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 v1.109 (Main)

Pushing out this one as there's a high chance of more players playing soon. This should help. Worry not, still working on Kair. I've resolved the visibility issues, just a matter of adding more moves...

General - UI has been slightly reworked to look a bit prettier.
General - Loading screen changes. As Sham does tend to monologue (which wasn't explored well past first mission and the training) the loading information has been rewritten to be presented in first person. There's a new music track as well. Which isn't on the ost yet. Sorry. Overall, it is now represented in such a way that is way easier to digest and easier on the eyes, slowly rolling out the text rather than dumping a few paragraphs of information on you. I believe that's an upgrade.
General - Tutorial Data no longer overlaps the loading screen information.
General - When starting a new game, the correct text/warning shows up telling you about the difficulty now. Previously DMD text showed up on "Hard" difficulty. That was a mistake.

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

Patch v1.108 (Main)

I've received some feedback today so I am pushing this out. As per usual, I am more than happy to make adjustments, just let me know if you have any issues or requests.

- Dialogue - Minor adjustments were made to correct a few lines of dialogue that were missing a few words. (Hi, I am an ESL.)
- General - Reduced default text size to prevent cut offs on some resolutions. This is only done for fresh installs. If you are having issues, please change it in the gameplay settings.
- General - Damaged State - Adjusted the input so even pressing a simple dodge button will get you out of the damaged state. Initially, it assumed you would dodge directionally and not just mash the dodge button... Sorry about that.
- Mission 01 - Added default mapping for center camera in a hint.
- Mission 02 - Made the finger print stuff a lot more obvious.
- Mission 02 - Made the lever a lot more obvious.
- Shamir - Grindblade - Made charge time faster for balancing reasons.
- Shamir - Gunstorm - Fixed an issue where it would launch you really high if you managed to "land" during it while still being in air... sounds weird, but that's how code works.
- Shamir - Shotgun - Reduced damage output and increased spread, but increased pellet amount. It's a bit of a rebalance due to it's insane damage output with the right cancels.
- Post Game - Fixed an issue where Lovely's shop music overrode the Post Game music.

Some WIP stuff was pushed out with this update by accident. Only two enemies have new falling animations when juggled right now for a better feeling in combat mid-air.

I am going to add more and tweak that a bit later, this was supposed to come after or with Kair but well, can't unimplemented what has been implemented. So don't be surprised at the undocumented change.

More enemy adjustments and boss changes are coming after Kair's release.

Known issues -
You can check them below, you can also check what is being worked on/what's on the todo list.
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

Patch v1.107 (Main)

Hi. Another tiny update, I pushed it out because I deemed it important. In short? I am stupid.
In long, I am still stupid, but I figured something out.

Some people said directional inputs were inconsistent at times, and I think I finally figured out why. Personally, I never had much of an issue with them, but when testing Kair (who's still in development), I think I finally managed to "feel it" on the gamepad testing, and then I found that it was seemingly related to some very specific camera angles.

How'd that happen?

The game checks for 4 directions, and each direction has specific angles it checks for.

Which is relatively normal, the issue was that my checking was done with something I thought would work fine, but apparently I was mistaken.

So, what did I have?

I had:
If character is facing forward.
If character is facing left.
If character is facing right.
And all of that was calculated with the camera's direction in mind.

Logically, If character is facing forward was counted as "not true" that meant it was facing back, right? Well, sort of. But not really. You see, it actually made the angle it was checking for extremely large instead. Which in hindsight, makes some sort of sense? I am not quite sure frankly.

But logically one would think that hey if it says false, that means its checking back, right? After all it is not facing forward... Oh well.

I've added another check instead, that does check for if facing backward with it's own angles instead of relying on "if character is facing forward" being equal to false and it seemingly improved the input direction detection by a lot.

At least from my tests. Obviously I'd like to hear back from you epic gamers and tell me if it's any better than before. Do note, that I am using a bootleg 360 controller, so your mileage may vary.

- General - Adjusted input direction detection. See above.
- General - Moved some buttons in gameplay options to ensure the gamepad cursor is showing up properly.
- Shamir - Microckets - Fixed an issue where they stopped dealing damage to the locked on target.

As for Kair, still in dev. Just takes time, he got some moves, and is overall playable. if you're a leet haxor you can prolly get him to work. But he's unfinished. And there's some visibility issues I need to take care of as well.

Valve really should allow us to upload webm files already... Holy crust. You can barely tell what's going on.


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. I just post WIPs, and YIIK out every now and then.
https://x.com/KirillianAmu


Also happy upcoming new years. Here's hope the next year will be better than this one.

