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Minor Hotfix - March 18, 2024
CHANGES - The condition to unlock the achievement “Oh Shoo, O’Shah” has been modified: instead of getting all the curses AND penalties, you just need to get all the curses.
BUGFIXED - We've also fixed a problem that could block certain penalties of a world if the player didn't go to the restroom after this world. The problem persisted even on subsequent runs if the player did not reach the restroom in question.
Have a Nice Death is on sale NOW
The darkly charming roguelike hit of 2023, Have a Nice Death, is on sale now as part of the Steam Winter Sale! Get the hack’n’scythe adventure for 33% off.
Don’t miss your chance to get this indie gem on sale this holiday season, as the sale ends Thursday, January 4 at 10am PST (6pm UTC).
Minor Hotfix Patch
Hello New Recruits! We just released a minor hotfix addressing a bug you all had reported plus fxing some small issues with dialogues. Thank you for your continued support!
BUG FIXES
The curse “Fake It ‘Til Ya Make It” will now appear normally.
General dialogue fixes.
Steam Awards Game of the Year Nominations Now Live!
Thanks to all the support from the dedicated new trainees of Death Inc. This year's Steam Awards voting is live! Show Death he deserves a holiday!
Hotfix - 2023/05/15
QUALITY of DEATH IMPROVEMENTS
New entries in workerguide:
=> The effects (get a curse to unlock),
=> The Thing in the Fridge (use the fridge in breakroom to unlock)
Changed some entries in workerguide Tutorial for better understanding.
Most of the curses have a better and understandable description
Added icons to keywords
Added correct icons to effects
Tooltip on curses: when you choose a curse, a tooltip will display the value of your current statistics and the one you will have by taking the curse
Changed Patrice/PumpQuinn dialog about Prismium
Changed Patrice/PumpQuinn dialog (shorter) about GPE difficulty in lobby
Changed GPE difficulty workerguide unlocking condition: Talk to Patrice about that in lobby OR open the GPE menu
Changed food item lore description in Italic
The conditions to unlock worker guide entries (description 2 and 3) are now explained
Added etter feedbacks when selecting a contract with Jocelyn
Now weapons in training room could be sorted by rarity
BALANCING
Add a new modifier to the difficulty system to rebalance the change to Injuries done by enemies. At Crisis 4, enemy should now deal the same amount of injuries they did at launch
Now crisis give points when dying (Default = 15 points, Crisis X = 500) to encourage people playing in Crisis modes.
ENEMIES
Harakola
-> Changed the movement of the basic attack. Now, itl moves less during the first hit.
Will Hung
-> Add Feedback to strongest attack
Heisenberg
-> Changed Spinning Kick Movement Curve
-> Added visual feedback when launching attack
Waldo
-> Fix a collider during several attacks that hit further than intended
Catherine Imamura
-> Fix a collider during an attack that hit further than intended
-> Change color of attack feedback to make it more easily distinguishable
Final Boss
-> Cape and spell not removed against life phase 3 now
-> In phase 3, the boss starts with more HP 2000>2500
-> Starting Crisis XIII, the boss deletes Curses and weapons
WEAPONS
Parasol 1.0
-> Changed cancellation of ground combo attacks. Should be way more responsive
Void Rift
-> Changed the delay of the spell, making it hit earlier
CURSES
Added many new icon to curses Status on player
Added new curses to upgrade the effects:“Transfer”, “Counterparty”, Life Insurance”, “Inflation”.
Moved the curses “(Very) Irritable Boss Syndrome”, “(Really) Irritable Boss Syndrome”, “(Very, very) Irritable Boss Syndrome”, “Imposing Scythe”, “Noble Scythe” to Blue Tree
Moved the curses : “Polish”, “Sharpen”, “Hone” to green tree.
Buffed several Periodic Curses to make them trigger faster
BUG FIXED
Missing items in the Shop.
“Dig Your Own Grave” curse doesn’t work properly.
In the save selection menu, "Game Time" indicator does not increment.
With the red curse “No Brakes” activated: if the player gets hit while attacking with a weapon, the hit animation is played and the one for the attack is canceled BUT the player still finishes his movement.
In some Intriguing floors, teleportation doesn't work if damage taken during corner triggers.
If the player gets a second weapon with the same status than the one equipped, the second weapon will not trigger the status.
