Redesigned tutorial + quality of life enhancements
This is a significant update for new players, making it a bit easier to get used to the unique gameplay mechanics and automatically adjusting a few settings that were manual options before:
06/25/19 release
Fixed bug in teleporting to a different difficulty of the same level
Aiming box resizes to the biggest size every time you enter the building or change levels
Camera automatically goes to the highest angle whenever you enter the first floor lobby to help new players
Removed toggle walk button, character always sprints when possible now
Removed help/quickstart references to walk button
Removed quickstart popup at start of game
On NG+ and NG++ the Level 2 minions are immune to tornado
Added color glow to "Damage Frozen" and Aggro overlay text to give it extra visual separation from the tutorial and subtitle overlays
Expanded the tutorial to be multiple rooms instead of one tiny area
Color coded the tutorial doorframes and titles to indicate if they're finished
Added extra criteria to Tutorial 5 and Tutorial 6 so the player is forced to see all available combos
Fixed Tutorial 3 and Tutorial 4 on Easy mode, reducing the amount of boxes to match the flat cost of spells
Added text to Tutorial 4 and Tutorial 5 on Easy mode to indicate combo cost is disabled
Added detection code to Tutorial 8 instead of expecting the player to trigger Tutorial 9 manually
Tutorial enemies now move around and behave more like the normal level enemies
Please note: Because the tutorial redesign significantly changes the layout of Level 1, the game will regenerate that floor (and only that floor) if you have an existing save game.
You will not lose credit for the boss, or have to re-defeat him if you've already done so, but if you haven't actually beaten the boss you'll have to re-clear 20% of the enemies on the level before he appears again.
Apologies for any inconvenience this causes.
New dev playthrough + small quality patch
We've uploaded a dev playthrough of the first level and Hard Mode (NG++) version of the first boss fight, which contains some spoilers (obviously), but also demonstrates some higher skill level techniques for dealing with the lower-level enemies.
There's also a new patch for a couple minor issues:
3/8/19 release
Increased VB on tutorial 7 so the player can't accidentally die
Added extra spot light to character creator to fix skin-tone hues
New boss guide + Cumulative patch notes since 12/24
We put together a non-spoilery guide to the boss fights at the start of January. So if you need help but don't want to know how to do the entire fight you can reveal hints in the guide one at a time. There's also a full fight description for each boss if you're still struggling after all the hints.
If you notice anything in the guide that needs correction, or don't feel like the hints on a particular boss fight are helpful enough, just let us know and we'll tweak it accordingly.
The game is in a very solid place now - we're still making small tweaks and patches as we watch people play/stream it, but it's feature complete and fully patched for all significant known issues. Here are the recent cumulative patch notes:
1/30/18 release
Added variable color coding to the tutorial to make sure people don't miss steps needed to auto-progress
Other minor tutorial tweaks and fixes to improve clarity
Fixed bug where rainbow tutorial enemy could die if targeted a certain way
12/31/18 release
Tweaked cubicle colliders to fix small gap at corners
Increased window collider size slightly to prevent player from navigating gaps too small for the AI to follow
12/29/18 release
Increased hitbox size slightly so running boobs don't mess up rainbow collision detection
Removed healing ability from lvl 8 minions
Reduced the aggro range of all the heroes, so that it's harder to accidentally summon them
Playing a cutscene immediately stops other voiceover/subtitles
Lvl 9 hero no longer shoots rainbows before being summoned by player, even if boss comes into range
Lvl 9 hero does more rainbow damage
Pair enemies immune to teleport
Added more security against Unity physics errors when changing floors
Movement is now perfectly straight after rotating the camera
12/26/18 release
Added an extra particle effect to lvl 1 boss
Fixed a minor steam achievement bug
Fixed improper level multipliers on fresh Hard Mode playthroughs
Fixed a Unity lag bug that could occasionally prevent bosses from respawning when returning to a level
Fixed VB-reset bug introduced by the 12/20 update
Raised the starting VB on Hard Mode slightly
Damage text floats over tutorial prompt
New game mode and other updates
We've included the new Rainbow Cult: Hard Mode for free in Rainbow Cult, but we're also releasing it as a standalone game mode for a cheaper price. Unfortunately it doesn't appear that Valve is going to allow us to release it on Steam because it's "too similar" to the main version of the game.
So, we've set up a few different options to buy a DRM-free copy of Hard Mode on our website through Humble or paying with Bitcoin/Ethereum/Litecoin.
Please be aware that Hard Mode is quite difficult and not intended for everyone. It's similar to our original vision for the game, but we found during testing for Rainbow Cult that our original vision is too difficult for most players - so please only consider it if you want a shorter and much more difficult experience!
