RABBIT & STEEL is a co-op action roguelike that recreates the essence of high-level MMO raiding in a randomized, simplified, bunny-sized package. Choose your class, gather your rabbit-eared companions and battle your way to the Moonlit Pinnacle!
Hello Rabbits!
It's been a hot minute, but it's here! [b]The Steam Workshop Update is now live to all players.
You can make...[/b]
[h2]Custom Items!![/h2]
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[h2]Character Skins!![/h2]
[img]{STEAM_CLAN_IMAGE}/43296890/8bc7340511e6cca478d71318920627a01f52c048.gif[/img]
(You could technically do this before, but now it's on Steam Workshop!)
[h2]Custom Boss Fights!![/h2]
[img]{STEAM_CLAN_IMAGE}/43296890/1434e679bdb7b0f9d1a5921b714905903fbc515b.gif[/img]
[h2]...And share them with the world!![/h2]
To be honest, this took me a lot longer than I thought it would.
Within the game, all of these are just data in spreadsheets, so I thought it would be as easy as letting you add your own spreadsheets.
So I thought I could get it out by mid-September or so...
...But, I have been reminded that nothing is ever as easy as it seems when it comes to game development!
Another note, people have also asked for a way to add custom character classes in the game.
Unfortunately, the way the game is programmed, that would likely be significantly more difficult than Items, Skins and Bosses.
Not impossible! But difficult and time-consuming. So it's not in.
Perhaps I'll see how the game is doing post-DLC, and take it into consideration.
In addition to Steam Workshop support, this patch also comes with some balance changes!
The goal of these was mostly to make the "useless" gems a bit more pick-able.
Without further ado, the patch notes!
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[b]- There is now Steam Workshop support![/b] I said that already!
[b]- The game is now available in French![/b] Thank you to Longfr for their translation!
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- Toybox now additionally includes "Fight Settings", where you can play modded fights freely, as well as change other settings about Toybox fights
[b]- To have an item available in the Toybox, you now only need to have picked it from a treasure once, instead of winning a run with it.[/b]
Especially since people are trying to test their mods out, it's probably time to relax the Toybox requirements.
Note: Modded items will [b]always [/b]be unlocked in the Toybox from the start; you don't have to find them in a run first.
[img]{STEAM_CLAN_IMAGE}/43296890/583b3c75c1570f46a4aca8bd355406b1cf1ce07d.png[/img]
- Fairy Spear's damage bonus has been increased from 30% > 40%, and the time it stops you in place has been slightly reduced
- Moon Pendant no longer starts battles on cooldown
- Smoke Shield now starts battles on a 5 second cooldown (previous was a full 24 second cooldown)
- Altair Dagger now only runs your GCD for 3 seconds on failure (previously was 4 seconds)
- Rockdragon Mail now starts battles on a 5 second cooldown (previous was 15 seconds), now has a 45 second cooldown (previous was 60 seconds) and invulnerability duration was reduced to 2 seconds
- Diamond Shield now has a new effect; it will lay down a field of invulnerability that lasts for 3 seconds. It now starts battle on a 5 second cooldown
- Blue Rose will now, in addition to its healing effect, give you 100xp when it procs.
- Lost Pendant's Decay damage has been buffed 20>30, and its duration has been increased 60s>99s
- Blood Vial's Sap duration has been increased 60s>99s
- Tiny Hourglass now has a new effect; it will deal 120 damage to all enemies every 12 seconds, with the amount increasing by 120 every activation. It cannot crit, and doesn't deal random damage.
- Fire Potion's damage increased 800>1000
- Darkness Potion's damage increased 1500>2500, and now hits all enemies.
