HellSign cover
HellSign screenshot
Linux PC Mac Steam
Genre: Puzzle, Role-playing (RPG), Tactical, Adventure, Indie

HellSign

Away for the holidays



With the festive season just around the corner, we wanted to thank everyone for their support, it’s a holiday gift by itself.

It’s been a crazy year here, and with the community's help (and caffeine & whisky :P) we have accomplished great things!
But realized it’s time to take a break, so we will be away between the 13th of Dec running through to the 6th of Jan. We probably won’t be around to reply to the forums as we will be relaxing and enjoying the company of family and friends.

On the game front, the previously mentioned planning phase has been going great and nearing its end! We’re looking forward to finalizing it next year after the holiday recharge, and we’ll keep you updated on the progress.
But until then, wishing you awesome chillaxin’ holidays, and looking forward to collaborate next year!

- Ballistic

Roadmap News #3



The last 5 months have been an absolute blast, it’s been great fun dropping updates based on the community feedback, and watching you getting tortured was a nice bonus!

Previous roadmap recap
In the previous roadmap (link) we set out to add a few enemies and make the house more varied.
That included 2 new enemies (the Albino Spider and your beloved Tasmanian Meglapede), exterior wall variations (with optional graffiti & ivy), new traps (petrol jerry can, guillotine & makibishi), coded cryptonomicon entries when encountering new cryptids, illustrated bar npcs, audio feedback when hitting enemies, burn visual effects, smoother combat animation transitions, clearer job completion stats, and tons of bug fixes along the way!

What we’ve been working on
Since our last update, we dived straight into making new content (e.g. levels, enemies, etc), and had the hard realization that with our gigantic 2-man indie dev team, each piece of content would take a considerably long time, resulting in a full release date around 2144. :P

What’s next
That’s perfectly fine for us, as we sold our wretched souls a long time ago, but realised our community were smart enough to keep their mortality.
Therefore such circumstances require more “creative” solutions to speed things up (without harming quality).
So for the next milestone we’ll be shifting gears to plan, experiment and prototype those solutions.

The goal, more shit, better and faster!

Side notes
Obviously that means there won’t be any major patches while we’re figuring this out, as we have to allocate the entirety of our enormous 2-man dev team to this.
But of course we’ll keep you updated as this milestone unfolds, and we’ll be around the forums if you have any questions as usual!

Keep up the great feedback, and happy hunting!
-Ballistic

HellSign v1.0.2.0 Update



Greetings Hunters,

For this update, we are happy to unveil the fully illustrated npcs in the shaggy jackal & the store!
Also included, are revamped settings menu, and various fixes for the tutorial.

Changes
• Revamped settings menu
• Illustrated store npc - Noah
• Illustrated bar npc - Banjo
• Illustrated bar npc - Zoe
• Illustrated bar npc - Kenny
• Illustrated bar npc - Bouncer
• Illustrated bar npc - Redback
• Illustrated bar npc - Redback's Bodyguard
• Illustrated bar npc - Redback's Gf (*cough* escort)
• Illustrated bar npc - Bartender
• Illustrated bar npc - Male Scout
• Illustrated bar npc - Female Scout
• Illustrated bar npc - Female Hunter 1
• Illustrated bar npc - Female Hunter 2
• Illustrated bar npc - Male Hunter
• Allowed access to van during combat tut
• More branching for tut1 dialogue
• Cleaner checklist for extra options in char creation
• Removed some icons to avoid player confusion
• Fixed rare issue in combat tut where shooting gun didn't register

Keep up the great feedback & positive support, until next time!

Happy Hunting!
-Ballistic

HellSign v1.0.1.9c Hotfixes

Hey Hunters,

Thanks for the reports about the tutorial bug, included is a hotfix for the game bugging out when shooting the petrol trap.

Also it seems there was some confusion with translations. We have now clarified that they are fan based, and as such we cannot ensure their quality or accuracy. We have also made it easier for modders to update their mods, in our efforts to get HellSign into the hands of non-english speakers.

