Experience a completely re-imagined Holomento experience in (by far) our biggest update yet!
Our most requested feature since Alpha... Jumping is finally here!
The Frigid Fjord arrives as a brand new region featuring the upgrade-able town of Fjordhome!
Eventide Pass has been reworked and vastly expanded with new mini-quests and more!
Every region throughout the Hollow has been changed with new areas, chests, obelisks and more!
Added an all new puzzle + platforming designed dungeon - The Ice Palace!
A new plague-doctor inspired Alchemist Class with a new signature throw-able bottle weapon type!
New Quests and a redesigned, more engaging and stylish Dialogue System!
Redesigned Enemy AI with new attacks, movement, tracking and path-finding!
Reworked mini-boss encounters and arenas!
Multiple game-play system updates including keys and obelisks!
A plethora of bug fixes, other features and lots, lots more!
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Jumping
Overwhelmingly our most requested feature since Holomento's Alpha over 3 years ago, we've finally added jumping (and reworked and retouched most of the Hollow to compensate). We've added secrets and discoverables for you to find while exploring the world with this new traversal mechanic. The new Frigid Fjord and Ice Palace dungeon implement several puzzles and platforming challenges to maximize this new feature. We plan to add many more platforming and jumping puzzles to new and existing regions in future updates!
Overhauled Dialogue System
The dialogue system has been completely reworked both visually and functionally with many new features including:
New Dialogue Text Visuals - Dialogue text is now much more colorful, dynamic and fully animated.
Updated Response System - Dialogue responses have been updated with a new style. NPCs can now talk for multiple textboxes worth of dialogue without the player needing to interrupt them.
Cinematic Cameras - The camera can now be dynamically moved during dialogue to highlight important locations, focus on the NPC, fade to black and more!
Audio Updates - Unique NPCs now have more distinct dialogue SFX! Other sounds are played during dialogue to improve immersion and better describe situations with audio cues.
New NPCs - Added many new NPC's throughout the world including Donna Teilla, Ako, Voxifer, Sir Orion Starr, Xin' Coul, Cossar Pol and many others
Gameplay System Updates
Several systems throughout the game have been updated with new quality-of-life (QOL) features:
Reworked Class Unlock System - Classes are now unlocked by discovering a traveler class "memory" somewhere in the Hollow. A class unlock is surrounded by a low-floating pink mist and a skeleton donning the armor and items of the fallen traveler.
Updated Key System - Keys are no longer dropped upon a traveler's death. Keys are tied to the Holomento and follow the next traveler until they can find the door that they unlock. Keys have also been updated visually when picked up.
Updated Obelisks - Obelisks have been updated visually and are now located in pre-determined semi-permanent locations throughout the world.
Improved Signage - Signs have been added throughout the Hollow to help improve a traveler's sense of direction and relative location in the world
Elevators - New visuals, added dust bursts when arriving at destinations, fixed issues with pulling levers while elevators were already moving
New Alchemist Class
The Alchemist Class is a plague-doctor-inspired class featuring a new thrown weapon type: Potion bombs!
Potion Bombs - These explosive jars are filled with a travelers favorite elemental chemical stew and explode upon impact dealing AOE damage to all nearby enemies.
Alchemist Armor - Like every other Traveler class, the Alchemist brings a new set of armor with 5 upgrade levels for each piece.
Discovery - The Alchemist Class unlock can be found somewhere within one of the new region of the Eventide Hollow.
Frigid Fjord
The Frigid Fjord has been re-imagined as a brand new region with many features and areas including:
Fjordhome - This quaint fishing village on the far southwestern shores of the Hollow is home to penguins and tree-ent-like folks. Upgrading Fjordhome will reward travelers with stone and wood supplies as well as a bustling market with potions and items.
Frigid Fort - This large fortress sits atop the hills in the Southeast reaches of the Frigid Fjord. Conquering this fortress will enable travelers to journey more directly through the Frigid Fjord without having to pass through the Eventide Pass.
Frigid Ruins - This mini-boss arena sits at the far Northwest edge of the Fjord on the edge of the sea. Defeating the mini-boss here grants access to the central coastal region of the Hollow.
Ice Palace - The entrance to the Ice Palace lies in the southern region of the Frigid Fjord and can only be accessed after working cooperatively with the mysterious Cossar Pol.
Ice Palace Dungeon
The Ice Palace Dungeon is the latest dungeon to sprout up in the Eventide Hollow. With a focus on platforming and puzzle elements, the Ice Dungeon sets itself apart from all others we've released so far. With two distinct paths forward and a focus on verticality, the Ice Palace presents itself as a monumental climb for any travelers brave enough to make the journey.
Enemy and Boss Updates
New Dungeon Boss - Jotu the Unseely King The Unseely Ice King lurks deep within the frozen spires of the Ice Palace. Wielding a menacing whip-sword combo, this large frosty foe showcases the new enemy AI attack system through several might whip and sword slashes. New Enemy Functions To improve engagement and combat dynamics, most enemies now have advanced functionality in their attack animations improving:
Player Tracking - enemies will now track a traveler more accurately during attack animations
Dynamic Attack Movement - enemies can now move towards, away, through and around a traveler during any attack animation
Telegraphed Attacks - most enemies now have improved attack telegraphing to better indicate when they will strike and what kind of attack it will be.
Variable Animation Speed - attacks now have adjusted attack animation speed based on the size and tier of the enemy.
New Enemy Attacks
Sword & Shield enemy variants now have "gap closers", dynamic shield blocking, ranged attacks and "gap increasers"
Twinsword enemy variants now have strafing, sidestep dodges (side flips), "gap closers", "gap increasers" and dash attacks
Spear enemy variants now have AOE "gap closers", "gap increasers" and ranged "hitscan" attacks
Greatsword enemy variants now have "gap-closing combos", ranged attacks, ranged attack deflection and AOE "gap closers"
New Enemies
Sword & Shield Armored Skele - A new Tier 2 Skele that's more powerful than a regular Sword & Shield Skele but not quite as strong as Dark Knights wielding Swords & Shields
Twinsword Armored Skele - A new Tier 2 Skele that's more powerful than a regular Twinsword Skele but not quite as strong as Dark Knights wielding Twinswords
Spear Armored Skele - A new Tier 2 Skele that's more powerful than a regular Spear Skele but not quite as strong as Dark Knights wielding Spears
Greatsword Armored Skele - A new Tier 2 Skele that's more powerful than a regular Greatsword Skele but not quite as strong as Dark Knights wielding Greatswords
Overhauled Many Existing Enemies
Necromancer Skeles
Sword & Shield Skele
Twinsword Skele
Spear Skele
Greatsword Skele
Archer Skele
Sword+Shield Dark Knight
Twinsword Dark Knight
Spear Dark Knight
Drake Hunter
Wolves
Giant Skele
Armored Wyrm
Watcher Beetle
Scorpic Stone
Hornets
Plant Spitters
Plant Roots
Reworked Minibosses
Cha Demon - The Cha Demon has received a new look, animations and attack patterns. The Demon is much more aggressive and leaves few openings for attack.
