Lone Fungus cover
Lone Fungus screenshot
Genre: Platform, Adventure, Indie

Lone Fungus

0.3.2.1

- Fix for the Silver Shrine in Color Caverns
- Moved the Healing Fungus (again again)

0.3.2 Map changes & a small preview of an upcoming Zone!



So first of all I'd like to announce that the development of the next area has begun, the basic tileset has been made and some of the unique mechanics to that zone too. Before continuing that work I decided to make some changes to existing content, and that's why I'm releasing this update.

Changelog for 0.3.2



- Made it so you hopefully won't need to re-bind your keys/settings when a new update releases
- Moved the Healing Fungus (again)
- Tweaked the Queen Evil Eye boss quite a bit
- Moved the Queen Evil Eye boss and re-made some level design around that area
- Moved the Screw Sentinel Boss and changed the room that used to lead to it to a Ladybug room
- Added a shortcut from Undergrounds to Acid Dungeon
- Made the Mush-Refreshers more red when you already have a Dash
- Fixed the Mush-Stopper being buggy on Explorer Mode
- Fixed Astral Music playing when Teleporting out of Practice Mode/Astral Gates
- New Dash Crystal GUI graphic
- Fixed Counter Heal bugging out if you die
- Fixed some enemies walking backwards/spinning sometimes
- Fixed the weird gate by the Fast Recovery relic
- Made it so you don't need to pick up Healing Fungus to use the Blue Health Orb
- Fixed it so you actually can equip the Recovery Armor Relic
- Made it so you can leave that Ladybug room in Mechanical Fort (previously a level design flaw)


0.3.1.1 SUPER IMPORTANT sitting animation added

I made an idle sitting animation and I HAD to put it in.

- Added the idle sitting animation
- Moved the Healing Fungus

0.3.1 Bigger update! New Wall-bouncing, parry, boss and statues!



So this is the bigger update I've been working on the past 2 and a half weeks or so! It features tons of changes to a lot of stuff. There is also new content and yeah, a bunch of stuff!

Changelog



- Two new major Story Statues added to the game
- New Queen Evil Eye boss fight
- Revamped Wall-Bouncing
- New Wall-Bounce practice area featuring 8 challenges
- 4 New Astral Gates, in Acid Dungeon
- Reward collectables in Practice area
- Changes to the Parry system - You now parry by tapping the Heal/B button (Or Alternative action)
- 4 Different parry settings in options, allowing you to have the old parry system
- Control Scheme editing sign added to Parry practice area
- Blue Health Orb changed a bit to not interfere with the new parry system
- New SFX
- Improved Color Caverns BOSS theme
- Collectibles added to practice mode
- Totally re-did the system for the Living Projectile, it should not fly offscreen now (It will always target the closest enemy)
- Fixed so enemy drops are disabled in the Evil Flower boss fight
- Variable height added to the upwards dash (quickly tapping will reduce it's height)
- Tweaks to the Steady Body relic (will be more steady)
- Added the Knights Relic which allows you to move at full speed while attacking (can be found where Mind Recovery was)
- Fire Bounce blocks will be gray until you find the Fire Bounce
- New ladybug room in Lava Temple
- Level design changes
- Dialogue changes
- Fixed where the Spell Booster had functionality of an removed relic (Slow fall)
- New assets
- Screen will flash instead of go black when using a room teleporter
- Added a speedcap to how fast you can go
- Many tweaks to Astral Cogs
- Done tweaks to Cayote time on Astral Cogs (won't interfere with the Upwards Dash when bound on Jump button)
- Jump button buffering will prioritize jumping over dashing when touching the ground
- Fixed a bug where Mush Dash-refreshers sometimes canceled your forward dash input
- Some changes to the bloom effect on Mushmovers
- You won't be able to parry spikes
- Made it so you can't hit the parry projectile spawner statues unless you got the Shield Cap
- Spikes added to the ceiling in Butterfly Boss fight
- Teleportation wand input changed to up + heal
- Map pin controls are hardcoded on the controller (they won't change if you change binds)
- Tweaks to descriptions
- Overlay map opacity added
- Upwards dash won't interfere with Spin-Jump if mappend to same buttons
- Fixed Astral Gate in Color Caverns not updating
- Made it so you can't parry Astral Spikes
- Fixed the Major Spell Booster showing wrong BN cost
- Simple defrag/time trial room added to the game
- Changes to the Dash-Refresher
- Some tweaks to Greencaps animations
- Tweaked the Auto-hop, you will be able to jump while it's autohopping
- Removed the 'Remove All' console command
- Fixed a room in Color Caverns having wrong ID (not showing up on map properly)
- Fixed a bug with not having enough speed on certain room transitions
- RB/LB won't open inventory when you have the portable map open

0.3.0.1

Changelog



- I somehow broke the Blue Doors in 0.3.0, it's fixed now
- Blue Doors middle part will turn green after you get the Bouncy Ball
- Some tweaks to the Mushmover Pause and oddities with physics objects like Bouncy Ball
- Fixed the Main Menu saveslots not dissapearing when you delete a save

0.3.0 Enemy drops & new Astral Gates

[previewyoutube="_5vL6Lm_gY0;full"]

Like with any other update I hope everything new works as intended... and I did not mess up anything. If I did please do tell me in the discord and I'll fix it as soon as possible. I do try to test everything as much as possible but something might always slip through.

Anyway in this update there is some fun new content! 5 new Astral Gates in the Mechanical Fort, Screw King re-worked and probably the coolest addition is the Enemy Drops! Check the video for detailed info and also on what's coming next!

