For more information on planned features coming in future patches, check out the Holomento Roadmap!
Fixed a bug where the Rat King's boss door would remain open between journeys
Added an options slider for Screenshake Intensity
Added an options slider for Field of View
Removed a bugged tutorial prompt at the start of each run
Tweaked the graveyard lighting and brightness near the Old East Church
Updated the East Valley Bridge
Arrows on the Class Selection screen are now hidden unless a gamepad is used
Made the upgrade button in shops more obvious. This button is now selected when the shop menu is opened
Money is now automatically deposited into the bank account when a journey is completed
Resources are now automatically added to Evenfall's stockpile when a journey is completed
Updated text on item pickups to better reflect slots for item convert to experience
Added full controller support for item shops and their upgrade menus
Fixed the placement of item preview data for item shops
Disabled the ability to open the potion menu when a traveler has died or a journey has been completed
Added the item passives system
Firework Launchers now permanently have explosives elements until the weapon is dropped/swapped
Shotguns now permanently have the shotgun spread effect until the weapon is dropped/swapped
Reduced shotgun damage by 75% per shot (total output damage is now 125% base damage instead of 500%)
Added three new items featuring new passive abilities: "Pyro" (accessory that makes all attacks explosive), "TripleVision" (accessory that gives triple shot projectiles), "Scouter" (accessory that gives homing projectiles)
The Early Access release comes with a lot of new content and marks a huge step for the development of Holomento! This includes the new item and class unlock system, completely new enemies and bosses and, of course, the very first dungeon: Evenfall Cistern! Explore this new dungeon and master its challenges to fight the completely re-done Rat King boss fight.
With the Early Access release also comes the ability to start rebuilding Eventide Hollow! Collect different kinds of resources in the overworld or in Evenfall Cistern to upgrade the shops and slowly bring back life to this cursed land. Upgraded shops will give you many benefits for future runs, like better and stronger items or cheaper prices!
Known Issues
Unfortunately due to the nature of the game and it's sheer size, there's still a few outstanding issues we could not 100% iron out before the Early Access release. We're hard at work at providing hotfixes for most if not all of these issues during the next few days and weeks. To get a live overview on the state on these issues (and the overall roadmap and progress on the game) you can refer to our public Trello board at any time and check in on the project's status! You can check it out here anytime you like: https://trello.com/b/H2yIX1ZG/holomento-roadmap
If you notice any bugs that are not in this list or would like to give general feedback and/or reports, we recommend to join our Discord server right here: http://discord.gg/FbaQ8zJ We'll share our progress and answer any questions as best we can in real-time! Of course we'll also continue to post more substantial updates on Kickstarter as well! 😄
What's Next?
Bugfixing. Mostly! At least for the next weeks we will focus on ironing out the remaining bugs and polishing the game. After that we will continue working on new content! Now that all systems are in place and (mostly) working, we're looking forward to concentrate on bringing many more dungeons, items and bosses to the game at a faster pace! You can again refer to the public Trello board: https://trello.com/b/H2yIX1ZG/holomento-roadmapto check our Roadmap at any time and see what's in store for the game during all of Early Access.
We're incredibly happy that we're finally able to share the world of Holomento with you. 💖
Holomento going into Early Access on April 27th!
Hey Travelers!
It's time! After years of hard work, Holomento will finally go into Early Access starting April 27th! The launch of the Early Access version will come with tons of new content that we will go into in detail when the time for launch comes.
Until then, check out our new teaser trailer!
[previewyoutube="KRreHjQSTwY;full"]
Restore the world! Find tons of items! Shoot a big rat! Coming very soon!
We can't wait to show you what we've got in store and to involve everyone in our Early Access journey!
Holomento Alpha 0.4.60
Hello travelers!
Today I'm excited to share Holomento Alpha 0.4.60!
