Update 1.1.1 is now live on PC, Xbox One, PlayStation and Nintendo Switch.
After our biggest update, Update 1.1, brought a lot of big changes and new content two months ago, Update 1.1.1 is limited to mostly balancing tweaks and bug fixes. I think this update will bring Colt Canyon to a very stable and balanced state that we can be proud of. So if there are still people on your friends list who haven't had the opportunity to play Colt Canyon yet, this Christmas is the perfect time to gift it to them and allow them to experience Colt Canyon in its best state to date. But don't worry, it won't be the last update.
This patch will make some parts of the game easier while it makes other parts slightly harder. So overall the game should become more balanced and neither harder nor easier. But because of less strict difficulty settings, you can have an overall easier time if you'd like to.
We are also celebrating three nominations in this year's German Dev Days Indie Awards, for Best Game, Best Visuals and Best Developer. Big thanks to the jury.
As always you can find the full changelog on the Colt Canyon Wiki. But here is a summary of the most important changes:
v 1.1.1.0
Run Settings: Allowed enemy attention of 75%, Health Drops of 150% and boss health of 50% without disabling achievements
Fixed some run settings only allowing 50% steps when it should be 25% steps
Made later bosses in loops easier
Blood weapons will start spawning earlier in loops and also more likely
Companions level up slightly slower and take longer to learn dodging
Companions can no longer hurt prisoners
Now counting loops as rescue for OG Squad achievement
Made hitting arrow traps with bullets more reliable
Slightly reduced amount of shield drops
Increased amount of elite enemies in loops and decreased their health drops
PlayStation: Fixed missing damage indicators and persistent particles missing when revisiting levels
And if you haven't joined the discord yet please do so and share your feedback:
Update Unchained: Patch 1.1 now available!
Howdy fellow gunslingers! It is finally here, Update 1.1 is now available on all platforms. It took much longer than expected, but thanks to the unstable branch many of you already got a taste of the new update. But even for those, I got some new stuff in the final release version of the update that you can get excited for. More on that later.
Why did it take so long? I am a solo developer working part-time on Colt Canyon and even after being done with the implementation-side of the update bug fixing and preparing for release takes a while, especially with the amount of different versions (platforms, consoles, lanuages etc) I have to get ready nowadays.
But anyway, it's here now! If you enjoy the update please make sure to leave a positive review for Colt Canyon on the store page.
Changes with Update 1.1: One of the bigger changes with this update is the melee overhaul! Throwables are no longer a one-time throw weapon that breaks randomly. Instead, they will modify your melee combat stats when equipped during melee combat. So they are more melee weapons now, and less exclusively throwables. They come with actual durability values with a dedicated indicator in the HUD. It is now also possible to attack more than one object with a single melee attack. No more breaking container groups one by one! Every melee weapon has their own melee stats that, next to modifying your melee damage, modify values such as melee range, cooldown, knockback or amount of targets. And once you get used to the new melee animations you will never want to go back to the previous melee system.
Now, with melee getting massive changes the ranged combat should get some changes as well: Introducing active reloading! Whenever you start reloading your guns you will now be greeted by a progress bar indicating how much time reloading your gun will take. This is already pretty useful, but even better is the option to hit the reload button at the right time to boost the reloading speed. This will raise the skill ceiling of Colt Canyon further to allow players to master the game's mechanics even more. It's something that is not necessary in order to beat the game, but it will help those that do use it.
Together with those changes the update also boosts over 50 new weapons and 7 new upgrades. You can now also carry more ammo by default and the way shields work has changed. Instead of 4, you will now get to choose from 5 random upgrades per rescued prisoner. There is an indicator that signals you that a weapon on the ground is better than your equipped weapon. The crosshair was improved and gamepad got some dedicated cheats. There are also a whole bunch of tweaks, fixes and QoL improvements. And exclusively for PC we got some very basic modding/scripting support. More on that soon.
