V1.1.1 Hotfix Out Now! The Patch Notes have also been updated, so be sure to check them out for more details! https://store.steampowered.com/news/app/1323470/view/3177864590788077461
V1.1.0 Released
GetsuFumaDen:Undying moon Patchnotes Ver1.1.0
New Additions
Polearms have been added as the new main weapon. Polearms have Parry as their unique ability. Polearms are extraordinarily well-rounded weapons that have high damage output and substantial reach, while also being able to guard, parry enemy attacks, and grant Counter Slash with their unique action. Among the five Polearm variations, Rusted Sword and Gleaming Great Katana will already be unlocked. The respective Armor Scrolls for Great Severer, Raging Stone Flame, and Omodakamaru, the Bloodthirsty Great Katana can be found as drop items and will be needed in order to unlock them. As such, Polearm Fragments and the Armor Scrolls for Polearms have been added as drop items.
Talismans have been added as the new subweapon. Talismans grant passive effects when they are equipped, but do not have any active modes or triggers. Make use of the various empowering secondary effects that Talismans provide to tackle any situation. Among the nine Talisman variations, Primal Refuge Talisman and Talisman of Inner Blinding will already be unlocked. The respective Armor Scrolls for Wisdom Talisman, Divine Toxin Talisman, Hellfire Talisman, Carnage Talisman, Frost Armor Talisman, Vampiric Talisman, and Afterlife Talisman can be found as drop items and will be needed in order to unlock them. As such, Talisman Fragments and the Armor Scrolls for Talismans have been added as drop items.
Mastery 2 and Mastery 3 level Training Manuals and Mastery Books will now drop from Veteran onwards.
Added the 5th selectable difficulty, Devotee. In order to unlock Devotee, the item of proof dropped after clearing the Veteran difficulty needs to be collected.
You will need to collect the item of proof even if you have already cleared Veteran.
New enemies Tremor Pillbug, Baboon, and Mad Scorpion have been added. The newly added enemies will appear from the Devotee difficulty onwards.
Specialty Weapon Type has been added as a new feature. By using Specialist Weapon Type, the weapon racks in the Getsu Clan Estate can now be optionally set to provide weapons already unlocked. Weapons desired can be set through the menu within the Hall of treasures. Weapons can only be set for three weapon racks next to the Shrine Maiden, but not the default weapon rack next to the Training Statue.
New aesthetic effects will now occur when Flash is triggered. You can turn this effect off through a new setting within the options menu.
An icon in the HUD will now display the status of Rampage.
Gameplay Adjustments
Changes/additions to combat systems.
After performing an aerial attack during your first jump, you may now perform another set of normal aerial attacks or a unique action upon double-jumping.
Unique actions that bring the user to the ground are unaffected by this change.
Adjustments to the Flash mechanic.
Triggering Flash on a non-boss enemy will now also trigger the Lethal Slay or Rampage effects depending on the weapon used.
Lethal Slay: Lethal Slay provides a damage bonus that stacks with the Flash damage bonus. Deals a percentage damage of the target's health scaled to the selected difficulty. Lethal Slay will deal damage equal to 100% of enemy max vitality in Commoner, but is reduced for every difficulty after. Also, landing Lethal Slay against enemies within Nurarihyon's area of effect will now cause the damage inflicted to ignore the damage reduction granted by Nurarihyon.
Rampage: Each time Flash is triggered on an enemy, the amount of damage that enemy will receive from further attacks gradually increases. The damage modifier imposed on the enemy will remain until the playable character is struck by any enemy. This modifier also applies to the normal attacks of certain weapons that do not trigger Flash. Training skills count towards the overall effect of Rampage.
No changes have been made to triggering Flash on bosses.
The distribution of Flash effects between weapons is as follows. Lethal Slay: Triggered by Bludgeons, Battle Umbrellas, Whips and Polearms. Rampage: Triggered by Katanas, Spears, Dual Wield Weapons, and Gauntlets.
Adjustments to the Counter Action mechanic.
