Venture into a frenetic metroidvania and take part in a fight between divinities where you will have to choose between Corrupting Gold and Purifying Light to achieve your ends.
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Hello everyone,
I hope you're having a great vacation and enjoying your summer (hang in there if you're working like me ^^).
Today, we're delivering the new (and last?) major update of the game before fully focusing on the console versions.
It's quite difficult to stay motivated to improve a game that hasn’t found its audience, but I want to finish things properly, so I'll keep updating it as necessary.
[h2]Addition of the gamepad binding[/h2]
It is now possible to configure the controller buttons. We've also restored the "B" button for "Back," but you'll need to go to the respective menu and hit "reset" as it's not set by default. :(
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Teleportation to another statue now requires holding down X (which frees up the B button).
[h2]General Boss Fight Improvements[/h2]
We've adjusted several attacks and hitboxes to make some bosses less unfair.
With the console version, I'll likely revisit the attack timings (especially for the Sword Master), and a PC update will follow at that time. But nothing is certain yet.
We've also modified the behavior of several enemies so they don't stay "on the edge of a platform," which made navigation difficult and sometimes forced you to take unfair damage.
[h2]Sound Additions and Adjustments[/h2]
We've added new sounds to the game, enhancing the feel of combat and actions.
Here’s a non-exhaustive list:
[list]
[*] Specific sound when swinging in the air
[*] Scream for the crazy zombie
[*] Sound when obtaining a hammer piece
[*] Forge completion sound
[*] Charging sound for statue destruction
[*] Teleportation sound
[*] Sound when the Golden Guardian hits a wall
[*] Sound when the Golden Guardian is scared
[*] Crawley’s scream at the start of the fight
[/list]
We'll continue adding sounds as we identify any missing elements.
PS: We're also working on the final versions of the music tracks and their mixing.
[h2]Removal of “debug” modes by default (now optional)[/h2]
The O and P options used for debugging are now disabled by default.
To reactivate them, you need to add the “debug-mode” option (without quotes) to the game’s launch parameters.
This prevents newcomers from accidentally stumbling upon these keys or trying to use them, ending up in debug mode.
In general, games don't offer this option, but I want to keep it because it’s useful for speedrunners and for identifying certain bugs more easily.
[h2]Addition of a mode for translators[/h2]
We’ve added a mode for those who wish to help improve the translations.
You first need to add the "translator-mode" option (without quotes) to the game’s launch parameters (Manage -> Properties -> General -> Launch options).
Then, you can access the following shortcuts:
[list]
[*] U to unlock all monsters
[*] I to unlock all steles
[*] K to display the next dialogue (as if interacting with a stele or statue)
[*] J to go back and display the previous one
[/list]
Note that when this mode is active, achievements won’t be recorded. This mode is solely for verifying whether the texts display correctly, spotting errors, and speeding up the verification process.
[h2]General Performance Improvements (again)[/h2]
We've once again improved the game's performance by tweaking some algorithms here and there and removing unnecessary elements.
We’ll release another patch to further enhance performance once the console version is completed!
I've received a lot of responses to the Kickstarter form since the last email (about a month ago), so I'll be processing the data again and sending out keys either at the end of this week or next week. If you haven't responded yet or if you'd like to switch to the PC version, don't delay! I often receive responses the day after sending out an email, which of course, makes you wait longer…
Next week, I'll post an article detailing how we’re handling the game's console porting. It will be quite technical and only in English, as there’s a lot of “technical jargon.”
Thank you all for your support and feedback ^-^ If you haven't done so yet, I encourage you to leave a rating on the Steam store! (And if you encounter an issue, please reach out on the forum or Discord so we can resolve it—I'm still very active on the game, and giving a negative rating for a fixable problem can be a bit discouraging.)
[h3][b]PATCH LOG:[/b][/h3]
[b]Adds/Improvements:[/b]
[list]
[*] Gamepad mapping
[*] General boss improvements
[*] New SFX and SFX changes
[*] Add Crawley SFX
[*] Add Gold Guardian SFX
[*] Change enemies behavior to not stay on the edge of a platform
[*] Gamepad B = back (but you have to go in the gamepad mapping menu and reset it)
[*] Animation when looting the soul of a Boss
[*] Add the input name in the SkillTree to summons the chakrams (R2)
[*] Improve performances specifically on the maps with the Giant Worm (specifically after the chase)
[*] translator mode
[*] debug mode
[*] slow down the sounds when the animation is also slower
[*]
[/list]
[b]Bugs fixed:[/b]
[list]
[*] save completion value was wrong
[*] save data was corrupted on death leading to incorrect states between the success and the data in the game
[*] fix a critical error when dying right after the boss death
[*] fix collisions with the giant worm (specifically around the tail) leading to incorrect collisions and damages
[*] attack damage was not correctly resets when starting a new game after loading a previous one
[*] make the ghost stop attacking when the fade animation is played (when attacking as in a physical form)
[*] fix Boss 3 Ghost particles
[*] fix hidden zone fades was not working as expected
[*] health was not correctly displayed after loading many saves
[*] missing sounds on the Dark Lady
[*] fix Bat flap sounds (and reduce the volume)
[*] fix a very specific case when the blocks in a chase-room was not saved and restored so it was not possible to get the power-up behind the walls
[/list]