Heartless & Dreadful: Return by 72 hours cover
Heartless & Dreadful: Return by 72 hours screenshot
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Heartless & Dreadful: Return by 72 hours

Patch v1.117 (Main)

A small patch. Things are a little goofy right now in my life. So I am taking a little break.
Don't worry, if there's something that bricks the game I'll come back and fix it immidiately. Just let me know. That is the important part. Can't fix what I don't know about.
Rework of the enemies is still ongoing. I just won't be updating for a little while until I feel a bit better.

- General - Improved general visibility in Mission 9 and 10. It was too much on the eyes and compressed poorly on the videos to be honest.
- General - Enemies received additional particle work similar to player's.
- General - Cremators have been re-animated.
- General - Fixed an issue where a different enemy would spawn in the training room when you tried to spawn a knight mob.
- General - Fixed explosions cutting off too early.
- General - Fixed an issue where the enemies would slide towards the player on spawn in the training mode.
- General - Fixed an issue related to the headless enemies in the last mission, where they didn't call the visual mesh change properly when attacking after the rework, because of that their hitbox just didn't work, everything else did though. Code magic.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.

For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu

(I don't post anything political over there, just game dev slop and occasional garbage i enjoy. If you like that kinda stuff, consider a follow.)

Patch v1.116 (Main)

This is Part 2 of the enemy rework stuff. It seems to me there'll be quite a few parts in there as the updated balance gets... balanced. I push these in chunks because yeah, bug fixes. Yay.

- General - Added some of the missing catch up animations to the enemies that use that system.
- General - Added some of the missing falling in the air animations to the enemies.
- General - Fixed the console command debug_hbox, it will show you hitboxes properly now as requested by a few players. As a general reminder, "demons smell" activates the cheats in console. PageDown can be used to slow the game down, page up to speed up, home to return to normal speed. This is mostly used for debugging, but yeah. Whoever wants it - gets it.
- General - More enemy changes. Assassins will throw shurikens at the player now, will back off when player is too close, got increased attack range. Marionette master's healing range has been increased, additional aoe attack has been added. This should make the master a higher priority target than before, where it could've been easily ignored.
- General - Reduced enemy HP scaling per difficulty. Now that they are more aggressive, this is pointless. There's a lot going on on higher difficulties as is with more moves it gets... genuinely overwhelming. So... suffer, but suffer less. I should consider re-balancing the spawns of enemies for each difficulty after the rework for the enemies will be completed.
- General - Added an additional check for enemy's gravity to prevent rare possible soft locks, technically shouldn't happen, but you never know when something will go wrong.
- Mission 03 - A small adjustment to level geometry to ensure enemies don't get stuck in an awkward position.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.

For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there, just game dev slop and occasional garbage i enjoy. If you like that kinda stuff, consider a follow.)

Patch v1.115 (Main)

This is Part 1 of the enemy rework. How many parts will there be? Dunno. Up to feedback on the updates, plus however many enemies I have left to change.

The purpose of this rework is to give enemies priority in which they are supposed to be taken down naturally.
It's not a full on rework to make enemies super difficult or anything, no. Difficulty options exist for a reason after all.
It is just to give them more reactive moves and make them feel a bit smarter, also AOE attacks to keep the player on their feet. (HAHA FEET)

Anyway. Changes like these are the most difficult ones because even though I tested through the whole game, side modes, tutorial, etc, etc. There still could be something broken that I didn't notice. If that's the case, please report it to me using any of the contact thingies at the end of this announcement.

- General - Enemies are now properly grounded when spawned.
- General - Fixed missing tutorial locale.
- General - Enemies have been reworked to utilize a base prefab (Except for bosses). That took a while, and replacing them all in each scene was annoying, but it's working... I think. As far as I tested, it all works from start to finish. Anyway, this change allows me to make some enemy related changes easier.
- General - Enemies now can catch up to the player if the player is too far away. That is if it's not the heavy enemy type.
- General - Enemies now can utilize navmesh in order to avoid obstacles. This activates if the player is too far away and tries to cheese them by making them all walk into the walls. This however only works if the player is also on the navmesh otherwise it uses old navigation. Too bad!
- General - First boss fight has a small cinematic adjustment to it. Don't mind it. Code from the new prototype allows me to do those easily, joy of shared source code.
- General - Fixed an issue where archers would stop shooting at all unless they are attacked if they are stationary.
- General - Fixed minor graphical glitches and LOD models sometimes being invisible.
- General - Fixing particles from the updated statue model clipping through floors.
- General - Minor graphical changes to some of the levels to give them a tad more detail visually.
- General - Minor loading screen timing adjustments.
- General - Reoptimized places with remote cameras so they don't cause performance drops.
- General - SDK Has also been updated to add the new reworked enemy prefabs. Level updates are not needed.
- General - Sniper enemies now shoot from their origin point, meaning if player reflects their projectile, it should shoot back at them properly and kill/damage them as expected.
- General - Some of the enemies have been reworked, mainly Siis grunts, Siis Archers, Siis Steeres (Big tanky guys) to be a bit more interesting in a fight. I am looking into reworking other enemies as well, but I am pushing it out gradually as there are some bugs that need to be fixed.
- Huntress - Fixed Shotgun's right click not shooting correctly. It shot many bullets, but only one hit. No good.
- Shamir - Fixed Sinner gauge and Guard mode's gauge not showing up properly and not updating unless their representative styles were selected.
- Kair - Added a dodge up move. Yes, he technically could use his earth magic to go through the stages, but this is a bit more convenient.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail (game.manager.hnd@gmail.com), or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep.
https://discord.gg/2ZyurUSbeE

