Until I Have You cover
Until I Have You screenshot
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Genre: Platform, Role-playing (RPG), Indie

Until I Have You

Update V6.0 (-New Game Mode-)

-Added new game mode, boss mode, contains instructions in-game
The BOSS MODE will unlock if you have the achievement "it's over" which u get when u finish the game.

-Added two new achievements, regarding said game mode.
-Fixed some issues with Second Wind
-Fixed an optical glitch with Progress Saved
-Replaced Restart And Progress Saved with blue hued ones.
-Fixed some long pauses on some of Doctor's lines.
-Fixed a lot of the long pauses for several of the game's lines.
-Now after a long while the stage select is on the pause menu. (where it should have been in the first place)

Update V5.0 (Fixes)

- Fixed Second Wind's greatest mishaps, and the fact that it would spawn you on a non-existent platform. Also now, when it pulls you behind it resets all the falling platforms so u can actually make the damn jump.
-Fixed Ctrl-B in two parts
1) Now it points to the proper stage
2) It can be run at any time (mostly it will hold the command, but during 3-2-1 ending screen, it will immediately restart the stage.
-Now joystick will ignore the analogue stick if you're using the dpad, unless you move the analogue stick to the edge. That way we avoid people that wanna use the dpad and don't want sudden movements of the analogue stick to affect their play

-Fixed issues with chapter 11 stages 3 and 4
-Fixed second wind issue on Second Boss
-Changed Progress Saved and Restart to a more 80s style.

I will try to https://www.youtube.com/watch?v=gXq-14lV79s

Demo Announcement and Update V4.0

Major Addition:
Second wind mechanic.
Basically this makes the artist, the artist, and the exoskeleton, an actual exoskeleton, once per stage, you can use second wind (if you want), within a second, after u fall to your demise, to turn back time and fix mistakes. I feel like this is a cool step, and since, unfortunately, we cannot go back and adjust each level to less platforming, that's how it goes. Plus since, second wind has been given to you on the tutorial, there's no point in not allowing it as a mechanic.



Fixes/Adjustments:
-Increased flamethrower cooldown cap
-Increased flamethrower damage on melting tires
-Increased laser damage on flesh enemies on Hysteria
-Fixed an issue with a moving platform, pointed out by CasinoCoin
-Fixed a potential, rare, but still potential crash chance.

UPDATE V3.0 Content Update

1) 6 achievements (Plus i added progress to the death and kills achievements)
2) Items/interactive points that require you to either get 80% on the stages of a chapter (not including the boss fight) or get above 90% on the respective boss fight.
3) Fixed Stage Select now points to the last chapter/stage in progress.
4) Added a minor visual/smooth effect to the chapter selection
5) Added some info for those that first enter the apartment, and/or are not aware they can move.
6) Fixed some typos.

These items will provide a bit more of backstory to the respective boss and will be presented as scattered items throughout the apartment.

Fixes planned but not yet in:
1) Long delay/pauses between dialogues.


There was an issue with the DLC being uploaded wrong through Steam, so if you have the DLC this update will also redownload it.

I'm open to any thoughts, so please share yours if you have them.

UPDATE v2.0 - No more one shot one kill

After some long consideration, and certain voices that have voiced their annoyance over this, even though nobody quite expressed it in a sense that I heard about this and refused to take action, instead it was a silent complaint, I've taken a forward step towards the addition of a new mechanic.

Basically till chapter Nine, where there is a healthbar, till then you have an armor. It kinda works like Ghouls N Goblins, except this one recharges on normal difficulty. Through the use of the shield.

Obviously, falls will still mean death, however when you are hit by an enemy, when your shield is down or can't block said attack, you'll be able to survive the hit. The armor will discharge when it absorbs said hit. That means you need to either wait for about 20 seconds for it to charge on its own, or you can charge it in 2 by using your shield. And then you can take another shot to the face.

That way we make the shield more useful, since many of the players I've seen do ignore it, and you no longer die cause some enemy pulled a gun on you faster, even though now u can see them.

This instructional message will appear on Stage Two, Chapter One, which is the first stage in the game that has enemies.

MESSAGE:

The exoskeleton's armor can prevent lethal damage, when it's fully charged
1) The armor will discharge when it succesfully absorbs damage.
2) It recharges on its own after a little while.

Normal Difficulty:
3)You can speed this process by opening up the SHIELD

UI Interfaces & Balance Fixes

-On Chapter Ten Boss, damage on the boss has been doubled (Normal Difficulty)
-On Chapter Ten Boss Fight Stage, platforms will no longer disappear(Normal Difficulty)
-On Chapter Seven, Vikings will no longer get up (Normal Difficulty)
-On Chapter Nine, Mech-zombies will no longer get up (Normal Difficulty)
-Doubled the rate of the Hysteria restored (Normal Difficulty)
-Fixed stats regarding Chapter Nine Boss Fight
-Added a UI part, that shows two things:
1) Player's position relative to the level.
2) Closest enemy's position relative to the level.

Interface fixes

INTERFACE Related Adjustments:

-Changed the graphical interface regarding how the speed shows, to actually make sense.
-Added overlay with XBOX controls for Controller Binding UI
-Fixed an issue with the joystick sprint button being the same with the switch weapon

GAMEPLAY Related Adjustments:

-Added a shield minor delay that makes you invulnerable when you turn it off
(That is done to avoid the bullshit factor, mildly put)
-Removed an enemy from Stage 4 Chapter 3
-Fixed enemies on Chapter 5 (The Diving ones, they are now way easier to dodge, before they would calculate the distance and your current speed and predict a falling drop)

Update (Another minor fix related one)

-Fixed sprite oldest crash (very rare)
-Fixed tip text appearing on progress saved screen
-Fixed issues with certain UIs regarding d-pad and controllers in general
-Fixed a wrong key appearing on tutorial for Keyboard regarding "Sprint"
-Fixed "Press Any Key" on "Map Keyboard Controls UI" overlapping label.
-Fixed 7th boss keys issue (1-3 numeric would drop boxes)
-Fixed Chapter 4 Stage 1 player shadow optical glitch
-Fixed Chapter 8 Stage 1 player shadow optical glitch
-Fixed several death messages
-Fixed a scaling issue.
-Added a color overlay for Chapter 11 to indicate the mechanics better
-Fixed a bug with tutorial display message
-Fixed two typos on boss 8
-Fixed a crash bug on boss 8

Minor update

Thanks to recent feedback,

1) I've added a small UI when the game starts for the first time (till you actually end up playing) that gives the chance to the player to select between preferred control method between
-Mouse
-Keyboard
-Controller

2) Also a fix has been done concerning the 1000 deaths achievement, that ended up being bugged.

3) Hoverboard controls are now better. Up and Down or Jump and Shield

The update is 5.0mb and won't reset or alter progress.

Original Soundtrack & Trading Cards Now Available

In addition to the updates, fixes and changes mentioned in the last update, wanted to bring this to your attention.

By popular demand I have now included the original soundtrack. This is my gift to the early fans of the game, and will be free for a limited time.

Additionally, just added Trading Cards.

Thank you all for your support. Please don't hesitate to share your thoughts on message boards. We are around and try to be responsive.