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

Heartless & Dreadful: Return by 72 hours

Patch 1.059 (Main)

Nothing major in the backend, just quality of life stuff here and some improvements to dodge mode.

- Dodge - Improved general behavior when jumping then teleporting, previously it would push the character back as it contained air velocity/gravity, now instead it'll behave as expected, actually landing you in front of the enemy if the enemy is grounded, reducing the chances of player accidentally starting mid-air combo animations instead of the grounded ones. (This doesn't affect the bosses if you jump then teleport, as some of the bosses are larger than player their teleportation point can be used greatly in gameplay for quick ins and outs.)
- General - Model LOD distance is now affected by Quality Settings, so ultra is the highest as expected.
- General - In Audio Settings, added visible sound percentages for each slider to make it easier to fine tune for your preferences.
- Arch. Needles - Added like 3 small floating orbs behind the character's back when active, to make it more obvious that they are currently equipped.
- UI - In gameplay settings - fixed Combat Camera Distance skipping Camera Fov option on the gamepad and going straight to Auto Camera Focus Power instead.
- Input - Added an option to disable mouse smoothing. (This will make it feel a bit more static, but more responsive. Up to you if you want to use it.)
- Mission 10 - added same text regarding skipping the "cutscene" as in Mission 01.
- Mission 11 - You can no longer get the Master Of Dodging achievement just for beating Mission 11.

Known issues and requests, feel free to provide your feedback either via an email or the steam discussions.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.058 (Main)

This one is also skipping the beta channel due to no major changes on the backend, very minor fixes really. Thank you everyone for the reports and your feedback.

Changelog:
Claws - Fixed Moonlight not dealing Toxic damage as intended by previous patch.
Claws - Added missing particle effecst to Rising Sun
General - Hint about dodging out of any attack - clarified.
General - Fixed an issue where a pulley's handle would count as the ground, causing a very small problem during platforming.
General - Fixed the abilitiy to use dodge up while in the vehicle, causing the character to have a stroke.
General - Fixed Jump-Pad's collider not counting as grounded if you are not touching the center of the jump trigger.
General - To improve platforming, you can now jump a lot safer from platform's ledges. (Added a 0.1s delay to make the player still count as grounded if they just fell from the edge, to give some room for error in platforming and slope jumping.)
UI - Clarified that you need to press the difficulty button in the level loader to continue the game.
UI - Fixed some overlaps in the graphics settings.
UI - Fixed minor spelling errors.
UI - Updated Claw move previews in the upgrades menu/movelist to represent the updated color scheme and Toxic abilities.
Mission 01 - Made a level completer trigger way larger so the chances of missing it are way smaller.
Mission 01 - Removed a specific leftover jump pad from old level layout that was not meant to be accessible.
Mission 02 - Removed some confusing rocks in one of the encounters, they had no collision anyway and were just in the way.
Mission 02 - Allowed the player to go back after beating the encounter near the statue, instead of being forced to proceed.
Mission 04 - Fixed the possibility of starting the combat near the CT increase collectible in such a way you'd be locked out of the arena, causing a possible softlock.
Mission 05 - Reduced flicker where pointed out.
Mission 08 - Minor collision improvements. (Mainly just one rock, really.)
Mission 08 - You can now jump on the boats, because boats are fun.
Post-Game - Day 2 Dialogue with Kair - Fixed the wrong image displaying in the dialogue.
Post-Game - Seth, added a missing picture in Day 1 Dialogue.

Known issues, If you find something broken, let me know. You can either email me or send it on the Steam Discussions/Forums.
As per usual, tracking for bugs and requests is on the trello:
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.057 (Main)

There are no "major" back-end changes in the game, so this update is skipping the Beta channel.

