Kept you waiting, huh. Chapter 3 "Deja-Vu" is finally unlocked, so the version number is simultaneously advanced to a new phase: 0.9.x. This version officially launches endless cave exploration and introduces the challenge of a true Boss that is completely free from the bipedal mode. Also arriving with this update are new weapons, skills, a host of optimizations, and fixes! Welcome to the Era of the Abyss!
[p] [/p]
Updates
Endless Abyss Exploration
[p]The newly added Level 21 "Endgame of the Abyss" takes place in the "Cave" scene occupied by termites.[/p]
[p]*Level 22 can be challenged directly without completing prerequisite levels (including Free Mode - Jamais vu).[/p]
[p]The playable character is the female protagonist "Pi Sicen" from her school days.[/p]
[p]The Cave scene is procedurally generated, featuring infinitely possible structures.[/p]
[p]In Story Mode, the scene is fixed and determined by seed and scale parameters.[/p]
[p]The objective of this level is to defeat the Termite King and Termite Queen, and retrieve a pair of slippers from their bodies.[/p]
[p]Both large and small soldier termites in the scene are highly aggressive and have a low stance. You need to select appropriate weapons to defeat them.[/p]
[p]The Nasute Soldier Termite is a special type of soldier termite that can shoot a blob of purple substance, forcing the player to slow down.[/p]
[p]Killed termites are recorded by category in the panel at the top-right corner of the screen.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/851447051bfa4218056908cb7df946b68cf16ed7.png"][/p]
[p]Prepare yourself—this cave will later be occupied by all sorts of bizarre creatures.[/p]
[p]This update also introduces a brand-new level-clearing method: item searching.[/p]
[p]The Cave scene adopts a newly optimized physics engine, which significantly improves CPU performance.[/p]
[p]*This is a scene the developer often dreams about: losing shoes without knowing when, then searching for them in all kinds of strange places.[/p]
[p]The app icon has been replaced with the themed conceptual illustration.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/cb75424eb99120312ee7eecd55d5f8cf81e79899.png"][/p]
[p] [/p]
True Boss Battle Activated!
[p]The newly added Level 22 "Dawn of the Awakening" is a Boss battle level, set in the brand-new scene "Cave Exit."[/p]
[p]*Level 22 can be challenged directly without completing prerequisite levels (including Free Mode - Bygone Days as New).[/p]
[p]The playable character is the female protagonist "Pi Sicen" from her school days.[/p]
[p]The new Boss is a giant insect-like monster standing 3 meters tall.[/p]
[p]The Boss has multiple attack methods, including:[/p]
[p]Slashing and chopping with its forearms, inflicting Bleed or Burning \[Fire] status. Chopping leaves high-temperature vents on the ground, which continuously burn and accumulate Burning status; after persisting for a few seconds, the vents explode, causing massive Burning status buildup.[/p][p][/p][p] [img src="https://clan.akamai.steamstatic.com/images/40327210/b22b1264da4ac7b2d26bf141bd82adbe1f0aa39b.gif"][TAG-109][img src="https://clan.akamai.steamstatic.com/images/40327210/b22b1264da4ac7b2d26bf141bd82adbe1f0aa39b.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/aefaac7d9445da157f58f031c21e5f3362496a38.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/66758a0237a0a4b82691ad75a6b8b9b3d31d0d5b.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/92fb796769bfc316ed0070078031a4be1b067db8.gif"][/p]
[p]Pinching and stinging with its tail pincers, inflicting Bleed status.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/4c9fc771b0301395dd90d163eb7e86bd47b1cfac.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/892aaf3c5e2baa0cd4b7363e990d6ee55ff45621.gif"][/p]
[p]Sweeping strikes with its abdomen.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/5c5b72872d6c28af92587edff9666abd1490a1f4.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/7051c03360535d88b356dec5c0a33b2885a6ea3c.gif"][/p]
[p]High-pressure water jet beams, inflicting Erosion \[Water] status.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/b2f817e2c76fb8fd8b967c4c171f47f04180c0f8.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/8bef6fbcf043139ea2a97aad366d95e66a27bbf2.gif"][/p]
