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

Lone Fungus

0.8.1

- New theme for the last boss
- Fixed a visual ladybug bug on the map
- Fixed a room in Lava Temple showing wrong location on the map
- Fixed being able to heal while paused
- Fixed a bug where you could refresh the spike shield just before healing
- Fixed a bug where spellcaps and skins would dissapear when saving
- Fixed Boss HP multipliers not working on the last boss
- Fixed a bug in the Main Menu and pressing space in some options
- Fixed the equip notice in menu being barely visible
- Fixed a bug where the long fall animation would play while in water

0.8.0 Game Ending!!! - What's left?



So this update introduces the game ending! Yes, you can now play Lone Fungus from start to finish! Does this mean the game is done? No, there is quite some stuff left to be implemented. Here are the list of things that are coming before the 1.0 Launch!


  • Lots of polishing!
  • More SFX
  • More Music!
  • More Dialogues & Lore!
  • In-Game Options menu!
  • New enemies and improvements to level design!
  • The rest of the missing content like more Relics...
  • Two alternative endings are planned (Hopefully I'll have time to implement them)


And whatever else I'll have time to add before the 1.0 Launch! So you're probably thinking when is 1.0 Launching? Well, I'm hoping to get these things finished as soon as possible. My plan is to get the essential missing content into the game before March and then spend March just polishing the game as much as possible. That means the game is planned to Launch out of Early Access somewhere at the end of March or very early April. But who knows, I'm not looking to rush things but I do want to get this game out of Early Access as soon as possible!

Anyway here is the full changelog for 0.8.0!

Changelog

- Final Boss added
- Ending added
- Game Complete Achievements
- New Ability : Ground-Bounce
- New Ability : Spin-Bounce
- New Ability : Water Breath
- New Ability : Royal Ornament
- New Ability : All-Seeing Eye
- New Relic : Sword Booster
- New Relic : Big Meteor Blast
- New Emblem : Ice Block
- New Emblem : Auto-Parry
- New Mindshrooms
- New Rooms
- New Boss bars to fit the new UI
- New environmental tiles in Corrupted Tunnels
- New Tablets
- Visual and gameplay re-work of Screw Sentinel
- Screw Sentinel given dialogue
- Spark Ball and Vibrant Crystal MP cost reduced down to 30MP
- Fixed a bug where some spikes were missing in one room
- Fixed a bug with parrying things you should be able to (stuff like lasers that are not yet doing damage)
- Green Health Orb will only spawn from things that actually hurt you
- Great Slash base damage reduced down from 50 to 37
- Great Spin Slash damage reduced from 60 to 48
- Spin Slash + Bouncy Spore damage reduced from 34 to 28
- Great Slash version of Vibrant Crystal has it's damage increased to 45
- Spark damage increased from 13 to 19
- Fixed the missing environmental design in one of the rooms in Corrupted Tunnels
- New Hit sounds
- Unique Hit sounds for Spells
- Fixed the bug where the player flashes after touching lava
- Fixed Armored Pengu not showing a name
- The map will be transparent when teleporting and shrines will be green, improving visibillity
- Fixed some visual glitches with the map
- Added a subtle fade in effect when opening the map
- Fixed a visual bug where Spore Smokes would appear at the beginning of enter a room
- Fixed a visual bug where the player position on the map would move when you moved the map
- Fixed it so you can't attack/heal/cast spells while in dialogue with bosses
- Fixed so Barry won't shoot bosses while in dialogue
- Fixed a bug where you could not dash backwards after attacking / throwing out a mushmover
- Fixed the Blue Eyed Statue not having dialogue sometimes
- Removed the Control changing Signs from Practice rooms
- Wall Bounces will always give the same amount of boost based on current velocity/touching a wall
- Room transitions will refresh your Spin
- New Shrine-Menu graphics
- New Saving effect and music
- The game will now pause when using a shrine
- New Main Menu theme
- Fixed the Brain Node icon not showing in inventory
- Fixed that Gold Mines Astral Gate that required Spin Jump
- Fixed the log not breaking from beneath
- Fixed the Spark Cap not showing up
- Removed Mushmover Charges & the whole re-gain Mana system from it

0.7.3

- Fixed the issue where Greencap would sometimes not stop flashing
- Fixed some typos in dialogues

0.7.2 Some bug fixes and some preparation for the upcoming end game boss

- Visual re-work of Hyperbolic Host and dialogue added to it (No voice acting yet)
- Dialogue added to the 'Keeper of Flames' previously known as the 'Fire Oracle' (No voice acting yet)
- Dialogue added to the 'The Golden Saint' (No voice acting yet)
- Softened up the background tiles in Deep Grotto
- Nameplate added to the Watcher
- SFX added to the Watcher
- The Watcher will appear in multiple places
- Changed how the IF invinsibility looks (it's now transparent)
- New room in the Deep Grotto
- New form of lore object added to the game : Readable runestone (more to be added later)
- Fixed a bug where you fall through spikes in that one room
- Fixed a bug where the volume of the music would never return to normal after starting a dialogue

0.7.0 New dialogues, voice-acting and A LOT more!



This is one of the biggest lore updates some have been waiting for! First of all note that some statues that had dialogue before might not have it in this update, this is because they have been temporarily removed.

