Hello gunslingers!
[b]Undead West[/b] has now been out for a month, and we’d like to thank everyone for their kind words, sharing feedback, and leaving reviews. We’re excited about the 93% positive reviews, and let us tell you, we’re just getting started!
We’ve been looking forward to sharing with you our upcoming plans for [b]Undead West[/b] over the following year and here they are with the [b]Undead West Year 1 Roadmap[/b]!
Our goal is to release a substantial content update every 3 months during 2025 each of which will add new content, bug fixes, and occasionally quality of life changes to the game. Furthermore, we will be releasing small updates between them, to tackle any reported bugs, balance issues, and anything that needs our immediate attention.
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[h3][b]Month 1[/b][/h3]
Starting with January, beating the final boss will unlock a new room in the hub where the Ferryman is located. This NPC will ferry the player to the start of Stages 1-6 at no cost or fee, however by starting a run this way you will have access to fewer boon opportunities from the previous stages you have skipped. If you want to practice a certain level or are looking to fight a particular boss though, this is perfect for you.
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We are also adding in the ability to save your game mid-run at the start of each stage past the Catacombs with a handy optional campfire. Walking up to an interacting with the campfire will prompt the player with a ‘Save Game’ query which will save your run and take you back to the Main Menu. Now you can safely quit the game and next time on launch you can continue your run right from where you left off.
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In the Month 1 Update we are also taking a look at the difficulty in [b]Undead West[/b] and making some additions and changes that will challenge experienced roguelite players a bit more. Bosses such as the Gravekeeper are getting their attack patterns updated to target the player’s position and encourage players to reposition more often. We are also aiming to make mid-stage minibosses and end of stage bosses match player power scaling as the player gains boons that increase their damage output during a run.
In addition in this update a variety of enemies across the stages will be given the ability to spawn with armor. Armor on enemies will display as a small shield icon above their head. One hit from any damage source will ‘splinter’ the armor, changing the shield icon to a version that has visual cracks, a second hit will ‘break’ the armor, communicated with a unique sound effect and the armor sprite disappearing. After armor is destroyed then the player can now deal damage to the enemy’s normal health pool. As the player progresses further into the game they will encounter more and more types of enemies spawning in with 1-2 pieces of armor.
We also found that Stages 5 and 6 could be progressed through at a reasonably rapid pace and we’re encouraging challenge by increasing the number of waves of enemy spawners in both of these stages. On the bright side, each enemy killed gives money so that means more money by the end of a run!
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We will post devlogs in the future that go into more detail on the content of the other roadmap updates closer to the time that they will be released, like the Boss Rush mode coming in March that will provide the opportunity to practice and test your skills by facing each boss in the game directly one after the other. Thanks for reading and playing, we hope you enjoy the upcoming update this month and look forward to the next devlog drop!
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