New BETA Patch Release 1.3.0

The HELL

Welcome to the city-building game set in the depths of Hell. Assume the role of the Hell Governor and embrace the challenge of welcoming souls who perished in major, historically accurate human catastrophes. Are you ready to build and govern your own infernal city?

Hi all We wanted to keep you updated on the latest developments in our game. Thanks so much for all your feedback; we truly appreciate it! In the meantime, we’re excited to share that some players have already beaten Mission 1, which is fantastic news to hear! [h2]Bug Fixes[/h2] [list] [*] Load game in the main menu and in-game ran on different functions. This has been standardised now, addressing multiple save-load game related issues. [*] Progress when feeding Namazu Sinners was not being saved. [*] Time to skip cutscenes reduced from 5 seconds -> 3 seconds. [*] "Understood" button within the Tutorial was overflowing and had other elements overlapping. [*] Submission had text that were overflowing. [*] Game speed could be adjusted during events that should block speed controls. [*] Game speed controls was affecting animations within UI. [*] Hovering different categories of buildings did not have a SFX. [*] Losing the game would make cutscenes unskippable and crash the game. [*] Sorrow Silo was not providing Blood to the Silo Valves. [*] Placing a Silo Valve did not have sound effect. [*] Main objectives were overlapping with the side objectives. [*] A building that was currently selected during an Earthquake event would not become disabled. [*] Eternal Servitude would consume more than the required amount of Sinners for the conversion. [*] Namazu reamined in a Unpowered state. [*] Decree 2 along with all the voiceover and unit introductions were not triggering. [*] Dreadful Tree did not track Souls proccessed to Sinners when researching any of the 7 deadly Sins. [*] Removed foliages blocking the road and buildable area. [*] Increased the font size of "Blood Producing" texts within Hearts. [*] Mission typo "Purgetoria" changed to "Purgatoria". [*] Namazu's choker build animation was too fast causing the choker to choker to appear even before cutscene starts. [*] Adjusted camera offsets during the launching of the catapult cutscene. [*] Multiple Buttons across multiple scenes had no SFX. The SFX has been added now. [*] Many stability and gameplay issues for Mission 2. [*] Calculations to determine the amount of resource rewarded for sacrificing units in the Sacrifice Hall had to be tweaked. [*] Time needed to reduce 1 tick of the timer when feeding Namazu increased from 1 second -> 5 seconds. Essentially allowing players more acomplish more during the last stage. [*] Unit dying will not close its information panel. [*] Build time of Pandemonium was incorrectly affected by Decree selections. [*] Salvage time of all buildings were incorrectly affected by Decree selections. [*] Cost of build Babel of Lies was incorrectly affected by Decree selections. [*] Health system of all units were set incorrectly, hence almost all units died within 1 hit. This has now been fixed [*] Feeding Namazu's was missing a giant ball of Sinners. This has been fixed but the stage winning cutscene still needs a bit of tweaking. [*] Catapult had issues gettings Sinners to "Obey" and get into the Catapul. [*] Soul Agitation rate was incorrect towards the end of the Mission. [/list] [h2]Features[/h2] [list] [*] Introduced selectors for Mission 2 and Mission 3. [*] Buildings now activate immediately upon connection to a powered path. This activation will only occur once. [*] New pathfinding system, designed and created from the ground up. New Navmeshes have been introduced and the edge collision on all our maps have been reworked on. [*] Units will no longer fall off the map and suddenly go missing. [/list] Thanks for playing!