It's been a minute, hasn't it? We have to offer a massive thank you to those who have stuck with us, and to those who decide to try - or re-try - the new & improved game.
We've been hard at work polishing and fixing - too many things to list here! But there are a few major changes we've done over the past few months that we think you'll be most excited for:
An absolute slew of visual-experience enhancements, such as making items you've already seen easier to distinguish from ones you haven't
Complete rework of game balance, including making player weapons more distinct from one another
Reintroduction of the dangerous Security encounter, with multiple levels of intensity
More enemy types, with unique behaviors, strengths, and weaknesses
Added 8 more challenge rooms, for a total of 12 action-oriented minigames
Remastered several music tracks, and sweeping improvements to audio in general
A couple dozen more Steam achievements, and stats to go with them
Way too many bug fixes to list!
This will be the final release of Gunnhildr, though of course we'll be keeping an ear open for any feedback that needs addressed. We're excited to have the opportunity to entertain, and we hope you'll enjoy your experience as much as we've enjoyed providing it!
Gunnhildr Early Access Patch #2
Hello, dear players!
We hope you've been enjoying our game! We've been hard at work this past month, and we're excited to show off our next batch of changes to address your feedback and concerns, as well as fixing a plethora of bugs!
Most of these changes have been available in the Beta Branch for some time - if you want to live on the cutting edge of design, consider switching over per the instructions in the latest beta patch. We'll try to keep the Release Branch as stable as possible by only moving changes from Beta to Release once they've had some time to be tested.
Feed us with feedback!
We're eager to hear what you think of the changes! Comments and critiques are, as always, extremely welcome!
This update includes the following:
UI:
Added: Controller Support
Added: Automatically pause game during steam overlay or app switching
Added: option for controlling the appearance of the UI Highlighter
Added: "press F1 to close" to F1 control help popup in HUD
Added: "skip ahead" to the "Help, the Tutorial is Stuck" pause-menu option, and added an extra action for bypassing the Armory door in case of malfunction
Added: on-HUD tracking indicator for puzzle activators (especially useful when entering a puzzle room vertically)
Improved: UI Text for usability in weapon picker panel
Improved: controller sprites for increased clarity on Triggers / Buttons
Changed: Pensieve UI to confirm with a click when spending halite
Changed: back 'buttons' now function as expected in a wider variety of UI menus
Changed: increased size of some UI button controls and prompts
Fixed: Map being unresponsive to first press of M
Fixed: some UI menu object items positioning themselves wrong
Fixed: stats sometimes not being saved and made stat display more uniform
Fixed: HUD visuals sometimes not being removed if you restart while they are visible
Gameplay:
Changed: re-enabled players able to slide down steep slopes
Changed: Loki and Pensieve (in starting room) now shielded and "slippery" for player movement purposes
Changed: invulnerable impact visuals (i.e. nothing happened on impact) to look better and more obvious what is happening.
Increased: idle VO timer from 20 to 65 seconds
Expanded: auto-unstuck to give the player back their jump capability if they are sliding for longer than one second (i.e. stuck in a crevice)
Fixed: On rare occasion rooms don't spawn enemies
Fixed: enemies sometimes moving/sliding/jumping when bedazzled (i.e. stunned) near transition and jump points
Fixed: "See enemies more clearly" effect doing nothing; enemies are now highlighted as intended
Fixed: elemental and flak grenades (they were acting as normal grenades, now they do what they say they do)
Fixed: standard grenade explosion not scaling according to size of explosion
Fixed: Banners - naming, materials, and behavior when damaged/destroyed
Fixed: broken halite from Clusters instantly disappearing instead of dissolving out
Fixed: FOV settings being overridden after using Dash, Visceral, or Sprint
Fixed: Minor glitches with 'buddy' behaviors
Fixed: displayed effects of "Overkill" pickup drops (base level instead of upgraded)
Fixed: some rare instances of ImpactEffect remaining visible after the thing they hit was destroyed
Fixed: Large lantern (the one above the tunnel in the starting room) destructableness
Fixed: Alvis Statue destructableness
Balance:
Changed: Black Hole grenade effects to
scale with explosion size
have 0.65x standard grenade explosion radius
deal true (unresistable) damage over time at its core (player is immune)
attract player (gently)
have a more engaging effect on loose debris (e.g. pot shards)
have a greater pull on enemies, and the timing of core visuals is corrected
have slightly less intense visuals so they don't completely block player vision
Fixed: Made 'sturdy' objects (eg crates) 'sturdy' again.
Sound:
Adjusted: Firing and Overheat Sound Timing
Adjusted: Launcher blast sound mix so its not as loud overall
Added: sounds for starting room cell-gate dislodging and hitting ground
Updated: invulnerable hit and glass impact sound so they can be heard regardless of distance and gunfire
Improved Audio: Garmr howl
Behind the Scenes:
Minor Fix: if a pickup falls off the world, its detected and cleaned up
Improvements/Fixes to Level 2 (which you can't see yet because they are locked still)
Progress on traps and placement (which you also can't see yet... soon though)
Gunnhildr BETA BRANCH Update #5
Note: If you prefer more stable builds and don't mind waiting, then you don't need to do anything but get excited for what is coming real soon.
What's the Beta Branch?
The Beta Branch is the most up-to-date version of the game, with all the newest fixes and changes! We hope you'll enjoy the process of polishing this game along with us.
Changes made in the Beta Branch will eventually make their way to the Release Branch, once there's been time to iron out any issues that come along with these changes.
To switch between game branches, right-click Gunnhildr in your Steam Library, click Properties, switch to the Betas tab, and then select the branch you want to use.
This update includes:
Added: on-HUD tracking indicator for puzzle activators (especially useful when entering a puzzle room vertically)
Increased: idle VO timer from 20 to 65 seconds
Expanded auto-unstuck to give the player back their jump capability if they are sliding for longer than one second (i.e. stuck in a crevice)
Fixed: On rare occasion rooms don't spawn enemies
Improved Audio: Garmr howl
Minor Fix: if a pickup falls off the world, its detected and cleaned up
Revised gamepad & control mappings
B: dash (previously right-control-stick-in)
X: interact (previously B)
Triggers/Bumpers now control tabbed screens in Settings Menu and Codex, rather than having to explicitly select the tabs
Left bumper now activates knack (used to be d-pad up)
d-pad up now resizes the map as well as the back button
Restart button operable via controller
Updated controller sprites for increased clarity on Triggers / Buttons
Improvements/Fixes to Level 2 (which you can't see yet because they are locked still)
Progress on traps and placement (which you also can't see yet... soon though)