Damage Absorb, Projectile Parry, and Counter Slash have been newly implemented. These mechanics can be utilized by weapons that possess guarding moves, with Damage Absorb being a unique mechanic of Battle Umbrellas and Counter Slash being a unique mechanic of Polearms. The Projectile Parry effect can be utilized by both Battle Umbrellas and Polearms.
The effects of each mechanic are as follows. -Damage Absorb: Heal for an amount based on the player character's maximum Vitality upon a successful parry. Damage Absorb cannot be triggered until a certain interval of time has passed since it was previously triggered. -Projectile Parry: Reflect enemy projectiles when using Parry at precise timings. Note that Projectile Parry has no effect on certain enemy projectiles. -Counter Slash: Increase damage inflicted by a player's first hit for a limited amount of time after successfully guarding from an enemy attack.
Adjustments to how guarding with the Battle Umbrella and Polearm functions.
Damage received when utilizing a unique action with a guarding function has been significantly decreased.
Guard breaks have been adjusted to now occur more frequently.
Balance changes to weapons.
Katanas: Successful counters will now ignore enemy guards and super armor effects. Bludgeons: Base damage values have been significantly increased. Gauntlets: Base damage and Break damage values have been significantly increased. Enemies are now launched at an adjusted direction and height by the 4th normal attack strike, allowing for easier follow-up aerial attacks. Battle Umbrellas: Enemy attacks inflict less damage while you are guarding. Spear: Damage of basic combo increased. Matchlocks: The base damage value and damage per rank have been reduced for Nationfeller, the Great Cannon. Explosives: Base damage of all Explosives has been reduced. Caltrops: It is now possible to strike aerial enemies.
Other Adjustments.
Added new action patterns to certain enemies who approach the playable character on the ground.
Stages have been changed to now include traps placed at random locations. More traps will be placed when the game is played at a higher difficulty.
Boss parameters have been adjusted.
Reduced the hitbox of the Armored Spirit's long-range blade attack.
Adjusted the projectiles fired by the Geisha Spirit (Turned) so that they always fly forwards.
Enemies will now receive damage caused by status effects from the moment they are inflicted.
Shortened the time it takes for an enemy to move if they are attacked by the player while Frozen.
Enemies who have been Frozen will now have their guarding nullified, allowing damage to be done to them.
Reduced the travel speed of trap arrows and floating crossbow arrows.
Reduced the damage caused by traps (thorn beds, trap arrows, trap spears, and guillotines).
New audiovisual effects will now appear when Flash is triggered.
Enemies will no longer appear at the summit areas of Misty Peaks.
Enemies will no longer attack players immediately after they finish teleporting.
Controller inputs have been adjusted. (Switch only)
System Adjustments
When launching a save file from the main title menu→Save Data, you can now pick whether to continue from where you left off or to spawn in the Getsu Clan Estate. If you choose to spawn in the Getsu Clan Estate, your suspended-game data will be deleted.
Adjustments to Demonization.
Demonization effects are no longer subject to a time limit.
Demonization effects no longer disappear after clearing a boss battle.
Changed the effect of the x and y Hidden Arts from increasing the maximum duration of Demonization to increasing the ease of activating Demonization.
Bug Fixes
Fixed an issue in which the game screen blacked out and froze after restarting.
Fixed an issue in which launching would also cause SteamVR to be launched.
Fixed an issue in which the stairs in Subspace Citadel would close regardless of whether its corresponding switch was or was not pressed.
Fixed an issue in which the damage values of attacks by Subterranean Spider would not be displayed in certain situations.
Fixed an issue in which aesthetic effects that are triggered from the beginning of the boss scene lingered beyond their intended durations.
Fixed an issue in which certain breakable objects would not be loaded correctly.
Fixed an issue in which applying Freeze on certain enemies distorted the screen.
Fixed an issue in which the Japanese character effects were misplaced.
Fixed an issue in which putting the device to sleep during a cutscene caused the timing of the audio to be misaligned. (Switch Version only)
Fixed an issue in which applying status effects on certain enemies would not result in the intended animations.
Fixed an issue in which the UI would display incorrect information when picking up a soul while also devouring a soul.
Fixed an issue in which the hit detections related to Nurarihyon's area of effect was incorrect.