- Both of those potions can now hit for criitcal damage
[img]{STEAM_CLAN_IMAGE}/43296890/fe4be52a50cea9d737e8e939dbb64458931b2963.png[/img]
- Ruby Secondary > Radius increased 280 > 400; Cooldown decreased 5s > 4s
- Ruby Special > Effect changed; now no longer randomly resets when you use your Primary; resets when you use your Defensive instead
[img]{STEAM_CLAN_IMAGE}/43296890/f42bc6046c417367fdaa3b492ada3a13f7e09e44.png[/img]
- Garnet Primary > Now gives you 10% boost to luck in general; rather than just boosting Defensive reset chance
- Emerald Primary > Now gains Charge whenever you get a buff (in addition to not breaking Vanish)
- Opal Secondary > Effect changed; now additionally activates whenever you use a cooldown/loot with a cooldown activates (it's previous effect of resetting Defensive at 7 seconds or less has been removed)
- Emerald Secondary > Now hits as quickly as normal knives, instead of slowly
- Base Special and all Special upgrades > Movement slow 0.2x > 0.8x (meaning you are a lot more mobile while using Special now)
- Ruby Special > Has a countdown timer on your ability icon now, damage increased 250 > 300
- Opal Special > Damage increased 300 > 340
- Emerald Special > Backstab bonus increased 1.5x > 1.6x
[img]{STEAM_CLAN_IMAGE}/43296890/0b545d3e7fd07dbc045c95c2d072ad15b5792357.png[/img]
- Garnet Secondary > Now additionally erases bullets in a small radius and gives you *very* brief invulnerability
- Opal Defensive > No longer slows down your movement on use (which was a bug), cooldown reduced 15s > 10s
- Garnet Defensive > Now makes a visual effect when your character gains Super
[img]{STEAM_CLAN_IMAGE}/43296890/1a7a768c54fcbe031ae5c0e0da32b7ddf5cc89cb.png[/img]
- Ruby Primary > Effect changed, now is an oGCD with a cooldown of 4s
- Opal Secondary > Effect changed; now will ALWAYS reset Special if it's Charged
- Garnet Secondary > Now only has a chance to reset Defensive if it's Charged
- Opal Special > Cooldown reduced 4s > 3s, damage increased 350 > 400
- Garnet Special > Damage increased 350 > 400
- Ruby Defensive > Now additionally makes Warcry last longer (5s > 10s)
[img]{STEAM_CLAN_IMAGE}/43296890/d76f97022a2822e04041e962c1db029740999111.png[/img]
- Garnet Primary > Effect changed; now has a 50% chance to deal damage to all enemies, and a 25% chance to deal damage to all enemies again (no longer gives Flash-Dex)
- Emerald Primary > Damage increased 180 > 220
- Garnet Special > Now hits ALL enemies, instead of exploding in a radius
[img]{STEAM_CLAN_IMAGE}/43296890/f6de1937246b0345783fec98f6fd768528aa111a.png[/img]
- Opal Secondary > Effect changed; Now will deal 80 damage and absorb Darkspell from any enemy you place any debuff on
- Ruby Secondary > Effect changed; now deals 160 damage once, but deals 640 damage if you have 0 Darkspell (and restores 9 Darkspell)
- Sapphire Secondary > Now will hit 4 additional times if you have less than 3 Darkspell, restores 7 Darkspell
- Garnet Secondary > Damage buffed 100x2 > 140x2, Darkspell threshold for resetting Defensive is only 3 now (was previously 2), restores 7 Darkspell
- Emerald Secondary > Cooldown increased 3s > 4s, now restores 9 Darkspell
[img]{STEAM_CLAN_IMAGE}/43296890/668d2a2e888053cf05ebc816bd7b4e2f21ad4009.png[/img]
- Emerald Primary > Damage increased 600 > 750
- Opal Secondary > Debuff damage increased 350 > 400
- Garnet Secondary > Now has a 50% chance of instantly resetting itself
- Ruby Special > Now has a *much* larger radius (now an explosive arrow that explodes like Druid Ruby Special), damage increased 200x2 > 280x2, cooldown increased 10s > 20s
- Emerald Special > Now doesn't slow you down as much, or as for long
- Opal Defensive > Now makes you move [i]faster[/i] on use (previously slowed you down), has 2 uses per cooldown, damage increase reduced 30% > 20%