Changelog:
- Brain MSG - will no longer trigger a notification in the missions if the game has been completed on the save file.
- Claws - Now have "Toxic" property, dealing additional damage over time and slowing down basic enemy movement, this should make the weapon feel less "boring" and have more use with crowd control.
- Claws - Now have different visual effects and particles. This should help to ensure the player can easily tell which weapon they are using based on the VFX and color alone. (Previously, this weapon caused some confusion with Quee, as the effects looked rather similiarly to each other.)
- Extras - Now can scroll through the character text similiarly to World and Enemy text.
- Game completion - Fixed incorrect text showing up instead of "Unlocked:"
- Huntress - Can no longer flap her wings or switch weapons if she is dead. Because she is dead.
- Main Menu - Added the ability to check collected collectibles in the extras menu, so you don't have to enter the mission to check what's left to collect.
- Main Menu - Now can use back arrows to go to the last unlocked mission, and forward arrow to go back to 1 if you reached the last unlocked mission.
- Mission 1 - Fixed an issue where if you were to restart from the checkpoint, wrong music track will play and the waypoint will be incorrect.
- Mission 11 - Fixed the sensetivity being different in the Turret Section compared to normal gameplay.
- Mission 12 - Performance improvements in the last arena.
- Shotgun - Now can re-charge even if the charged ammo isn't spent.
- Tutorial - Fixed the compass overlaying on-top of the tutorial text.
- Vs Knight - Lowered HP regain on lower difficulties.
- Vs Knight - Projectiles spawned during Knight's CT are now slower, this scales back up on higher difficulties.

Known issues and suggestions:
- See Trello. Bugs are in the first tab, if you find a something else, let me know.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you have any suggestions or feedback, feel free to suggest them on the forums. All is read, and all is considered. Cheers.

The updated demo of the game is back on Steam!

Hey you, yeah, you. Wanted to give the game a shot before, but didn't want to hurt my feelings by doing a refund?

Well good news.
The demo version built from the latest game build (with all them fancy bug fixes and all) is now back on Steam.

So if you had this game on your fancy wish list, go to the game's page and click that big, stinky green (gross) button, and give it a shot.



Did you like it? That's sweet. Did you hate it? That's okay, no hard feelings. I'll only shed one tear. One.

Anyway, don't be too hasty on spending that hard earned cash just yet, though. For I have heard that there's a small deal coming up in a few days... Your lucky number is 15.

Patch 1.056 (Main)

This update merges changes from the beta builds into the main.

The changes from the Beta builds can be seen here:
https://steamcommunity.com/games/1701890/announcements/detail/3803913612024104021
https://steamcommunity.com/games/1701890/announcements/detail/3824180445337283205

In addition, there's the following changes in this build.
- Jump animation will now play only when pressing jump, not when falling off a cliff or something else specific.
- Reduced speed of the new jumping animation to make it smoother.
- Selected costume is now selected correctly in the main menu when returning to the main menu from the mission with the costume equipped.
- Additional stability and corrections to the collectibles menu.

Known issues:
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking
Let me know if something is broken, from my own personal playtests I haven't noticed much, but games are complex. You do one thing, another may be affected.

Patch 1.055 (Beta channel.)

Probably a small one. Gotta get rid of those one at a time...

- General - Fixed the collectible list and a few translations in the practice mode.
- General - Added a new jump animation in hopes of improving the "feel" of jumping.
- Collectible list - Corrected mission 12 counting as Post Game content.
- Collectibles - Fixed the collectibles in Post-Game.
- Tower Of Blood Completion - Fixed not counting in total result.
- Chaos Trigger - Can no longer be activated in the credits.
- Sinner Form - Removed the footsteps since the character is meant to be floating.
- Sinner Form - No more weird delayed hitbox when entering the sinner form.
- Sinner Form - No more hitbox when exiting out of sinner form.