Fixed an issue it was possible to get stuck in the ship stage object in the Great Wave of Damnation.
Fixed an issue in which the animations of Twin Tempest Demons were incorrect in specific circumstances.
Fixed an issue in which the animations of certain enemies were incorrect when recovering from after having break triggered on them.
Fixed an issue in which the shamisen sound effect would not play when Geisha Spirit attacks.
Fixed an issue in which changing the button allocation of subweapons with the Ammo+ trait would cause incorrect information to be displayed.
Fixed an issue in which the 3D models for Blazing Caltrops and Icy Caltrops had been swapped.
Fixed certain map graphics that were not being displayed correctly.
Corrected certain texts.
Other minor bug fixes.
V1.1.0 Release
V1.1.0 Out Now! The Patch Notes have also been updated, so be sure to check them out for more details! https://store.steampowered.com/news/app/1323470/view/3173358295331561059
End of Beta Testing Period and Upcoming V1.1.0 Release
GetsuFumaDen: Undying Moon End of Beta Testing Period and Upcoming V1.1.0 Release
Thank you for playing GetsuFumaDen: Undying Moon. The beta testing period, which began on March 17, 2022 (Thursday), will end on April 28, 2022 (Thursday). Furthermore, V1.1.0 will be released on April 28, 2022. As much of the content from the multiple updates made during the beta testing period will be applied to V1.1.0, please refer to the V1.1.0 Patch Notes for more details when they are available. Thank you very much for your valuable feedback.
Please refer to the Beta Testing Announcement for more information regarding the beta test. https://store.steampowered.com/news/app/1323470/view/3088912632693967330
Changed the Flash effect of Katanas from Lethal Slay to Rampage.
Lethal Slay has been reworked. -The amount of damage dealt will now be shown when Flash is triggered by a weapon with Lethal Slay as its Flash effect. -Landing Lethal Slay against enemies within Nurarihyon's area of effect will now cause the damage inflicted to ignore the damage reduction granted by Nurarihyon. -Adjusted the damage scaling of Lethal Slay depending on the chosen difficulty. Lethal Slay will still deal damage equal to 100% of enemy max vitality in Commoner, but is reduced for every difficulty after. However, depending on the inherent damage of the weapon being used, the damage of Lethal Slay will be determined by the Flash bonus modifier instead. -Lethal Slay will now account for the damage bonuses upon triggering Flash. -The max vitality damage of Lethal Slay will now only apply when it is greater than the damage of the weapon used multiplied by Flash bonus modifiers.
The base values and bonuses gained per rank increase of effects provided by Talismans have been reduced.
Changed the design of the spear traps.
Changed the design of the guillotine traps.
Strengthened the status effect resistance bonuses on certain weapons.
Bug Fixes
Fixed an issue in which it was possible to recover vitality through equipping Talismans that provided max vitality increases as bonuses.
Fixed an issue in which Afterlife Talisman did not recover vitality as is intended under certain circumstances.
Fixed an issue in which the projectile launched by Armored Spirit would face the opposite direction for a brief moment.
Fixed an issue in which Tremor Pillbug would be displaced from its intended position when coming into contact with other enemies.
Other minor bug fixes.
Known Issues
We are looking into an issue in which the health bonuses from equipping certain Talismans are higher than intended.
We are looking into an issue in which the one-use effect of Afterlife Talisman is unintendedly being restored at the beginning of the boss fight.
We are looking into an issue in which meeting the conditions for triggering Determination would consume and nullify Afterlife Talisman's one-use effect.
Keys are no longer needed to access unlockable stages.
The display of the attack power of Dual Wield Weapons has been changed to the value of one weapon. This change also raises the number of combos from 5 to 9.
Gameplay Adjustments
Extended the activation interval of the Damage Absorb mechanic.
Adjusted the bonus damage increase caused by the Rampage effect of Dual Wield Weapons so that it matches that of other weapons.
Reduced the hitbox of the Armored Spirit's long-range blade attack.
Adjusted the projectiles fired by the Geisha Spirit (Turned) so that they always fly forwards.
Enemies will now receive damage caused by status effects from the moment they are inflicted.