And finally, something to look forward to for the very late game and which was not available in the preview versions of the update (just like the scripting support) are blood weapons, which are very powerful but painful guns and can be found after you've reached your partner in a looped run.
Because the full changelog is just way too long for a blog post you will have to visit the Colt Canyon Wiki to get more details. Also make sure to check out the updated weapons page with all detailed stats on all guns in the game, generated with the new weapon stat table generator, which is also part of this update.
Anniversary, Upcoming Patch and "Best Game" Nomination
Howdy everyone!
2021 is an exciting year for Colt Canyon. Today we are celebrating not only one year of Colt Canyon but also a nomination for Best Game in the GameMaker Awards 2021. I am feeling honored and excited that Colt Canyon is getting some more recognition. Maybe some of you already feared that it might be getting quieter around Colt Canyon but the opposite is the case. Colt Canyon reached a lot of new players in the last months with many still playing today. This is great to see and seriously boosts my motivation!
Who am *I*? My name is Jonathan and I am the developer of Colt Canyon. Yes, this game is to large parts a one-man project, so please keep that in mind when asking for new content, updates and support. That is also why it's been a while since the last update. But now I am back and I got exciting news to share with you.
Update 1.1, possibly the biggest update yet, will be coming next month (probably). Unlike with previous updates though I am not going to share all the details in advance and will not make unstable versions available on steam the moment I have them ready, not just to keep you excited but also simply because there is still a bunch of work to do and I don't want to waste my time compiling and making iterations ready for steam etc. when I could use the time to work on actual content.
Still, to celebrate one year of Colt Canyon and to give all of you a taste of what is coming I prepared this sneak peek of two of the bigger changes coming with Update 1.1!
Melee Overhaul!
We will finally get that long requested advanced melee combat. The first thing everyone who picks up a throwable weapon asks is whether it will deal more melee damage. So far the question has always been no. But no more! Finally, all weapons will get proper melee stats. And not just damage, but even stuff like cooldown and even the amount of targets that can be hit at once. This will give you a lot more options and will hopefully be a lot of fun!
Active Reloading!
This feature might've not been requested that much, but it is something that just made sense. Colt Canyon was always a reloading-heavy game, so it makes sense that the reload system gets a bit more love. Will it completely change the game? No. Existing weapon reload times will not get major changes. But it will raise the skill ceiling once more and without making things harder for new players it will allow skilled players to get that edge they need to conquer the canyon even faster and deeper. It might also help buff some weapons that might've not been in the spotlight until now.
Tons of other new or improved features!
And of course a whole bunch of bug fixes, QoL features, new content and tweaks that everyone can look forward to.
This is just a glimpse of the upcoming patch. The actual changelog will probably be too long for a blog post. Good thing the Colt Canyon Wiki has a changelog page now! (Don't worry, I will also post it here) But anyway, stay tuned for the update, and please make sure to vote for Colt Canyon as Best Game Maker Game 2021.
Edit 20th July 2021: We actually freaking won the award! Massive thanks to everyone who made this possible. This is incredible!
Edit 1st September 2021: As you can see the release of 1.1 takes longer than expected. But for all steam players I have great news: You can already play the update on the unstable beta branch. Please share your feedback and bugreports on our discord server and after some more tweaking and balancing the update will go live on all platforms as soon as possible.
Update Unchained: 1.0.2.0 Launched! + PlayStation Release!
Howdy fellow gunslingers! Just in time for christmas I got a present for you! Finally another update. It took a bit longer than expected but to make up for it we are launching Update 1.0.2.0 on all platforms simultaneously! This means Update 1.0.2.0 is now available on all platforms, including Steam, GOG, Nintendo Switch, Xbox One and starting today: PlayStation! (Native PS4 + PS5 compatible)
Next to all kinds of tweaks and fixes this update also brings us a heavily requested featue! Difficulty settings! Instead of choosing from vague options like easy or hard you will be able to customize your runs to your liking. You hate looking for ammo? Turn up the Enemy Ammo Drop setting. You think boss fights are too hard? Decrease the boss health setting. You want to feel like John Wick? Turn up the amount of enemies but decrease their health. I bet you will come up with fun setups to get some more variety out of your runs. Enjoy!
