50+ new items including cool new relics, along with those that give you cool new familiars. All unlocked by default, so you don't have to grind to unlock them.
Boss Rush mode with some new locations you haven't seen yet.
40+ Completely New Bosses with some cool attacks and patterns - more than double the original content, these will be available in classic game mode as well.
10 new guns to add to your arsenal.
We're also have been spending about 20% of the time working on DLC-2 - it's a bit easier to make, since making new bosses is such a huge effort, The focus of that one is new GUNS - we felt these repeat quite often, so we need like a hundred more or so - how does that sound? Of course there's going to be more stuff too.
Update 1.10 Finally, also DLC Coming Out!
Hello guys, sorry for delays, but we've been working hard on making that DLC we promised some several months ago - so if there's nothing really new to write about, we don't! We felt the DLC lacks something crucial so we took our time and continued working for months and months. The initial idea was adding some new items and a new "Boss Rush" game mode. However, it felt a bit boring, so instead we also decided to add "some" variety to bosses so it would feel new and unique. And so we did, in fact we added at least 40 new bosses!!
DLC will be available soon, but in the meantime we're updating the game to a cool round 1.10 number. I can't provide you with a list of all new features - there's just too many to even remember, but we've been working pretty hard trying to fix issues and make everything balanced.
Some of the things we did are: Improving older bosses, fixing bugged items and meta perks, balancing character's jumping abilities, fixing some visual effects, reworking universes a bit, and much more.
But the more important change is this: we're introducing Level Editor. So you can now make a copy of all levels and make your own variants - you could even design new biomes. It's an early "beta", and also important is that it's our internal tool which wasn't supposed to be distributed so it's very "internal", i.e. no documentation and you need a lot of time to figure out how everything works. Consider joining our discord server if you want to get involved with this. There's also no "share" function at the moment, however if you make something really good you can send the files to us and we might include it in the base game.
To enable game editor press "E" in the main menu.
DLC?
Hi!
Yes, I know we promised DLC in January. However, we've decided that we don't have enough to justify the release, so we've chosen to take an extra month or so and add a huge amount of additional content. In addition to 100 new relics and a new game mode, we're also planning to add at least 30 new bosses - some of which are entirely new, and some will be rehashed (hugely!) variants of the older ones.
These new bosses will be available in both the "classic" and new Boss Rush mode.
We've also been working on a custom level designer for our community to explore. This is our external tool, so expect it to be a bit ugly and not very convenient, but if you desire, you will be able to build your own levels. This is an experimental feature that will be available in the base game once we release the update that enables DLC and it will not yet support Steam Workshop. (You will be able to share these levels manually of course).
DLC Incoming!
Hey guys, it's been a while since our latest update, so let me tell you what we've been up to. What it was is this: we've been working on a DLC for Doomsday Hunters! We're pretty confident in the state of the game right now, so maybe it is time to add something extra? So we'll try and do that. Here's what we're planning for our first DLC:
100+ new items, mostly relics but some consumables too.
New Game Mode: Boss Rush. Which is exactly what it sounds like: you fight just bosses all the way, getting crazy powerful.
We're also adding variations to some of the bosses and adding new ones: available to both Boss Rush and normal modes.
Many new Familiars.
And we plan to release it in January, so stay tuned!
Overall, our next big aim is enabling editing and adding new user-generated content, but that's a biggie, so we're still thinking how it can be done exactly.
Update 1.0.8 is Here!
We're continuing to work on improving the game, making it accessible and fun for everybody. One thing we thought is important is replaying earlier universes once you conquer them: they may look way too simple, but now we have a solution for that!
Resurrection will only restore 20 HP, not the full HP
Added 2 new "Extra" difficulty modifiers "Impossible Mode", which will severely increase difficulty on any universe. So if you wanted to replay Universes 2 or 3 but it was too easy, you can now turn these on (one or both) for some extreme challenge.
Added another "Extra" difficulty modifier: "Mad Clock", which increases game speed by 25% (used to be a standard universe 6 modifier pre-1.0)
Some earlier universes will have somewhat simplier enemies, while for universe 6 (max difficulty) some enemies will be replaced by an elite version of the same enemy. This is currently work in progress, we'll try to add more elite enemies as time allows.
Adjusted the way enemies grow in power in later biomes, this scales with the universe (so very little changes on universe 1 and max changes on universe 6)
There was a bug with how Perks are generated (choices you get on level up), they should be "properly random" now. As a result, you should get a much better variety now. Some of the perk icons are missing, we're working on them.
Nerfed passive energy generation (meta upgrades), you should no longer be able to use your special energy non-stop.
Update 1.0.7
1.0.7 update is here!