Royal Knights - Royal Knights are now mini-bosses that share many characteristics and attack patterns as their less powerful Dark Knight counterparts.
Updated fall damage system to be "total distance fallen" based instead of velocity based. Scaled fall damage with a curve with key heights based on several locations throughout the Hollow.
The fall damage curve is applied as follows: 12m: 0%, 18m: 25%, 24m: 50%, 32m: 85%, 36m: 95%, 40m: 100%
Consolidated materials for static meshes throughout several regions
Added new material functions to smoothly and efficiently blend between different static meshes
Fixed several performance issues found in the enemy AI logic
Fixed performance issues in Eventide Pass caused by bad pathfinding routes
Fixed dialogue issues for most regions including Autumn Forest, Central Valley, Dragon Bone Desert, East Valley, Eventide Pass, Frigid Fjord, Lush Valley and Tori Jin Temple.
Fixed several bugs with the Evenfall questline to ensure it works properly and upgrades correctly
Fixed stairs to the Eventide Pass Bridge key (in the fort) that had bad collision
Fixed wolf performance that was adversely affected by avoidance
Added collision checks for enemy jump forward, back, lerp towards and away from player during attacks
Fixed plant root death sometimes not animating
Fixed plant spitter death animation being reset to base pose
Fixed a bug where falling from ragdoll height into water would make you ragdoll and break fly high into the air
Reduced Archer "tell" SFX to a maximum distance of 30m
Fixed several issues with loading screens being inconsistent
Loading screens now smoothly fade in and blur the screen before smoothly fading out
Fixed a bug where the guild upgrades wouldn't properly work
Fixed a bug when you attack Skeleton Archers with the bow before they aggro (very long range) and kill them, they sometimes do not despawn but lose their head, keep attacking you and become untargetable (their collider stays) EDIT: Happened with the ice cannons as well
Fixed a bug where reloading (and respawning) either completely despawns enemies if they had aggro on you before (always) or, if not, removes their collider and aggro zone (sometimes, happens more often with melee enemies?) until you run through/past them (might be related to your "respawning properly reset enemy spawners" issue)
Fixed stair collision issues throughout the Hollow
Fixed a bug where Black Knights would cancel animations and reset their HP, also seen a few times with partially black-armored skeletons (dual wield) - really frustrating since it can take a while to defeat them and they just reset
Fixed some potential full-game freezes throughout Eventide Pass and Frigid Fjord
Fixed a bug where opening the second Frozen Palace gate together with Cossar Pol results in the camera being stuck in cinematic mode
Fixed a bug where the camera position of the last dialog entry with Artimus was below ground
Fixed a bug where you could not autotarget melee attacks against mortars
Fixed a bug where falling down would sometimes cause a "rocket-ragdoll" into the air
Fixed a bug where after opening the gate for Cossar Pol, pressing E re-triggers his dialogue even though he's not next to the gate anymore. Happens again when talking to him in Fjordhome. Saving and reloading fixes this!
Fixed a bug in the Eventide Pass where the lift would not move when the lever is activated
Fixed a bug where you could get stuck behind the bridge gate at Greatwood Crossing
Fixed a bug in the Frigid Fjord where enemies could get stuck in ground underneath several stairs
Fixed a trigger area to interact with a door in the Frigid Fjord that was too short
Fixed a bug with an elevator where it would only activate after pulling the lever twice in the Frigid Fjord
Fixed issues with missing collisions in the “Mayor’s Retreat”
Fixed issues with entrances / exits connecting the Cistern with Eventide Hills are not linked up to the right locations
Fixed several bugs with colliders that were too big in the Eventide Pass, Frigid Fjord and Ice Palace
Fixed a hole in the map in the Autumn Forest
Added additional collision checks for fishing, guaranteeing that the player could no longer try and fish outside of water
Fixed a missing re-director orb in the Autumn Forest
Fixed a bug where pulling an elevator's lever while it's moving up causes the platform to despawn/reset to the ground abruptly
Fixed a bug where the player could fall through several bridges throughout the world
Fixed several bugs with grindrails throughout the world
Fixed several puzzles that could now be circumvented by jumping
Fixed a bug where bee hives sometimes wouldn't spawn
Fixed a bug where some invisible walls would unintentionally block projectiles
Fixed a bug where some skeleton archers had no hitboxes
Fixed a bug where archers would never lose aggro on the player
Fixed a bug where HP bar of aggroed enemies which fled can be seen across map
Fixed dialogue where after the Mayor returned to town, Magic Smith Ako has brackets in their dialogue text box
Fixed a bug where Toukie's text had some property/styling issues
Fixed a bug where dialogue responses would sometimes be doubled up
Fixed several NPCs that had "example passive text" throughout the game
Fixed a bug where the Spa Clerk options were incorrect and reversed
Fixed a bug where all fish are called "Fish Name" in some regions
Fixed a bug where holding left click when using a Talisman causes the dual-wielding black knight to do endless side-flips
IMPORTANT NOTE: A critical bug has been discovered with the respawn system that was not able to be fixed in time for this patch. The respawn system has been temporarily disabled until this bug can be properly addressed.
We have some exciting news for you today: Gamescom 2023 is here and Holomento will be a part of it! We're happy to announce that not only will an updated demo be playable on Steam, but you'll also be able to find the game at the convention. So if you're going to be at Gamescom, head over to the Indie Arena Booth in Hall 10.2 and play some Holomento!
For those of you who already own the game and want to see what we've been working on, you can play the demo on a dedicated branch. To check it out, find Holomento in your Steam Library, go to Settings > Properties > Betas and select "gamescom-demo" from the drop down menu.
Abdominals abound in this rework of Eventide Hollow's central valley region in Holomento Early Access 0.6.3 - The Evenfall Update!
We've really brought some new life into the Hollow with local denizens in hiding from the Hollow's plentiful monsters, and the very beginnings of a collection of Travelers who have their sights set on rebuilding the ruins!
Join the Travelers' Guild with new gameplay features for rebuilding Evenfall:
A totally reworked Central Valley Region
Evenfall received a complete facelift, now with a size befitting its central location!
The Travelers' Guild added, along with a new mini-dungeon to join it
Additional quests to unravel the mystery of the Holomento
Reworked upgrade and building system
UI updates
And lots more blood, sweat, and tears!
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Central Valley Updates
Complete rework of the Central Valley Region to include the newly expanded town of Evenfall, Travelers' Guild, mountainside mini-dungeon, and hideaway camps for local denizens.
