliable now.
- Plague Shield only applies tentacled to player now, while still applying negative effects to enemies.
- Removed grass from Overgrowth Trimmer swap attack. [Looked weird and there’s new stuff this update that it overlaps with.]
- Goldbox Gunner stakes can now be destroyed with melee attacks, and are only solid if you step on them.
- The Oaksbane Rocket is now a lot stronger when it’s larger.
- Nerfed Chain-Walker heart passive.
- Cornet Heart trigger lasts longer now.
- Drubub Heart passive now keeps you at -85 alignment instead of -80.
- Pokeasite Heart stuns once again, since there are enough sources of poison in the game now.
- Reworked Priko Heart trigger.
- Poison Potion is now called Death Potion, to avoid confusion with the new poison status effect.

FIXES:


- Optimized recent changes to keybinds to greatly improve CPU performance.
- Rage no longer decays while finisher is charged, as intended.
- Removed a conflicting time limit with alignment super modes that was making them last only a short time.
- Fixed some creatures having double the intended Calamity Card drop chance.
- Fixed a memory leak with Grimmit Heart.
- Fixed dropping certain small items instead of putting them in inventory slots.
- Made a bunch of projectiles transfer between areas.
- Several fixes have been made to Scrapheart heart heart heart.
- Airship shouldn’t trap you against the ceiling any more.
- Belly boss water no longer stacks.
- Belly boss can no longer be pushed into the wall.
- Chests should no longer get killed by bosses. [I’m looking at you, Gob.]
- Boggot Heart should no longer make ghosts of trains, chests, or breakable blocks.
- Stopped monster mods from stacking with the same type.
- Fixed a bug causing sounds of things offscreen to play. [Should fix multiple audio related issues.]
- Enemy Goop Gorger can no longer spam his sound as fast.
- Drubub can also no longer spam its sound as fast.
- Curse Dweller Curse Charge shot no longer spams sound.
- Calamity Card deck no longer carries over to new games.
- Fixed Super Mode Calamity Card.
- You can no longer use your shield or Blue triggers during Unbreakable Guard Calamity Card. [If you be usin’ this card, you’re about to get scarred, yo yo.]
- Stopped Calamity Card text from stacking when you draw two more cards.
- Fixed a crash with Rurus.
- Fixed a crash with bouncy status effect.
- Fixed a crash with Pok Heart.
- Fixed a crash with Belly Calamity Card challenge.

REKI WRITES:


With NPC dialogue and auxiliary items in better shape, I think the only thing I’m truly unsatisfied with is the game’s multiplayer. Fleshing out multiplayer would be a big commitment that I can't really justify at the moment. As always, I'll monitor how well this update is received and make plans from there. Also, after the sale, there may be a price increase to reflect the content that's been added. That's all I've got, please enjoy the update!

Another Large Update Soon

Reki here. It hasn't been too long since the Redemption Update, and I've been busy finding bugs and crashes to fix. While I was at it, I took the opportunity to change some other things I wasn't happy with, and it quickly spiraled out of control into another large size update.



This also means that fixes will be delayed till that update is released. If you have any technical issues with the game, please ask other me or other players about it in the discord: INVITE HERE

In the meantime, here are some highlights of what's coming.

Upcoming Content:



  • The new spines and transformation items will have a dedicated auxiliary item slot. There will be other new auxiliary items as well.
  • NPCs will be overhauled to have more gameplay significance. They will receive more dialogue, and in some cases, they will be rewritten.


Upcoming Balance:



  • Many finishing moves will have new properties to bring them up to par and feel more powerful.
  • There will be tweaks to some Calamity Cards.


Upcoming Fixes:



  • A real bad crash with Pok Heart will be fixed.
  • A memory leak with Grimmit Heart will be fixed.
  • CPU performance will be improved greatly.


The patch note list is much larger with a lot more coming, but these are some of the most important changes. Please look forward to the update! It will release as soon as it's ready. A couple more weeks or so, I think.

Weapon Updates and More Fixes

Reki here. Today’s patch focuses on bringing more weapons up to par, as well as continuing to fix any issues from the big update. Still looking into reports of hearts not giving abilities.

This will be the last of this round of patches aside from any critical fixes or community requests. I’m very tired, but happy with how these game updates turned out. Hope you have fun with the weapon buffs from this patch.

PATCH NOTES:


- Souls, coins, and keys all float towards you now.
- Grong-Sages now get mad at you for a while if you hit them with melee attacks.
- Overgrowth Trimmer regular attack has more knockback, and its swap attack creates grass.
- Reworked Gauntlet of Fists regular attack.
- Ink Puncher regular attack greatly sped up and reworked to throw enemies behind you more consistently.
- Seed Alembic regular attack can now be held down to suck in enemies.
- Gave Hungry Bell a passive effect and added a couple more frames to its attack animations.
- Buffed Garden Key’s rage gain on both attacks.
- Fixed Key Thief finisher not dealing rage damage properly.
- Sac Shotmallet now poisons enemies with its shots as the item description promises.
- Poi Heart no longer spams your text bar to show key count.
- Moldgut Heart no longer gives life for LOSING a status effect.
- Tweaked Maffpap Heart passive to work better with the timing of certain synergies.
- Fungused status effect should drop health off enemies more reliably now.
- Renamed +gun status effect to “loaded”.
- Fixed some sources of text that were being hidden under terrain.


As far as game development, I’ll be turning my attention to Ufflegrim for now. My development time in general is becoming more limited, but I hope to release it early next year. Please wishlist and look forward to it!

https://store.steampowered.com/app/1072800/Ufflegrim/

See ya next time.