You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there, just game dev slop and occasional garbage i enjoy. If you like that kinda stuff, consider a follow.)

stutter fix (i forgot to disable logging)

its coming in an hour. sorry, i am REDACTED

edit: the fix is pushed.
I've made a script to make sure logging is turned off on each build now. wont happen again

Patch v1.114 (Main)



Kair is in, as per usual if you've beat the credits he should be available from the get go.

Kair was a bit of a weird character to make.
He has less moves than others, but despite that he took MORE effort to make due to his summons. I consider him an experimental character mostly for fun, thus he doesn't have any unlocks, all moves are available from the beginning. I may add more depending on the reception.

In a way, if we count his attacks with his summon disabled, that doubles the amount of moves that he has... If we don't, the number is quite low.

Still, he's quite fun to play and offers a different experience than the other characters. And a different experience than playing a summoner character in another Demon Could Weep game, that's for sure.
He's still overpowered, but I am sure you can have fun with his movement and moveset.

General - Kair. Kair has been released, Kair's gameplay includes using his own summons to fight, as well as fighting himself in the melee range. He can utilize a variety of Magiqa skills on top of his physical prowess.
General - Fixed an issue where the sound was a bit off balance in some of the levels. (so no, weird sound was not your headphones.)
General - Shamir's swing sounds have been made a bit louder.
General - Further optimizations for the CPU. At that point, LDK-esque difficulty might be possible without major performance drops. Might. No guarantees for anything.
I was able to get 20-30 more frames than usual in a very special debugging map that some may be familiar with, and that map has like... 200 enemies active based on the distance on the get go and 500 enemies total. With more activating as you approach them.
General - Removed the ability to jump into the void in the final mission to prevent an issue where LDJ could teleport under the arena, whoops.

So now what? As I prototype another thingie, I am going to be doing enemy rework for the game in order to make them a bit more aggressive and more fun to play against. I am not sure if that update will be coming soon or not, but I have a few general ideas on how to make them fights more fun. After that, I'll take a look at bosses and will do my best to address all the feedback that has been provided to me about them.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE

You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there, just game dev slop and occasional garbage i enjoy.)

whoops, all stutter (fixed)

a fix for damage numbers for seth was having a few issues on the cpu sorry... should not stutter anymore.

also added a way to pre-cache prefabs, so i think you should have less stutter if you're on an HDD as well.

Patch v1.113 (Main)

If to count the most important stuff, what's left for Kair is the UI Implementation, audio for his animations, some bug fixes and some more animation polish.

I've already redone the major chunk of his animations and he does feel pretty good/fun to play now.

I don't know when he'll be completed, but it should be sooner than expected.

General - Fixed an issue where the new hit numbers would show up as 0000 if the damage value was in a different format than integer. This mainly happened with Seth due to his unique Berserk status which caused damage conversion in the background between different formats.
General - Mission 06's visuals have been adjusted to look nicer. The caves always felt a bit too barren and unnatural to me.
General - Fixed an issue where you could fire your ranged weapons when shielded. (You can still abuse your movement via shield cancelling this way, just not to the point of breaking the game.) Except for needles. Needles are meant to be fire-able in any state.
General - Updated slashing sounds and hit effects, since previous ones sounded very blunt. The old ones are kept for blunt attacks.
General - Fixed an issue where too many lights will show up when you hit a large group of enemies. That should improve the performance a bit for damaging too many enemies at once. (Yes, I've been spending more time improving performance. Why? Kair. He hits a lot in a short time...)
General - Fixed an issue where the text resize would shimmer sometimes when the game or mission was just started, or where the text just showed up. At least it seems to work for me.
General - Apparently Sinner's code was running for other characters causing some minor issues in some cases. Disabled that for everyone but Shamir as no one else uses it anyway.
Huntress - Fixed broken weapon animations when jumping.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking


If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server. Please do report something if you find it, it helps a lot.
For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE


You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there, just game dev slop and occasional garbage i enjoy.)