[p]Spreading large areas of sticky substance, inflicting Erosion \[Water] status; you cannot run in the area where the substance persists, only walk slowly.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/f71ad2a6724baf07dcf3203760107fb223ed2cfb.gif"][/p]
[p]A wide-range knockback attack when taking off.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/38a2f3c7914c74c0c75fe3a1fc2ce7124f77aa13.gif"][/p]
[p]Low-altitude sweeping strikes launched from high in the air, inflicting Bleed status and leaving a trail of fire.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/d22f9f4436d2ee6f269c9a1cacb13a0a299e866a.gif"][/p]
[p]Digging up rocks from the ground, rolling them with soil, and infusing heat to form a giant molten sphere.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/42475efe4462f8f8c2090ac0ef0253f9a964c4d0.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/cf34f52fdf5aa40584ccbfa75f3e9013c0d61643.gif"][/p]
[p]Collisions with the lava sphere cause minor damage, and its rolling leaves a burning trail. After persisting for over ten seconds, the sphere explodes violently, causing massive Burning status buildup.[/p]
[p]The Boss has 8000 HP and relatively high resistance to Water and Fire status effects.[/p]
[p]The Boss only unleashes powerful attacks when its HP drops below a certain threshold.[/p]
[p]Optimized the smoothness and transition of multiple animations.[/p]
[p]Shortened the item pickup animations and reduced unnecessary stagnation after picking up items.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/1087057c188c4b846b6463c24ac340e129280d64.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/6d6449ad3888d3ce14037a502315acbeaef4c631.gif"][/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/8542e0cacaac3ce7585fb6335aa20701d6531675.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/03702c721b0d89dcf9f26748de596b1c582d2be1.gif"][/p]
[p]Added a buffer function to skill inputs, enabling smoother consecutive skill use or chaining skills after other actions.[/p]
[p]The latter half of various skill animations can be interrupted and canceled with dodge or attack actions.[/p]
[p]The latter half of the item pickup animation can also be canceled with a dodge.[/p]
[p]Dodging is no longer restricted by current Stamina; it only deducts a maximum Stamina amount equal to that of a kick. If Stamina is insufficient, it will only be deducted down to 0.[/p]
[p] [/p]
Slingshot, Fire!
[p]Brand-new skill subtype: Slingshot.[/p]
[p]A throw-type skill that consumes ammunition and uses a unique animation.[/p]
[p]Stones are no longer regular handheld weapons; instead, they are added as ammunition when picked up.[/p]
[p]Multiple pieces of ammunition can be collected at once—all ammunition of the same type within a 2-meter radius can be picked up in one go, with a single-pickup limit of 20 pieces.[/p]
[p]The ammunition count is displayed above the weapon inventory.[/p]
[p]Brand-new weapon: Slingshot (a typical representative of the Slingshot subtype).[/p]
[p]The Slingshot can be obtained in scenes with stones, such as the Museum and the Plaza.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/b2c8e147a73b9f10345de407be823171e617c6e8.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/e77d3376e9f281d424bfead67061286180c73dcc.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/e3267139b31348b663f51ce09ea7f658a66f4de9.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/955969d43f2e548f6fc07b6a2973e7aee645216e.gif"][/p]
[p]"Hallow’s Hold": A giant blade located in the Stray King Boss battle scene.[/p]
[p]It is embedded in intense flames, and the Boss’s water jet attack can extinguish the flames.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/38ba80ec56cb2d7cc9e1895ee3431d5c4c32e03f.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/078afe1295a4334a9442d0828b5bd73ca448b7fe.gif"][/p]
[p]This is a one-handed slashing weapon; its skill is a throw \[Slingshot]. Its attack deal Fire elemental damage.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40327210/44de0af755eeaa6328a60d9f9cae8bcc9db2e202.gif"][TAG-340][img src="https://clan.akamai.steamstatic.com/images/40327210/f4b1283ed2bfe99a360fec9cfc07a23d990a4bbb.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/77fd8c9cb2926054b5caca57e830b8e882b3b008.gif"][img src="https://clan.akamai.steamstatic.com/images/40327210/cb11cab94a0a757da0032e97165813f11a084faa.gif"][/p]
[p] [/p]
A Sense of Achievement!