We're continuing to work on a game balance while fixing bugs, including some we introduced when we fixed other bugs. Sad but true, this happens.
Here is a list of chances, please let us know if these made the game better or not. We'll continue improving various things, of course. However bigger dream is making our tools available for community so that you could modify the game yourself. They are messy, so we're still thinking how to do it.
Since the last update you're getting more meta currency if playing on higher difficulty universes (5 and 6), so we added the text saying exactly how much you're getting.
Slightly increased difficulty on final Boss: Mega Draculing.
Slightly increased difficulty on Hell biome (replaced weaker monsters by their stronger versions). Possibly needs some more adjustment, we'll keep an eye on a feedback, reason being: players are usually quite overpowered when reaching this late stage and it's hard to keep things challenging without being unfair.
Changed some parameters on final (6th) Universe, this should probably make it harder: We reduced amount of enemies but powered them up.
Fixed some Relics
(Hopefully) Restored broken "Doom Minigame", you now have a chance to find it in the Desert biome.
Fixed Meta Progression perks which didn't activate unless you manually visit Meta Upgrades gadget in the hub. (Shroom effects, extra inventory space)
(EXPERIMENTAL) Killing enemies no longer destroys all enemy projectiles. This was one of a major changes we made for 1.0, however it made the game significantly easier and maybe sometimes even trivial. So we're rolling back this change for now to see the feedback.
Update 1.0.6
1.0.6 update is live!
This is mostly a balance related patch. Here's a list of changes that we managed to remember (there's probably more):
Rerolling sidearm now properly produces random sidearm
When you run out of items to unlock in the Hub, they should be replaced by purchasable items for your run. This was supposed to be fixed in 1.0.5, but we missed one important issue and it was still broken. Hopefully finally works as intended.
Fixed some endless money exploits.
Slightly increased the difficulty of universes 5 and 6, changed the parameters on universe 5.
Nerfed some OP meta upgrades and items.
Significantly increased the difficulty of most Fury stages.
Fixed some rare bugs where items would disappear from inventory.
Update 1.0.5
Hey guys, we already have a new 1.0.5 update!
Some changes are:
Hub unlocks were bugged: once you unlock all the items of certain type, you were supposed to be able to purchase one for your run. Instead they disappeared on purchase, this should have been fixed.
Added consumable unlock in the Hub, lowered prices for weapon and consumable unlocks there.
When reaching final location, you can now unlock something, this only cost 4 meta coins.
Final boss now drops some meta coins on kill
Both meta coin and ancient coin drops were increased if you play on higher difficulty universes (Fury rank is still ignored for now)
Hax's hero abilities are now properly assigned (instead of being copies of Drakoh).
So, as you can tell, this is all about making unlocks easier and less "grindly". Enjoy!
Update 1.0.4
Hey everyone, a lot of good changes in this one! Patchnotes:
Completely reworked inventory system:
You can now directly equip and unequip items from the inventory. There is now a separate button for each action.
There is a hint to show where the item will be installed when equipping it.
There is some text info when dropping items from your slots.
Because this system was completely reworked, we might have introduced some bugs, so we need further testing.
You will now be able to see if you completed a certain universe with a certain character. No progress have been kept however, because we didn't keep it before. In the choose character menu, there are icons on top that indicate your completion status. Also, there is a tiny number that tells you what the maximum Fury Rank for this win is. (We are still figuring out a better UI for this.)
Slightly more currency (both types) starting from Universe 3. If playing on Universe 6, you get a little extra. We'll continue improving this in future updates, as we still believe unlocking progress is a bit slow.
Fixed some relics that were too strong.
Fixed extremely low cooldowns on some skills.
Many smaller balance changes.
Update 1.0.3
Ok guys, some news today! We've released a patch fixing many of the bugs, some of which are big and some are small. Let me tell you we're listening to your feedback, so we hear some of you say unlocking stuff can be a bit "grindy", so next time we'll try to fix that.
We don't have a huge amount of testers, so please report if anything is wrong this time. Here are the patchnotes, there might be a few things we forgot though.
Adjusted some NPCs prices
"Extra" panel is now controller-friendly, also you now see what you picked after you exit that screen
Fixed some meta currency exploits
Adjusted enemy max HP modifier so it wouldn't go below 0 and would consider modifiers picked up after enemy spawned already (Very rare case right now)
Perks are no longer bound to specific hero. Unlocked some perks previously locked because of this logic, and also some perks that were hidden, they all need to be retested now. Some new perks missing proper icon (TBD). Some of these newer perks need further testing too.
-Fixed some perks that would exploit endless jumps.
-Mjolnir Perk no longer equps, just fires instead
Fixed softlock: when you add item into inventory in the unlock room instead of picking it up or scrapping, the game will softlock.