Patch 1.054 (Beta channel)

Changelog:
- Mission 09 - Fixed minor collision issues.
- Mission 02 - Fixed an issue where if you were to skip a specific fight, the Fixed Camera triggers would not disappear.
- Mission 02 - Fixed an unreachable collectible.
- Mission 07 - Fixed minor collision issues.
- Mission 04 - Fixed a very, very specific instance where the boss could not be encountered.
- Fixed Animation Cancelling via Guard not functioning on gamepads.
- Loading a freshly created save file after loading a normal save should not cause many of the stored data carry over into it. (Not retroactive, meaning this will not affect saves that were affected by this issue, this is only going to fix new save files.) That also likely was the cause of upgrades sometimes not carrying over into custom missions.
- Training - Fixed Infinite CT toggle enabling Infinite Sinner energy.
- Training - Fixed Infinite Sinner Energy toggle not working properly.
- Re-enabled gaining of Style points on a training dummy.
- Classic HUD - Fixed collision with the compass.
- Classic HUD - In realm of the rogue, no longer has issues.
- General - Can no longer transform into the Sinner form when paused.
- General - Hardcore gravity is slightly heavier now.
- Collectible IDs - Adjusted so the Icons should respond correctly to items collected, some of the not not counting ones are still being investigated.
- Credits - Updated the special thanks.

Known issues.
- See Trello. It's the first tab, if you find a spicy bug, do let me know as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking


Patch 1.053 (Main build.)

Thank you for waiting for a stable build. This patch brings all of the changes from the Beta into the main build now that they are a lot more stable. In addition, the SDK is now out. You would definitely need some basic Unity knowledge to work with it, though.

A stable build has been merged into main. In case you were not following the beta builds, here are the changes in total that have been merged into the main build now.

- If you're curious to try a the custom level loader yourself, you can download a template custom mission from here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3071279707

New changes from this build:
- Boss 3 (Seth) - Fixed an issue where his hitboxes would not disappear after activating.
- Collectibles - Locked entries in Extras will now show ??? instead of spoiling the whole name of the entry.
- Collectibles - added collectibles with the ID 12 to the Post-Game because apparently, they were missing this whole time. How? Arrays. Start. At. 0. Not 1. Someone forgot.
- Collectibles menu - fixed the incorrect IDs.
- Costume 5 (Cybersuit) now has RGB.
- Custom Mission Loader - Fixed an issue where player would get stuck trying to load back into the custom mission loader.
- Hints are no longer skipping every 5 seconds in the game over menu.
- Mission 1 - Added some more blood to guide the player where to go.
- Restart from checkpoint - Removed from the gamemodes where you... can't restart from the checkpoint.
- SDK - Fixed the fan prefab blowing at a very low power.
- Total Result - fixed the level IDs for the rating, the levels likely have to be re-completed in order for the change to apply.
- The level making SDK has been completed and can be set up by following this guide, in addition, Steam Workshop is publically available.
- UI - Very minor text adjustments. Don't worry about it.

https://steamcommunity.com/sharedfiles/filedetails/?id=3051295219

Total changes from the Beta build merged into the main, in case you were not following.
(These are just patch notes organized alphabetically from previous patch notes. If you already played the beta and helped out with it, first of all thanks! Secondly, you can ignore this.)