Every time the player starts the game, the loading time of reaching the first breakroom is much longer than normal.
An asset of a car in the Natural Disasters Department is clipping when the camera zooms in or zooms out. The issue is notable during the arenas.
The Control room transformation cannot be used.
The run timer does not take into account the last chunk where the player died (also happens if he wins the run).
A malus curse may appear bugged if the player has already too many of them.
The spell Wishtorm’sound doesn’t have good timing.
Rarely, a curse tree can be too long for the menu, because of the possibility to get multiple high rank curses.
The "bubble" dialogs allow the player to move around. If the player leaves the dialog area without completing it, the sound that is turned down at the beginning of the dialog is not turned up.
If the players use the fast-forward during the ending cinematic of Major Pliskhan, two issues appear:During the explosion screen, a white fadeout appears, then the same picture re-appears.The player can control Death during the cinematic.
No SFX when the player is healed in the Breakroom by the Easy mode modifier.
There is no SFX on the slam attack of Brad in difficulty mode Crisis XIII.
Death slips after a victory in an arena (overlapping animation problem).
In the Control room, when the player transforms the scythe “Sickles' ' to “War Sickles' ',it will use many Prismium if the player has more than one.
Some entries in the codex are missing when loading a save from an older version of the game.
The mini moskitos do not die when hitting the player if he gets damage at the same time, leading to the enemies staying stuck on the player.
The dive’s animation of crows is played too soon regarding the attack’s behavior.
When the player chooses a contract to Jocelyn then cancels it, the contracts are rerolled.
The timer doesn't stop when the player is choosing a level in the elevator.
Sickles damage buff on dash is only calculated once even on multiple stacks.
Some projectiles from Infuse status don’t appear.
Jabelin weapon breaks the player's controls when used to leave the training room.
Using the space bar doesn't fast forward the credits.
When the player is far enough from Camille Flage (Thanager) to let her walk for a long time, she may “slide” (the animation is frozen) to the player until being in attack’s range.
The Player is able to pass through some doors in the Natural Disasters Department.
Spells that track enemies sometimes lose their focus.
“Morthral Enemy”curse targeting issue during Mr. Gordon Grimes fight.
Enemy projectiles won't destroy and get stuck against colliders.
Can't rebind the left and down inputs in the options
Some quests that weren’t trigger are now accessible: The Rumor
First dialog of the quest about Pumpquinn’s school bag coming back after finishing the quest.
Some duo random dialogs have some missing speaker or wrong NPC spawned.
Some issues with the fridge UI in Breakroom
Health upgrades and weapons appear against Imamura if taking the boss elevator
Secret rooms map icons showing even when the room is not open
The same pickable lore item could be found in the same floor
Some images from the worker guide were too pixelized or blurred
Easier to reach the max number of the soul counter (acceleration of display speed)
KNOWN BUGS
Sometimes, the invocation of the Ulcermonner not appear. It leads to the arena staying locked, even the security does not trigger. The issue occurs more often when you hit the enemy with the kunai and the curse “Infuse: lightning strike” while he summons.
REMINDER
Some crashes may occur with Integrated graphics (GPU built into the processor), particularly Intel.
Hotfix - 2023/04/13
BALANCING
OVERALL
Change Natural Disaster Department order to pair with the War Department -> Unlocked once the player will beat Major Pliskhan -> Rebalance the economy of the game since there is now one less full world
Rebalanced Injury/Permanent damages ratio did by regular enemies. -> From 50 % to 20 % (10 damages = 5 injuries that could be healed => 8 injuries that can be healed)
Rebalance enemies’ drops to make them more occurring when player will kill more enemies
Easy mode -> Increased the Heal after boss to 75 % of max HP -> Added new modifier -25 % HP to Boss & Miniboss -> Rebalanced the damage of Enemy
Permanent Upgrades -> Increased the chances to find upgraded weapon
Espresso Koffee pure healing from 25 -> 30
Short Koffee injury healing from 10 -> 15
Distribig® 462 -> Change base Soulary reward from 15 to 15/25 -> Change big Soulary reward from 25/40 to 35/60 -> Swap Espresso Koffee instead of Short Koffee (WAY BETTER !)