[p]Several new achievements have been added to document every step of the player’s adventure:[/p]
[p]*After completing this achievement, you can use "Grasp of the Necromancer" for custom characters.[/p]
[p] [/p]
Underlying Program Optimization
[p]Separated some scripts to reduce coupling, improving development and compilation speed.[/p]
[p]Optimized the data structures of certain components.[/p]
[p] [/p]
Fixes
[p]Fixed potential security issues in the Unity engine.[/p]
[p]Fixed program crashes that could be caused by throw attacks.[/p]
[p]Restored the missing controller vibration function.[/p]
[p]Fixed foot jitter in skill animations.[/p]
[p]Fixed wolf interaction issues in Level 20.[/p]
[p]Optimized the center points of the Cane and Warning Sign weapons to make pickup animations more natural and accurate.[/p]
[p]Fixed the non-functional lock-on pitch correction; hit positions are now more accurate than ever.[/p]
[p]Corrected the unlock conditions for the "Tianya" and "Luori" weapons (which require achievements to unlock).[/p]
[p]Fixed the bug where a single player attack could deal multiple hits at high frame rates.[/p]
[p]Resolved potential performance issues caused by culling in the Plaza scene.[/p]
[p]Reduced Burning damage dealt to UE-type enemies to 25%.[/p]
[p] [/p]
Postscript:
With the arrival of new scenes, new Bosses, new characters, new weapons, new skills, and new achievements, Eruption enters a brand-new chapter. In the future, you will encounter even more new content—novel, long-awaited, and unexpected! At the same time, existing content will continue to be improved and enhanced.
2025.6.24 v0.8.35 Theme Update "Snap"
Preface:
This update introduces numerous menu animations, optimizes loading methods, and enhances both operational feel and visual comfort.
[p] [/p]
Updates:
Optimized resource preloading approach and smoother UI experience
[p]Added four new high-impact loading screens.[/p]
[p]Added transition animations to multiple menu interfaces.[/p]
[p]Replaced the male "OK" confirmation voice in level selection with a finger snap sound.[/p]
[p]Improved visual effects for the wave-line progress indicator during level loading.[/p]
[p]Clarified loading states: the Start button now hides during loading and reappears upon completion.[/p]
[p]All level entries are now displayed initially (with names hidden as "?"), showing prerequisite requirements when clicked.[/p]
[p]Reduced wait time for level graffiti to appear.[/p]
[p]Enhanced Templar character model (e.g., added belt details and cloth physics).[/p]
[p]Refined sword model for the Templar.[/p]
Improved overall control, audiovisual comfort, and stability
[p]Moderately reduced character movement speed.[/p]
[p]Reduced post-processing exposure in cinematic scenes to alleviate eye strain.[/p]
[p]Improved motion clarity during lower framerate scenarios.[/p]
[p]Added automatic target switching upon current target death (prioritizes optimal new target in view). Can be disabled in Settings > Controls. Enabled by default.[/p]
[p]Extended the effective duration of attack auto-correction during target lock.[/p]
[p]Added auto-targeting functionality to kick attacks.[/p]
[p]Added directional indicators for target locking.[/p]
[p]Replaced the first level’s background music to reduce harshness.[/p]
Fixes
[p]Fixed erroneous display of lock-on icons when enemies were outside the field of view.[/p]
[p]Fixed animation glitches during chapter transitions at low framerates (e.g., 30 FPS).[/p]
[p]Fixed desynchronization between attack hitboxes and animations for the Templar in Level 5.[/p]
[p]Fixed persistent walking after closing tutorials triggered during sprinting.[/p]
This version primarily addresses I/O bottlenecks on platforms with weaker CPU/storage performance, while improving 30 FPS experiences on mobile devices. Development of new bosses is progressing alongside this update—stay tuned!
This version primarily adds a tutorial feature and fixes several issues.