This is Holomento's biggest update yet and adds loads of content in preparation for our upcoming Early Access Release. Here are a few highlights:
New resources system to enable building and shop upgrades throughout the world.
New contract system providing an unlimited amount of contracts (quests) for a traveler to complete.
Updated shop system with upgrades utilizing resources. Shop upgrades include better prices, sales and more inventory space!
New museum featuring a full questline with the redesigned Museum curator Artimus! Features a new area, collectibles throughout the world and the museum points and ribbon system!
New banking system to incentivize depositing and saving money. Money is now dropped on death and the only way to keep it safe is in the bank!
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Contract System
Added the infinite contract system. Contracts are small goal quests that a traveler must accept at a town's contract board.
Once accepted, contracts must be completed before more contracts can be accepted.
Contracts are randomized and will always reward a traveler with money.
Contracts can also reward the traveler with items and potions
Added Resources System
4 Core Resources Added: Wood, Brick, Stone and Tile
Added resource piles added throughout the world that reset each journey. Resource piles are located near where the resource would be expected (wood in forests, stone near cliffs and boulders, tile and brick near structures)
Added Stockpiles to Evenfall, Seaside Village and Tori-Jin Temple Roost where all resources a traveler is carrying can be deposited.
Resources deposited at stockpiles can be used to upgrade shops and buildings in the same town.
Updated Shop System
All items purchased through shops are now done through a menu accessed via dialogue with the shopkeeper.
Added a new menu for purchasing items and potions at shops
New Shop Types: Item Shops, Potion Shops, Armor Shops and Weapon Shops
Added sales. If an item is on sale, the item is priced at 50% off the shops normal price. Sales are generated at the beginning of every new Journey.
Added shop upgrades. If you have the resources, you can upgrade shops to improve their prices, frequency of sales, inventory slots and more!
Shops (currently in Evenfall only) will change their appearance as they are upgraded
Banking System
Traveler collected currency is now dropped on death.
Traveler's can deposit money to a savings account at one of many bank branches throughout the Hollow.
Any money deposited in the savings account will not be lost when a traveler dies.
Museum System
Added the Eventide Museum featuring concept art relics and the Museum Curator Artimus!
Added a questline to open the museum.
Added relics throughout the world that can be donated to the museum.
Relics are dropped when a traveler dies and are reset to their original location.
When relics are submitted to the museum, a set number of Museum Points (MP) are earned. MP are persistent between journeys and cannot be lost.
MP can be spent to equip Museum Ribbons which enable passive abilities that are persistent between journeys. Unequipping a Museum Ribbon returns those MP to the traveler.
Ribbons are managed through a menu accessed by talking to Artimus in the museum.
Added Passives
Added passive effects to items. There is no limit to the number of passives that can be active at once.
Added passive effects for ribbons. See Museum system for details.
New Items
Scouting Tech - Increases Homing Power of Projectiles
Other Additions
Updated Musashi Armor Meshes and Materials
Updated Knight Armor Meshes and Materials
Added credits for the development team, all Kickstarter supporters and alpha testers
Added developers console commands to enable/disable LODs
New models and animations for Artimus
New models and animations for Amiel
New models and designs for Amiel's Shop
Updated the Three Sisters Brooms and Brews Cart
Ranged Critical Hits
Critical hits added for ranged attacks (except beam weapons). Melee attacks cannot land critical hits.
Base Critical Chance is 1%
Base Critical Multiplier is 2x
Max Critical Chance is 13.5% with all critical chance passives
Max Critical Multiplier is 4.6x with all critical damage passives
New ambient SFX in the Autumn Forest, Desert and Snow Biomes
Fixed world items that would spawn high above chests
This update focuses on improving the user interface, quality of life for several gameplay aspects and replacing the player leveling system with a slot-based item leveling system!
New "Tab Menu" User Interface featuring stats, collections and ability swapping
Overhauled user interface for item interactions
New Slot Item Leveling and Experience System
50+ New Items
Many QOL bug fixes and changes
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
New Items and Leveling System
Items now level instead of the traveler.