- 3 fall drop system for platforming, reduced the drop amount in code by one to make it work more as expected.
- Achievements - Fixed some incorrect names from the earlier versions of the game.
- Beating Easy/Normal/Hard now properly shows the correct list of difficulties unlocked.
- Boost - Dropkick - Reduced the internal cooldown from 2 seconds to half a second.
- Brain MSG in the pause menu now only gets highlight when triggering a new message.
- Charged shot from D.Magnum now properly cancels Looping animations/moves.
- Claws - Comet and Comet Reversal recieved different particle effects.
- Collectible list - Fixed incorrect naming.
- Collectible list - Post-Game collectibles will only show the name of the location after beating the game. If the game is not beaten, they'll show "???"
- Collectible list - now refreshes every time you open it, showing more up to date information.
- Collectible list - the nonexistent mission 13 has been corrected, now the counter properly counts up to 12, and the rest is post-game unlockables.
- Custom Missions - Fixed an issue where the missions wouldn't be detected on some specific hard drives.
- Custom Missions - Gamepad can now be used to interact with the custom missions menu.
- Custom Missions - Improved the way the UI works on Ultrawide monitors.
- Custom Missions - Now returns to the custom mission menu upon beating the stage.
- D.Magnum - Charged Shot - No longer stores the charge when pressing the pause menu.
- Dodge Style - Is now a lot more reliable, the inputs are behaving as expected for dodge up and dodge down.
- Extras — Added the ability to scroll text.
- Fixed an issue where if you hit the pause menu and entered a teleporter (That had a black overlay effect) on the SAME FRAME would cause a softlock.
- Fixed enemies not being killed by the death plane in the must style mode if the style is was below SSS.
- Fixed the infinite Chaos Trigger if you activated Chaos Trigger while being at max health in the boost mode. Now it drains HP as expected even when your health is maxed out.
- Game completed menu - A certain text no longer makes a button noise.
- Game completion text no longer looks weird. (The font changing based on the locale has been disabled for that text.)
- General - Camera collision - has been improved. There's still a few small cases where it *can* get out of bounds, but those cases are a lot rarer now.
- General - Camera is no longer tied to the framerate. You may need to re-calibrate your mouse sensetivity setting to adjust.
- General - Fixed a bug that set your Reset position in air (the position that you would get teleported to if you fell either out of bounds, or into a pit.) if the player was in air while encountering a combat arena, possibly causing a soft lock depending on where it got saved. (It now reverts to a specified position in the arena if the player is indeed mid-air when encountering a combat arena.)
- General - Fixed a small issue where the character sometimes would walk slightly above the ground when starting a level.
- General - Gamepad can no longer interact with the "?" prompt if the player is in combat. This is done to avoid the player accidentally triggering something instead of jumping, as on the gamepad, jump counts as a "confirmation" button. It still works the same on mouse and keyboard.
- General - Removed the debug command that played the "combat finished" effect when pressing 6 on the keyboard.
- General - Vehicle - The drift meter is now longer and recharges faster.
- Grenade Launcher’s counter now only shows up when Grenade Launcher is currently selected ranged weapon.
- Health Collectibles had their color ramp shifted to be more green-ish rather than yellow-ish.
- Huntress Tower Of Blood - Fixed a few buttons working incorrectly on the gamepad.
- Huntress no longer gets punted into the orbit if you were to start the dialogue and hold the jump button to enable her flight.
- Input - No longer can bind actions to ESCAPE button as it is conflicting with the way the menus are handled.
- Input - The side keys of most mice can now be bound in the input settings for mouse and keyboard.
- Leaving the Custom Levels tab now works properly.
- Main Menu - Added a button to load custom scenes created from the SDK once the save file is loaded.
- Mission 01 and Mission 11 - Improved Occulusion Culling to increase performance + fix some of the objects turning invisible.
- Mission 03 - Fixed a possible soft lock, if player entered a combat arena and then entered another combat arena while the previous one was active.
- Mission 09 - Fixed a possible soft lock in one of the Arenas if entered on the left side.
- Mission 11 - Pests will now shoot regardless of the difficulty.
- Mission 11 — Now has a skip ride option. (Only active after beating the game at least once.)
- Mission 12 - Arena - Added missing collision around the edges of the arena.
- Pausing the game when the grindblade is charging would no longer freeze inputs until the player dodges out of the frozen state.
- Post-Game - No longer plays Orb Pickup sound whenever Post-Game is loaded.
- Post-Game - The fade-in effect no longer flashes, thus making the transition from loading screen to the level smoother.
- Post-Game - fixed an issue where the collectibles wouldn't save if you exited post-game via the story/epilogue exit.
- Post-Game - the invisible shop has now been fixed.
- Quee - Combo B - adjusted the input timing to make it more reliable without button mashing.
- Realm Of The Rogue - Updated the boss music once again, but this time it's just minor changes to the track itself, not a total redo.
- Training - The training specific UI is no longer overlapping with the items menu.
- Training mode - Added a toggle to enable infinite Chaos Trigger.
- Training mode - Added a toggle to enable infinite Sinner energy.
- Training mode - If the enemy somehow dies (such as enemy exploding itself) the Training mode will now spawn the same enemy.
- Tutorial, Loading screen text, Mission 5, Post-Game - Fixed minor grammar spellings.
- UI - Added a button that allows you to restart from the checkpoint.
- UI - Graphics settings - AS Filtering now says Anisotropic Filtering to make more sense.
- UI - Movelist - No longer shows Items tab from the Upgrades menu.
- UI - Now the game actually asks if you want to Quit the mission instead of just immidiately booting you into the menu.
- UI - Now when completing the level with the gamepad, you can't accidentally exit the game by moving the active button into an invisible UI element.
- UI - Replaced Char. with Character as there was plenty of space.
- UI - Restart from checkpoint button will now properly be disabled when interacting with other menus.
- UI - Upgrades Menu - Buy move buttons are now a bit easier to see and understand when the button is selected.
- Unlock easy mode notification will no longer show up once the easy mode has been unlocked.
- Upgrades menu - Updated Comet and Comet Reversal preview.
- Upgrades menu - Updated video recordings for Sinner mode demonstration.
- Video hints - Fixed the pulley hint and the hoop hint having incorrect text in the hint.
- Vs Knight - Now also has the teleportation preparation effect, giving the player a bit more time to prepare.
- Vs Knight - Teleportation has been slowed down just a tiny bit for the effect above to work better.
- Vs Knight - The smash attack now also has the teleportation preparation effect, giving the player a bit more time to prepare.
- You can no longer control or hear playable character after beating the credits fight.
- You can no longer interact with the invisible main menu during cutscenes via gamepad.
- You should be less likely to outrun some of the orbs that are being magnetized to the main character now.