Anima Fountain -> Decreased price per increase from 20 to 15
Floor rewards -> Changed possible reward in Anima Deposit (more animas !) -> Changed possible reward in Curse-Reroll Department (player can now find Anti-Malus) -> Changed possible reward in Intriguing Floor
Thanagers reward -> Player can now will get either one golden anima or 2 blue anima
HP upgrade -> Now, player heals by the same HP amount that it increases instead of staying on the same ratio ( 1 / 65 HP => 1 / 85 HP and now 1 / 65 HP => 21 /85 HP )
Shop -> Added the Acetaminopain to possible item to buy
Added new feedback to enemy that can counter
ENEMIES
Hara-Kola -> Reduce the projectile spawning on death by 1
Imposter -> HP from 300 to 225
Smoker -> HP from 225 to 172
Stormy -> HP from 120 to 100
Rockster -> HP from 175 to 120
Magmaboy–X8 -> HP from 1200 to 800
Flambush -> HP from 600 to 300
Sparky -> HP from 120 to 70
Drowned -> HP from 250 to 145
Tempestilent -> HP from 250 to 175
Tempus -> HP from 1500 to 1000
Pendulus -> HP from 450 to 250
Kookoo -> HP from 150 to 125 -> Change the curve of the projectile
Destinatus -> HP from 425 to 380 -> Change feedback when attacking
Dustin -> HP from 275 to 210
THANAGERS
Omega Pump Quinn -> Fix pumpkin bomb that could be attacked before being formed
Will Hung -> Reduce damage of attacks -> added some feedbacks that were missing
X4–H -> Reduce damage of attacks
Richard John Barron -> Added some feedbacks to attacks -> reduce damage to 15
Camille Flage -> Added some feedbacks to attacks
Horace Sinistrocirrus -> HP from 7500 to 5500
The “Bridgets” -> HP from 13500 to 9000
SORROWS
Brad -> Reduce damage to deal either 10 or 15 damage
Barnaby Proudfoot -> Reduce damage to deal either 10 or 15 damage
Mr. Hector Krank -> Reduce damage of some attacks from 30 to 25
Ms. Catherine Imamura -> HP from 11000 to 9000 -> Reduce damage ( on par with the Major)
Time -> HP from 20000 to 15000 -> reduce damage to deal 30 in Phase 1 -> reduce damage to deal 35 in Phase 2
Life -> HP from 20000 to 17500 -> reduce damage by 5
WEAPONS
Poisoned Gift -> Buff default duration from 7 to 8 s
Rebalance the charge attacks -> Increase the duration of the invincibility
Billhooks -> Reduce the Upward attack timing
Shake Spear -> Change rarity to uncommon -> Buff modifier Ground damage from +15% to +25 % and +30% to +50%
Jabelin -> Change modifier when upgrading it -> Now raise damage of All common weapons
Daggust -> Buff frenzy damage 5 to 30
Murray of Crows -> reduce duration of the attack
Beasteel -> reduce CD from 5 s to 3.5s -> Buff damage from 75 to 100 -> added some air control to the jump
Boulderain -> Change the contract to unlock it to make it a bit harder to unlock ( making Proudfoot appear a bit later)
Frostbreeze -> Buff damage from 15 to 20
CURSES
Buff MANY CURSES
BUG FIXED
When the “Stuck” status is applied on a flying enemy, this one can deal damage to the player without attacking The spell “Focus” frenzy's buff is disabled after taking a hit and creates more issues Status stacks multiple time when hit many time at once Miscellaneous options are not saved in the splashscreen, except the language
A Note From Simon #6
Hello Everyone,
It was quite a long road! For those who haven't heard about it, we just released HAVE A NICE DEATH out of early access not too long ago. Everyone here at Magic Design Studios is very happy about finally being able to show you our game we have been working on for several years.
Thank you to everyone who has been with us for a long time. Your support was a great motivation to our team and your feedbacks were an integral part of what the game is now. To those who are just arriving, welcome. We hope everyone is having a great time with our game. :)
So now that the game is released, what is in the future for HAND? To start, we are gonna release a big patch with a lot of improvement and fixes in the coming weeks. This will be our first post-launch update! But we're also working on another one that will come later. Some could even be considered big changes but the whole team has been listening to the various feedbacks toward the game (both internal and from you), and I want to maybe explain them in detail here.