Added over 50+ new items including new and improved weapons, various tiers of armor and more
Items that fall under the Head, Chest, Hands, Legs, Feet and Weapon slots are now categorized from levels 1-5. All other items are now categorized as accessories.
Added the magic gloves item to replace the default mage hands weapon type (Wanderer Default)
When an item levels up it is automatically upgraded to the next tier of that item. For example, when a Level 1 Worn-Out Revolver gains enough experience to level up, it will become a Level 2 Revolver.
Experience points are simultaneously distributed across all gear. For example, if the traveler receives 10 exp, each slot will receive 10 exp.
Added enemy item drops
Added new weapon models for most in-game weapons
The wanderer's class now starts with a "Magic Glove" that has unique VFX for each of it's 5 weapon levels. The glove functions the same as the "fist" weapon type did before.
Changed the melee animations and attacks for various ranged weapons. All weapons now have both ranged and melee attacks and animations.
Expanded internal weapon enumerations and structs to prepare for 30+ unique weapon types in upcoming patches.
New Traveler (Tab) Menu and UI Updates
Experience an all-new traveler menu that's more responsive and intuitive than ever.
Added a new split-window tab menu
The left menu displays the current stats, level and experience of each of the 6 slot items: weapon, head, chest, hands, legs and feet
The right menu now represents the book and features 5 main tabs: Stats, Quests, Collections, Map and Abilities
The stats page shows the travelers current stats and items. Hovering over an item will highlight it on the traveler and display the item stats and icon.
Accessories visibility can now be toggled on/off from the stats tab by using the eye icon on an accessory item
The quests page shows all quests the traveler has begun. Hovering a quest from the list will show a description of the quest. Clicking the quest will expand a dropdown timeline of all tasks required to complete the quest. Once a task is completed, it will be crossed out.
The collections tab (currently) features several sub categories of collections including Items, Relics, Monsters, Notes and Achievements. For this update, the Items, Notes and Monsters sections are accessible.
The map tab is a placeholder for a map that will be included in a future update.
The abilities tab allows players to reorder abilities for ability slots 1-4.
Simplified notifications for newly discovered items, monsters and notes.
Updated UI box and border styles for item stats boxes, class selection borders, title screen borders, notification borders, tutorial borders and more.
New Title Screen with a new (preview) text logo
Updated Potions System
Potions dropped by enemies are now automatically added to the traveler's inventory
Removed potion sizes and changed default potion selection controls to scroll wheel
Updated potion buff particles
Reduced the number of potions dropped by enemies
Added a UI indicator for when potions are picked up
Other Additions
Cleaned up and added cliffs near the dock town area
Added X and Y axis inversion options in the controls tab of the options menu
Changed the FPS stat display to be a custom UI element to improve toggle responsiveness
Simplified enemy healthbars to make them more readable
Updated text lookup tables to prepare for future localization
Added SFX to differentiate between a half-charged and full-charged bow shot
Fully charged bows have an elemental SFX associated with the traveler's element
Explosions no longer scale their size with damage (this lead to some very oversized explosions)
Explosive projectiles fired by the player will no longer damage the player
Abilities are now removed when an item is swapped or dropped.
Fixed several bugs with abilities while loading a save game.
Fixed a bug where "gun-fu melee" wouldn't target the correct position on enemies (and in some cases wouldn't target enemies at all).