However the statues that have dialogue have all been rewritten and most of them have unique voices too! The Grand Librarian has a ton of stuff he will say to questions Greencap has about the world. Greencaps questions will also grow as you discover things and beat bosses, so far the only two dynamic new questions you get are for the Screw King boss and Queen Evil Eye, more to be added in the next upcoming update.

That said, I can say that the development of the final boss of the game has begun behind the scenes, not something that is in the game yet but will most likely be in the next big update somewhere next month hopefully!

Lots of exciting stuff will be coming to the game in the next few months, my hope is to finish 1.0 somewhere in March or April, I have a lot of work ahead of me but I'll be working really hard to achieve this :). Thanks everyone

Changelog:
- All dialogues have been re-written with a new dialogue system and voice acting
- Castlevania-style Enemy names plates added
- You can fully skip boss dialogues by pressing ESC/Pause button
- Color Caverns visual re-work
- Dialogue given to Queen Evil Eye
- New Main Menu graphics
- Changed a bit how the Bounce Flowers in Grotto behave, they will lock your direction for a very short amount time
- This directional lock can be canceled by pressing Jump
- This same auto-direction is applied to wall-bounces but for a longer period
- Fixed the Signs in the Fire Bounce practice room
- Warrior Statue re-made
- Magus Statue re-made (Pausing won't break the boss)
- Rogue Armadillo re-made
- Disabled some dialogues until new ones are written (Fire Oracle, Face in the Wall and some more...)
- Fixed a bug where hitting a Mushmover while on the ground would not give the right upwards acceleration
- Fixed the Mind Slash fx staying on screen sometimes
- Fixed the Saveslot highlight being misaligned
- Changed it so you can't get to Rogue Armadillo by just jumping (QF skip still works)
- New 'Game Saved' and 'Map Updated' gfx
- Improved parallax in some rooms
- Fixed so bosses in Mossy Ruins can't be hurt before initiating the fight
- Fixed so Barry won't shoot at those targets either
- Some small tweaks to Ice Physics
- Might have fixed the bug where you end up in the left corner of the screen in Astral Rooms
- Improved bloom effects on HP and mushmovers
- Experimental changes to vertically moving platforms in hope it fixes the 'fall through' issue
- The player light will turn red if you have 1HP
- More SFX tweaks and new sounds
- New look for the Evil Eye enemies to match the boss
- You can't open the inventory while dialogues are open
- The screen will go black when you die
- Mindshrooms will now reduce the costs a bit more
- Improved hit detection on enemies (hitting enemies with multiple attacks was bugged)

0.6.4

- Balanced a lot of the SFX volumes
- More new UI sound effects
- Fixed so the Boss music plays after the Boss title for all bosses
- Changed the Teleportation Cursor
- Removed the UI sound from the map when you press directions

0.6.3

- New boss death GFX and SFX to some of the bosses (The rest to be made soon)
- SFX tweaks
- The Spell Changing SFX will only play when you actually change a cap

0.6.2

- Fixed some bugs with Puffercap and Vinnycap skin unlocking/data loading
- Fixed the gates in the Fire Bounce room being bugged
- Fixed the Spike Bounce indicator location in the GUI
- Added a No Spin restriction on Gold Mines gates
- SFX tweaks
- some SFX added to UI
- Fire Bounce SFX added
- New Boss Titles
- Boss Title Sound added to bosses that did not have them
- Fixed the Astral Fragment counter in the Inventory

0.6.1

- Added a Vibrant Crystal ability gate (just one after the Ice Boss, will be more added later)
- Fixed the Fire Bounce blocks being wrong in Grotto
- SFX tweaks
- Fixed the Fire Bounce practice room gate
- Fixed the Fire Bounce progression counter (Green thing above the gate)

0.6.0 Achievements added, New SFX, New Ladybug Wall and much more!

- Achievements added (more to be added later)
- Ladybug Wall : Finished, has two new rewards
- 3 New Astral Gates added to the Gold Mines
- Fire Bounce practice room
- New Dash FX
- Tons of existing SFX remade
- New SFX for Screw King
- New SFX for the Big Germ Boss
- New SFX for the Ghost Lord
- SFX added to Lords of Shadows Boss
- SFX tweaks to Warrior Statue
- Some SFX given to Butterfly Boss
- You get 50 Map Pins the first time you find the pin upgrade.
- Extra pin pickups removed from the world
- Some visual changes to Pins
- Parrying projectiles resets Greencaps animation (allowing you to attack directly after a parry)
- Some tweaks to how hitting parried projectiles feels like
- Overcharing a Fire Bounce won't lose it's power once you are overcharged (When it's blue it'll stay blue)
- Fixed some bugs with Firebounce / Bouncing into walls
- Removed the Sharpening Stone sword animations (I did not like them)
- Fixed the Vertical Electric Spirits from spawning when paused
- Some SFX tweaks
- Small tweaks to Deep Grotto tiles
- Master Blockmonster will die like the other bosses do
- Fixed some projectiles going through Red Vines
- Big Butterfly Box hitboxes remade
- Slowed Big Butterfly down a bit
- Fixed a bug where Boss Titles won't play if you Teleport out from a Boss Room