Added audio to new zones created
Evenfall Updates
Expanded Evenfall to cover more of the Central Valley region
Added a quest to retake the ruins of Evenfall
Added a town leveling system, based on shop upgrades
Added new upgradable shop locations, with several new upgrades to improve the shops further
Added new UI for town and shop upgrades
Added new camera to display shop, and upgrade chains
Each shop gives bonuses to its own stock, and some shops give passive bonuses to resources gained each run
Added new jingles for when shop or town is upgraded
Travelers' Guild
Expanded The Mysterious Book quest
Added new mountainside mini-dungeon to the Central Valley region
Added new Travelers' Guild location overlooking the Central Valley and Evenfall
Moved Coast Start to new Travelers' Guild Start
Added Guild Reputation to level up the Travelers' Guild
Added a guild menu button once the guild has been unlocked to view guild levels on the title screen
Guild Levels
Added 15 guild levels that require various amounts of Guild Reputation to level up.
Repairs the Evenfall bridge
Unlocks contract boards
Adds a guaranteed potion chest with 5 potions to the guild
Adds a guaranteed item chest to the guild
Unlocks the guild as a new journey starting location (replaces the old coast starting location)
Unlocks the Guild Master Gloves item
Adds an item shop tent to the guild
Unlocks fast travel via horses at travel encampments
Unlocks the Guild Master Boots item
Repairs the Greatwood Crossing Bridge
Adds a potions shop tent to the guild
Builds grind rails in the desert
Unlocks the Guild Master Pants item
Adds the guild bank to the guild
Unlocks the Guild Master Coat item
More guild levels with new rewards and mechanics will be released with most major updates until full release.
Guild XP
Added guild xp for defeating enemies
Added guild xp for dungeon gem collection
Added guild xp for items when picked up (not swapped)
Added guild xp for completing journeys
Central Valley Camps and Forts
Added Eventide Estate above the town of Evenfall
Added Fort Farrador in the shadow of the Chateau mountain
Added the Coast Tower Fort looking out over the Endless Sea
Added the Greatwood Camp hidden below the dark boughs
Added the Coastal Camp nestled in the clefts of the sandy beaches
Added quests to help each group of denizens to expand Evenfall
New Denizen and Traveler NPCs
Added new male and female denizen NPCs to populate Evenfall, and the Central Valley's camps and forts.
Added Guildmaster Jerrick, and Vice-Commander Catarine
Added Mayor Bankerton
Added Jii and Kii, brewers of potions
Added new passive dialogue and active dialogue trees providing more lore on the Eventide Hollow
New Items
Added the Guild Master (Level 5) armor set. Includes chest, legs, boots and gloves. Unlocked via guild levels.
Added "Tech 1/2" - Adds a chance to shoot a laser from the traveler's forehead when ranged attacking. Laser does 25% of traveler damage. Chance to shoot the laser scales with the luck stat.
Added the Rifle Scope - Increases rifle accuracy by +50% and rifle damage by +10% (appears visually only on rifles)
Added the Silencer - Increases gun damage by +1%, accuracy by +25%, range -10% and knockback -25%
Added the Gun Enchantments item - Increases gun damage by +2%
Combat Updates
Updated hitscan VFX
Added homing for hitscan
Added homing for beams
Fixed shielded projectiles for multishot
New Enemy System
Replaced the enemy spawning system with a new static enemy spawning system. Enemies are now placed in the world (semi-randomly) and can be attacked at range. Added new enemy types and variants New Enemy Features
Added new enemy death animations
Added new enemy hit reactions
Updated enemy death + mesh despawning
Added new enemy death VFX
Added new enemy death item drop animations
Added new gap closing behaviours for some enemy types at distance
New Enemies
New Necromancer Skeles - spawn regular skele enemies (up to 5 at once)
New elementals with new projectiles, VFX and visual meshes
New Plant Spitter Enemies - Burrows under the ground and then resurfaces to bite or spit at the traveler
New Plant Root Enemies - Burrows under the ground and then resurfaces to slame or swing at the traveler
Explosive Barrel Skele + Dark Knight + Royal Knight - Approaches the traveler and self-destructs when nearby
Archer Dark Knight + Royal Knight - More powerful variants of the Archer Skeles
Updated Existing Enemies
Sword+Shield Skele
Twinsword Skele
Spear Skele
Greatsword Skele
Archer Skele
Sword+Shield Dark Knight
Twinsword Dark Knight
Spear Dark Knight
Greatsword Royal Knight
Sword+Shield Royal Knight
Twinsword Royal Knight
Spear Royal Knight
Greatsword Royal Knight
Drake Hunter
Warden of Illyn
Slimes
Rats
Desert Rats
Wolves
Giant Skele
Armored Wyrm
Watcher Beetle
Scorpic Stone
Bees
Hornets
Spirebones Enemy variant (with new laser attack)
Other Features
Added yellow progress bar to player health to better indicate amount of damage taken
Block off the sewers procedural dungeon sections and add signs saying "under construction".
Allowed the Rat King to be accessed with two keys and have 5 spawn in the sewers main area
"Toggle Advanced Stats": Made $ and resource per hour stats toggleable in the options menu (Default off)
Updated visuals, SFX and notification when an item (or items) level up
Added a donation box in front of the lighthouse to replace the puzzle to unlock the Witch Broom item
Added a donation box to upgrade the desert bridge near the Dragonbone Desert start
Updated the dungeon entry UI to replace the key with a description of the dungeon, the bosses name and description.
Feature Preview Mode
Added "Feature Preview Mode" which allows testing of features that may be added in a future patch.
No features have been added to this mode for this update, however the option is still available in the options menu in preparation for future updates.
Audio Updates and Fixes
Event Jingles
Added a jingle for when the guild levels up
Added a jingle for when a quest (main/side) is accepted
Added a jingle for when a quest (main/side) task is completed
Added a jingle for when a quest (main/side) is completed
Added a jingle for when armor or weapons level up
Added a jingle for when a shop is upgraded
New Enemy Sounds
Added enemy plant hit SFX
Added enemy plant bite SFX
Added enemy plant impact SFX
Added enemy plant growl SFX
Added enemy plant spit SFX
Added enemy bow fire SFX
Added giant unearth boulder SFX
Added giant footstep SFX
Added dark knight grunt SFX
Added dark knight attack grunt SFX
Added skeleton grunt SFX
Added skeleton bone rattle SFX
Added generic ground impact SFX
New Ambient Sounds
Added weapon falling on the ground SFX
Added SFX for when an item is dropped
Added start/stop SFX for items on the ground
Added leaf rustle SFX
Added grass rustle SFX
"The Watcher" Audio Fixes
Added new attack sounds for The Watcher
Added new wing flutter sounds for The Watcher
Added new sounds of recieving damage for The Watcher
Most friendly campfires now recover health when a traveler is nearby
Changed Enemy scaling to scale with the number of items (and item level) a traveler has rather than the traveler's damage and health
If a traveler's health is > 50% then an enemy cannot do more than 90% of the remaining health of that traveler.