Updates
Brand-New Introductory Tutorial Instructions
Illustrated tutorial instructions have been added to the first five levels of Story Mode/As If It Were New.
The tutorials cover: operation methods, basic settings, data rules, etc.
Tutorials are triggered when players enter specific areas.
Tutorials can be closed directly by long-pressing the "Next" button.
Tutorials can be disabled in Options > Generic from the main menu.
Fixes
Fixed an issue where defeating UE-type enemies as targets in Endless Nightmare failed to trigger level completion.
Fixed misalignment of weapon trail effects due to pitch correction in lock-on mode.
Fixed a scenario in Endless Nightmare where VIPs might share the same weapon skin as targets, causing incorrect identification.
Fixed offset issues with weapon names and messages text in ultra-wide screen mode.
Optimized dynamic effects of information text panels.
Fixed an issue where level failure reasons were not properly displayed in Endless Nightmare.
Conclusion:
Peripheral designs such as the game UI also significantly impact the quality of experience. In the future, more user experience improvements will be introduced irregularly. Stay tuned!
2025.5.5 v0.8.33 Theme Update "Glyph"
Foreword:
Added more contextual information to in-game messages to enhance intuitiveness. Replaced the text rendering system, significantly improving CPU performance and reducing potential stuttering. Introduced new weapons and revamped unique attack animations.
Updates
New Message & Text System
Pickup notifications for weapons and hats now display skill names, icons, damage reduction stats per damage type (for hats), and whether they provide Stagger Mitigation (halves stagger duration to match body hit recovery).
Implemented a static character(UI term) rendering system, drastically reducing stuttering caused by new text displays and shortening scene loading times.
Improved font readability and visual effects across select UI elements.
New Weapon: Crutch & Revamped Heavy Attacks
Crutch : A new blunt-damage weapon of the "Handle" type with exceptional range.
All "Handle-type" weapons now feature completely redesigned heavy attacks:
Replaced the original crouching uppercut (similar to maces) with a long-range thrust involving a backward windup and forward lunge.
The new heavy attack complements Handle-type weapons' short-step light combos with extreme forward momentum.
Added Secondary Damage Type mechanics: Specific attack animations on certain weapons now deal alternate damage types.
Example: The Kitchen Knife (primary damage: Piercing) now deals Slashing damage during its heavy attack spin.
More weapons with this trait will be added gradually.
Further Performance Optimizations
Optimized character status effect lighting to eliminate performance impact when inactive.
Refined particle counts and effects for Vertue's "Cockatrice" lightning skill, reducing performance fluctuations without compromising visuals.
Fixed excessive screen flash caused by Ren Long's attack animations.
Overhauled NPC AI control systems to reduce main thread overhead.
Improved projectile manager lifecycle handling.
Other Improvements & Adjustments
Stabilized hit detection nodes for Electric and Water elemental damage.
Enhanced camera easing effects for smoother transitions and improved low-FPS tolerance.
Changed scroll bar backgrounds from grey to black for better contrast.
Added additional global illumination to cave scenes to emphasize depth.
Adjusted Killer spawn positions in Chapter 8 for more tactical flexibility.
Female protagonist's hats now have type-specific positioning for better fit.
Optimized the way of BGM files’ loading. Shortened the loading time.
Fixes
Fixed NPC footstep AI behavior on staircases.
Fixed weapon afterimage misalignment caused by pitch correction adjustments in Lock-On Mode(Including NPC).
Resolved potential target-locking failures when restarting in Nightmare Mode.
Corrected interactive object highlighting errors after retrying levels.
Addressed multiplayer lobby search failures after returning from matches.
Normalized abnormal status durations for UE-type enemies to match standard NPCs.
Fixed text overflow/wrapping issues with long localized level titles.
Postscript
This update also advanced development on new scenes utilizing the Bullet physics engine (the same engine used in GTA) to alleviate AI pathfinding strain. Technical prototypes for an all-new boss battle have partially completed core systems. Stay tuned!
2025.3.14 v0.8.32 Theme Version "Liberté"
Foreword:
This update does not introduce new features or elements but focuses on significant optimizations and innovations to gameplay mechanics.