Here's a wrap up of the other patch notes since 11/22:
12/24/18 release
Lvl 8 minions will no longer spawn on top of each other
Added new particle effect to lvl 8 boss
Increased the size of line on sniper hits
Player character now has particle effects that indicate it's feared/stunned/silenced
Suicide enemies no longer trigger during damage freeze
Added subtitles for lvl 13 boss fight
Fixed bug where some enemies near lvl 13 stairs wouldn't re-aggro properly after the ending cutscenes
Character now always faces proper direction when feared
Added stair colliders to prevent lag-glitching through walls
Added larger forbidden margins around the building edge to prevent fear-AI glitching player through walls
Player can now cast boxes in safe zones while feared
Smoother animation transitions and other fixes to make lvl 12 boss attack timing quicker and more precise
Lvl 12 boss resets multiplier, but attacks much faster
Lvl 12 ng++ boss fight difficulty increased
Minor bugfix on lvl 3 hero stun ability
Fixed bug with player animation when feared
Reduced difficulty on lvl 6, 8, 9 bosses slightly
Fixed targeting bug on lvl 11 boss
Added 6 new sound effects
12/20/18 release
Added hard mode for quicker but more difficult playthrough
Enhanced cutscene loading time for hard mode
Freezing time now allows running even when in range of enemies
Changing levels now resets your VB to the amount it would be if you respawned
Added void sound for lvl 11 boss
Added teleport sound for lvl 4 boss
Fixed lvl 8 minions turning
Lvl 8 minion spawns are more consistent and further from the player
Cutscene 2 shadow fixes, Cutscene 3 shadow and animation fixes
Lvl 9 bosses now reappear closer, not in original corner
Lvl 9 minions now auto-aggro properly
Fixed damage bug with the lvl 7 boss swapping
12/7/18 release
Fixed unity time/float inaccuracy that caused aggro meter to very slowly rise if player sat in safe zone for a long time
Detection fixed when re-dropping an unexpanded box in the same spot
Changed void color for lvl 11 boss
Lvl 11 sniper boss waits until after initial encounter to increase range
Lvl 13 boss now has a different shirt color to mark the start of the loop
Trapping lvl 13 boss now resets aggro
Added particle splash when lvl 13 boss reshuffles
Fixed bug where color change enemies would appear to stop changing color when standing on player
Cumulative patch notes since 11/8
These two releases wrap up all the known bugs.
We've also been working on a major balance patch for the late-game bosses (especially focused on the NG++ fights). That patch will be releasing within a next week and should be the final release unless other bugs arise.
We appreciate everyone who's taken the time to give us feedback and help improve the experience over the past month since release!
11/22/18 release
Fixed character stopping between courtyard and level 1 caused by last patch movement fixes
Secondary fix for player animation bug
Lighting/visibility fixes for the lvl 4 gender upgrade
11/16/18 release
Fixed a crash with the thirdgender upgrade
Death and Pop-up screens now force the character to stop moving
Fixed an animation bug where the main character could move while doing the idle animation under specific circumstances
Shield sounds no longer play during initial loading screen
Fixed bug where certain enemies would not end their path correctly
Cumulative patch notes since 10/29
Over the past week we've been rolling out a bunch of graphical/sound enhancements, as well as tweaking the balance on some of the high-end bosses.
11/8/18 release
Added sound for enemy death
Shift-to-run changed to toggle to fix a bug with some keyboards not supporting Shift+W+2 at the same time
Sprint on by default and resumes automatically when you leave aggro
Changed freelook to toggle on keyup not keydown, to avoid confusion with hold-to-freelook
Nerfed lvl 1 ng++ boss spawn rate
Made lvl 1 boss destroy boxes more intelligently
Added extra sound effect to lvl 1 boss fight
Fixed bug in laserbox destruction when levels unload
Added shield gain/loss sounds
Lvl 4 boss range increased to compensate for run ability
Lvl 5 boss minions now reset the multiplier
Lvl 5 boss reduced ng++ heal speed
Lvl 5 boss minions can no longer spawn on top of each other
Lifetime VB is never subtracted to make leveling points easier
11/1/18 release
Fire now aggros enemies if they were out of range when attacked
Fixed small movement hitch when you first encounter the lvl 7 boss
Added extra particles to all lvl 7 bosses
Tweaked the lvl 7 ng++ boss encounter to be faster paced and more fluid
Post-boss narration now plays again on ng+ and ng++ too, except on back-to-back kills of the same boss during the same play session
Heroes being in range no longer stops you from running
Floor change loading screen much smoother now
Fire sound louder to match tornado
Fire/Tornado sounds fades properly as they're destroyed
10/31/18 release
Bosses/Heroes now respawn in the same spot for an entire play session
Death particle effects added to Enemies
Destruction particle effects added to Tornado, Fire, Vortex
Cumulative patch notes since launch
Over the past 5 days we've tweaked quite a few elements of the game based on player feedback. For daily updates you can check the pinned update thread in the forum, but we'll release these cumulative announcements from time to time:
10/29/18 release
Increased starting vb on Normal
Swapped order on first three levels, Boss 3->1 Boss1->2 Boss2->3, potentially easier for new players
Added destruction particle effect for boxes
Added box rotation warning to the courtyard too
10/28/18 release
Added box rotation warning for new players, to teach good box throwing rotation
Added a dash button for faster non-combat movement
10/27/18 release
Added orange highlighting to certain important elements in the tutorial
Tutorial waits for narrator to stop speaking even if you've completed the objective, to avoid players missing crucial asides
Freelook tutorial text says tap or hold to reflect the settings menu choice
Added a little extra dummyproofing to tutorial
Damage text appears on top of the tutorial window, not behind it
Added a hint to the miniboss encounter text
Added a freelook tip to the Boss Help
10/26/18 hotfix
Circle indicators above enemies should now be positioned correctly, regardless of resolution
Fixed a number of menus that were distorted at lower resolutions
Fixed bug where certain character upgrades would not work with ending cutscenes
10/26/18 release
Damage done to lvl 4 boss is now more consistent (before it could vary from 3-7 ticks depending on when you hit him)
Manually reflowed all the subtitles so they're more pleasant to read
Fixed bug that would prevent the final cutscenes from playing under certain circumstances