Clamped luck stat to -10 and +10
Moved shortcuts from the persistant world to their own level to improve performance
Updated journey seeds to have sub-seeds for each procedural task (vase spawns, obelisk spawns, item rolls, etc.)
Updated vase system to establish empty vases in a map at journey start/load save then use that as a reference to update the currently loaded ones in their respected level
Updated bee hives to new system similar to vases
Updated shortcut system to establish opened shortcuts in a map at journey start/load save then used that as a reference to update the currently loaded ones in their respected level
Reskinned all traveler armor sets with new rigging to reduce and prevent mesh clipping
Fixed a bug where elevator audio would play repeatedly
Elevator buttons now stay pressed until the elevator has reached its destination
Renamed "Oasis" to "Desert Oasis"
Fixed a bug where items would give multiple of the same passive
Fixed a bug where projectile launchers could be blocked by projectile shields
Fixed a bug where the Watcher Beetle followers would not attack enemies
Fixed a bug where an enemy was spawning underground near XYZ 2623/-6252/-28698.
Fixed a bug where an enemy was spawning in the wall at XYZ 13341/7366/-23163.
Fixed a bug where walking toward the edge of the matermill´s house at XYZ -5960/1890/2530 would make you glitch and slide along the edge.
Fixed a floating tree at XYZ 45849/-42415/7667.
Fixed the visuals for the pyro item flame
Fixed a floating wood pile at XYZ -154484/46548/-6820.
Fixed a bug where there were two Campfires on top of each other at Cerenobia's boss entrance
Fixed a bug where you could shoot through the wall and enemies can pass through the wall at XYZ -13014/-84811/7425
Fixed a bug where you could get stuck by the river at XYZ 37345/-22054/843 , 35364/-18835/960 and 27620/-15327/2434.
Fixed a bug where if you exit and reloaded your game at the statue for the "Dark Wizard Hat", the puzzle to open the door to it would reset and close the door soft-locking you.
Fixed the holes in the rocks at XYZ 6271/9220/2664.
Fixed a bug where you could fish in a wall at XYZ 19702/31240/148.
Fixed a bug where you could only catch unnamed/unfinished fish in the small river at XYZ 65910/-24641/6219.
Fixed a bug where you could slip onto the platform with the chest at XYZ -79822/77057/1267 from below by running up the small dune to the left of the platform.
Fixed inaccuracy of player health bar to actual health remaining
Fixed the bug with slime enemies clipping and floating
Fixed rat hitboxes
Fixed a bug where enemies would spawn underneath the desert maze
Fixed archers spawning in edge rocks of the Autumn Forest
Fixed a bug where triple shot projectiles would despawn immediately on spawn
Today I'm happy to share Holomento Early Access 0.6.2 -🍂Autumn Islands Update🍂!
This update features lots of new gameplay elements and areas including:
An expanded Autumn Forest and Eventide Pass Region
4 new enemies and 1 new miniboss
The Autumn Islands Dungeon
The Watcher Dungeon Boss
New puzzle mechanics and puzzles throughout the overworld
Grindrails
UI updates
And lots more!
Check out the new trailer right here:
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Expanded Autumn Forest, Eventide Pass and other Regions
Eventide Pass Updates
Added a new alternate journey route from the Eventide Pass through the Autumn Forest to reach the Central Valley
Added a new miniboss arena to the alternate route from Eventide Pass to the Autumn Forest
Added new shortcuts, chests, vases, hives and enemies to the Eventide Pass
Updated camera collisions on the Eventide Pass Bridge to make railings less frustrating
Added new puzzles to the Eventide Pass (including a guaranteed golden chest reward)
Autumn Forest Expansions and Updates
Expanded the Autumn Region to the south and added the "Autumn Wilds" region
Added several puzzles and item unlocks to the Autumn forest
Updated Autumn Forest enemy spawns with new spawning pools including several new enemy types
Updated Autumn Forest enemy drops
Added new elevator shortcut between the Autumn Forest and Autumn Wilds
Added new cave featuring numerous enemy spawns and loot in the Autumn Wilds
Added the Autumn Islands in the distance to all overworld regions
Updated river meshes and lake depth in the Autumn Forest
Added several new shortcuts to the Autumn Wilds
Added grindrails to the Autumn Region
Other Region Updates
Added unlockable grindrails to the desert for quicker traversal across the large region
Added a lighthouse and puzzle to the Central Valley
Added several projectile launcher puzzles throughout the overworld
The Autumn Islands - Holomento's 3rd Dungeon
Added the Autumn Islands Dungeon featuring 10 unique puzzles and 3 alternate routes to experience them each
Added starting islands with introductions to new puzzle mechanics
Added 10 dungeon islands and puzzles
Added new puzzle mechanics including projectile launcher, redirectors, flip-flop platforms, grindrails and more!
Added The Watcher's Domain island
Added The Autumn Islands Dungeon Completion mark for all classes
Added the Autumn Islands Dungeon Gem (Eternal Gem) and it's passive that grants all follower 50% increased damage
The Watcher - Holomento's 3rd Dungeon Boss
Added The Watcher
The Watcher summons its Watcher Beetles throughout the battle and increases the summon rate as the battle carries on
Damaging Watcher Beetles also damages the Watcher
The Watcher is an aggressive foes that will try to melee the Traveler throughout the battle
A good strategy to defeat this foe is keeping distance and focusing Watcher Beetles as he continues to summon them
New Items, Abilities and Passives
Added several new overworld puzzles for unlocking new items
Added the "Dark Wizard Hat" - a L5 Wanderer Hood alternative
Added the "Cloaked Knight Helm" - a L5 Knight Helm/Wanderer Hood alternative
Added "The Colt" - A revolver that has the "Demon's Bane" passive that instantly kills any demon enemies/minibosses
Added the "Witch's Broom" - An accessory that increase movement speed
Add follower items - a new class of accessory that gives the Traveler followers that passively attack foes / give the Traveler other benefits
Added the "Watcher Beetle" - A follower item that gives the Traveler a follower beetle that passively fires projectiles at nearby enemies
Added the "Watcher's Big Beetle" - A boss follower item that gives the Traveler a large follower beetle that passively fires projectile bursts at nearby enemies
Added the "Eternal Gem" - The dungeon gem which grants a passive that increases follower damage by 50%
Enemy Armor System
Some enemies now have an armor stat that reflects projectiles and reduces ranged damage taken.