Updates:
Smoother Combat Experience
“I've Given thee courtesy enough.”
Heavy Attacks have been integrated into combo sequences and can now be seamlessly chained with Light Attacks and Dodges in any order.
When stamina is low, Heavy Attacks now require only the same minimum cost as Light Attacks to use, aligning the orange stamina indicator with player expectations.
Reduced base stamina cost for Heavy Attacks from 150% to 125%.
Pre-input is now possible during hit stun, allowing faster counterattacks or dodges to handle enemy combos.
Heavy Attack follow-ups can now be executed at nearly any point during a Dodge.
Shortened the animation duration for one-handed Heavy Attacks to integrate smoothly into various combo chains.
Improved directional recognition for Dodges, eliminating input inertia interference for more precise responsiveness.
Optimized target-locking logic: when two targets are close on-screen, the system now prioritizes the physically closer one over those marginally near the screen center but farther away.
Enhanced accuracy for target selection criteria.
P.S:
The boss for the new chapter is currently in development—stay tuned!
2025.2.26 v0.8.31 Theme Version "Friction"
Foreword:
This update primarily introduces the new multiplayer battle scene "Deep Seek", along with multiple experience and combat optimizations. The female protagonist receives her first costume "The Classmate Whose Name I Forgot".
Updates:
▌New Scene - DeepSeek(Cave)
A completely randomized cave layout upon each entry
Low visibility with luminous mushrooms and moss as landmarks
Features ceiling-glowing cyan fireflies (fungus gnats)
Fully randomized respawn positions in battle mode
Single-plane design without vertical layering
Currently available only in battle mode
▌Further Polished Combat Experience
Completely revamped hit feedback with three friction tiers reflecting weapon sharpness
Positive/negative adjustments when hitting different enemy types/body parts
Friction increases by one level when:
Striking fully armored enemies
Hitting helmeted heads (stackable, capped at max level)
Friction decreases by one level when hitting elemental enemies (capped at min level)
Weapon friction defaults:
Swords: "Sharp"
Most weapons: "Normal"
Few weapons: "Rough"
Optimized Vertue's lightning hit effect: Now uses whichever is longer between current stiffness duration and 0.1666s overlay, preventing stiffness reset issues
Removed 0.5s weapon-built damage reset: Attack results now remain consistent throughout animation, preventing double damage on same target
Directional correction during locked attacks now only occurs in first 25% of animation, enhancing responsiveness and challenge
Enhanced “Zweihänder” type mechanics:
Combo attacks always deal 150% damage
Max stamina consumption capped at 50%
Always executable with remaining stamina (exhausts stamina if insufficient)
Improved “Zweihänder” type weapon input window recognition for smoother execution
Optimized stamina-insufficient input buffering :
Previously: Immediate input cancellation
Now: Retains input buffer for short stamina recovery periods
Fixed occasional missing damage check in blunt weapon combos
Fixed off-hand weapon damage check loss
Fixed occasional missing hit reaction on UE-type enemies
▌New Costume
Pisicen's new outfit: "The Classmate Whose Name I Forgot"
Available in all modes (select gray variant)
▌Smoother UI Experience
Added transition effects for multiplayer spawn/revive
Fixed character tumbling when resetting positions in local co-op
Compacted multiplayer map selection buttons for better list visibility
Other Improvements & Fixes
Fixed player character IK in multiplayer
Optimized mirror reflection performance in cinema scene
Fixed black borders in cinema scene reflections
Afterword:
Major version development is entering final stages, bringing new chapters and gameplay experiences soon. Stay tuned!
2024.12.24 v0.8.30 Theme Update ”Doppio”
Intro:
This version focuses on introducing a local two-player competitive mode, while also addressing and optimizing multiple performance and functional issues.
Updates:
Doppio
Added a local multiplayer competitive mode, Doppio Double Fight, in free mode.
Use saved characters from free mode, default to the same character, and 2P can select other characters by entering the serial number.
Player characters reset (re-equip initial weapons) and swap initial locations every 100s or after one player falls.
Use a fixed orientation camera, aiming mode is not available.