- Emerald Defensive > "Tranquility" has been buffed; see below in "Other Adjustments"
[img]{STEAM_CLAN_IMAGE}/43296890/fa5ad7cccca2aa59399938756cf8e7f4353cb3c1.png[/img]
- Emerald Secondary > Effect changed; Is now an auto-activating ability with no GCD and a cooldown; can no longer be Charged, and permanently increases movement speed
- Opal Special > Cooldown reduced 4s > 2s
[img]{STEAM_CLAN_IMAGE}/43296890/ce3ac20133ff6fcd5df440dce2843be8643e6021.png[/img]
- Garnet Defensive > Now has a 30% chance to reset itself, damage decreased 250>200
- Opal Defensive > Effect changed; now reduces all other cooldowns (including loot) by 3 seconds when used; can no longer be reset by loot effects
[img]{STEAM_CLAN_IMAGE}/43296890/15350d00f7dd1f53b9752a93f251fbbc96deb39c.png[/img]
- The amount of HP recovered by Matti when transitioning to Phase 2 of her fight has been decreased from 70% to 65%.
[img]{STEAM_CLAN_IMAGE}/43296890/05db74e05851b1ba49c04b4151bc2623901916d1.png[/img]
- The "Tranquility" status effect no longer has a duration, and will stay on until you move too far. The amount you're able to move has also increased threefold.
[img]{STEAM_CLAN_IMAGE}/43296890/fbf7a6698e39e7a40c5907a30dc66b4a48e05f94.png[/img]
- Fire Potions and Darkness Potions no longer slow you down slightly when thrown.
- A number of translation errors have been fixed across different languages.
- Fixed issue where, if you had an ability or loot item that activated automatically, you could stop it from activating by pausing your game while playing online
- Fixed issue where Heavyblade's Opal Special could randomly reset your Defensive if you had luck items
- Fixed issue where Darkstorm Knife flashed twice every time it proc'd
- Fixed issue where Shinsoku Katana could still run your GCD and make a lucky proc when used with an ability with no GCD
- Fixed issue where AoEs could seem to disappear then re-appear for a moment when bosses like Twili transitioned to their second phase
- Fixed issue where the visual effect for Line Spreads seemed incomplete if you moved all the way to one side of the arena
- Fixed issue where the visual effect for Thorns wouldn't line up correctly between attached characters
- Fixed issue where Thorns could turn red after they resolved if players immediately moved back to being close together
- Fixed issue where, when playing for the first time, your default language wouldn't be properly set for certain languages
[h3]1.0.4.1 Hotfix[/h3]
- Fixed crash when a custom encounter has enemies spawning at negative coordinates
- Fixed issue where the "ending" hallway option could crash the game
- Fixed issue where Diamond Shield's description was incorrect
- Fixed issue where French item names were incorrect
- Fixed some typos in Chinese
[img]{STEAM_CLAN_IMAGE}/43296890/b1a6c769d6c7355d65dace5b594c0f6ce0d09ab2.png[/img]
Another few pieces of news to close out the post!
First, Rabbit & Steel will be at MagFest 2025!!
[img]{STEAM_CLAN_IMAGE}/43296890/b134880742fb92cd95e020aac13e17dbba16fa41.png[/img]
If I have the first stage of the DLC done by the event, I'll have it available to play.
If I don't, then you'll just be able to play the base game with other congoers!
Hope to see you there!
[i]Speaking of the DLC...[/i] uh, I still haven't really done much! My hands have been full with the Steam Workshop stuff.
I do have a good idea of everything that will be in it, though.
I'll take a small break after this update, and then get right to work on it. This update has been very programming-heavy, so I'm [i]really [/i]looking forward to drawing up new rabbits and bosses.
I'll have another dev blog about it when I have more to show! See you then!