This stat is shown on enemy healthbars denoted by a shield with the amount of armor indicated (this number is the % of damage reduced from ranged attacks)
The distance projectiles are deflected is tied directly to the amount of armor an enemy has
Armored enemies are more rare and typically more difficult than regular enemies
Grindrails
Added grindrails that allow quick traversal through large areas
Added a grindrail "minigame" where xp can be earned while riding the rail
Grindrails can be activated using buttons, levers and switches
Grindrails can act as shortcuts or may sometimes be the only option to reach high-up or far-off locations (such as in the Autumn Islands dungeon)
Projectile Launchers and Redirectors
Added projectile launchers and redirectors - new puzzle elements that can be used to open doors, activate grindrails, open shortcuts and more!
Redirectors are used to redirect projectiles from launchers (or in some cases Traveler projectiles) in a different direction
Projectile launchers fire projectiles that can be used to activate doors, grindrails, moving platforms/blocks and other interactables
Projectile launcher projectiles will always redirect when hitting redirectors
Some projectile launchers can be controlled and rotated, use this to take aim at redirectors and projectile activators!
Magic Barriers
Added magic barriers that act as dungeon doors both inside the Autumn Islands Dungeon and out.
These barriers can be activated/deactivated using buttons, levers and switches
These barriers block projectiles and travelers
Boss Camps
Added Boss Camps that act as fast-travel target/respawn points in-front of Dungeon Boss doors.
Travelers will always walk-through these camps and unlock them before fighting the dungeon boss
If a traveler dies during the dungeon boss they can now always choose to respawn right before the fight starts.
Boss Camps can be fast-traveled to but not from.
Added "The Watcher's Domain" Boss Camp
Added "Cerenobia's Ruins" Boss Camp
Added "The Rat King's Arena" Boss Camp
New Enemies
Added 3 Autumn Regional enemies
Added "Leaf Warriors" - These leafy knights are quick dastards that will charge up close to attack Travelers with their large battle axes and shields
Added "Watcher Beetles" - These small beetles are minions of the Watcher that will take aim at Travelers from a distance. These beetles have a keen eye and will predict a Travelers movement, so be careful of moving in the same direction while fighting them!
Added "Armored Wyrms" - These fierce armored beasts deal heavy damage and deflect projectiles with their heavy armor with 70% damage reduction. Aim for their eye to deal critical damage and fell them quickly!
Added the "Royal Guard" knight variant
These Legendary enemies can be found on the alternate route from the Eventide Pass to the Autumn Forest and Wilds.
Royal Guards are quick and deal massive damage
Royal Guards have heavy armor and large shields so ranged attacks are mostly ineffective
If a Traveler doesn't have lots of gear, it may be wise to run from these terrifying foes!
New Miniboss - Autumn Bones
A new variant of the "Giant Bones" class of enemies, these large skeletons can be found in Autumn miniboss arenas
UI Updates
- Updated enemy healthbars to better differentiate between enemy difficulties (Levels 1-5) with new borders, healthbar gradients and skulls
Updated enemy healthbar animations for appearing and defeating enemies
Updated notes and keys to a world-space summary
Notes and keys now display their information before being picked up
Updated signs to a world-space view
Updated item cards for item pickups to be world-space
Added animations for item cards
Added animations for interaction prompts
Fixed several interaction prompt UI bugs
Updated to world-space interaction prompt UI for the following interactions:
Signs
Vases
Resource Piles
Chests
Obelisks
Doors
Levers
Mining
Contract Boards
Relics
Museum Relic Viewing
Fishing
Keys
Collectible Notes
Hives
Dungeon Gems
Music
Updated the Autumn Forest Track
Added the Autumn Islands Dungeon Track
Added the Watcher Boss Track
Other Additions
Smoothed visual transitions for items being picked up and dropped
Added a gold chest behind the coliseum
Updated critical hit boxes for most enemies
Added 25% armor for all knight enemies
Added 50% armor for Royal Knights
Added 20% armor to Scorpic Stone enemies
Added 10% armor to Knight minibosses
Fixed a bug where the aim reticle would play it's fadeout animation even when the reticle was already hidden
Fixed a bug where some enemies would get knocked back that shouldn't (skeleton archers, mushrooms, mortars, bosses, etc.)
Fixed a bug where museum ribbon passives sometimes weren't evaluated
Fixed a bug where Boss Chests did not spawn boss items
Fixed a bug where the Dragonbone -> Lush Valley Load-in didn't switch to the Lush Valley region/music
Fixed a bug where Artimus' interaction prompt was way above his head (not in the museum)
Fixed Blacksmith Ghaddo's overlap for interaction
Fixed a bug where enemies wouldn't despawn once the player revived
Fixed the miner's pickaxe world mesh pickup offset
Fixed a bug where shop NPC's "+1" shows up behind menu when something was purchased
Fixed a bug where reviving after a boss fight would break the fight
Today I'm excited to share Holomento Early Access 0.6.1!
This update features lots of exciting new features including:
New Traveler Camps throughout each region of the Hollow
Fast Travel system to allow travel to previously visited locations (during a single journey)
Revive System to respawn at the nearest recently visited camp after death
Autumn Limited Time Event visuals
New Overworld Miniboss
Updated Class Selection Screen
New items, NPC updates, puzzles and lots more!
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Traveler Camps, Fast Travel and Revive System
Added traveler camps to most regions of the Hollow. These camps are a great place to rest, see what other travelers have to say, fast travel to other camps and in dire situations - act as a respawn point.
Added Frigid Fjord Camp
Added Central Valley Camp
Added East Valley Camp
Added Autumn Forest Camp
Added Eastern Temple Camp
Added Lush Valley Camp
Added Desert Camp
Visiting a camp for the first time during a journey will unlock that camp as a fast travel location (for that journey only)
Added a Traveler NPC to each camp that allows fast travel by horse. Speak to them to open the fast travel map.
Fast traveling costs some money based on the distance. Traveler can't fast travel to the camp they are currently at.
On death, all accessories and 50% of a traveler's money is dropped
Travelers can now revive during the death screen and walk back to the location they died at to retrieve their accessories and dropped money
New Class Selection Screen
Updated the Greatwood Bridge area visually and added a one-way gate shortcut
The Class Selection Screen is now a part of the main menu and no longer requires a loading screen to navigate between the two
Class Selection now takes place in front of the Greatwood Bridge in the Central Valley
Changing the journey start location no longer changes the background of the class selection screen but instead updates a map indicating the shortest journey route from start to finish.
The area around the traveler during class selection is now themed based on the time of year (currently Autumn themed)
New Map System
A simple map has been added to the tab menu (this map will be updated and expanded in future updates)
The map shows all visited regions of the Hollow, the current journey end location, the traveler's current location, all discovered towns, traveler camps and dungeons.
