- Fixed and issue where hatkid could not start Boutu's Fight. - Fixed an issue that prevented Leo's store from closing correctly in the main camp. - Fixed an issue where disconecting the controller during a story room would open the pause menu. - Orb and Mana orbs no longer drop mid air.
Hotfix v1.0.5
- Fixed a graphical glitch when sometimes UI elements from Ogi's store would remain on tab change. - Increased Ogi interaction trigger size to prevent tutorial skip.
Hotfix v1.0.4.2
- Fixed an issue where button mappings for PS4 would not show up on gameplay prompt images.
V1.0.4.1
-Fixed an issue where bomber enemies ( exploding boars ) would not attack players.
Tunche is now available!
Tunche is finally available to all steam users!
The roguelike brawler has arrived. Join Rumi and her friends on an emotional journey through the Amazon jungle in an attempt to save the heart of the forest!
If you are interested in supporting the developers, check out our support bundle, which has a great artbook and soundtrack in it.
[previewyoutube="C97XGtWPc_U;full"]
Tunche is coming out TOMORROW!
We couldn't be more excited about the game coming out in a little less than 24 hours! Get ready to jump into the amazing world of the Amazon jungle solo or with your friends!
You can also join us for a launch AmA on /r/nintendoswitch on Reddit!
Tomorrow a new feature trailer for each character will come out to celebrate the release of the game, so stay tuned for that!
Don't forget to join us on Discord: https://discord.gg/dqWECp4F7e
Tunche is coming out in 7 days!
Hello, travellers~!
We're here to remind you, that Tunche is coming out in 7 days, and very soon you'll be able to enjoy the thrilling world of our hand-drawn action rogue-like together with us!
- 5 unique characters - Character storylines - 2-4 player co-op - Tons of skills and combos to master - Many worlds to visit, NPCs to save and unlockables to unlock - Unique boss fights, challenges, mini-bosses and other activities
Join us on release day, as we're going to drop one last gameplay trailer for everybody to enjoy!
Tunche is coming to worldwide audiences on November 2, 2021!
It's finally happening, everyone!
Tunche has gone gold and will become available to worldwide audiences on Nov. 2, 2021! Don't forget to wishlist the game, so that you don't miss the release date!
Yesterday we posted an announcement trailer, which you can check out here:
[previewyoutube="90Iy2DPv1h8;full"]
For the past months we have been fighting all sorts of bugs, all while making sure that the game is balanced, fair, and above all, fun for all the players that will join us in this adventure to the heart of the Amazonian Jungle. We've been working on this project for years and now we'll be able to enjoy the game together with you!
Tunche has been an enormous part of our lives and every member of the team has put all of their efforts into making sure it is the game we all want it to be. However, we also know that this could have never been possible without the help of all our backers and everyone who played our demos and helped spread the word about this little humble procedural co-op hack n’ slash beat 'em up hybrid we hope everyone gets to know and love.
Pre-release Update: Tunche gets better visuals, a narrative system and UI update
Hello!
Greetings from Lima, Perú once more. It has been a long while. This is Jorge, director of Tunche, ready to write the second to last devlog entry, which is also the last one for myself. Time does fly when you are busy.
Anyway, as most of you know, Tunche is reaching its release date. This also means the team is working extra hard on everything that might still be missing or that might need some extra polish time (which one can never have enough of)
In the middle of all this craziness, I want to take a few minutes to let you know what we were (or are) working on during these last few months of development as the game inches slowly towards its fans’ hands.
Without any further introductions, let’s start with the news:
Narrative System
A few months ago we released a devlog titled “The World of Tunche” in which I talked about the game’s story and its characters, and one of the things we spent a lot of time on during the last months of 2020 was making sure this story reaches the players.
Since Tunche is a rogue-lite game, the player will get stronger little by little until they can complete the whole game in one go. That means we expect the player to do many runs through the game until they are ready to defeat the final boss.
That also means we cannot expect to tell the whole story in a linear fashion and so we had to use a couple of special narrative resources. The first one is the “Story Room” which I already explained in the previous devlog and the other one is the use of our NPCs
Every time you go into the jungle and find a story room or manage to defeat a new boss, you will meet certain non-playable characters that will tell you more about what is going in the jungle and what Tunche’s role in all of this is.
This way, while each character’s story is fleshed out using Story Rooms and Lore Comics, the game’s main story will always be present in your runs. No matter if you choose to play as just one character or decide to level all of them up, you’ll still get to experience the central plot.
Graphical Polish
Those of you who played our latest demo, or our backer beta, already know Tunche is not entirely a 2D game. Our game uses a 3D world and 2D assets moving around it. This allows us to not only use Unity’s 3D collision detection, but also graphical effects that wouldn’t work as well in a flat environment.
However, with good comes the bad, and some of our older effects and sprites didn’t work quite well with the new 3D world. Lights and shadow especially proved to be quite tricky when it comes to working correctly on our flat sprites and effects.
Fortunately, after spending some time working on it, Tunche is looking better than ever.
New UI
One last change I want to mention, and maybe one of the biggest in the last few months, is our new UI. Thanks to the hard work of our graphic designer, Tunche’s user interface is far crispier and goes a lot better with the rest of the game’s visual style.
Using vibrant colors and clever information positioning, every interface in Tunche has been remade into something that we can be as proud of as the rest of our art assets. From the HUD (the heads up display showing each character’s life, mana, etc) to our dialog box and to each and every one of our NPC stores have been remade into something far prettier than before.
Even our “Pause Menu” has been redone completely and now sports a more dynamic look showing off our characters. I must also mention that each one of these interfaces come with an “opening” and “closing” animation so they won’t just appear on the screen, but make a grand entrance every time they are required by the player.
With all this said, there is still a lot of work to be done. Some systems still need a bit of tweaking, some art pieces need a bit of polishing and some pesky bugs still like to lurk around our code.
Our job isn’t finished yet, but we will keep on working as hard as we can during these last few months to make sure all of you get to play the best version of Tunche once the launch date is upon us. It has been a long hard road and many years of waiting, developing, and testing.
Before I wrap this devlog entry up, I just want to ask you to wait for the game just a little longer. Everyone at LEAP Games loves this project very much and we want to make sure that, once you get to play the final version, you will love it too.