The game got released, and it's first review was a negative review. Which broke my heart, but it's understandable as to why.
Looking back at the original build with all it's jank and stank, it does make me wonder what I was thinking releasing it like this.
But that's the problem with working on something alone for so long, it seems that you just kind of "get used to it", all the stinky stuff, and you won't figure out what's wrong until someone points it out.
Even my play tester friends had no issues like the ones that were found on release (nor the general feedback on some quality of some things that had to improve.)
So despite all that, someone never gave up, and I am not talking about just me, of course. I am talking about all of you wonderful people that had given the game a chance, reported bugs, and provided all kinds of feedback.
Thank you.
Without you all, the game wouldn't be in a good state. I thank you all once again who've played the game. All 300 of you, you are truly wonderful.
(Also yay, a fine milestone to end the year on, eh?)
Anyways. Remember, there's still more content to come. In fact, I am now giving my attention to playable Enerith in a priority over Realm Of The Rogue because, ROTR actually relies on a third party thingie, which I am not having a good time working with. So I may just end up scrapping it and re-doing the whole generation system myself from scratch.
But that's for some other time. Here's a few work in progress screenshots, of Enertih barely functioning as a playable character as of now.
I hope to release him sometime in 2024, can't give out any dates though because you know, code is code, bugs are bugs, and health is health.
With that being said, Happy New Year. Hope you have a nice cake or booze. Or both. Just don't pour booze on the cake, it wouldn't taste good... Or will it?
Have you ever had chocolate on cheese? It's surprisingly good.
Okay, see you soon.
(Also buy the game. There's still 15% off until Jan 4.)
Discord (ew) Server.
Hey you,
Have you ever wanted to talk to someone about the game? Ask me questions or report without writing a giant e-mail or a forum post? Or better yet, maybe have a chance of harassed by someone online? (Classic!)
No?
That's too bad, whether you like it or not, now you have at least one whole spot on the internet to talk about the game. In fact, now you are forced to talk about it.
That's right, if you don't, a spooky ghost will come and get you, wait, this isn't a Halloween announcement...
Uh... Santa Claus will come and get you on the new year's eve. Boooo... scary.... YOU wouldn't want that to happen now, would you?
So. Click on that picture to join.
RIGHT NOW. CLICK THAT BIG BUTTON.
THIS IS WHAT YOU HAVE TO DO TO DO MARKETING.
Or you can also click that stupid button in the game's menu to join too, or don't. We all know that Discord smells and it should've never been a replacement to online forums. Tsk. tsk.
Quick Fix
Thanks for the report, please don't be afraid of reporting issues. As a solo developer, sometimes it's hard to catch a few things during testing. I appreciate your help!
- Fixed an issue with Enerith not taking any damage on mission 10 due to the script missing a reference to the UI shaker. (I love it when Unity can't ignore an error and just decides to pause the entire script from working!)
Unrelated to quick fix but had to be included in this patch: - Walking animation with the gamepad has been updated. - Slightly improved the handling of double taps/flicks by adding a very tiny deadzone for gamepad sticks + resetting double inputs when jumping and doing an animation cancel. This should also prevent the camera from freaking out if you have the tiniest bit of drifting. However, for deadzone settings you should still utilize Steam Input as it is flat out better for that. - Re-enabled social media buttons.
Patch v1.064 (Main)
Changelog: - Quee - Re-added a move from an early beta version of the game - drill through can now be used mid-air, the move needs to be unlocked in the upgrades menu. - Grindblade - Fixed gamepad specific Judgement Gear animation not playing out properly when activated. - Realm of the rogue - fixed collision issues with dodge teleport. (Hello funny mesh) - Realm of the rogue - Re-enabled the card system back, however most of the cards are currently just ideas/dummies. They are being worked on, remember, Realm of the rogue is a gamemode in progress. - Snipers - Fixed an issue with the projectiles not moving which was caused by the previous patch. (Basically, the script order was wrong. This is corrected now.) - UI - Chaos Trigger and Sinner Gauge now have a little bit more flair to them, whenever they have something going on with them they have new particle effects playing on the UI elements. - General - Shamir will now wear a funny hat on christmas day. - General - Minor changes to the code in the backend for future content, this shouldn't affect anything, but if something breaks, let me know.
Known issues: - Not that I am aware of. In addition, feedback is always appreciated, so let me know if you have something to say on the steam discussions, or via an email, thanks! https://trello.com/b/suviZn7g/known-issues-and-bug-tracking
Winter Sale
buy it. he's not gonna ask twice.
Patch 1.063 (Main)
Changelog: - Claws - Backwards dodge removed and replaced with the dodge move below. - Dodge - Added a different kind of backwards dodge that functions similiarly to the directional one. At first I was concerned it would be too busted, but it's balanced enough. - Tutorial - Added two enemy spawners to practice some "real" combat in the area. - Tutorial - Added an explanation to the enemy icons. - Grindblade - Judge's Gear - Input simplified to make it easier to pull off. - Snipers - Projectiles are now faster against Melee type players to make them more of a threat. - Mission 03 - Fixed an issue where the player could get stuck in one of the arenas after teleporting towards an enemy. (Yup, a surprise old mesh.) - Mission 06 - Added another checkpoint after the first unlocked gate. - General - Getting hit by the spikes no longer causes the music to stop for a millisecond and restart. - General - Breakable objects now have a more distinct hue to them. - General - "Begin" is no longer the default selected button for the gamepad in the main menu to avoid players accidentally erasing their save file. - Costumes - Now have visible conditions to unlock them in the main menu. - Vs. Knight - Fixed an issue where his weapons would not stop lighting up whenever his hitboxes get disabled. (Because Editor Vs Live build differences are cool.) - UI - Whenever attacking a boss, their lifebar shall shake on the UI. - UI - Whenever recieving damage, the HUD will do a subtle shake now.
