Hordebreaker cover
Hordebreaker screenshot
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Hordebreaker

Update 1.0.5

Update 1.0.5 for Hordebreaker released.
Bug Fix (singular)
- You can't spawn bosses with debug hotkeys anymore.

Thanks Ardi.

Update 1.04

I've been patching out little issues for a while now, and this will probably be the last update unless some gamebreaking bug comes up.

Bug Fixes
- Fixed a bug that prevented the player from respawning if Kojisaki's wide swing hit them right after they died
- Neverfound now has the correct health bar in campaign instead of Kojisaki's
- Fixed a bug that caused the "Wave 50" text persisting in the middle of the screen during the campaign Boklund fight.
- Fixed a bug that gave the Peak Performance achievement a couple upgrades early in some cases.
- Raised the volume of Neverfound's sound effects to make his attacks more obvious.

Game's Released!

It's been a long trek here, but the game's out. I'm hoping you're willing to give the game a try, and that my final product is worth your time!

I intend to release at least one patch at some point, as I've already noticed an issue (Neverfound's health bar is using the wrong sprite :( ) but I want to wait for potentially some bugs to come in so that I'm not going through all the effort to change a detail nobody would notice because they don't know how it's supposed to be. I will patch it, but I want to see if there are bigger problems first.

As for what's next, I'm gonna take a week off for Christmas and to do some creative projects I want to do, like single drawings and Christmas art events. Then after that, it's straight on to the next project. I want to take a week to make sure I know what I'm doing with the next one. The earliest development video for this game was June 30th, meaning this game took over half a year, which is beyond my original intended timeframe, and I actually cut two whole Boklund-like bosses from my original plan, which would have pushed me into late January at the earliest. I should understand the workflow and workload better next time.

I also want to do a more active development process: weekly updates, random posts from my work on a twitter/tumblr/discord, a Patreon, so I'm not as worried about traction and income while working.

For now, I hope you enjoy Hordebreaker! Have fun!

Hordebreaker Release - December 18th! (to 21st)

As of today, Hordebreaker is finished! All of the content: music, art, animations, programming, sounds. It's complete and compiled, and ready for...

An extensive amount of bug and balance testing.

Even if the game was bug free though, there's still a process to getting the game live, and that could also take time. If there are complications, we might be looking at Tuesday the 21st instead of Saturday the 18th, but if all goes according to plan, and quickly, then the game should be available this weekend.

It's about 2 months later than I had originally intended, but given that the final boss is an entire third of the game's file size, I'm not surprised he caused delays. A bit too ambitious on that one, sorry. After that was finished about a week ago though, it was all cleanup, cutscenes, and csounds, which I managed to have finished this week. A bit of a second wind came up this last weekend and I got a lot done, and for it we'll see the game out before Christmas (probably, I'm still new to this).

There'll be a new Release Trailer at that time too. Given some feedback I got a while ago there's some stuff the current trailer is missing.

The starting price for the game will be $3.99 after a lot of deliberation. I'm gonna hold off on a sale right at the start, just to see how it does at this price point.

Thanks to everyone who showed interest so far, I'm thankful for what cheers I have, and I'll iron the game down really hard in these next few days while waiting for approval to make sure what ends up in your hands is a truly complete version.