Characters will be marked with colors and characters at the top, indicating approximate health.
Locking logic has been specifically optimized.
Different operation modes such as keyboard + mouse (2P), keyboard + gamepad, gamepad + gamepad are available.
When the 2P uses the No.1 gamepad option is checked in settings, one gamepad can be used for local two-player play.
2P keyboard controls are as follows:
Right Shift: Lock
Right Ctrl: Dodge
Arrow Keys: Movement
Numpad 0: Sprint
Numpad 1: Attack
Numpad 2: Kick
Numpad 3: Heavy Attack
Numpad 4: Interact/Pick up
Numpad 5: Skill
Numpad 7: Previous Weapon
Numpad 8: Next Weapon
Numpad 9: Info Panel
Currently, the 2P gamepad control settings are synchronized with 1P.
Critical Fixes and Optimizations:
Fixed numerous memory issues, further improving program stability and performance.
Fixed the issue of character movement stutter during locking or other low frame rate conditions.
Optimized character control and turning movement, now more flexible and accurate.
Fixed synchronization of direction correction during aiming and locking in multiplayer mode.
Optimized the animation and position synchronization effects of characters in multiplayer mode, making it smoother.
Optimized visual effects for kicking and battle roar.
Fixed multiple issues that could cause connection failures in multiplayer mode.
Fixed the issue where polluted sound effects would not stop after a character was defeated.
Fixed the issue where character shadows would not display in the quality mode in the cinema scene.
Fixed foot misalignment issues in some heavy attack animations.
Conclusion:
The current local two-player competitive mode is just an appetizer, with more scenarios and gameplay to be introduced based on it in the future. Stay tuned! Merry Christmas!
P.S ASL Script state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01F2F560, 0xB8, 0x0, 0x140; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x21C; int CCBossHP :"GameAssembly.dll", 0x01F18BE0 , 0xB8, 0x0, 0x38, 0x10, 0x20, 0x21C; int UEBossHP :"GameAssembly.dll", 0x01F072D0, 0xB8, 0x0, 0x248, 0x0; int PlayerHP :"GameAssembly.dll", 0x01F04FA8, 0xB8, 0x0, 0x48, 0x21C; }
This update mainly introduces the "Danger Zones," where lingering will accumulate ailment effects. Additionally, the "Sacrifice" skill, new weapons, item drop sound effects, and numerous fixes and optimizations have been added.
Updates:
Danger Zones
Danger Zones will consistently accumulate corresponding ailment values for players or NPCs within them, with a fixed cycle of 0.5 seconds.
For example, areas with electric shock risks accumulate at a rate of 20/s (10 per cycle), and burning areas at 10/s (5 per cycle).
The accumulation in these areas is independent of the character's triggered state, meaning it will continue during combustion, freeze, shock, erosion, bleeding, and pollution durations.
There are electrified areas on the first and third floors of the cinema.
The scorching ground in the square not only causes direct damage but also accumulates combustion ailment.
New Skill "Sacrifice"
The Sacrifice skill replaces the original skill War Cry for legendary weapons (Vertue, Roi, Tianya, and Luori).
Sacrifice has a slightly shorter total duration compared to War Cry (2s -> 1.667s) and triggers slightly later.
Sacrifice does not grant weapons a one-time knockdown attack enhancement but only triggers their hidden elemental attributes or special abilities.
Sacrifice will also accumulate 50 points of bleeding ailment for the user upon activation, which can directly trigger bleeding.
New Weapon "Caution Board"
The Caution Board is a handle-type weapon that deals blunt damage.
It has no battle skills.
There are electrified areas in the museum where one can be found.
Various Important Fixes and Optimizations
Added sound effects for objects hitting the ground.
Fixed the issue where the camera position was abnormal after a retry.
Improved the sound quality of War Cry and added radial blur visual effects.
Fixed abnormal character behavior when stamina is exhausted during sprinting. Now, it will automatically stop sprinting until repressed.
Fixed consistency in transition animations when switching weapons.
Reduced the duration of freeze and erosion ailments from 10s and 30s to 5s and 20s.