Patch v1.06 (Main)

-Minor adjustments to enemy animations in order to improve attack readability. I've been planning to take a look into enemies some more after Kair's release, but that should help a bit for now.

Patch v1.105 (Main)

Tiny patch while i still work on the extra playable character.
Takes a while because I sleep a lot. Night shifts are funny like that. Makes you sleep through most of the day.

- Fixed an issue where Dominika couldn't dodge out of damage on the gamepad.
- Fixed an issue where playable Enerith's gravity would incorrectly apply in one of the moves. It caused him to get incredibly heavy after an animation cancel.
- Added a toggle to enable a lighter background for the dialogue background to make it a bit less eye straining for some people. It's available in the gameplay options.
- Fixed Camera transitions are now smoother. That came from doing some prototyping but got updated here as well. Joys of sharing code.
- Minor gravity adjustments for Shamir's Air Combo.
- Fixed unsheathed grindblade not disappearing when jump cancelled.

Patch v1.104 (Main)

Kair is already in development. No clue when he'll get released as I am experimenting with his kit and moveset and what I want to do with him in general.


If only another summoner could hit people with a staff, that'd be pretty neat I think.

Anyways, this is a minor update to resolve some of the issues from Dominika's release, as per usual, I appreciate the community's feedback and time to report the bugs and issues. If you find something that hasn't been fixed yet, don't hesitate to get in touch, if it's a genuine bug it will get fixed.

There may be one last major rework in store left for the game content wise, and soon I'll begin focusing on a new project.

Worry not though, whatever I am going to be working on next is going to utilize the same codebase as this game. So if there'll be an improvement over there, it'll get carried over here too with updates over time.

Despite that, it very much is not going to be another action game in this style. I've learned a lot. It's a miracle this thing even came out as is.

If you're curious about whatever I am going to be working on next, and WIPs on HnD, I suggest you follow my terrible X/Twitter/John Social Network account where I, unlike many other game developers don't post anything related to politics or pick fights with random people online. Instead, I post what I work on, sometimes an artwork or two and talk about games and projects I like. Surprising, right? Truly, I am a gamer living in a society.

https://x.com/KirillianAmu < go here, don't be a stinker.


- General - Fixed an issue where the character would slowly slide down on slopes.
- General - Fixed an issue where Dominika's guard didn't allow her to parry. Moving the code block in code fixed this issue, go figure.
- General - Fixed an issue where the fake gun icon would show up on the user interface if you were playing as Dominika and had "keep weapon icons on screen" preference enabled.
- General - Fixed the brightness slider and brightness value not setting correctly.

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

Patch v1.103 (Main)

Patch v1.103 (Main)

Happy Upcoming Halloween!



Dominika is ready to rumble! Utilize her martial art skills and her heavy mini-gun Vladislav to beat the crap out of your enemies.

Dominika can chain her combos unlike anyone else, where most of her combo attacks are interchangeable with each other!

- Divergence - Changed it so divergence characters can complete the game to get unlocks and stage ranks, this is done to encourage replayability.
- Divergence - Dominika is now playable. She can be picked in the divergence menu just like the other characters. (As a general reminder, divergence unlocks after beating 100 enemies in the credits.)
- General - Added 3 new achievements.
- General - Camera can now be controlled via keyboard. Rebindable. By default uses arrow keys.
- General - Changed Event mode so they last a week instead of just one day. (Halloween/New Year's)
- General - Fixed an issue where physics for enemies from damage wouldn't properly apply if the target got stunned at the same time as physics tried to apply.
- General - Fixed camera FOV not changing when it should if the distance between the player was 3.0f (aka lock on activated too close to the enemy)
- General - Fixed missing locale in the training/practice mode for other languages other than English.
- General - Fixed the "double damage" issue from some of the hitboxes.
- General - Huntress Mission - Beating huntress mission no longer shows game beaten screen.
- General - Huntress Mission - Fixed an issue where her final cutscene wouldn't play.
- General - Minor translation corrections.
- Modding - Can now replace the announcer, it is recommended to leave some silence as to make them not overlap. Check the StreamingAssets folder in the game's data, files must be .mp3. Also, if the game updates your files may get replaced. Do backups.

If requested, I should be able to expose some other things for light modding. We'll see.

Next up - Kair, a summoner inspired by a certain other summoner that you may have heard of... Some people call him five, some other people call him Ben Swolo.

Also experimenting with a special NavMesh implementation. Special because the game doesn't utilize it for the movement of enemies, thus making the transition to it a bit difficult.