v 1.0.2.0
Added Run Customization/Difficulty Options! (Including starting as Looped Run) You can find the difficulty settings in the character selection screen on the top left (the gears symbol)
Added more variation to the level generator
More interface text is now being influenced by HUD scaling
Nerfed stronger tnt upgrade
Buffed explosive weapons
Fixed companions using throwable weapons
Partner levels up faster, normal companions slightly slower
Fixed some translation issues
Reduced Air Rifle Reloading Times
Gave Taco more Dynamite
Olaf now has the highest max health of all characters
Added experimental autoreload command
Reduced damage dynamite deals on enemies but made the damage drop off more forgiving
Increased ammo hud display contrast and added markers to make it even more clear what ammo your weapons use
Changed Menu toggle labeling
Adjusted some shop prices
Increased enemy count and ammo drops in first loop
Adjusted weapon drop chances to increase the variety of weapons dropped
Made enemies in loops slower and gave them more ammo drops
Shell weapons will destroy shields faster
Decreased Rifle Bandit health
Final boss health equals its shield health now (making this boss easier overall)
No longer need a rescue to unlock 1250 total kills reward
Adjusted loadouts that start you with limited health containers to only reduce starting health instead
Adjusted some other playable character stats to buff some characters
Increased Max Health of One Eye and Chain by one
Showing run seed in pause screen now
Saving some more stats in the background for future updates
Decreased high-level elite enemies shield health
Added some new dualshock input icons
Fixed final boss not going into second phase despite having shield
Elites don't spot you as easily anymore
Decreased conspicuity of some of the playable characters
Fixed, balanced and tweaked various other minor stuff
All the best, thanks for playing, happy holidays and stay healthy! Jonathan
Nominate Colt Canyon for a Steam Award!
Please nominate Colt Canyon for the Steam Awards! I know I am a bit late to this party, but at least I can use this excuse in case we lose!
Steam included the perfect category just for Colt Canyon. The best game you suck at! And while you go and vote for Colt Canyon I will work on an update that will give you difficulty options and other improvements, just so that you don't have to struggle so much anymore every time you step into the Canyon.
You can already check out the upcoming Update 1.0.2.0 by selecting the unstable branch in the steam game preferences beta tab.
All the best, thanks for playing and stay healthy! Jonathan
As you might've seen already, 1.0.1.6 is live on all platforms! Including the Nintendo Switch! But you know me, I already got another patch ready, mostly addressing some more balancing stuff and fixing critical bugs, but also adding some new stuff like a polish translation or a couple very rare late-game weapons and of course, for all steam players: STEAM TRADING CARDS! Yep, Trading Cards are finally here! Sorry it took so long, but there were quite a few complications and I didn't find the time to design and create them. But now it's finally done and you can enjoy some virtual Colt Canyon merch.
This update will also be submitted to consoles asap, obviously without the trading cards tho.
And after reading the following changelog for this patch, if you're a somewhat experienced Colt Canyon player, please consider helping us with the new, community-driven but official Colt Canyon Fandom Wiki: https://coltcanyon.fandom.com/wiki/Colt_Canyon_Wiki Everyone can edit the Wiki, you don't even have to create an account and there is still a lot of even basic stuff missing entirely. Help new players getting into Colt Canyon by filling the Wiki with the stuff you wish you had known for your first attempts at rescuing your partner! Thank you.
v 1.0.1.7
Added new interaction to native rock
Added 4 new rare weapons
Fixed a bug that made companions take too long to attack after leveling up a bunch of times
Made companions level up slightly slower
Changed Shadow Walker Achievement: You only have to reach the third area now (instead of your partner) without having been spotted by human enemies
Slightly adjusted some ammo drop rates
Rebalanced enemy counts slightly
Reduced first boss health a bit and made his attacks less frequent
Reduced second boss health a bit and made his attacks slightly less frequent
Made final boss a bit easier to handle
Fixed PlayStation Controllers not being detected in coop
Added Polish translation (Thanks to Pagan_PL)
Updated existing translations
Added Wiki Hint
Tweaked, rebalanced and fixed some other minor stuff
I also made various changes behind the scenes in preparation for a PlayStation release, so this update might introduce some unexpected new bugs. Please let me know if you encounter anything.