Shortened the time it takes for an enemy to move if they are attacked by the player while Frozen.
Reduced the travel speed of trap arrows and floating crossbow arrows.
Reduced the damage caused by traps (thorn beds, trap arrows, trap spears, and guillotines).
Bug Fixes
Fixed an issue in which the camera would occasionally not return to its initial position after a Flash animation.
Fixed an issue in which the enhancements provided by the Primal Refuge Talisman were not being applied correctly.
Fixed an issue in which misaligned traps in the Subspace Citadel would cause the player to be unable to climb over certain ledges.
Fixed an issue in which enemies would not appear in certain sections of Avenue of Pleasure and Illusion.
Fixed an issue in which Tremor Pillbug would be damaged twice per hit.
Fixed an issue in which different Talismans with different effects would not be compared when exchanging Talismans.
Fixed an issue in which certain stage features would disappear when resuming the game after it had been suspended.
Patch Note(Beta version)
When participating in the Beta test, all difficulty levels, characters, Mastery and Training skills along with all weapons and their respective attributes will be unlocked.
Changes/additions to combat systems. After performing an aerial attack during your first jump, you may now perform another set of normal aerial attacks or a unique action upon double-jumping.
Unique actions that bring the user to the ground are unaffected by this change.
Adjustments to the Flash mechanic. Triggering Flash on a non-boss enemy will now also trigger the Lethal Slay or Rampage effects depending on the weapon used. Lethal Slay: Deals a percentage damage of the target's health scaled to the selected difficulty. In all difficulty levels up to the newly released Devotee difficulty, enemies that are suspectible to Lethal Slay upon triggering Flash will be defeated in a single hit. Rampage: Each time Flash is triggered on an enemy, the amount of damage that enemy will receive from further attacks gradually increases. The damage modifier imposed on the enemy will remain until the playable character is struck by any enemy. This modifier also applies to the normal attacks of certain weapons that do not trigger Flash. Training skills count towards the overall effect of Rampage.
No changes have been made to triggering Flash on bosses. The distribution of Flash effects between weapons is as follows. Lethal Slay: Triggered by Katanas, Bludgeons, Battle Umbrellas, Whips and Polearms. Rampage: Triggered by Spears, Dual Wield Weapons, and Gauntlets.
New audiovisual effects will now appear when Flash is triggered.
Adjustments to the Parry system. Damage Absorb, Projectile Parry, and Counter Slash have been newly implemented. These mechanics can be utilized by weapons that possess guarding moves, with Damage Absorb being a unique mechanic of Battle Umbrellas and Counter Slash being a unique mechanic of Polearms. The Projectile Parry effect can be utilized by both Battle Umbrellas and Polearms. The effects of each mechanic are as follows. Damage Absorb: Heal for an amount based on the player character's maximum Vitality upon a successful parry. Damage Absorb cannot be triggered until a certain interval of time has pased since it was previously triggered. Projectile Parry: Reflect enemy projectiles when using Parry at precise timings. Note that Projectile Parry has no effect on certain enemy projectiles. Counter Slash: Increase damage inflicted by a player's first hit for a limited amount of time after successfully guarding from an enemy attack.
Adjustments to how guarding with the Battle Umbrella and Polearm functions. Damage received when utilizing a unique action with a guarding function has been significantly decreased. Guard breaks have been adjusted to now occur more frequently.
Polearms have been added as the new main weapon. Polearms have Parry as their unique action. Polearms are extraordinarily well-rounded weapons that have high damage output and substantial reach, while also being able to guard, parry enemy attacks, and grant Counter Slash with their unique action.
Talismans have been added as the new subweapon. Talismans grant passive effects when they are equiped, but do not have any active modes or triggers. Make use of the various empowering secondary effects that Talismans provide to tackle any situation.
Balance changes to weapons. Bludgeons: Base damage values have been significantly increased. Gauntlets: Base damage and Break damage values have been significantly increased. Enemies are now launched at an adjusted direction and height by the 4th normal attack strike, allowing for easier follow-up aerial attacks. Battle Umbrellas: Enemy attacks inflict less damage while you are guarding. Matchlocks: The base damage value and damage per rank have been reduced for Nationfeller, the Great Cannon. Explosives: Base damage of all Explosives has been reduced. Caltrops: It is now possible to strike aerial enemies.
