Hellish Quart cover
Hellish Quart screenshot
Genre: Fighting, Indie

Hellish Quart

Update 2025.01.07.0

Hellish Quart pre-alpha v.2025.01.07.0

NEW:
- Marta: new skin
- Customizable camera (work in progress - still has bugs):

During fight (unpaused):
F7 - switch normal / custom camera
F8 - mouse rotate / auto rotate
1 - fight preview off / on
2 - hide / show this text
4 - FOV change
IJKL / Right Stick - pan camera
Scroll Wheel - zoom

This setup will carry over to next fights

FIX:
- AI: fixes for certain scenarios involving canceling and grabbing defense
- Victory camera now should detect per arena if fog is rendered over the skybox or not

TWEAK:
- Moved some persistent scripts from Main Menu to the initial loading screen (longer initial loading, faster Main Menu loading)
- Marie, Marta: turned off IK wrist aiming (experimental)

Update 2024.12.20.0

Hellish Quart pre-alpha v.2024.12.20.0

FIX:
- Maryna's head wound decal in cutscenes now does not react to head wounds in fights with other characters

TWEAK:
- Music in the final cutscene

Update v.2024.12.19.2 (small tweaks)

Hellish Quart pre-alpha v.2024.12.19.2

TWEAK:
- Jacek: swapped the finisher move to a potentially non-lethal-looking, to limit the dissonance between fighting gameplay and cutscenes
- Physics passes number increased to ensure better accuracy

NEW:
- Maryna in cutscenes should now have a head wound decal visible (in addition to "general bloodiness"), if you hit her in the head in gameplay

Update - Jacek's Story Finale

This update brings the last chapter of Jacek's Story.

The Story Mode will soon be updated with more character Stories. They will not feature as many cinematics as this one, but we hope the stories and duels will immerse you further into the world of 17th-century Ruthenia.

-------
Hellish Quart pre-alpha v.2024.12.18.0

NEW:
- Story Mode, Jacek: added new chapters. Jacek's Story is now playable from start to finish.
- Laszlo, Gedeon: new skins to unlock

TWEAK:
- Survival Mode: scoring inflation (more points for time and successful finishers)
- Alexander is now listed as Dynis, to avoid confusion with Aleksander Tarnavski (the voiceovers were recorded a long time ago and I didn't notice they are both named Aleksander).


IMPORTANT:

If you have "strange" technical problems (crashes, "pink" textures, not working menus, etc.) with the game after updating it, please check the integrity of the local game files.

1. Load Steam
2. From the Library tab, right-click on the game and select Properties from the menu
3. Select the Local files tab and click Verify integrity of game files...
4. Steam will verify the game's files and fix them if something is wrong

More technical help can be found in the Troubleshooting section here.

For anyone who missed this, Hellish Quart also supports Mods.

Update: Jacek's Story

Hey everyone!

We're back from vacation, feeling refreshed and ready to dive back into development! Check out the brand-new chapters of Jacek Dydyński's Story.



Hellish Quart pre-alpha v.2024.11.29.0

NEW:
- New chapters of Jacek's Story

FIX:
- various small fixes

Update 2024.10.03.1

Hellish Quart pre-alpha v.2024.10.03.1

TWEAK:
- Fencing Priority option: "Only for AI" is now the default

NEW:
- 4 new music tracks
- Jacek's Story: Father Zera has a visible "health" bar during the broom fight

FIX:
- Kalkstein: Fixed the Inquartata move not triggering
- Added a failsafe that should prevent unintentional breaking of a hit stun (by other game systems)
- Alexander: damage adjustments
- Small fixes

Update 2024.09.17.0

Hellish Quart pre-alpha v.2024.09.17.0

TWEAK:
- Most characters: longer recovery frames on block (you can cancel it by pressing Back to return to guard faster)
- Marta, Zera, Samuel, Kalkstein: shorter blend-outs from attacks, so they match more with guard blending speed
- Isabella: top guard (anti-top attacks) now blends near-far

FIX:
- Jan: (LG) Fwd + X attack (the Corkscrew) now triggers the correct guard
- Kalkstein: thicker thrust hit detector
- Maryna: Fwd, Fwd, Y attack now triggers the correct guard
- Jan, Barabasz: corrected anti-thrust guards
- Wrist aiming in thrust attacks will not work if the attack is triggered when the enemy starts dodging sideways
- Fixed some nested prefabs bugs related to Dodging
- Isabela: fixed some attacks not dealing damage

Update 2024.09.13.0

EDIT: Reverted for now because of an introduced new bug (sorry!)