Optimized the influence curve of agility attributes on skill and sitting pickup actions. Now, the first 10 points over 10 increase speed by 2% per point, the second 10 points increase by 1% per point, and thereafter by 0.5% per point.
The kicking action now only generates radial blur effects when successfully completing a "counter" (kicking while the enemy is preparing to attack).
Fixed the boss Soul's behaviors.
Added patrol behavior to the UE Sharkman Boss and significantly reduced its hearing.
UE enemies now only harm players, ignoring other NPCs.
Significantly optimized the performance of the theater and square, with notable effects on budget-specs.
Significantly optimized the efficiency of various post-processing effects.
This version introduces two new ailment statuses, “Bleeding” and “Pollution,” revamps visual effects like flames, and makes several core experience adjustments. This opens up new directions for continuous development and takes a significant step towards providing a complete and unified game context.
Updates
“Bleeding/Pollution”: New Ailment Statuses
Added two new Ailment statuses: “Bleeding” and “Pollution”:
Bleeding: When the gauge is full, it instantly deals 15% of maximum health + 150 fixed damage.
Pollution: When the gauge is full, it enters a polluted state without clearing the gauge. During this period, it deals 5 fixed damage every 0.5 seconds. The polluted state only ends when the gauge is cleared. Additional pollution attacks will accumulate normally, extending the duration (but not exceeding the resistance cap).
These statuses do not directly cause damage when attached to attacks, so they won’t show in attack damage floating numbers.
The attribute values will be marked on the character information panel.
Both statuses on weapons do not require a battle cry to activate and are always effective.
The accumulation ratio for both statuses is always 100%.
Currently, humanoid enemies and players have a fixed resistance of 100 to both statuses, while some UE-type enemies have special weaknesses.
Weapons causing bleeding currently include:
Fire Axe, Templar’s Sword, Horizon, Sharkman’s Knife, Kitchen Knife, Fork
Weapons causing pollution currently include:
Some attacks from Sharkman, Scepter
Blood and Fire
Overhauled the visual effects related to flames, including fire-element attacks, burning ailment status, and death in a burning state(in to ash).
Created new life drain visual effects, no longer using message hints.
Added two new achievements, requiring defeating 10 burning enemies and draining 5000 life points, respectively. These achievements can unlock Tianya(Horizon) and Luori(Sunset) in free/multiplayer mode.
Continuous Acceleration!
Optimized a series of basic game parameters and reinterpreted concepts to provide a smoother, faster game interaction experience.
Increased the basic stamina recovery speed from 25/s to 40/s, allowing quick recovery from breathlessness to intense combat.
Dodge invincibility now starts from the correct command recognition, covering up to 0.05s of waiting for direction input, reducing inconsistency in feel.
Sitting and the “Flame” perfume effect now accelerate ailment gauge decline.
Sprint acceleration in lock-on state now activates directly when lock-on ends, without needing to press again.
Long-pressing lock-on now temporarily enters lock-on state, releasing it directly cancels it.
Optimized the display of elemental damage numbers, making colors brighter and more readable.
Defined “true damage” with purple color.
Redesigned the “Cockatrice” effect, now causing fixed true + electric element damage on contact, with interruption and slight knockback. This damage accumulates 100% electric ailment gauge. This change reduces long interruptions and prevents NPCs from infinitely suppressing players.
Implemented smooth transitions for hand movements when switching, discarding, or changing weapon actions.
NPCs like Templars, Sharkmen, and Naked Men, who switch actions, can now be observed to identify their action patterns.
UE-type enemies can now cause elemental damage/ailment statuses.
Added a non-retaliating UE Templar in Deruption mode to evaluate ideal damage efficiency.
Fixes
Fixed the issue of UE Templar’s waist hit missing.
Fixed the issue of some attacks failing to acquire accurate direction.
Optimized the timing of single-handed heavy attack damage.
Fixed the walking animation issue of Templars at slow speeds.
Fixed the uneven distribution of UE Templar’s ectoplasm.
Fixed the issue of UE Sharkmen’s bodies not displaying elemental damage visual effects correctly.