One of the big change that we are have made is change to the Natural Disaster Department. Previously it served as the final world but with the addition of the new Department we now have runs that might a bit too long, so we are moving the world to be an alternate world to the War Department. But don't worry, of course we have adapted the difficulty of the world to be the same of the War Department. So now, except with the first Department and the last one, you will always have a sideworld to choose.
Secondly, we have decided to give more buffs to the Easy Mode. A lot of our players are not that experienced with difficult games but we want them to at least have a chance to finish the game if they want to. This means some new modifiers to it like Decreased Boss HP, Decrease Enemy damages and so on. It isn't that big but it might make a difference.
Thirdly, there are several new improvement for comprehension / UX. We have added some indicators to Jocelyn contract for instance, so that the player can at least how far along they are until completion.
Finally, a lot of balancing as usual! The various weapon buff / Curse buff but some bigger changes such as decreasing enemy permanent damage to the player in order to make blue Anima a bit more useful. We also have fixed some bugs that made some items not drop during Arena or Floor rewards, so runs should appear a bit more varied / lenient.
And to conclude, thank you everyone. I don't have a lot of word left to express what everyone at Magic Design is feeling. We are glad you were there and we hope you enjoy our game.
Simon Lead Game Designer
Have a Nice Death is available NOW!
Have a Nice Death is a hand-drawn 2D Action Rogue-Lite where you play as Death, Founder and CEO of Death Incorporated—a sprawling corporate empire that processes souls for the afterlife—who currently finds himself teetering on the edge of burnout. His top executives, the Sorrows, have been running rampant on Earth’s surface, blatantly ignoring company protocols, leaving him buried in an underworld-sized mountain of paperwork. Now, in order to regain control of his company and soul-ply chain, as well as secure a much-needed vacation, he will need to traverse the various departments of Death Incorporated and remind his unruly subordinates who’s boss.
Welcome to Death Incorporated – Discover and explore the darkly-charming, procedurally-generated departments of Death Inc., where you’ll meet a diverse cast of memorable characters—like your affable pumpkin-headed assistant, Pump Quinn—who are always willing to share the latest office gossip
Reap What You Sow – Sharpen your skills (and scythe) through fast-paced hack n’ slash combat, utilizing over 30 unique weapons and spells you can find and upgrade to create devastating combinations
Death Never Sleeps – Since Death can’t die, use what you’ve learned and earned to overcome the numerous minions and bosses in each department of Death Incorporated... over and over. A performance review after every run guarantees that you’ll unlock interesting items and upgrades that will help you progress on your journey
When Life Gives You Curses – Taking more power for yourself is a controversial move in Death Incorporated’s company culture. For instance, adopting a Curse upgrade for yourself might result in the Labor Inspector granting your subordinates enhanced powers, or worse, raising the cost of koffee and other items that are vital to your work output
Like: https://www.facebook.com/JoinDeathInc/
Follow: https://twitter.com/JoinDeathInc
Watch: https://www.twitch.tv/JoinDeathInc
Launch Update Notes
All of us at Magic Design Studios and Gearbox Publishing are beyond ecstatic for all mortals to finally jump into the full game and join Death Inc.! Development on Have a Nice Death has been incredible - from our big announcement at the Game Awards to releasing the game into Early Access - the support we’ve received means so much to us. We’d like to especially thank our Early Access players who have given us such valuable feedback – which helped us not only make the hack’n’scythe adventure we wanted, but what roguelike fans wanted as well. Whether you’re new to Have a Nice Death or you’ve been playing it since it launched in Early Access, we hope you enjoy your time at Death Incorporated!
WELCOME TO THE AFTERLIFE!
Thanks to the Launch Update that brings new content available for the first time tomorrow, you’ll find the eighth department of Death Inc., the Inevitable Time Department. This new department is packed with deadly goodies, including new bosses, mini-bosses and enemies, the ending of the game’s main storyline, “quality-of-death" gameplay improvements and much more. At Death Inc., rumor has it that there are several secrets to uncover in this department as well...
Below is a detailed list of game features for the 1.0 launch version of Have a Nice Death, available March 22nd at 9:00am PT:
ADDITIONAL CONTENT
New World: Inevitable Time Department (after Natural Disasters Department)
5 new enemies: Destinatus, Pendulus, Tempus, Dustin, Kookoo.