All the best, thanks for playing and stay healthy! Jonathan
I am back from a one-week vacation and can now work on Colt Canyon again! I got big plans, but before tackling that kind of stuff there are some other things I need to take care of first. The first one being the Switch Patch (which is still struggling its way through the submission process) and the next one being the PlayStation 4 Port! Of course, there will also be PC updates but please remember that there is a lot of stuff going on behind the scenes, so even if a patch takes longer than usual please don't think I've abandoned the game.
Today I have another small update (1.0.1.6) for you (and hopefully Xbox and Switch asap as well)! Find the changelog below. It's mostly bug fixes but also some other small improvements and stuff that should've been in the game from day one on. For example, improved support for various controllers like the popular DualShock controller.
v 1.0.1.6
When not aiming actively (Gamepad): TNT throw distance is now dependent on the time you're holding it
Fixed PlayStation (DualShock) Controllers not being supported
Fixed Throw Master Upgrade crashing the game when having less than two weapons equipped
Damage indicators are now enabled by default
Fixed some other render resolution-related issue
Late-Game Elite Enemies now drop some health again
No more cooldown after last bullet, allowing instant auto-reload start on trigger pull
Added Damage Indicators to status effects on enemies
Reduced amount of blood created by thorns
Increased transparency of empty clip icons to increase contrast between loaded and empty icons
Improved input buttons reassignment menu ux
Now disabling camera aim offset by default if playing coop with mixed input devices (i.e. mouse + gamepad)
Fixed some other rare issues and crashes
All the best, thanks for playing and stay healthy! Jonathan
Just a small patch this time. Basically just bug fixes. The only new thing is a HUD indicator for the detailed HUD regarding the shadow walker achievement. So even console players can check whether they were spotted yet or not.
I got no news about the 1.0.1.4 Switch version yet, it's still pending. The Xbox already got their update a while ago and I will submit 1.0.1.5 asap.
v 1.0.1.5
Added Shadow walker indicator to detailed hud
Fixed best progress value sometimes not correctly updating
Stabilized the weapon drop rates in very late game
Reduced the number of rare weapon drops
Some more simplified Chinese localization fixes
Fixed sending unwanted command when about to choose upgrade
Aborting intro walk if getting stuck somewhere
Fixed audio sometimes producing a glitch sound despite being muted
Fixed some other minor issues
All the best, thanks for playing and stay healthy! Jonathan
Another minor patch addressing a lot of small issues and bugs but also changing some visible stuff! Getting more stable, smooth and balanced with every update! Always great to hear your feedback and ideas. It makes me very happy to be able to provide fixes and improvements to your problems as soon as possible. My top priority at the moment is to get rid of even the last hidden bug and to get the game fair and fun from start to finish. Only after this is done we can start dreaming about big and fancy new features.
Unfortunately, the console versions are still not quite up-to-date, but we will submit this patch as well (if you are reading this they are probably already submitted) and hopefully all platforms will be on the same version with the same content soon. Sorry for the inconvenience, but we have no power over the console submission processes. Only the PC versions allow us to quickly provide patches and updates.