Fixed rolling animation bugs for all weapons
Fixed a bug where hitscan weapons couldn't hit elementals
Fixed a bug where players would get stuck between rocks at (-16717,-42542,-1462)
Fixed a bug where players would get stuck in rock near docks(-2904, 23296, 1893)
Fixed a bug where players would get stuck in the barn at (9756, -8044, 2102)
Fixed a bug where players would get stuck between rocks at (7538, -1470, 2340)
Fixed a bug where players would get stuck behind a rock at (67534, -1250, 1899)
Fixed a bug where players would get stuck between rocks at (18623, 6772, 7575)
Fixed broken collision at (17917, 3150, 6388) that prevented player from following path
Fixed a bug where players could walk underwater at (50785, -27751, 7450)
Fixed a bug where players would get stuck between the water and cliffs at (-79980, 74264, 112)
Fixed a bug where players would get stuck in the ruins at (-68091, 69196, 5061)
Fixed a bug where players would get stuck in the dragon bone at (-96806, 65214, 1598)
Fixed a bug where players would get stuck near small ruins during the demo
All enemies now despawn when entering a boss arena
Fixed a bug where mushrooms are immortal
Fixed the spawn location for enemy currency particle effects
Fixed a bug where the xp counter would account for previous runs' xp.
Fixed a bug where the "Exit without Saving" button sometimes wouldn't work
Fixed several bugs with beam-weapon SFX
Improved performance in user interfaces by optimizing item image loading
Today I'm excited to share Holomento Alpha 0.4.40!
This update comes packed with a ton of exciting features, reworks and balance changes helping us to prepare for Early Access! A few are summarized below:
Explore a completely reworked Central Valley overgrown by the roots of the Maledictum!
Compete for your spot on the top of the Steam leaderboards with Daily Journeys!
Experience rebalanced combat featuring melee updates, bow updates, and new hitstun mechanics!
Enjoy the newly optimized zones system that improves framerate throughout the game by 50%+!
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Daily Journeys and Seeded Journeys
Added Daily Journeys that reset at midnight UTC.
Daily Journeys select a random Traveler Class, Starting Location, Items and Consumables that are the same for all players on a given day.
Added Daily Journey option to Title Screen with countdown timer to reset.
Added seeds to every new journey. The seed can be specified during the class selection screen. If not specified, a random seed will be generated.
An internet connection is required to play a daily journey.
Steam Integrations
You will now be greeted by your Steam username at the Title screen.
Added Steam Leaderboards for Daily Journeys.
Other Additions
Added particles and SFX for walking through shallow water
Added SFX for when enemies spawn
Significantly increased combo timing windows to make combos more fluid
Traveler can now roll out of combos using the same combo window as attacks
Added static spawns to Overworld. Reduced the number of locations featuring unlimited enemy spawns.
Unlimited enemy spawning zones now wait until most enemies that have spawned have been defeated before spawning more.
Nearby enemies are now pushed back during melee. Pushback amount is based on weapon type, attack animation and distance to the nearest enemy.
Bows can now be fired at any time after they have been drawn to 25% power or more. Damage and arrow speed scale with the amount the bow has been drawn.
Updated and simplified arrow trails. Added arrow impact particles.
Added VFX to indicate when an arrow has been fully pulled back.
Removed the "Press any button to continue" screen to fix a bug where you couldn't proceed.
Fixed a bug where doors that were supposed to reset every new journey wouldn't reset
Enemies no longer attack immediately out of knockback or stuns
Fixed a bug where arrows would be shown for non-bow projectiles
Fixed a bug where the crosshairs wouldn't properly line up with where you are aiming.
Fixed a bug where mushrooms wouldn't take damage
Drastically Improved performance by splitting central valley into several sub-areas
Drastically Improved performance by reducing material quality of lower LOD foliage at far distances
Improved performance by disabling tick on objects that don't update
Improved performance by disabling shadows on objects that are already veiled in shadow
Improved performance by reducing default ambient occlusion quality
Added dynamic navigation for enemy AI to reduce load times and allow runtime areas (dungeons)
Having multiple abilities and swapping abilities is currently bugged. Sometimes abilities will disappear and sometimes they will appear on the wrong slot.
Item descriptions and stats are bugged in the popup window that appears when standing near an item that can be picked up.
Temporarily forced weather to always sunny to prevent several weather related bugs