Known issues - Only one so far, if you find anything special, let me know on the forum. I'll add it to trello, and if it causes a progression lock, I'll fix it asap.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.052 (Beta channel.)

So, the SDK for mission making is very much done, I thank everyone who had downloaded the custom mission and booted it to ensure it functions! All that is left is to write the documentation or well, the basic guide on how to actually use it, and then poof - the update will be released to the main channel, unless there will be some very funny critical bug that will break everything... Well, worry not. I'll playtest it to the best of my abilities.

Here's the changelog:
- General - Fixed a small issue where the character sometimes would walk slightly above the ground when starting a level.
- Input - The side keys of most mice can now be bound in the input settings for mouse and keyboard.
- Input - No longer can bind actions to ESCAPE button as it is conflicting with the way the menus are handled.
- Custom Missions - Fixed an issue where the missions wouldn't be detected on some specific hard drives.
- Custom Missions - Gamepad can now be used to interact with the custom missions menu.
- Custom Missions - Improved the way the UI works on Ultrawide monitors.
- Custom Missions - Now returns to the custom mission menu upon beating the stage.
- SDK Sample level has been added into the game's folder.
- Pausing the game when the grindblade is charging would no longer freeze inputs until the player dodges out of the frozen state.
- Collectible list - Fixed incorrect naming.
- Collectible list - Post-Game collectibles will only show the name of the location after beating the game. If the game is not beaten, they'll show "???"
- UI - Restart from checkpoint button will now properly be disabled when interacting with other menus.
- Quee - Combo B - adjusted the input timing to make it more reliable without button mashing.
- Dodge Style - Is now a lot more reliable, the inputs are behaving as expected for dodge up and dodge down.
- Unlock easy mode notification will no longer show up once the easy mode has been unlocked.

Known issues.
- See Trello. It's the first tab, if you find a spicy bug, do let me know as well.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.051 (Beta channel. + Custom Mission testing.)

This is only applicable to you if you are using the Beta Channel. Subscribing to a workshop item won't do anything on the main channel for now.

Hi, this is a minor update to fix some stuff with the custom mission support. Don't worry about the contains.

Also total result has been temporarily disabled until it's fixed.

Anyways, if you can, please check the custom mission here created from the SDK and try to play it. Specifically if you're a Steam Deck/Linux user.

https://steamcommunity.com/sharedfiles/filedetails/?id=3071279707