1 Miniboss: The Bridgets
1 Boss: Time
Boss secret & endings
When a player defeats the Inevitable Time Department boss, 3 lockers appear in the next run: One in the shop, one in the breakroom, and one before entering a mini boss room.
Opening these lockers will give an artefact.
The player has to collect the 3 artefacts and kill Time to reach the new secret boss.
New intriguing floor to several worlds
New weapons
3 new spells: Nihillaser, AnvilLauch, Void rift
3 new cloaks: Vampire battery, Beaststell, Excavore
More than 30 new curses
Some new curses make your INFUSE evolves, for instance: Burn will now trigger an explosion at the end of the duration
New option in the menu: Hide damage number
New UI feature: Contracts’ progression.
After selecting a contract with Joe, the player can see the progress of this ongoing contract during the run: a message insight will pop up while entering the breakroom or Death office (lobby).
New Gameplay Elements (GPEs) & Pickups
Temporal platforms in World 8 (Inevitable Time Department)
Spectral Coverage: Negate the next attack the player receives.
Remove Ibuprofane pick-up: We felt the intent of the pickup wasnt interesting enough and preferred to remove it
Quantum Soulary: Gives the player Soulary if he manages to reach the elevator without getting hit
New food items: Artichoke - Raspberry Jello - Collecting soulary have a chance to heal the player
Added mysterious lockers to open
More than 600 new lines of dialogs
New storyline quests: The strike, Air conditioning conflict, It’s pretzel day and more.
New worker guide entries
Finally: Achievements
BALANCING
Re-balancing the overall economy, Weapons, Curses
Forge
Change price of forge upgrade
50 / 100 / 150 to 50 -> 125 -> 250
We felt like it was way too quick to completely upgrade a weapon
Shop
Increase price of Legendary Weapon from 30 soulary to 50 soulary
Increase price of Curse in shop from 50 to 75 soulary
Enemies
Change the health value & attack damage of several enemies:
Natural Disasters department:
Rockster: 230 -> 175 HP / Damage from 20 -> 15
Magmaboy–X8: 1500 -> 1200 HP
Flambush: 800 -> 600 HP / Damage from 30 -> 20
Sparky: 150 -> 120 HP / Damage from 25 -> 20
Drowned: 275 -> 250 HP
Tempestilent: 325 -> 250 HP
Bosses
Mr Hector Krank: 4000 -> 5000 HP
Maxx: 3900 -> 4500 HP
Waldo: 3000 -> 3400 HP / Damage raised (deal either 15 or 20 damage depending attacks)
Ms Catherine Imamura: 12500 -> 11000 HP (rebalance damage, some attacks deal more, some less)
Forge Lvl2 damage from +10 to 15 / Defense from +3 to +5
Forge Lvl3 damage from +25 to +20 / Defense from +5 to +8
Sickles
Tweak the movement during 4 & 5th attack
Forge Dash cooldown from 0.1 to 0.15
Forge Lvl3 damage from +8 to +10
Twinsie
Added one hit during 3 attack
Forge Lvl1 damage from +5 to +10
Forge Lvl2 damage from +10 to +15
Forge Lvl3 damage from +20 to +25
Selenite
Forge Legendary damage from +75% to +50%
Forge Lvl1 damage from +5 to +10
Forge Lvl2 damage from +8 to +15
Behammorth
Forge Lvl1 damage from +50 to +75
Forge Lvl2 damage from +100 to +125
Forge Lvl3 damage to +150 to +200
Brutumhammer
Forge Lvl2 damage from +10 to +20
Arashi-kunai
Increase base damage by 1
Slaymore
Increase base damage to 85
Death Star
Increase base damage to 65
Increase Frenzy damage to base 50
Forge Scythe damage from +8 to + 15 & +10 to +20
Shake Spear
Shorten the windup of the frenzy by 0.6s
Jabelin
Shorten the windup of the frenzy by 0.6s
Forge damage from +15 to 25 & +35 to +55
Murray of Crows
Increase base damage to 30
Whirl Dagger
Increase base damage to 30
Forge Lvl2 damage from +10 to +20
Raparrier
Increase base damage to 35
Forge Lvl1 damage from +5 to +10
Forge Lvl2 damage from +15 to +20
Forge Lvl3 damage from +25 to +30
Fire Arrow
Forge damage from +10 to +15
Dark Talons
Forge Lvl1 damage from +5 to +10
Forge Lvl2 damage from +10 to +25
Explosion