Optimized VFX performance.
Conclusion
Future versions will continue to polish and revamp existing features, and new enemies and audiovisual experiences will be introduced soon. Stay tuned!
PS
I have written an ASL script for Live Split for this version (v0.8.28). It can automatically start the timer at the beginning of the first level and automatically split each time a Boss is defeated. This corresponds to the 7 Bosses with health bars in the game. The content is as follows, feel free to download!
A doppelgänger is a psychological phenomenon where a person sees themselves in real life. Psychologists explain it as a psychological illusion—self-gazing phenomenon. Another perspective suggests that a doppelgänger is an invisible self hidden within everyone’s mind. This version uses this concept to emphasize the addition of a mode where players can play as the female protagonist, Pisicen. Additionally, this update brings significant improvements to combat experience and visual effects.
Updates:
Doppelgänger
Introduced Pisitsyn mode.
Avatar screenshots
When players create a character in multiplayer or custom mode without any initial stat allocation, the character will transform into the female protagonist Pisitsyn, with unique idle and walking animations.
Due to spatial accuracy characteristics, the smaller stature of the female protagonist compared to the default character will provide a distinctly different experience.
Currently, the character’s outfit is still in production, temporarily replaced with a swimsuit of the corresponding color.
The save slot for Pisitsyn in free mode will be marked with a black and white striped icon.
Using an unenhanced Pisitsyn character (with all attributes at only 10 points) in self-use mode to clear “Past as New” will unlock a hidden achievement.
Pisitsyn currently has no voice acting, apologies for the inconvenience.
More hairstyles and outfits for the character will be added in the future, stay tuned!
Clouds After Dragon, Wind After Tiger
A new interpretation of the legendary weapons Vertue and Roi, with new interactive visual effects.
When Vertue is activated by a battle cry, the sword will have golden arcs and conduct with the surrounding environment.
When Roiis activated by a battle cry, an invisible giant blade will form around the blade, emitting strong airflow and accompanied by a howling sound.
Vertue’s base attack power has been reduced from 200 to 140.
Roi’s activation effect now not only increases ice attribute damage but also expands the hitbox and prevents weapon deflection.
Improved Combat Experience
Fixed an issue where follow-up inputs after a kick hit were unresponsive, caused by previous animation acceleration.
Fixed an issue where UE enemies (such as the second encounter with Templar) had a chance to miss attacks (passing through players or NPCs).
Fixed several chaotic behavior of NPCs.
Optimized NPC behavior strategies for using heavy and sprint attacks.
Fixed an issue where NPCs would insert a momentary dash action during attack animations, interrupting the attack.
Fixed an issue where NPCs would switch from heavy to light attacks midway.
Fixed an issue where NPCs would make sounds without actual actions.
Fixed an issue where NPCs would always detect players prematurely when retrying levels.
Optimized enemy arrangement in level 8, rationalizing difficulty settings.
Other QOL Improvements and Feature Expansions
Added an option to swap the sprint and dodge function keys in keyboard settings, i.e., swapping shift and space functions.
Increased the number of custom character slots in free mode from 40 to 100.
Adjusted the duration of abnormal effects: freeze reduced from 20s to 10s, erosion reduced from 40s to 30s.
Restored the surface coverage effect of ice attribute damage on characters and enhanced the water stain effect to improve visibility on lighter-colored outfits.
Added achievement items for new weapons in free mode - “Jamias-Vu”.
Added support for ultra-wide screen resolutions.
Added a bicycle helmet.
Redesigned the Templar Knight’s aura, now called “Ectoplasm”.
Fixes:
Fixed the timing of the damage detection for the heavy attack animation of single-handed thrust weapons(rapier).
Fixed the color of the blowtorch’s flame from orange to blue.
Fixed an issue where if the first level was not cleared and saved, weapons could not be selected in free mode and multiplayer mode.
P.S
Future updates will similarly optimize the visual effects of the other two legendary weapons. The addition of the selectable female protagonist is a preview of features for upcoming chapters, meaning that in future chapters, players will use the female protagonist instead of the characters from her memories. Stay tuned!