Patch v1.112 (Main)

Note: If you have a project you're working on something with the SDK, you should update your mod tools. Otherwise it won't work.

General - Added assembly definitions, it doesn't matter for the average player. But I am adding it here as this change unfortunately, also affects the saved data files. So saves created with the current version of the game are no longer compatible with older versions of the game. But not the other way around, the older saves are automatically upgraded when loaded. TLDR; you wont lose any progress. You're good.
General - Updated the included SDK sample to be up to date with the current code.
General - Updated the workshop mission to work with the new update. If you're using an older version of the game, it will no longer function. That's too bad.
General - Merged Workshop Uploader into the main game and fixed it, as it seems that some steam updates broke it a while ago. I previously lost the source for the uploader, so right now its using a relatively basic UI. But it works.
General - Fixed the game over screen not showing when you are playing with the hud disabled. (I really didn't think that anyone would be... actually playing the levels with that, it was mostly made for screenshot use. But I guess if you're cuhrazeh enough you can play like this now.)
Mission 01 - Updated the first cutscene with the newly prototyped tools for updated camera control in Blender. That should in theory allow me to create cinematics a lot easier than before, but I am not sure if I'll be making any for HND as these tools are a part of another prototype I am working on. Maybe in the future with enemy rework. See, that's the upside of shared code, good stuff can be retroactively added with ease.


Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking


If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE


You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there, just game dev slop and occasional garbage i enjoy.)

Patch v1.111 (Main)

Kair is currently resting in a Family Guy death pose. (Quite a bit clunky to play. Its very much a polishing stage right now.)
Don't worry. He's okay. Just needs time.

- Enemy LODs now share the material instance of the main model, that means the material swapping done in the distance for enemy weapon indicators should work properly across different levels of detail.
- Also merged some split models on enemies, reducing draw calls by a bit.
- Some hitboxes have been increased in size again for consistency's sake.
- Enemies now have another hit effect. Wanted to implement it for a while but I had no way of doing it. Until the recent shader change.
- Fixing a missing locale string in the training area. Because I forgot or didn't notice. Apparently.
- The damage numbers were incredibly CPU unoptimized. That is because it utilized and created Unity's canvas for each damage number created. Which sounds fine on paper, but in reality, it ran like ass. This has been reworked to utilize sprites instead. That doesn't fully solve the issue of damaging too many enemies on screen. (Not that it happens during the normal gameplay anyway.) But it should reduce the possible CPU lag caused by tick damage.
- Fixed some particle effects playing on mission start when they really shouldn't. Whoops.
- Fixed a rare issue where the training mode wouldn't have any reflections on the ground.
- Other minor fixes and visual adjustments, that really aren't worth mentioning.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking


If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server.
For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE


You can also check the funny cross app if you have any questions or issues. My DMs are open.
https://x.com/KirillianAmu
(I don't post anything political over there either.)

Patch v1.110 (Main)

Kair's quite close to the finish line, I think. Got about 2-3 more moves left to do I think, then it'd be animation polish and balancing. For now though, here's a patch.


- More UI prettification, other minor adjustments to the loading screen, added missing images for custom mission, re-fight credits, total result, exit to menu in the level loader.
- Improved hitstop effect for things that use it.
- Re-fixed the camera zoom because it apparently didnt work last time. My brain is rotten.
- Fixed the player's shadow not moving with the animation if the animation was out of bound of the player's collision shape. Likely won't be noticed much on already existing characters.
- Recompressed some files to reduce the game's size on the disk (About 1GB less.) Also may reduce vram usage in some cases. Also some video previews should have better visual quality now.
- Reduced internal cooldown for Drillthrough and other forward moves.
- Fixed an issue where enemies sometimes would attack and dodge at the same time (It's about sliding backwards and attacking. I think it got fixed at least, haven't seen it happen again.)
- And other minor improvements that aren't worth mentioning.


Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking


If you find any other issues or have some feedback, please report them to me either on Steam Forum, E-mail, or on the stinky Discord server.


For Discord, it may take time to approve new people due to someone having to sleep. Whichever works best.
https://discord.gg/2ZyurUSbeE


I also post on the cross app. I don't do politics, don't worry.
https://x.com/KirillianAmu