Bonus damage on upgrade now in % ( scale better on frenzy)
Forge mana cost from -15 to -10 & -30 to -25
Poisoned Gift
Reduce number of projectile during the frenzy
Forge bonus now apply to frenzy
Forge Lvl3 damage from +8 to +10
Forge Poison bonus stack from +2 to +3
Shockwave
Forge mana cost from -15 to -25
Spitfire
Forge Lvl1 damage from +5 to +10
Forge Lvl2 damage from +7 to +20
Forge Lvl2 damage from +8 to +35
Forge Burn bonus duration from +2 to 3 & +3 to +5
Poison Mist
Forge Manacost from -5 to -15
Boulderain
Forge Lvl1 damage from +5 to +10
Forge Lvl1 damage from +10 to +20
Forge Lvl1 damage from +15 to +35
Bees
Forge Lvl2 damage from +10 to +7
Forge Lvl3 damage from +15 to +10
Spiteful Chomper
Modify the movement of the projectile
Increase base damage to 10
Forge Damage from +7 to +10 and +15 to +20
Voracious Burst
Increase base damage to 45
Forge damage from +5 to +25 and +15 to +50
Forge bonus lifesteal reduced ( to accompany the upgrade in damage)
Ganglion–X4
Increase base damage to 25
Frostoxic
Add bonus damage when upgrading the weapon (+5 & +10)
Frostbreeze
Increase base damage to 15
Sepulchral Ray
Increase base damage to 20
Troublecross
Forge Lvl3 damage from +20 to +15
Lyberis Skulls
Increase base damage to 30
Forge Lvl2 damage from +10 to +15
Forge Lvl3 damage from +25 to +30
Tornadmin
Decrease damage to 15
Rework movement of the spell, now capture enemy
Many curses have been tweaked: We have buff base stats curses offering HP or Mana for instance. Many infuse builds have also been buffed such as BURN damage curses taking a big UP.
KNOWN BUGS
We are aware that crashes occurred on specific integrated graphics cards and our devs are working to find a proper fix. The problem seems to be an issue with Intel's GPU drivers and DirectX11. Please, before playing, check if your drivers are up to date. And if you still have the issue, we added compatibility with DirectX12 which seems to fix the problem on some GPUs. This option can be activated by adding the following command in the "Game Launch Options" of the game on Steam: -force-d3d12
Under certain conditions, some enemies can spawn in double in the arenas.
The timer of the pickable items with status doesn’t stop during loading between floors.
Some animation issues may occur on Sorrows if the player has the curse “Short Fuse“.
In the elevator of the lobby (Jocelyn), if the player chooses a contract and cancels it, the visual icons of the contracts are duplicated in the menu.
The VFX of GPE lockers in Break room are activated even if the player has no anima.
SFX or animation issues can occur during cutscenes when speeded up.
Narrative items from storyline quests are not visible when spawned.
If the player gets a food item from the break room, then runs through a department and gets the same food a second time before the end of the 1st one, the timer of the status is not reset.
FIXED ISSUES
Floplexil codex entry shows only after killing a flying Pill
When the player triggers the temporary effect of a weapon, the timer never reappears after the first time it disappeared.
NPC Hariet is in the foreground in relation to Spookman enemy during the combat tutorial.
Player’s dash is reduced when the player is against a wall and the avatar flips and the player is pressing the dash button rapidly.
NPC Pump Quinn may be spawned in the air in the Physical Diseases Department.
The UI of the upgraded Selenite displays the raw damages added to the bonus damages.
Leaving the Upgrade Tree GPE's Menu causes the Esc/B button to play a sound on each press.
Bubble dialog does not spawn after getting a curse with NPC Mr O’Shah.
Thanager X4-H’s “bounce attack” locked against the wall.
Upgrading the Shop plays "failure" animation and SFX if the player has one Prismium.
Focus spell’s basic effect doesn’t work.
Description of the Lvl3 upgrade of the Mordicine does not match with the in-game effect .
