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 v1.083 (Main)

Small bug fixes.
Knight's still in progress, yes.
The track was finished.
https://youtu.be/lc8dFwbDqmE

The new music tracks will come to the Steam's soundtrack as a free update once playable Knight will be fully out.

General - You can't tilt the character anymore after you die by moving the camera.
General - Game will no longer ask you to press jump or dodge to recover if you are dead.
Huntress - Fixed an issue where she would play Shamir's dying sounds when killed.
Huntress - Jumping animation no longer looks a bit weird.
Shotgun moves - Fixed an issue where the gravity and sounds were not playing from the previous update for Gun Fu and Air Combo A
Practice - Now if you die in practice mode and try to restart, it will sent you back correctly to practice instead of Tower Of Blood.


Known issues - Not that I am aware of so far, but please do report something if you find something.
Feel free to check the trello below for more updates and what's in progress and what not.
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. Whichever works best.
https://discord.gg/2ZyurUSbeE

Patch v1.082 (Main)

Been mostly cleaning up the mess that is there for future use and still working on the knight.

The doppelganger mechanic for the knight is now very much functional. But needs a bit of optimization.
I think there's only a few more moves left until he can be truly playable. I am still not sure if I'll end up making an extra mission or not for him though. Regardless, it'll still be a free update.



Sinner - Fixed an issue where the super attack animation would get cancelled when attacked right before it fully starts.
General - Guard Mode - Discharge - Slightly reworked to feel "better".
General - Guard Mode - Fixed an animation not playing out properly when guarding.
General - Movement - Now has a subtle character tilt when moving forward and rotating the camera.
Quee - Fixed an issue where if you held the attack button on a different weapon, then switched back to quee, Boomerang would automatically activate if unlocked.
General - You can now re-fight the credits from the main menu if you've beaten the game at least once on your save file.
Other minor adjustments that you likely won't notice, it's mostly to improve my own workflow, really.

Known issues - None as far as I know. Feel free to check trello for bug tracking and requests.
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. Whichever works best.
https://discord.gg/2ZyurUSbeE

Patch v1.081 (Main)

I did add knight's stuff in the movelist, so you'll be able to access it when he comes out as a playable. Yay. (He still needs more moves and bug fixes before that, though.)



General - Added an indicator to already collected collectibles on levels. So if you re-visit a spot, it will tell you that the item has already been collected. This should make searching for collectibles a bit simpler.
General - Disabled weapons will no longer be "available" if disabled via items menu when starting the level.
General - Divergence - Unlocking Sinner in the main campaign no longer affects other playable characters.
General - Fixed a rare issue where if you used slide into boss characters, then used teleportation in the dodge mode afterwards by quickly switching to it while the slide state was still active, it would teleport you really high into the sky.
General - Fixed the "Free Lock" video missing from the movelist.
General - Grass now properly reflects light where applicable.
Huntress - Now has a light, to navigate darker areas a bit easier.
Shamir - Guard - Projectile Deflection has been added into the movelist in the Guard tab. It was already in the game, I just forgot to add it in there. Whoops.

Known issues - None. Feel free to check trello for bug tracking and requests.
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. Whichever works best.
https://discord.gg/2ZyurUSbeE

Quick fix + Note to Linux users

Are you a Linux user and the game doesn't launch for you for some reason?

That's weird and I am sorry about that. If you can and have some time please provide me the crash log, your distro, and version so I can properly investigate it. This issue has been seemingly going for a while and is seemingly random, as the next time it may launch just fine.

I am unable to reproduce it on my own hardware. So every tiny bit of information will be very helpful, thank you.

The log should likely be located in ~/.config/unity3d/K/KyoshinOFHeart on your drive on Linux, thanks in advance.

You can send it to me either via email (game.manager.hnd@gmail.com) , or discord in the bug report channel.
https://discord.gg/2ZyurUSbeE

Quick fix notes:

- General - Fixed an issue where some of the weapon effects wouldn't stop when they should, i.e entering dialogue, getting onto pulley, using the jump pads.
- General - Training - Fixed an issue where some of the bosses would behave weirdly, i.e not attacking or trying to attack too quickly.

In addition, when you fight Malice the invisible walls of the arena in training/practice should now be disabled to behave closer to how it would during the main campaign.

Patch v1.076 (Main)

If no one is using an important mechanic of your game, that means that mechanic sucks.

So here's a new one, so you don't have to switch to dodge to get out of the damaged animation no more.

- General - Added a new recovery mechanic. Now whenever you are damaged, you can just press Jump to get out of the damaged animation. This will also show up on the screen and tell you when to press it.
This feature is available for all characters, and for the upcoming playable knight.




- Huntress updated a few animations.
- Jump cancel now also resets the gun cooldowns (except for the shotgun, as that would be too overpowered.)
- Character Reset/Cancels now also reset the double taps, this should make it a bit more consistent, and reduce accidental double tap moves.
- Can't press the attack while paused anymore.
- Fiery Uppercut - Reduced the lockout time as it felt a bit too long.
- Minor Adjustments to the animation system for the ranged weapons.

Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.075 (Main)



In case you don't follow twitter/x or discord, just shoving a small preview.
Playable knight is the main focus right now, so please bear with those smaller changes before I'll be taking care of whatever is in the trello list.