Although it doesn't happen too often, that should likely fix some instances where the enemies would get stuck in some places. But that's in the future.

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

Patch v1.102 (Main)

If you have any issues other with the game let me know, I've pushed this one out because there were some critical issues that were brought to my attention.
As is, still working on Dominika, she does have plenty of moves to be playable now, but requires just a few more and animation polishing.

- General - Adjusted font size for languages other than english to ensure all text fits properly.
- General - All brain messages are now unlocked when in the New World, it was meant to be unlocked there, I just forgot.
- General - Changed the way directional moves work for forward/backward hold. This should make these moves more consistent on gamepad.
- General - Fixed an issue in mission 11 where if you got hit by the projectiles, the tram would fly off, preventing the ability to finish the mission.
- General - Fixed an issue when the character's direction would get stuck and not rotate correctly when the fixed camera angle was used.
- General - Fixed an issue where combo value would not reset when using a few moves or landing mid combo.
- General - Fixed an issue where if you had Lock On Mode selected as Toggle, you would not be able to use any of the moves that required you to lock on.
- General - Fixed an issue where landing animation wouldnt play on some weapons.
- General - Fixed an issue where you tried to pick FSR quality via gamepad, the gamepad cursor would get stuck selecting nothing.
- General - Switched from il2cpp to .Net compliation, this will allow users to easily modify the game's code utilizing tools like bepinex/melon loader, or dnSpy for modding.
- Shamir - Some moves got their timing adjusted just so it feels more right.

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


Patch v1.101 (Main)

Hi, sort of back.

Had to take a break, things are slower due to health stuff.
Not much progress on new characters yet, discovered an odd issue in code that I can't narrow down just yet. It kind of prevents me from adding more moves for extra characters, somehow. I'll figure it out.


Just a tiny WIP here with a lot of rough stuff, but I am not forgetting about more content. It's just gonna take longer than I expect due to life being in the way.

- General - All Double tap/Double stick flick moves have had their input changed.
That should bring more consistency in input execution across both gamepads and mouse and keyboard controls. It may feel odd at first, but this control scheme is overall better and allows for easier execution of more complicated moves.

- General - Game completion state is now stored in a save file, meaning that if you synchronize your save for another device, it should now make sure to count the game as completed. This requires the game to be launched once and synchronized on a PC where the game has been completed once to work.

- D.Magnum - Side swing has been removed. Frankly, this move was rather useless, you can already dodge well with the dodge style. Also with the way that input is handled it only gets in the way more than anything, especially after the rework above.

- Shotgun - Directional shots have also been removed. They were only getting in the way and were very much useless.

- Upgrade menu - Corrected a few incorrect descriptions for move executions.

- General - Eternal Nightmare - Corrected an issue where the 3 heart system wouldn't work in the first mission.

- General - Improved interaction of some moves with others, leading to less wonky physics interactions.

- General - Font scaling has been implemented. On large screens, the game's text is quite frankly too big. But now you can change it to your heart's content with the slider implemented in the gameplay settings.

- General - Added max velocity cap to prevent clipping through some walls if a move that multiplied velocity has been activated from somewhere very high.

- General - Brought back a system that allowed you to teleport to your last known position if you fell into a deadly pit instead of going back to checkpoint. It was available in some older patches but was disabled until a rework. The rework happened, it should no longer be memorized when standing across edges. This prevents an issue where you could end up endlessly falling into a deadly pit.

- General - Fixed weapons not showing properly when using the jump pad.

- General - Reduced some internal cooldowns for some moves to make their execution feel a bit smoother and more instant.

- Mission 01 - Fixed an issue where you could get stuck in air in a very specific location.

- Training - Added an extra map with a vehicle in it. Because there was no map with a vehicle in training before.


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



Patch v1.100 (Main)

Wow. So this is 1.1, a milestone for sure.

- Fixed Eternal Nightmare's 3 live system showing up in credits fight.
- Fixed weird shading in credits fight.
- General - Fixed an issue where if your Gamepad would disconnect during death, the game would soft lock by opening a menu without buttons.
- General - Fixed boost mode's speedlines not playing if using boost during free lock.
- Seth Bossfight - Likely fixed him getting frozen when going to berserk mode if he was stunned via guarding. Not too sure on this one, because "it just works on my machine" TM.
- Shamir - Claws - Super Slam - Improved the input to be more reliable on gamepad.
- Shamir - Shotgun - Reverted the change from the previous patch, shooting while attacking is now a feature and has been added to the movelist, however it's damage output has been greatly nerfed.

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