Change Log


Item drops from enemies
5 New astral gates (Mechanical Fort)
New SFX
Screw King re-work AGAIN
Color Caverns cave pattern will be less.. tiley
Spin Slash won't work on regular mushmovers
You can't crouch on spikes
You won't take damage from spikes if your downward slash is overlapping spikes (small change)
Fixed a Mindshroom
Fixed the orange ball not working on that one blue door
Some changes to cogs in Mechanical Fort
Fixed a bug where you could get stuck on Cogs/Gates if you got upwards velocity from like a Mushmover Spell boost
Possible fix for the Practice Room out of bounds bug
Fixed the CRT2 setting being funky in Settings
Improved Wall clingers projectile shooting (preventing some bugs)
Fixed Mushmovers being a bit broken on Easy difficulty
Some changes to teal mushmovers, some platforming challenges has been adjusted because of that
Backgrounds in Astral Areas improved
Changes in the Boost Projectile physics when casting the spell
Tweaks to the Bouncy Ball physics
Fixed the bug where Spike Shield gets triggered on the Spike Platforms in Gold Mines
Fixed the lights created from Bouncy Balls
Re-worked how the saveslots in the Main Menu read saved data
Fixed where Mushmover Spell goes destroyed by Cogs
Level design changes
Improved the Wheel enemies and cog detection
New Projectile shield graphics
Astral Gates doors will not turn green on the top inside Astral Gates
One of the relics removed and replaced by a ladybug (In Acid Dungeon)

0.2.9.4 Dodge Roll changed to Magic Dash, and Spin Parry emblem added!



I don't consider this a major update but also not a small one, I will be making a devlog type video on Monday I think where I talk about what's next. And also some of what has been done in these past updates. I'm very eager to start working on totally new content but I felt like I wanna get as many fixes and refinements into the game before I do that. Here is what's next in line content wise.


  • Expanded lore, new statues to talk to that will reveal the story and Greencaps purpose
  • Boss dialogues (Don't worry you won't have to watch them every time)
  • More SFX work, a lot is missing sound now and that is on it's way
  • An options menu which you can access while in-game, for a start it will only be for the different input types and music/sfx volume. Keybinds in-game will come later
  • Astral Gates added to areas that don't have them
  • New enemy types to current areas


Beside that there will be general improvements and changes like it has been, but after that is when I'll probably start working on a totally new area. Either way, thanks everyone who's bought the game and I'm super happy with the feedback I've gotten. There is so much I want to do on this game and I have to remind myself to take it one step at a time.

Changelog



Changed the dodge roll ability to the 'Magic Dash', it can be gotten only after getting both dashes
The Dodge Blast emblem has been changed to Spin Parry
Changes to Master Blockmonster arena
Small changes to the new Mechanical Fort boss music
Improved the input buffering for the dashes (especially the upwards dash)
Fixed the secret in Deep Grotto not being preserved
Also made it so that secret room shows up on the map properly
Fixed the secret sound playing everytime you enter the Grieving Statue room
Fixed the statue outside Butterfly boss so it reacts to you having the Boost Projectile spell and not having to equip it
Some level design changes
Made it so you can't go out of bounds with the Green Eye
Visual changes to Bouncy Balls and the buttons that trigger the orange ones
Moved the Iron Key out of the double secret
Added a new relic into the game : Double Shot
Did some stuff that'll hopefuly prevent any out of bounds teleports in the Astral Area
Fixed that chain missing in Acid Dungeon
Fixed the Mechanical Fort boss music not playing
Nerfed the damage the Golden Light orbs do
Fixed the Vortex Parry not costing charges
Changed the visual effect a little bit when parrying projectiles with the Vortex parry
Fixed the autobounce working on spinning gears
Removed the ability to slash to open those Spicy Nut buttons
Spinning chain balls can be paused
You will leave a green trail when you are invic by abilities like Magic Dash and Magic Crouch Jump

0.2.9.3

Changelog



New Mechanical Fort Boss theme
Fixed the room where you get the Strong Spell Booster
Some improvements to the Color Caverns boss theme
Hollow Knight secret got some Hollow Knight graphics
Fixed some rooms not showing up on the map in Deep Grotto
Also made it so Deep Grotto counts to 100% completion with the current content
Fixed the bug where Rogue Armadillo will get trapped by the gate
Fixed / Improved the Counter Slash
Finished the set dressing in that Ladybug room in Undergrounds

0.2.9.2 Another Screw King rework

Changelog



Re-made the Screw King again, he has a new attack, fixed some bugs and the arena is bigger
The pin placing inputs are now based on other bound inputs, so they won't interfere with re-bound keys on keyboard
Removed the '*' binding for console, currently the other two binds are 'insert' button and 'ctrl' + 'enter'
Some small changes to lightning in a few rooms
Fixed the missing tiles in one room in Mechanical Fort
Made it so you can't parry the blue doors in Mechanical Fort
Fixed some worldmap graphic bug/mistakes
Fixed a room in Deep Grotto not showing up on the map
Fixed so parry charges don't recharge when paused
Fixed so you can't parry gates in boss room (the rest will be fixed later)
Changed the particles in No Dash rooms, hopefully improving performance in those rooms

0.2.9.1

Full Changelog



Added the setting to map Parry to the alternative action button
Red transitions on the map now mark where there is no more content beyond that point
Further level design improvements to Mechanical Fort
Added a new talkable statue
Improved parallax in Mechanical Fort
I think I fixed the map popping up bug / made it so Main Menu closes in map transitions
Added a prompt on how to close the secondary way of viewing the map
Fixed where you could not pick the Heal button to Spin-Jump option in settings
Fixed the bug where the autosave after beating the Ghost Lord boss would save you into Lava Temple