Known issues: - Not that I am aware of. But please do report issues either via email or on the steam discussions. I am always keeping an eye on them. In addition, feedback is always appreciated. https://trello.com/b/suviZn7g/known-issues-and-bug-tracking
Patch 1.062 (Main + Important note.)
So the important note is:
Recently, I've been driven to the hospital by an ambulance a couple of days ago due to my heart feeling rather... funky. Don't worry. Not dead yet, but I am going to be visiting the doctors next week once my insurance will be active.
I know no one really wants real life issues to slip into the patch notes, but I am mostly shoving it there so you know as to why some updates have slowed down. Do be aware I'll still do my best to update as much as I can whenever I can (and if there will be a major gamebreaking bug I'll fix it right away of course), but right now I have to take a break due to health. I hope that is understandable. Thank you for playing. Do take care of your health as well, my dear player.
Changelog: - Vs Knight - Knight's weapons now light up whenever they are able to do damage, making it easier for the player to know when they can parry or get damaged. (Just like with other enemies in the game.) - Vs Last Boss - Added the same teleportation effect as other bosses have to make it easier to tell when the boss is about to teleport. (Yeah, that boss is still a mess. Well aware.) - Mission 06 - Added a few collectible crystalized bloods to make it easier to tell where to jump to proceed with the mission. - Vehicle - Added a small cooldown to prevent the player from accidentally getting on the bike after dismounting it. - Vehicle - The braking speed has been increased to make the Vehicle better to control. - Training - Added an option to turn off enemy aggression. - Training - Added an option to disable enemy sounds. (No more sandbag squeaks if you don't want em.) - Added an option to turn on "Super Mode" after unlocking Hellish Hellfire. This option will give you infinite Chaos Trigger and Sinner energy during the normal missions.
Known issues: - Not that I am aware of. But please do report issues either via email or on the steam discussions. I am always keeping an eye on them. In addition, feedback is always appreciated. https://trello.com/b/suviZn7g/known-issues-and-bug-tracking
Quickfix
A surprise bug that requires a fix.
- Fixed a bug where if you restarted from checkpoint after dying at least once, the game would reset some parts of the current level to normal difficulty. Meaning it would try to save your final score as "normal" despite level being "hard" or "easy" or any other difficulty, and some enemy arenas would have incorrect enemy spawns, but the actual enemy difficulty would be correct. If you never died before like a god gamer you are, this bug never affected you.
How the hell does that happen? Who knows. Code is weird.
Patch 1.061 (Main)
Changelog: - Alt tabbing when the game is paused will no longer unpause the game. - Fixed an issue where if you were paused when moving forward, and then pressed the boost button while the game is paused, it would slightly drain your Chaos Trigger energy. - Fixed an issue where some of the enemies, may not get out of their attacking state when stunned within a very specific frame combination. (Note, this is to fix Seth turning passive, i was still unable to reproduce the issue reported by the players as it clearly seems to be very frame perfect and maybe I am just unlucky, but I still can't repro it myself. This fix is an attempt on resolving that. Hopefully that works. Hopefully.)
- Fixed an issue where the players were able to get out of Seth's combat arena after defeating him. - General - Added a confirmation prompt when you press restart from checkpoint, just like the one that shows up when you try to exit the mission. - General - Added gamepad support for the menu added in the previous patch. - General - Gamepad detection should now be improved as instead of checking for the name of the gamepad (i.e if it contained dualshock or xbox it would return true) now checks for the input method instead, so if it detects dinput or xinput device plugged in, it should count as activated. - General - Landing on top of the vehicle no longer makes the character float on the vehicle until moved elsewhere. - General - Shooting guns without the lock on will now not show the lock on icon on the target. Just makes it feel better, like in a certain other action game you may know. - Malice's hurt sounds were... re-cut now that no peanut november is over. - Mission 05 - Minor collision fixes. - Upgrades menu - Now when the weapon is obtain, it should show up in the list immidiately. (This is my second attempt to fix it, it seems to function in the editor. Let me know if there's still a problem.) - Vs Knight - Knight's shield will no longer make the camera rarely freak out and zoom in into the floor.
Known issues. - See Trello. It's the first tab, if you find a few spicy bugs, do let me know. https://trello.com/b/suviZn7g/known-issues-and-bug-tracking
Patch 1.060 (Main)
Another minor update, don't worry though. Just taking care of the request list bit by bit.
Changelog: - Mission 02 - Fixed the issue where the character would get stuck in the floor in the mansion if teleported there. This was due to the old mesh that wasn't updated overtime, whoops. - Fixed Boss 02's (Lil Dee O Jay)'s spinning hitboxes not disappearing after beating the boss. - Guns can now be used without logging on. Added a new options tab in the settings in there you can: - Turn off the HUD. - Turn off the Chaos Trigger visuals overlay. - Turn off the Speed Lines effect. - Turn off Fixed Cameras. - Turn off Enemy HP UI. - Turn off Enemy Action icons. - Turn off music turning off when idling. - Turn on a new camera mode that will automatically turn the camera towards the direction you are boosting towards in the Boost style. (Useful for gamepads! Especially if you don't like to claw grip.) - Disable the orb count in the UI. All of these were requested by players.
Known issues. - See Trello. It's the first tab as of now there's not much known, so if you find some spicy bugs, do let me know. https://trello.com/b/suviZn7g/known-issues-and-bug-tracking