Changes
• Fixed issue where shooting petrol didn't register for checklist and potentially bugged other stuff
• Added warning for outdated translation files
• Forced english text for outdated translation entries to avoid confusion

Workshop Modding changes
• Fixed updating translation for modders, you can now use the “update mod” button as intended to very quickly update translations.

Happy Hunting!
-Ballistic

HellSign v1.0.1.9b Hotfix

Hey Hunters,

Just a quick fix for the issue some players were having, where selling signs to redback after the first tutorial didn't work.

Happy Hunting!
-Ballistic

HellSign v1.0.1.9 Update



Greetings loyal hunters,

As promised, for this update we are proud to introduce cryptid investigation!
Through investigation for signs, you will now be able to find identities of cryptids (for example a certain white fur sign would indicate Albino spiders, etc)





To sweeten the deal, encountering new enemies will now unlock new, albeit encrypted, journal entries.
And also, dying to an enemy will display them as the “cause of death” in the job conclusion screen.
Such mechanics allow us to introduce crazier enemies further down the road, without worrying about irrelevant things such as the player’s sanity :P

https://youtu.be/_ehmsIDNPS4

Improvements
• New cryptid investigation system (e.g. find fingerprints pointing to specific enemies, etc)
• Added new cryptid evidences x11
• Encountering new enemies will now unlock encrypted cryptonomicon entries
• Added "cause of death" to job summary when applicable
• Enhanced combat tutorial to demonstrate utilizing weaknesses against cryptids
• Changed 1st Zoe quest to be gathering evidence (no clues)
• Changed 2nd Zoe quest to be deduction instead of redback shadow page
• Changed parabolic audiovisuals from recording to decoding
• Parabolic mics will now be able to gather other signs (e.g. symbols, ectoplasm, etc)
• The words that popup during gadget investigation actually relate to the signs now
• Changed utilizing signs to direct bonuses against deducted cryptids
• Audiophile skill now gives 10% evasion against deducted cryptids
• Keensight skill now gives 20% crit chance against deducted cryptids
• Improved sign spread algorithm

Fixes
• Fixed char creation bullet appearing in wrong slot
• Fixed char creation reload penalties appearing for handguns
• Fixed bug when opening trunk with weapon equipped
• Fixed minor grammar mistakes for a couple of loading tips early game

Keep up the stellar effort on the discussion boards, and thanks so much for the constant support and feedback!

Happy Hunting!
Ballistic

HellSign v1.0.1.8 Update



Greetings hunters, for this update we’re expanding the exterior house wall variations.
This also includes a randomized graffiti/ivy system which will be used for future levels.

https://youtu.be/YZtgvFiEs7U

Improvements
• New exterior wall variant - wooden logs (cabin)
• New exterior wall variant - mixed brick
• Graffiti art variants for the various house exterior walls
• Exterior wall ivy system
• Exterior wall graffiti system
• Vastly improved exterior wall weatherboard variant
• Improved exterior window wooden frame mesh/texture
• Treasure hunter skill icon
• Ivy art variants for the various house exterior walls
• Clearer shotgun pellet damage stats
• Added note for incorrect deductions at post-job screen

Fixes
• Fixed shadow trap sound positional issue
• Fixed gun rate of fire decimal format
• Fixed collider sizes for cabinets
• Fixed getting teleported during summoning boss / boss fight
• Fixed albino spider opening barricaded forensic doors on attack
• Fixed albino spider opening shadow dimension door in tut

Thanks for the positive support, and the constant constructive feedback!
We are now aware early game is still overwhelming to new players, and will be considering clarifying things before we can introduce the 3rd enemy.

Happy Hunting!
Ballistic

HellSign v1.0.1.7 Update



Greetings hunters, we know you love crawlers, so here’s the Tasmanian Meglapede!
It will be replacing the crawler for early scouting, and well, it’s a bit bigger ;)
A new trap “Doorway Guillotine”, and throwable “Makibishi” have been added, like the ‘Petrol Jerry Can’ they’re usable without a skill.