Selecting a map element will show the name of that element
New Items and Abilities
Added the "Iron Horseshoe" item that gives +1 luck (must be unlocked)
Added "Lucky's Horseshoe" item that gives +2 luck (must be unlocked)
Added the "Miner's Pickaxe" accessory that increases stone pickup by 50% (must be unlocked)
Added the "Woodcutter's Axe" accessory that increases wood pickup by 50% (must be unlocked)
Added the "Paver's Trowel" accessory that increases brick pickup by 50% (must be unlocked)
Added the Setter's Scribe accessory that increases tile pickup by 50% (must be unlocked)
Added the "Bolt of the Gods" that gives the smite ability (damages all enemies by 25% and bosses by 5%) [must be unlocked]
Added the "Shield Generator" item and ability that shields the player from enemy projectiles while active
Added the "Shielded Projectiles" passive that give player projectiles shields that destroy enemy projectiles.
Added the "Ranged Shield Generator" item that grants its user the "Shielded Projectiles" passive
New Miniboss - The Cha Demon
Added the Cha Demon
Melee - The Cha Demon has a three punch combo attack that will send the Traveler backwards and flying if not dodged properly
Ranged - The Cha Demon will call down lightning bolts from the sky onto the Traveler if attacked at a distance or hit by melee repeatedly
The Cha Demon is a part of several boss pools throughout the overworld
NPC Updates
Added a pathing system for some NPCs to walk
Added a passive dialogue system that shows NPC dialogue when walking nearby
Updated the NPC interaction UI
Updated several NPCs throughout the world with these new systems
Added two new Potion Cart locations in the Frigid Fjord and Coast of the Endless Sea
Other Additions
Added several item unlock statues throughout the world
Added several new puzzles throughout the world
Added glowing wire indicators for some activation puzzles
Added autumn theming in various locations throughout the world that are active from September 1st - November 1st
Reduced all enemy damage by 25%
Reduced fall damage by 50%
Enemies no longer drop locked items
Reduced enemy potion drop rates by 25-50%
Reduced amount of potions dropped by enemies to 1 (chance for 2 if enemy is legendary)
Reduced most enemy item drop rates
Expanded enemy drop pools
Added item drops for minibosses
Fixed a bug where travelers wouldn't take fall damage while ragdolling
Fixed a bug where the player could have negative health regen
Added wire indicators for some activators in the overworld.
Fixed collision bug at x:-92058 y:32451 z:1926
Fixed trees at x: 13498, y: 12198, z: 3103
Fixed a bug where spamming the interact key while fishing would restart the fishing minigame
Fixed a fishing bug at x:32773 y:-22867 z:4678 (Autumn Forest)
Fixed a collision bug when swimming through the central valley lake
Fixed a bug where the interaction prompt would appear and stay after closing the tab menu
Aiming now cancels idle animations
Fixed a bug where locations weren't being discovered
Fixed the "Locations Discovered" number on the Journey End and Death screens
Fixed a bug where you would enter the coast of the endless sea while inside the sewer dungeon procedural rooms occasionally
Fixed several bugs with the class selection screen
Fixed a bug where slimes would ignore collision and clip through objects while navigating
Fixed a bug where note and key text wouldn't disappear sometimes
Today I'm excited to share Holomento's second major update (0.6.0) with all of you! It's much larger than the last! The 🌴Lost City Update🌴 is here and features two new core game mechanics, a new Dungeon featuring a new Boss and puzzles, new Enemies and an overhauled Dragon Bone Desert!
We're extremely excited to get this new update out to everyone! We'd like to especially thank our community Discord for their support in providing us feedback on bugs and feature requests. If you haven't already, you can join the Holomento Discord to share your feedback and suggestions!
Here's a short teaser showing off what you can expect in the new update:
But that's not all! We've more exciting news to share!
First of all, you can get Holomento for 20% off right now! This is the perfect time to dive into the game and all of the new content the Lost City Update has to offer!
Also, the official Holomento OST Vol. 1 and Vol. 2 by our amazing composer Adeel Jafree is available on Steam now! Get it now with a 15% launch discount and listen to the amazing tunes of Holomento whenever you like! The OST will also get expanded alongside major updates for the game, so make sure to keep an eye on that!
With two major updates released this summer, we are going to be working on some quality-of-life updates and patches over the next few weeks before diving into the next major update.
With that said, our next major update target will be the Autumn Update releasing this October. This update will feature a reworked Autumn Forest region, a new Autumn-Themed Dungeon and a special Halloween limited-time event!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Dragon Bone Desert Overhaul
The sands of the Dragon Bone Desert have shifted!
The Dragon Bone Desert has greatly increased in size and now features several new unique locations. The desert has also received new puzzles, chests, enemies, contract boards, shops and an overhauled town.
Overhauled the Desert City and renamed it to the Dragon Bone Resort
The Dragon Bone Resort contains lots of secret chests, vases and obelisks as well as a market with a town's typical amenities
In the future, the Dragon Bone Resort Pyramid will feature some exciting new content as well as more NPCs and quests throughout so stay tuned!
Added several puzzles to the Dragon Bone Desert featuring elements from the Lost City dungeon
Added 5 new sub-regions to the Desert
Added the Dragon Valley sub-region
This deep pit contains a maze of trails and hanging wooden bridges that could prove useful to travelers wishing to cut quickly across the desert
Added the Lakefront Fort sub-region
The Lake, Dam and Fort contain secrets and shortcuts for travelers that wish to open alternate routes for future journeys
Added the Lost City Outskirts sub-region
These outskirt ruins feature fearsome creatures ready to pounce on unsuspecting travelers that wander towards the lost city.
Several puzzles in this region provide travelers an opportunity to gather valuable rewards if completed
Added the Maze of the Lost sub-region
The deep Maze in the northern corner of the Dragonbone Desert contains several puzzles and treasures for those brave enough to navigate it
Added the Dragon Bone Resort Beach sub-region
This pleasant beach on the outskirts of the Dragon Bone Resort is a popular fishing and swimming spot for the few tourists making visits from outside the Hollow.
Lost City Dungeon
A great city has risen from the deep sands of the Dragon Bone Desert...
The Lost City Dungeon has arrived and features new puzzles and puzzle elements, a new boss fight, new dungeon shops, the 2nd dungeon gem and more!
The towering Lost City is now visible from most regions of the Eventide Hollow improving sense of direction and navigation to reach the dungeon (and desert)
Added the 9-room puzzle section of the dungeon where travelers will need to navigate through water puzzles, spikes, moving platforms and more!
4 of the 9 rooms feature procedural puzzles while the other 5 feature puzzles that remain static between journeys
Added a water level puzzle that integrates all 9 rooms of the dungeon. The water is controlled by pressure plates found throughout puzzle rooms.
Added spikes that can be controlled by switches, levers, lanterns and more!
Added new timed Lost City door puzzles that will require quick feet to navigate!
