Red Hot Vengeance cover
Red Hot Vengeance screenshot
Genre: Indie

Red Hot Vengeance

RED HOT VENGEANCE v1.1.8

-Added rebinding for L3 and R3 on controllers.

RED HOT VENGEANCE v1.1.7

Quick patch that changes the player movement.

The player's acceleration on keyboard is slightly increased to match acceleration on gamepad. These were supposed to be the same, but I must have changed it at some point for testing purposes and forgot about it. Hopefully movement will feel a bit tighter on keyboard now.

If you guys don't like it I can change it back.

RED HOT VENGEANCE v1.1.6

Added Spanish translation by Juan Manuel Villanueva Rábano.

RED HOT VENGEANCE OST available on Bandcamp

The RED HOT VENGEANCE soundtrack is available here if you want to support us
https://brandonmorhous.bandcamp.com/album/red-hot-vengeance-official-soundtrack-2

RED HOT VENGEANCE v1.1.5.1

Unexpected but I guess this is part 2 of the last update


  • Added Russian translation for the menu, translated by REDteam https://steamcommunity.com/groups/redteamrussteam
    Level editor is currently untranslatable. Most of the strings are actual variable names so they can't be changed anyway.
  • Added the draw_hp parameter for the SWAT enemies and enemy spawner

RED HOT VENGEANCE v1.1.5

A really small update to the editor

  • Player hp parameter now sets the maximum hp
  • Enemies now have an option to display their hp bar

Quick update announcement

The store page and achievements are now in Russian thanks to REDteam!
https://steamcommunity.com/groups/redteamrussteam

About the game:
If you noticed that NG+ wasn't saving your progress, it should be working all good now.

RED HOT VENGEANCE v1.1.4

Mostly more updates and fixes to the editor

New stuff

  • Added different outfits for the character in the editor, as suggested by Firearm Extravaganza. You can choose between the default, no suit+tie, police outfit, and 3 SWAT variants with/without armor pieces.
  • Added weapon spawner object. Spawns a weapon with a user determined amount of ammo in the magazine when activated.
  • Added item spawner object. Can spawn either an ammo box, health kit, or keycard.


Fixes

  • Fixed several memory leaks with the map editor. Mostly happened if you opened and closed windows and when you test the level. This should hopefully fix the crashes. If it doesn't that either means there is still a memory leak or its caused by something else I don't know about.
  • Fixed incorrect song titles in the editor.
  • Made some changes to the way some of the achievements are detected.


Update:
It seems like crashing is still happening in the editor. This is really hard to track down since there's no error but I'm gonna try my best to fix it

RED HOT VENGEANCE v1.1.3

Bug fix + new editor object

  • Fixed TV not rotating in user levels.
  • Added AggroTrigger object to the editor. This aggros enemies within its radius when activated by a trigger volume or trigger button. If you tick the assault_mode variable, then the enemies aggroed by it will always know your location. If you tick alert_only, then the enemies will be aggroed into the “searching for player” state.


Known issue
I think there's a memory leak when you play a level from the editor. I'll track this down and release another patch as soon as I fix it.
Edit: yeah there seems to be several memory leaks in the map editor that I overlooked.

RED HOT VENGEANCE v1.1.2

This update changes a few things related to input and fixes a some bugs including ones related to low fps.

Changes

  • Added option to disable background menu effects in the performance settings menu. Anyone getting low frames on the menus should disable this. I had to add/modify code on every menu to make it work and I think everything is working but if you find something weird make a thread in the bug reports.
  • Added the missing boundary walls on “Ghost” challenge.
  • Put most of the interface/hud strings in a json file to allow for easy localization.
  • KB+M: Removed the ability to switch targets with mouse wheel. This feature was intended for gamepads because you can use the analog stick to select a target by pointing it towards the desired enemy relative to the current target enemy. Since a mouse wheel can obviously only go up or down, this doesn’t work. Instead I opted to just let the mouse wheel scroll through every enemy on the map in the order the enemies are created (why tf did I do this). Anyway, switching targets is gamepad only now, and the mouse wheel can be used to change weapons while locked on.


Fixes

  • Fixed bugs with hit detection of the explosive boxes. Collision check failed at low framerates because of delta timing but it should be all fixed now.
  • Fixed some of the wipe/fade transition effects not animating based on delta time.
  • Fixed RESET KEYBOARD TO DEFAULT button not resetting the lock on key