https://youtu.be/Su8wo4gpIJc

Improvements
• New enemy "Tasmanian Meglapede"
• New trap "doorway guillotine"
• New throwable "makibishi"
• Audio get-hit feedback for all cryptids
• Increased albino jumping spider healthbar size to medium enemy ones
• Reduced price of first parabolic mic to $70
• Increased albino jumping spider health by 50%, petrol trap respectively
• Improved enemy footstep audio rollout for clearer positioning
• Improved water bullet hit effect
• Made ghoul play a stop animation instead of "running" in place
• Made shadowbeast play a stop animation instead of "running" in place
• Better frame independant speed query for enemy animations
• Changed sweeping objective text to "per cryptid bounty" for clarity
• Revised blood crawler cryptonomicon entry

Fixes
• Fixed kick animation, was odd during precision mode
• Fixed sound for equipping trap/throwable, was sometimes very low
• Fixed ghoul attack glitching, if previous one was a land attack
• Fixed ghoul charge animation would not play sometimes
• Fixed special surfaces (e.g. water) bullethits & footstep effects didn't work
• Fixed big enemies going through exterior single doors

Keep up the great feedback & support, it really pushes the development to the next level!
The current roadmap is progressing nicely, plenty of good stuff coming and hope you enjoy these new updates!

Happy Hunting!
Ballistic

HellSign v1.0.1.6 Update



Greetings hunters, we’re excited to introduce the new Albino Jumping Spider!
It will be replacing the spiderling for early forensics & scouting, and while larger and easier to hit/dodge, it packs quite a punch!
A new trap is also being added respectively, the highly flammable ‘Petrol Jerry Can’, remember if all else fail kill it with fire!

Improvements
• New early game enemy “Albino Spider”
• New trap “Petrol Jerry Can”
• Implemented per-limb burn visual effects system for enemies
• Added average sign value to the job info display in overworld
• Disabled cryptonomicon unleash in sweeping jobs to avoid confusion
• Crafting table now opens signs tab by default instead of weapons
• The popup with hunting jobs unlock, now mentions veteran scouting too
• Improved level loading times for slower pcs
• Improved player blood splatter angles, based on hit impact

Fixes
• Fixed spiderling sometimes glitching to attack animation during walk
• Fixed toolbox inventory icon showing the wrong icon
• Fixed endgame popup kept appearing every time you killed a poltergeist
• Fixed rare issue with spiderling footstep sounds playing in wrong position
• Fixed rare issue with high evp signs not triggering the hint
• Fixed first deduction slot boss weakness popup going offscreen
• Fixed knockback during precision, had player holding gun oddly
• Fixed projector trap utility bonus #2 not applying to shadow
• Fixed issue with ghouls moving through doors
• Fixed issue with spiderlings & ghouls activating behind closed doors

We’d love to hear what you think of the new enemy, drop a comment here or on the forums! Keep the amazing support and feedback coming, to make HellSign a better experience!

Happy Hunting!
Ballistic

Roadmap News #2



The last 4 months have been awesome, and it’s time to move to the next phase!

Previous roadmap recap
In the previous roadmap (link) we set out to make the game more accessible, and with your help have accomplished much in that short time!
This includes the notebook/questlog/glossary, workshop translation support (incl awesome fan translations!), combat system improvements (incl surface penetration system, precision toggle mode, dodging/animation improvements, cryptid entries, obstacles collision fixes, and much more), improved loading screen, new paranormal hazards, various optimizations and of course tons of fixes / improvements along the way!

And with that phase done, we can start moving towards new content!

New Early Enemies
The early scouting & forensic jobs enemies will be replaced by new spiderling & crawler variants.
We’ll also be introducing new traps, and possibly an entirely new and more “paranormal” enemy, you’re going to just love ;)

House Variations
The house will be getting more diversity, this is a necessary part of laying the groundwork systems for new levels, as we’re envisioning each level will be a lot more replayable and unpredictable.
We’ve had a lot of awesome ideas given by the community, and now is finally the time to start playing with them!

Extra Goodies
Of course we will also be improving, fixing and optimizing the game, as well as adding a few more goodies along the way ;)

We’re just getting warmed up over here, and have plenty in store for the year ahead. Step by step we’ll grow this together into a monster!
Thank you for your valuable involvement and support, you are all awesome! Without your help HellSign wouldn’t be what it is today, and looking forward to working together to take it to the next level!

Cheers!
Ballistic