- General - Added the B button function to the rest of the main menu.
- General - Moved the social media buttons so the gamepad cursor doesn't cut off.
- General - Rebaked the lighting for a few levels due to the extra rock lods from the previous patch.
- General - Increased the jump cancel trigger on enemies in order to improve jump cancel consistency.
- Quee - Increased Quee's hitbox sizes to match a bit closer to the visual effects. That should make some moves feel a bit more reliable.
- Dodge Mode - Teleportation towards enemy now takes the enemy's current gravity, to ensure the player doesn't fall off below the enemy too early during air combat.
- Fixed a Linux build bricking. (Not sure as I have no way to test it, but the build went fine this time.)
- Jump pads now force the floatiness on, unless the mechanic is disabled in the gameplay menu.
- Jump pads now have a grounded protection, in order to ensure the player won't get stuck on it once or twice.
- Quee - Fixed an issue where the proper animation wouldn't play out if you tried to do a turbo launch right after doing another attack mid air and then holding the attack button and the backwards input right as you landed. How specific.
- Reduced the attack input lag by a tiny bit.


Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.074 (Main)

Wow. The B button now functions like in many other games... Crazy.

- General - Added another small change to improve how hits feel. You may notice it. You may not. It's camera FOV related, it's very subtle, too.
- General - Default FOV is now 90
- General - Added some LODs to some rocks to improve performance in some areas. This was actually done due to prototyping of another mission, but I guess that retroactively applies here too.
- Fixed some enemies in the training mode not getting their sounds or aggression disabled, even if the toggle for either was enabled.
- Some moves now have a velocity multiplier, making the player move faster as if affected by the gravity. (Airflow, Comet are the biggest examples.)
- Pressing B on the gamepad in menu options in-game/settings will now count as pressing "back", this should make the navigation with the gamepad a bit nicer. (The same will be supported for the main menu/where you load levels in the next patch.)

Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.073 (Main)

The work on the playable Knight continues.

- Fixed Jump Particles not showing on extra playable characters. (Huntress, WIP Enerith...)
- Updated the description of the boost mode's concentration to be more up to date.
- Removed Boost Mode's Concentration recharge when the invisible lock on is active.
- Fixed a rare situation where a launcher hitbox would show up only for a frame or two.
- Added a few invincibility frames to jumping, meaning you now can sort of use jumping as a way to dodge.
- Another small change to the ground detection to prevent the character from gliding slightly above the floor.
- Increased the size of claws hitboxes to be more consistent with the effects.
- Shamir - Updated running animations.
- Claws - Added the same hit effect as from other weapons on top of the claws effect. That makes the hits feel nicer.

Known issues -
No bugs, but features are in progress.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.072 (Main)

No more missing gamepads... No more, I sayeth.

- Added a missing screenshot for Huntress's Mission completion screen.
- Gamepad support - The system that checked for the gamepads has been adjusted. This should likely resolve the issue where the gamepad wouldn't be properly recognized on Windows (if it's an obscure one) or Linux, where it's just Linux. In addition, this corrects "Show inputs on Screen" option, to show gamepad inputs where expected. Thanks AlmostAGhost for a good pointer for this one.
- General - Fixed an issue where Boss 02 (DJ) would get stunned in the special attack, causing it to shoot through the glass.
- General - Gameplay - "Active" camera is now active by default. This only applies to fresh launches of the game, it wouldn't affect your current settings.
- General - UI - When pressing Save & Exit, you will now also be asked to confirm if you want to do it. This is done for gamepad users to prevent accidental exits from the game.
- Graphics - Allowed users to pick resolutions for 16:10 and other ultrawides. This previously was disabled as it was using a bit of a purchased asset code.
- Settings - Graphics - Fixed an overlap of resolutions table, it crossed over to the FSR buttons before.

Known issues -
See trello.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any other issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE

Patch v1.071

Patch v1.071 (Main)

- Gamepad - Fixed Graphics settings, now can utilize the gamepad to properly use the graphics settings, this includes resolution/FSR, and overall navigation improvements.
- Gamepad - Fixed a few issues in the Gameplay Menu.
- Gamepad - Fixed a few issues in the Input Menu.
- Gamepad - Fixed a few options in the training menu not functioning as expected.
- Gamepad - Fixed an issue where the cursor appearance time depended on the game seconds, rather than real life seconds.
- Linux - Added an additional way to check for the gamepads. That may fix a few issues with the gamepad not being properly detected on Linux. May. Let me know if you are still having problems as I have no way to check Linux builds at the moment on my end.
- Mission 01 - Fixed some funky collision for the enemies.
- Now when collecting a health collectible, if the player's health is full, it'll add some currency instead.
- Tower Of Blood - You no longer get Chaos Energy in the boost mode inbetween the floors, after all, where are you planning to run? It's all about fighting over there.
- Updated the credits to include AlmostAGhost for many useful bug reports with reproduction steps, thank you! It's thanks to you, the players that the issues can be found and fixed.

Known issues -
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you find any issues, please report them to me either on Steam Forum, E-mail, or on the stinky discord.
https://discord.gg/2ZyurUSbeE