Crupt cover
Crupt screenshot
Genre: Adventure, Indie

Crupt

Update 39

-Fixed being able to click menu buttons while the game is already exiting to the title screen (notably "Exit" and "Resume")
-Fixed the "point" icon for the point display eating cursor inputs (caused some things to be unclickable when near it)
-Removed unnecessary EventSystem creating error messages
-Removed a bunch of unnecessary empty text objects on items in shop UIs

Update 38

-Added a separate launch option for a 32-bit version of Crupt
-Updated Crupt to Unity 2021 (prolly should've done that a while ago)
-Fixed Bestiary stats for ambiguous causes and the Player tracking for Bundles (was set to them by default in Update 36 without thinking about implications, oops)

Update 37

-Fixed Bestiary "Killed" stats being incremented instead of "Killed by" stats (caused by changes made last update)

Update 36

Minions:
-Increased Minions' Flashing time (now have more invulnerability time)
-Minions now look for a new target if they're too far away, and won't constantly try to reposition when already near a target
-Minions will now jump if there is an obstacle blocking their path regardless of the height difference of their target
-Minions now stop moving at will (rather than sliding to a stop)
-Minions now follow behind the Player at a further/different distance than enemies
-Distance that minions follow behind the Player is now based on their scale (causing them to arrange themselves from largest to smallest)
-Adjusted the timing of Pops' walk animation
-Fixed being able to have more Pops than intended in some circumstances
-Fixed Minions not loading properly (all would be converted into the last type spawned)
-Fixed Minions not colliding correctly when on top of enemies
-Fixed Minions not being damaged by enemy weak points (things like Spuks' shields)
-Fixed Collect the Dudes being "unlocked" every time a save with max Minions was loaded

Changes:
-Added some shading to the Player's face
-The delay between enemies being able to be damaged by physical attacks is now separate from bullets, and shorter

Bug Fixes:
-Fixed many Creature's bullets not being affected by Brawn
-Fixed Lubs' launch not being affected by Brawn
-Fixed some item stuff not being reset properly when clearing item lists (notably Accessories)
-Optimized the BreakItem function a bit to reduce unnecessary calls
-Fixed Spuks' Bestiary stats not increasing
-Simplified how Bestiary stats are incremented

Update 35

Explosives:
*Made the hit boxes of thrown Explosives match up better with their sprites
*Fixed thrown Blast Bombs and Bullet Bombs colliding with the Player and restricting movement
*Thrown Blast Bombs and Bullet Bombs no longer collide with enemies
*Added some more friction and bounce to thrown Blast and Bullet bombs so that they don't slide as far once they hit the ground

White Sand:
*Can now tell when White Sand has been used for a Wave via a white outline around the "Setup" and "Wave #" text
*White outline is removed after White Sand wears off (Wave ends)

-Added a trigger to discover an achievement
-Disabled some leftover debug stuff

Update 34

-Fixed Player's physical hitbox not properly adjusting when crouching
-Minor balance changes to post-game content

Update 33

-Fixed enemies that do not normally give points still giving an additional point when killed while Vulnerable
-Fixed enemy spawn particles rendering on top of parts of the ground
-Fixed/changed some post-game content stuff
-Fixed the Blindness effect not initializing properly upon loading
-Fixed the Blindness effect making its "remove" sound on the main menu in some cases
-Changed some Player collision (should maybe help fix some edge cases)
-Changed how Dashing works under the hood a bit
-Fixed some collision with Minions

Update 32

Lottery Coins:
*Added a text particle that spawns when using a Lottery Coin
*The text gives a brief, semi-vague description of the result of the Lottery Coin

Flumps:
*Fixed Flumps not wandering properly when not aggroed on the Player
*Adjusted logic for when Flumps make sounds while jumping (notably now make sounds when focused on the Bestiary screen)

-Fixed being able to block armor piercing damage when Invulnerable (fixes an exploit involving eating a Spurange while dashing)
-Slightly changed the logic of when enemies are considered "not aggroed"
-Fixed Chups spawning hit particles far above their bodies
-Changed logic for how bullets are positioned under the hood (don't think there are any bugs, but if there are, this is what'll cause them)
-Fixed item list indexes not properly updating when an item that was not currently equipped broke

Update 31

-Fixed a crash caused by dying from the "burning" effect
-Fixed Leaches not being properly scaled to the size of their corresponding Lunch

Update 30

Still working on that major update. If I squint I can sorta see the light at the end of the tunnel, but still no ETA yet.

-Fixed Player not properly responding to being hit by a bullet type
-Added an additional check to prevent items from breaking when "Empty"
-Fixed trees/crops loading on the Menu (they were offscreen but still)
-Slight changes to how healing is handled

Minor bullet optimizations:
*Changed how bullet sprite overrides work (only really used for Empty Melee Weapon, but it's more modular now)
*Slightly changed how item bullet scales work under the hood

Teleporters:
*Minor optimizations to Teleporters
*Fixed Teleporters (and maybe minions?) not loading right
*Fixed Interaction Indicator showing up when near a Teleporter Entrance when no Exit has been placed
*Fixed Player's hand being empty when attempting to use a Teleporter Entrance/Exit when at max Teleporters