Hellish Quart pre-alpha v.2024.09.13.0

FIX:
- Additional failsafe to prevent blade still detecting hits on attack animation blend out
- Samuel: Fixed a bug in 5 skulls AI where he just continued to walk forward after a while

TWEAK:
- Gedeon: more muscle power

Update 2024.09.12.0

Hellish Quart pre-alpha v.2024.09.12.0

TWEAK:
- Optimized Movement script
- Fencing Priority system upgrades:

This system will try to turn a potential double kill into a parry-riposte exchange, when both fencers press attack within 0.12s of each other (so practically at the same time). The system will trigger the attack of the fencer who pressed the button first, and slightly delay the attack of the fencer who pressed the button later. The goal of this system is to have "cleaner" looking duels and fewer double hits. This is all optional and can be turned on or off when choosing a game mode. Rules:

a) will not trigger for special input attacks (for example requiring "Down, Fwd" or "Fwd, Fwd" input)
b) will not trigger for Long, High or Low guard attacks
c) will not trigger if you or the opponent are doing an attack while moving back
d) will not trigger for certain attacks or/and weapons for which parry-riposte gameplay has no sense (for example the axe, cross-cutting, or dedicated single tempo counters, or big, slow attacks). In this case, neither fencer will trigger this system, and not just the one who does the specific move

e) the delayed fencer (one that is doing a riposte) now forces the first fencer to assume a guard when he ripostes, but not sooner than the active frames end (if on block, then it's right away)
f) the delayed fencer will trigger his attack immediately after he blocks (instead of a fixed time)
g) the delayed fencer will trigger his attack immediately after he detects the first fencer is no longer in active frames if he whiffs or cancels
h) if f. or g. doesn't happen the delayed fencer will trigger his counter attack after the preset Delay time (in Options)
i) the delayed fencer is now Homing on his enemy while he waits for his riposte
j) if you are doing a combo or linking attacks, this rule applies only to the first attack
k) if during the delay fencers gain more than 2.8m distance between each other the riposte will trigger immediately
l) will not trigger if the first fencer is doing a thrust attack
m) If the delayed fencer was pressing forward or sideways, he will be stopped in place

TL;DR: It is more nuanced than yesterday

FIX:
- Tarnavski: fixed Right + A attack

Update 2024.09.11.0

Hellish Quart pre-alpha v.2024.09.11.0

TWEAK:
- Story (Jacek): way shorter horse ride section
- guards blending speeds pass on attack cancel
- Jan, Barabasz, Laszlo: attack homing tweaks
- Jan, Jacek: 2-3% faster normal attacks
- Laszlo: shorter recovery in in-place attacks on block
- Marie: shorter recovery on her double lunge thrust attack
- Marie: a bit more muscle power for better tip aiming
- Marie, Marta: sword tip hit detector moved back by 5cm, to avoid kills with too shallow penetration
- Yendrek: more weapon inertia on block
- Yendrek: better trajectory on axe head thrust attacks
- Marta, Marie: new sound fx for cut wounds

NEW:
- Parrying a thrust now has a different audio fx than parrying a cut
- New sounds for axe shaft vs steel collisions
- New optional mechanic - Fencing Priority: if both fencers attack almost simultaneously, the one who pressed the attack later will attack with a slight delay. This results in more elegant looking duels with more exchanges and fewer double hits. You can turn it on or off before launching any game mode (except Survival, then it's off), or set it just for AI opponents. Turn it on if you like parry-riposte exchanges and dislike double hits. Turn it off if you like absolute control, even if it means more frequent double hits.


FIX:
- "Road to Siedliska" text doesn't appear during the fight on the river anymore
- Gedeon, Laszlo: fixed some attack animations not detecting hits in close range
- Fixed a bug that changed the Collision Type to Discrete when pausing
- fixed a bug that caused some stuttering when hitting other body parts or weapons when bashing through guards