Put on your best cape, watch our stream and then jump right into the action with the free demo at the Steam Next Fest.
Only a few hours are left so make sure to play the demo and wishlist for future news.
Watch our Stream
Put on your best cape, watch our stream and then jump right into the action with the free demo at the Steam Next Fest.
Demo patch notes
Hello people! We recently updated the Capes pre-release demo with a new version that better reflects the current state of the game and adds some additional content in the leadup to Steam Next Fest. Here's a look at the key items as at 0.0.1.11301!
New mission and enemies
We've added an additional level to the demo, which showcases another enemy faction and mission objective as an unexpected tip leads you to investigate a Primax Technologies warehouse.
UX improvements
We've also brought across some improvements and polish, including new tutorials, patrol path indicators when hovering over enemies in stealth mode, attack range and special attack indicator when hovering over enemies outside of stealth mode, and more detailed hero, enemy, and object descriptions.
Improvements based on feedback
Last but not least, we've made some changes based on the feedback we received on the first demo.
Nightjar's regular attack and ultimate ability have been revamped, making his teleport attack now an ultimate that can be disarmed. When a hero is spotted during stealth, more feedback is given on which enemies have seen you, and why. We've also added and tweaked some demo-specific tutorials to better introduce concepts that players have more time to ease into across the full game.
Writing updates
We've been iterating on the game's story and writing, which has touched every mission, cutscene, and dialogue sequence in some way.
We've tried to tune things for a comfortable reading speed, but we're aware that everybody reads at their own pace. If you find that cutscene dialogue is progressing too quickly, you can disable the "Auto continue conversations" option in the Gameplay settings menu.
The full changelog for the past three months' worth of development are too long to be listed here, but here's a summary of major items relevant to the demo.
Added new mission (Tech Support)
Updated Mercurial unlock to happen after the first side mission is completed
Updated additional ability unlocks before Greater Power to be presented as their own text "mission"(Preparation)
Added Android enemies
Added Security Bot enemies
Added tutorials introducing various mechanics across the demo
Updated ability unlocks across the tutorial
Updated Nightjar ultimate and regular attack behaviours
Added patrol path indicators to patrolling enemies during stealth
Added indicators for offscreen alert enemies during stealth
Updated camera movement to better communicate alerted enemies during stealth
Added clearer feedback when enemies become alarmed and stealth is broken
Updated boss health pips to be clearer
Added attack range indicator when highlighting enemies
Added special attack indicator when highlighting enemies with special attacks
Updated enemy opportunist attack indicators
Added more detailed info and descriptions for highlighted heroes and enemies
Updated dialogue and cutscenes for all demo missions
Added new GUI theme
Added new SFX
Updated ability unlock order
Fixed not being able to revive heroes pushed off buildings onto exploding barrels
Fixed patrol issues in Greater Power
Fixed opportunity attacks of growth-encased enemies being re-enabled by applying a second growth crystal
Demo Patch Notes
Hello people! We recently shipped a small patch for the Capes demo with some minor improvements and fixes that we hope will make it a little more approachable.
We've brought in some in-progress improvements to the readability of alerted enemies, which are part of larger stealth improvements that we're working on. A positional indicator is now shown for alerted enemies who are offscreen. Placing the cursor over a red "watched tile" during stealth will also put an icon above the head of the enemy (or enemies!) watching that tile.
We appreciate the experiences that people have shared, and have taken a lot of feedback (both positive and negative) on board as we continue to develop the full game toward release.
Thanks to everybody who's taken the time to check out the pre-release demo!
Added work-in-progress offscreen indicators for alerted enemies during stealth
Added work-in-progress indicators for enemies watching a given tile during stealth
Added description for enemy Opportunist ability
Added description to burning tiles
Updated Nightjar's Dash Strike description to be more informative
Renamed Facet's "Retaliate" ability to "Opportunist" to be consistent with enemy abilities
Improved presentation of Weathervane's Punch ability
Removed prop glint in cinematics
Fixed some sound effects being tied to the UI volume slider
Fixed typos related to Immobilise effect
Fixed strike-through not appearing on failed objectives
Fixed heroes going into ledge KO state when KOed by being pushed off a ledge within the playspace
Fixed revive tutorial triggering during cinematics
Fixed a case where heroes KOed by push damage do not kneel
Fixed some cases where cosmetic level geometry could block the cursor
Fixed a case where it could be Facet's turn during Mindfire's tutorial
Fixed typo in Fire in the Head post-mission dialogue