For everyone who didn't notice there were several small patches since 1.0.1.0. You can find the changelogs here. They were marked as "small" patch (not anymore), despite being pretty important and not even that small, and therefore did not show up on the store page etc. - To always stay up-to-date with developments I recommend joining the discord. But from now on I will mark even patches as updates. And only hotfixes as small patch.
v 1.0.1.4
Added dedicated command keys/buttons that can be reassigned and allow you to quickly and directly command companions even while interacting (Default C and X)
Added prisoners with limited upgrade selections to first loop
You now have to hold down the pause menu restart button to prevent accidental restarts
Fixed Elite Animals not dropping keys
Fixed throw master upgrade making your currently equipped throwable unthrowable
Changed the way weapon drop chances decrease after reaching their peak to make early game weapons rarer in late game (will also increase drop chance of early
Jim is less conspicuous but moves slightly slower and Flint starts with less attack damage
Improved companion AI slightly
Decreased final boss shield durability but very slightly increased penetration resistance
Decreased bear boss health
Final Boss level is no longer persistent
Fixed sometimes finding a backpack tnt barrel but not tnt bandit
You can now leave the final boss level before triggering the boss
Clearing out more enemies around player spawn to ensure not being spotted immediately
Shadow Walker Achievement no longer being blocked when enemies spot freed prisoners or companions and made more reliable in general
Improved way of defining elite levels
Decreased amount of enemies in loops
Reduced health and sight of enemies in loops, also increased their ammo drop amount slightly
Added level 4+ elites to loops
Adjusted elite enemy stats (some have more health, some less, some shields have less life, some are better at spotting you, others far worse)
Made high-level elite shields easier to penetrate
Enemies in loop ambushes are less skilled at defusing tnt
Trader no longer alerts enemies with his shouting
Buffed dynamite weapons damage slightly
Made elite enemies a bite easier to spot
Fixed small farmland areas that shouldve been high grass
Fixed invisible companions in loading screens
Fixed to simplified chinese translation (Thanks to Blank)
Higher-level elites drop more ammo
Several other minor fixes or tweaks
All the best, thanks for playing and stay healthy! Jonathan
Edit: Hotfix now live, to stabilize the weapon drop rates in very late game and reduce the amount of rare weapon drops
A Fistful of Fixes and Tweaks: v1.0.1.3 Launched!
Howdy fellow gunslingers!
This patch addresses some more balancing problems but also some (old) bugs and console-specific issues. There's also one change to the UI Scale option which might reset your custom setting. When you're reading this the Xbox One will already have 1.0.1.0 available, and 1.0.1.3 will be submitted. The Switch Version usually takes much longer to get approved but we will also submit 1.0.1.3 there asap. In the steam version, I also added a reminder for players to write a steam review, as this is very important for keeping the game alive. However, you can easily dismiss this message if you've already written a review or are not ready to write a review yet.
v 1.0.1.3
Adjusted final boss weapon behavior
Getting spotted by unarmed or animal enemies doesn't prevent you from getting the shadow walker achievement anymore
Enemies are much less likely to spot you if you are unarmed and slightly less likely to spot you if you only have throwable weapons equipped
Enemies, especially animals, are more likely to spot you if you are bleeding
Fixed some other minor visual issues
Added a new hint after freeing partner
Companions will now level up faster and therefore get more health faster and also heal up more often, making them less vulnerable to strong enemies and more powerful overall
Partner now starts with 20 hp instead of 10 and even more in looped runs
Added a reminder to main menu to let you know to write a steam review once you've played the game for some time. This can be dismissed by clicking it once and will never show up again afterwards, similar to the discord hint
Actually removed bisons, snakes and wolves from ambushes this time
Made enemy TNT more visible in high contrast mode
Color Blindness Blue Boost now also applies on TNT
Decreased default UI scale on consoles
Moved UI Scale Setting to Game Settings, so its also available on consoles
Updated the way UI Scale Setting is stored making your existing setting reset, but it will store two separate custom ui scales from then on, so you can have two custom ui scales in fullscreen and window mode without it resetting to default every time you switch
Big Knife Upgrade also increases melee knockback
Elite enemies have slightly reduced vision range
Throwable weapons no longer have incendiary upgrade applied to them
Buffed Rest and Companion Armor upgrades
Fixed pink color glitch that sometimes happened on explosive barrels
Fixed a minor problem regarding birds
Fixed issues with trails
Buffed some late-game loadouts
All the best, thanks for playing and stay healthy! Jonathan