Added moving platforms that can be controlled with pressure switches
Added static regions to the desert featuring new enemies and treasures
Added a new upgradeable Lost City shop
Added a maze boss arena phase for the Lost City
Added a new Lost City arena for Cerenobia
Cerenobia - The King of Lost Gold
A fearsome new boss guards the Perfection Gem of the Lost City - introducing Cerenobia the King of Lost Gold
Added "Cerenobia's Lance" a new boss item that is earned by defeating Cerenobia
Added Cerenobia Phase 1 - Escape from Cerenobia during the maze chase portion of the battle to reach the safe area before defeating him in Phase 2+3
Added Cerenobia Phase 2 - Battle the armor-hardened Cerenobia during Phase 2 in the Lost City Arena
Added Cerenobia Phase 3 - Complete the Lost City Arena puzzle to break Cerenobia's armor off and reveal the final showdown of the fight!
Swimming
Time to take a dip in the waters of Eventide!
To swim, simply wade (or fall) into any deep body of water and you'll float right to the surface. You can swim faster in the water by using the sprint button! Be careful though as while you're in the water you can't attack enemies or do any damage. Whenever you want to get out of the water simply swim to a shallow area or up a ramp/stairs. Full Swimming Feature List
Updated all water bodies throughout the Hollow visually and to allow for swimming!
Wade into any water body to automatically start swimming
Use the sprint button to swim faster while swimming
Enemies can't swim but can still fire ranged attacks at you while you're in the water so watch out!
Water bodies are used during puzzles throughout the new Lost City dungeon so remember that you will always float to the top of water and use that to your advantage!
Fishing
Ready your reels because the Hollow's fishing season is open!
To fish, simply walk up to a body of water until a fishing prompt appears. You can then cast your line and wait for your first bite! Once a fish is on the hook, you'll need to reel it in by completing a hook-tracking minigame. Once you've caught your fish, it's records will be added to your save file and the fish will be automatically sold for profit and added to the new Museum Aquarium!
Full Fishing Feature List
Added a new fishing system
Added fishing minigame to reel in fish
Once caught, fish size records are automatically stored and fish are sold for immediate profit
Fish data and records are persistent for all travelers between journeys
Added a Fish Compendium tab to the Collections section of the tab menu
Added an Aquarium to the Museum where caught fish are automatically donated
Added new fishing regions to all bodies of water (rivers, lakes, oceans, etc.)
Added 13 initial fish types with unique sizes and locations to be caught
Added "No Fishing" regions where some bodies of water don't support fishing. If a prompt doesn't appear, you won't be able to fish in that region!
Added new SFX for all fishing interactions (casting, reeling, fish landed, nibbles, bites and victory/failure tunes)
Other Additions
Hornets are tormenting inhabitants of the Dragon Bone Desert! These aggressive foes are strong combatants on both the ground and in the air! Take them out quickly before they can sting!
Bee hives have been spotted throughout the Hollow! Honey (and money) can be extracted from them but will anger the bees nested inside! Be prepared to run or fight if you harvest their honey!
Flower fields filled with butterflies have been spotted growing throughout the Hollow! It's rumored these fields contain high concentrations of bee hives!
Added new resource piles throughout the Lost City and Desert
Journey's End light beam now scales with distance from the Traveler
Added the "Experimental Treatment" accessory
Added randomized player idle animations
Added a damage border to indicate when the Traveler takes damage
Added SFX when interacting with signs
Added SFX when adding resources to the stockpile
Added SFX for book page turning
Added SFX for picking up the "mysterious book"
Added passives for both existing Dungeon Gems once they are collected during a journey
The Energy Gem now increases movement speed by 25%
The Perfection Gem now increases wealth collected by 50%
Increased potions gained from potion chests to +5
Adjusted all banner ability cooldowns to 15 seconds
Adjusted the prayer ability cooldown to 30 seconds
Buffed starting and scaling stats for the Wanderer class
Increased bow damage scaling at max draw by 210%
Changed bow draw scaling to quadratic from linear
Chests will now stop opening before clipping through geometry
Added smooth transitions for interaction prompts
Updated dungeon gem interaction prompts
Fixed a bug where the sun would disappear when entering the Old Mill Exterior area
Fixed Eventide Cistern discoloration bug in the corners of the central area
Fixed slime death and despawning
Fixed collision on the Frigid Fjord Fort elevator to prevent unfair deaths
Added river outflow for the sewer entrance in the Greatwoods
Fixed a bug where the Rat King would rotate after death
Fixed bugged grass in Eventide Pass
Fixed a bug where signs would unintentionally block the camera
Fixed a collision bug with the ruined house behind the old gate
Fixed a bug where the desert would sometimes play the wrong music
Fixed LOD's for lush trees throughout the Hollow
Fixed various wall clipping and collisions throughout the Hollow
Today I'm excited to share Holomento's first major update (0.5.10) with all of you! And it's a big one! The ⚔️Combat Update⚔️ not only completely overhauls the way stats and combat works, but also adds tons more items, tweaks to enemy movesets and overall a lot more polish to the game! The additions and improvements introduced in this update were thanks to your amazing support and feedback, especially on our Community Discord! Thank you so much everyone!
Here's a short teaser showing off some of the changes to how combat works:
So what's next?
Now that the game is in a much more polished state, we're hard at work preparing the first major content update - The Summer Desert Update - for everyone! Stay tuned for more information on that!
In any case, we hope you give this new major update a try! In any case, you can read the full patch notes below (grab a coffee or two, maybe - it's a lot)!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
New Stats System
Complete rework of all traveler stats and items. Combat stats are now split into two seperate categories: melee and ranged while several new stats have also been added/changed.
Melee and Ranged Stats
Attack Speed
Damage
Range
Knockback
Stun
Other Stats
HP
HP Regen
Movement Speed
Accuracy
Luck
Changes and updates derived from stat changes.
Updated shotgun spread to a cone based calculation and split into 20 shell fragments instead of 5. Shotguns have a guaranteed pellet at the reticle center.
Updated stats in item boxes
Updated stats in the class selection screen
Updated stats throughout the primary UI
Updated stats for the "Q" menu
Updated stats in tab menu
Added a middle section between item boxes for item swaps that shows the changes in your stats (50% alpha no change, green for increase and red for decrease)
Updated Shop Item Icons
Updated stats in shops
Added tooltips for stat icons
Updated enemy scaling to be dependent on new stats
Updated stats in class selection
Updated accuracy for hitscan weapons
Added new stat icons including HP regen, accuracy, luck and more
The Luck Stat
Among the new stats added is a new luck stat. Luck influence most chance-based rolls in the game and is also factored into several calculations throughout Holomento.
Implemented luck stat into item rolls and crit chances
Cassandra the fortune teller now changes your luck stat temporarily by a random amount (-3, -2, -1, 0, +1, +2, +3). Price per reading reduced to $100.
Combat Overhaul
Added control for rotation while player is melee attacking
When snapping to enemies, the player can now influence which enemy to snap to based on control rotation and active input.