Description of Mordicine spell does not match with the real effects
The 'Tineidagogue' curse launches crows instead of Butterflies. Now the curse is named “Covus Nefas”
The Infuse status does not work on some weapons which have Infuse statuts in their kit.
FPS Performance decrease occurs when a few factors are mixed together: spells with several VFX, numbers of enemies etc.
Jerry’s idle animation is missing on frame and is invisible.
Some visual and text elements are missing in the worker guide menu.
An entry in the Codex is written in Spanish in the Portuguese version of the game
The dialogue window during the conversation with Waldo shows the wrong name speaker (“Major Warren Pliskan”) in the last quote.
Dialogues are missing during the fight with B. Proudfoot) starting with the third attempt and onwards.
The curses “Power Nap” and “What Do You Mean,Running Late?” don’t work.
Breakdown XIII is written as Breakdown XII in the Run History.
Food items (Sticky Pineapple, Death Burger,Club Sandwichazord) are missing the bubble art in the Lobby Gallery.
Josianne’s gift does not directly offer certain weapons after purchasing them.
The player could lose the multiple stacks earned in a floor if he goes to another floor.
The Imposter enemy stays in the air for a short period of time before falling down.
Upgraded Cloaks show base statistics after being dropped, instead of the upgraded ones.
Multiple entries in the worker guide seem to be impossible to unlock.
The Dirty Dagger’s frenzy attack cooldown does not reset properly if a second frenzy attack is launched.
Inconsistent dot placements in the descriptions of Curses in the Curse Manager menu.
When the Waldo Box enemy grabs the player, the distance of the player movement will be the same.
Dengue King Dengue's fast attack does not follow the direction of the FX.
Buying 5 item slots upgrade to Joe without unlocking the previous only gives +1 slot.
Fire Arrow and Revelation Bow are blocked by skeleton hands obstacles, even if they have been eliminated.
Some texts are untranslated.
Some enemies inflict a knockback effect in the opposite direction of the attack.
“Profit Sharing” Curse has no effect on the Arena Reward.
Frenzy attack has no effect when the player Swaps weapons.
Curse reroll does not retain after re-open the menu of Mr O’Shah.
The longer worker guide entries cannot be rewound by any input from the keyboard and mouse.
Dirty Dagger didn't work properly.
Some curses are incorrectly placed in the encyclopedia according to the rank order.
A visible gap may be found in the floor in the Lobby.
Some weapons who apply status lose it when they are upgraded.
"Self-Fulfillment" promotion system level does not have a little arrow in the UI.
Harriet may not appear next to the Scythe Selection gpe.
Multiple issues with art and UI present in the Credits.
Death's HP stays the same after defeating a Boss on easy mode.
Curse "Anima Lambic" has a confusing description.
The UI lines for level 7 and level 10 of the permanent upgrade are written twice.
The Bridgets weaver didn't have the lowlife feedback.
White square offset in boss health bar.
The curse “Daredevil” is refreshed whenever the player enters a new floor. This allows the player to trigger the curse multiple times per run.
Breakdown 15 modifier suggests that the HP will be set to a negative value.
Short Koffee item description is inconsistent with other injury heals.
ManaPower item description is incomplete and might confuse new players.
Hypothermia has an incorrect description.
The timer of a food item is not reset when the second time this same item has been picked up.
In the Industrial Pollution Department starting rooms, a “line” that “split” the art is visible.
The pure healing provides but the easy Mode only works in the Hall of Eternity world.
When the curse “Short Fuse” is applied with the Infuse, the animation of the Sorrow has some issues.
If players buy a curse with a danger in the shop just before a boss fight, they can get a danger related to the current world. The danger becomes ineffective.
Player game over screen animation does not play properly.
When skipping the miniboss and boss cutscenes, some sound issues appeared.
COMMUNITY HIGHLIGHTS
As you can add your feedback/bugs on the Steam forum of the game, you can also join The official Have a Nice Death Discord. You will meet a bunch of nice people who can help you with the game and who are more than ready to discuss ideas and critiques about Have a Nice Death with you.
We were amazed by the quantity AND the quality of your chef-d’oeuvre during all Early Access and this the last major update. In total, we count about +500 fanart from our community (Discord, Twitter, Instagram, Reddit etc.). That’s insane! Of course, we can’t share all of them, but here’s a glimpse of talent: