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Holomento screenshot
Genre: Role-playing (RPG), Adventure, Indie

Holomento

Holomento - ❄️ Frigid Fjord Update ❄️ (Version 0.7.0)



Hail, Travelers!

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 Artimus Museum / Evenfall dialogue
  • Fixed upper Guild NPCs: Added dialogue, passive dialogue and updated static meshes
  • Fixed Geist, Estrela and Boone dialogue
  • Finished Toukie's dialogue in several locations
  • Fixed Tori-Jin Temple Town dialogue
  • Fixed "Turtle Rock" dialogue
  • Updated Frigid Fjord Traveler Camp Passive Dialogue
  • Fixed Hornet healthbar and lockon location
  • 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.



Discord | Roadmap | Report Bugs



Holomento - Gamescom 2023 & Demo Update



Hello Travellers!

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.

Enjoy the demo!



Discord | Roadmap | Report Bugs

Holomento - 🏛️Evenfall Update🏛️ (Version 0.6.3)



Hail, Travelers!

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.

  1. Repairs the Evenfall bridge
  2. Unlocks contract boards
  3. Adds a guaranteed potion chest with 5 potions to the guild
  4. Adds a guaranteed item chest to the guild
  5. Unlocks the guild as a new journey starting location (replaces the old coast starting location)
  6. Unlocks the Guild Master Gloves item
  7. Adds an item shop tent to the guild
  8. Unlocks fast travel via horses at travel encampments
  9. Unlocks the Guild Master Boots item
  10. Repairs the Greatwood Crossing Bridge
  11. Adds a potions shop tent to the guild
  12. Builds grind rails in the desert
  13. Unlocks the Guild Master Pants item
  14. Adds the guild bank to the guild
  15. 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


Discord | Roadmap | Report Bugs



Holomento - 🍂Autumn Islands Update🍂 (Version 0.6.2)



Hello Travelers!

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


Discord | Roadmap | Report Bugs



Holomento 0.6.1 - 🔥Traveler Camp Update🔥



Hello travelers!

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


Discord | Roadmap | Report Bugs



Holomento - 🌴Lost City Update🌴 (Version 0.6.0)



Hello travelers!

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!

https://store.steampowered.com/app/1976990/Holomento_Soundtrack

So what's next?


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


Discord | Roadmap | Report Bugs



Holomento - ⚔️Combat Update⚔️ (Update 0.5.10)



Hello travelers!

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


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Holomento Hotfix Patch 0.5.09



Hello travelers!

Below are the patch notes for hotfix 0.5.09!

For more information on planned features coming in future patches, check out the Holomento Roadmap!



  • Added Levels 3-5 for Sword and Shield weapons
  • Added unique visuals for skeletons with different variants
  • Updated the region in Eventide Hills near the Old Mill
  • Dungeon Floor Entrances are now blocked off for a run after they have been completed
  • Added item comparisons for items in shop menus
  • Updated and simplified the bank menu and added controller support



  • Fixed a bug introduced in 0.5.08 where weapons wouldn't fire with a controller
  • Fixed a softlock bug in one of the Evenfall Cistern Puzzles
  • Fixed a hole in the desert at X:-69274 Y:6211 Z:15611
  • Fixed a bug where the book would appear beside the traveler before it has been picked up

Discord | Roadmap | Report Bugs



Holomento Hotfix Patch 0.5.08



Hello travelers!

Below are the patch notes for hotfix 0.5.08!

For more information on planned features coming in future patches, check out the Holomento Roadmap!



  • Added "Journey and Lifetime Stats" to the book/tab menu
  • Added the "Armored" Rat King variant
  • Added animation for picking up a relic
  • Added item icons for item cards
  • Updated item cards to hide stats if the item doesn't affect stats
  • Enemies now roll before projectiles reach them. When rolling, enemies won't impact projectiles.



  • Fixed a bug where Desert Minibosses would spawn in the ground and not move
  • Fixed a bug where the traveler name and class were not being saved to the game save data
  • Fixed a bug where the contract completion window wouldn't show the correct rewards
  • Fixed a bug where greatsword stats wouldn't scale with weapon level
  • Updated text for the Evenfall Cistern to more accurately reflect how many floors there are
  • Fixed a bug where using a bow in hardmode prevents rolling until bow is fully charged
  • Fixed a bug where bows wouldn't reset charge after rolling
  • Added details for sewer dungeon miniboss rooms
  • Increased Rat King Base Health from 750 to 1000
  • Fixed a bug where the "Journey complete" screen always showed 0km distance travelled
  • Fixed a bug where you could attack while ragdolled
  • Fixed a bug where you could aim while ragdolled
  • Fixed a bug where the locations discovered count on the journey end screen was inaccurate
  • Fixed a bug where the items discovered count on the journey end screen was inaccurate
  • Added controller support for run end screen
  • Changed the default controller input for using potions to RT
  • Fixed a bug where all arrows are fire type arrows
  • Fixed a bug where hitscan would not destroy traps
  • Fixed visuals for the tower on the coast of the endless sea
  • Fixed Giant's Head turning and updated visuals

Discord | Roadmap | Report Bugs



Holomento Hotfix Patch 0.5.07



Hello travelers!

Below are the patch notes for hotfix 0.5.07!

For more information on planned features coming in future patches, check out the Holomento Roadmap!


User Interface Additions



  • Added a compass that displays directions based on the camera rotation
  • Added a single objective to the compass that shows the general location of where a traveler's journey ends
  • Added an option in the menu to disable the compass
  • Update the Save Selection Menu visuals

New Items



  • 3 New Greatsword Weapon Levels:
  • 3 New Poleaxe Weapon Levels:
  • Updated models and hitboxes for Knight enemies and bosses
  • Added impact splash AOE damage for Knight enemy minibosses on certain attacks

Combat Additions



  • Added critical hitboxes for all enemy heads
  • Added SFX for critical hits


Combat



  • Fixed the grip point for greatsword weapons to appear more accurate in the traveler's hand
  • Fixed a bug where getting up from being knocked down would respawn enemies in an area
  • Fixed a bug where travelers would be unable to move after doing certain combos
  • Disabled melee attack snapping to giant enemies
  • Added a minimum time between hits the player takes (0.5 seconds)
  • Added a small ground impact splash AOE for player for the final hit of the Sword & Shield and Greatsword weapons
  • Reduced overall projectile gravity to improve accuracy when using the Magic Gloves and Sword weapons
  • Improved accuracy of sword projectiles to hit closer to the center reticle
  • Fixed the inconsistency of sword projectile spawning
  • Improved the consistency of Magic Glove projectile spawning

General



  • Fixed a softlock hole at X:11713 Y:-50885 Z:3580
  • Fixed a bugged enemy spawn in the tutorial
  • Fixed several text issues with enemies in the collections tab of the book menu
  • Fixed a bug where you could get stuck near the gate to the Lush Valley

Discord | Roadmap | Report Bugs