Added a new combo indicator to make attack combo timing more obvious
When not attacking with a melee attack or in active combat, the combo indicator slowly fades out
Non perfect combo inputs now do reduced damage
Updated spear/poleaxe melee combo animations
Updated spear/poleaxe ranged attack animation
Updated spear/poleaxe weapon visuals
Fixed melee snapping distance and changed it to be based on individual attack animations
Traveler shields now passively reflect projectiles
Separated melee and ranged attack speed
Updated melee combo visuals
Added Melee Attack Range. This stat influences the hitbox with which a traveler will damage enemies.
Added melee and ranged stun system. Upon getting hit, enemies will briefly become stunned based on the relevant player stats.
Added melee and ranged knockback system. Upon getting hit, enemies will get knocked back based on relevant player stats.
Updated enemy poleaxe and spear attacks
Added dart projectiles (used with Magic Rifles)
Updated Malurian Sigil beam visuals
New Weapons and Accessories
Added longrifles (L1-5) with aim zooming
Added Magic Rifles (L1-5) with new dart projectile type
Added the Daikatana Weapon line (Levels 1-5)
Added the Spear and Shield Weapon line (Levels 1-5)
Added the "King of Greed" - a greatsword that scales all damage with wealth in the traveler's pocket (investments and savings don't count).
Added Artimus' Lucky Charm which increases your luck stat
Added the Lightning Charm which gives the "ZAP!" passive
Added the "ZAP!" passive that arcs lightning to nearby enemies when they take damage from the player
Updated visuals for Levels 3-5 of the Malurian Weapon line
Updated weapon pickups to make them more visible (added rotation and offsets based on weapon size to prevent ground clipping)
New Aiming Reticles and Animations
Spread-based Shotgun Reticle
Zoomable Rifle Reticle
Magic Reticle with projectile drop indicators
Blade Reticles
Malur Sigil Reticle
Firework Launcher Reticle
Pistol Reticle
Audio Updates
Updated melee hand-2-hand with more noticeable/punchy sfx when hitting enemies
Updated swinging axe SFX
Added ambient sounds to sewer dungeon
Added SFX to Rat King death animation
Added SFX for collecting items
Added ambient SFX for waterwheel
Added ambient SFX to campfires
Other Additions
Updated the shop upgrade menu to make requirements more clear and improve upgrade readability.
The shop upgrade menu now accounts for resources and money in the travelers inventory as well as the bank and the town stockpile
Added accessibility option to change crosshairs size
Improved hitscan weapon projectile travel VFX
Added impact effect when hitscan projectiles hit the environment
Added unique hitscan VFX colors based on element
Added unique impact colors based on element for all hits except crits
Added flying rock particles on Turrets when they're exploding
Replaced the "explosion" effect from knight mini-bosses and wardens with rock smash effect from giant skeletons
Added an animation for chests spawning in dungeon rooms
Reduced gunslinger damage falloff
Added a 1s delay from spawn in before some enemies start moving
Added enemy health and damage scaling based off of difficulty
Increased slime damage
Increased skeleton bow damage
Increased spear skeleton damage
Updated the "Homing" passive to lock-on to whatever enemy the traveler is aiming at before attempting to lock-on to the nearest enemy
Added slight tracking to all giant skeleton attacks (~1 second during wind-up)
Gave Giant Skeletons a ranged attack option (a floating skull homing projectile that flies towards you)
Rat enemies now only move once fully spawned in (1.25s delay from spawn)
Travelers now start with 3 potions (varies by class)
Changed the default selected potion to a health potion
Reduced experience received for defeating enemies to 25% of it's previous amount (minimum +1 xp gained)
Fixed a bug where players could get softlocked in dungeon rooms that contained only enemies
Fixed the inconsistency of stat changes when loading a save (this bug was caused by the old stats system)
Fixed a bug where Giant skeletons could lose their behaviour when standing directly behind them
Fixed a bug where enemies would lose their behaviour after strafing
Fixed a bug where all knights would attack the player after they're dead
Fixed a bug where cast time reset after leaving game and reloading (found for the gunslinger)
Fixed a bug where sometimes players would become permanently slowed down
Fixed a bug where fan the hammer accuracy wasn't properly utilized
Fixed magic gloves timing for single input pressing (not holding)
Fixed a bug where element material reassignment wasn't reset properly (the entire weapon would become an elemental type).
Fixed bug where enemies could get hit multiple times during the same melee attack
Added controller support for save and exit button in options menu
Fixed several bugs with aiming reticles where they would get stuck when pressing the aim input without holding it
Fixed a bug where traveler money and experience weren't fully concealed during a boss fight
Updated the watermill and moved two keys to this location
Fixed a bug where reloading a save duplicated potions
Fixed a bug with the Malurian Sigil beam where it would kill nearby enemies
Fixed a bug where enemies could repeatedly die from explosions
Fixed the orientation of the basket hilt so the hilt doesn't clip through the travelers hand
Fixed a reticle bug where aiming out of roll wouldn't always work
Skeleton giants attack after death: The skeleton giants stand up and cast their tiny skulls spell after they died.
Fixed a bug where bone traps would infrequently get placed in the air.
Lowered Sewer Dungeon Door indicators to improve visibility
Fixed several shop upgrade menu bugs making selecting upgrades difficult
Fixed a bug where the traveler would sometimes die when attacking on an elevator
Fixed a bug where items would sometimes not display their names, flavor text and descriptions properly
Fixed a bug where chests would sometimes spawn in the air in dungeons
Fixed a bug where enemies would sometimes spawn in walls in dungeons
Fixed a bug where deflected projectiles sometimes weren't the correct type
Fixed a bug where the cleric beam wouldn't activate magic lanterns
Fixed a bug where the cleric beam wouldn't damage mushroom enemies
Fixed a bug where travelers couldn't snap to mushroom enemies
Fixed a bug where mushroom enemies wouldn't properly die/despawn
Reduced the size of the dungeon key on the travelers back
Fixed a bug where enemies would sometimes stand still after being attacked at range
Fixed a bug where the guidance ring didn't have the "Homing" passive
Fixed several bugs with mortar projectiles
Fixed a bug where critical hit audio would sometimes play when using a Talisman
Fixed a bug where the Lock-On target wasn't attached to enemy's chests
Fixed a bug where dungeon shops weren't upgradeable with resources
Fixed a bug where buying shop upgrades could result in negative resources
Fixed a bug where attacking while on an elevator would activate it multiple times
Fixed a bug where rats would make an attack sound after death
Fixed a bug where the Rat King could get stuck in Phase 3 of his fight
Fixed a bug where the Rat King would get stuck if you stood directly underneath him
Fixed a bug where the Old Gat Key wouldn't display its name properly sometimes
Fixed a bug where mushroom enemies would sometimes attack after death
Improved projectile performance allowing for many more projectiles to be on-screen simultaneously with less framerate impact