Adjustments to Demonization. Demonization effects are no longer subject to a time limit. Demonization effects no longer disappear after clearing a boss battle.
Added new action patterns to certain enemies who approach the playable character on the ground.
New enemies Tremor Pillbug, Baboon, and Mad Scorpion have been added. The newly added enemies will appear from the Devotee difficulty onwards.
Stages have been changed to now include traps placed at random locations. More traps will be placed when the game is played at a higher difficulty.
Thank you for playing GetsuFumaDen: Undying Moon. In order to incorporate your feedback into improving the game, we have decided to conduct a beta test.
[noparse] [Beta Test Overview][/noparse]
The purpose of this beta test is to introduce features and balance changes that are planned for future updates. All owners of the Steam version of GetsuFumaDen: Undying Moon are welcome to participate.
[noparse] [Applicable Platforms][/noparse]
Steam version of GetsuFumaDen: Undying Moon
[noparse] [Conditions and Method of Participation][/noparse]
All users who purchased the Steam version of GetsuFumaDen: Undying Moon are eligible to participate. Those who purchase the Steam version of GetsuFumaDen: Undying Moon after reading this announcement are also eligible to participate. To participate, you need to select the “Beta” option that can be found in the Steam client:
Open your Library in the Steam client.
On the GetsuFumaDen: Undying Moon page, open the Properties window through the Manage menu (Gear icon).
Access the “Betas” sub-menu in the left pane.
Input “BcGCZvzAV3sw” in the “Enter beta access code to unlock private betas:” text field and click “Check Code”.
“beta-for_Beta” should now be displayed among the selectable betas in the drop-down menu above. Select “beta-for_Beta” to begin the download process.
Once the download is complete, you can start the game. Note that the version number of the beta test version is 「V1.1.0_β」. The version number can be found on the title screen after starting the game.
[noparse] [Beta Test period][/noparse]
March 17th (Thursday) to late-April of 2022 (JST) *We will announce the end-date of the test period once it has been decided.
[noparse] [Features and adjustments delivered in the Beta Test][/noparse]
The following terms are used in this FAQ. Full version: Refers to the version of the game where V1.1.0_β is not applied. Beta test version: Refers to the version of the game where V1.1.0_βis currently applied or has been applied in the past.
Q: Will my save data be shared between both the full version and the beta test version? A: Your save data for the beta test version will be saved separately from the save data for the full version. Please note that the save data of both versions are not interchangeable.
Q: Can materials obtained in the beta test version be used in the full version? A: No data from the beta test version can be carried over to your save data for the full version.
Q: After participating in the beta test, can I recover the data from the full version? A: Just as when joining the beta test, you may revert your game to the full version by selecting “None” from the same drop-down menu. After doing so, the game app will be redownloaded.
Q: Do I have to pay to participate in the beta test? A: Participation is free as long as you own the Steam version of the game.
Q: When playing the beta test, do I have to start the game from the very beginning? A: When playing the beta test version, you will have all unlockable materials, character progression-related skills, difficulty levels, and stages already available from the onset. New game elements that are specifically implemented in the beta test will be immediately available.
Q: Where should I post my feedback and impressions? A: In the same manner as the Early Access period, we would be extremely thankful if you could submit your feedback to either Steam Community or Discord.
Q: Are there any guidelines I should follow when uploading video footage or screenshots of the game online? A: Please refer to our Video Posting Guidelines by clicking the following link: https://www.konami.com/games/getsufumaden/guideline/us/en/
[noparse] [Please Note][/noparse]
The Terms and Conditions for GetsuFumaDen: Undying Moon also apply to the beta test. Details can be found through the link below. https://store.steampowered.com/eula/1323470_eula_0?eulaLang=english
We hope you enjoy playing the beta test of GetsuFumaDen: Undying Moon.
V1.0.0 Out Now!
V1.0.0 Out Now! The Patch Notes have also been updated, so be sure to check them out for more details! https://store.steampowered.com/news/app/1323470/view/3082153427239217817