Shoot your way through a hostile canyon full of hidden treasures, weapons, obstacles and all kinds of bloodthirsty scum! Colt Canyon is a stylish pixel art shooter with roguelike elements and real-time combat where you save your kidnapped partner from the ruthless bandits.
[img]{STEAM_CLAN_IMAGE}/34329775/12f2c03a8e6e451d445d84cca651f233377e03b9.png[/img]
Howdy fellow gunslingers!
It's been a while. But there are still some people left fighting for their lives in the canyon. So I couldn't help myself but visit the canyon one more time. And now I am back and bring you patch 1.3! Packed with balancing changes, a bunch of QoL changes, many bug fixes and of course the most interesting change: Ridable horses! Steam players are part of the lucky few that get to play with the horses first! All other platforms will have to wait some longer. (Join the [url=https://discord.gg/ZjebkfR]discord[/url] or follow on [url=https://x.com/Retrific]social media[/url] to stay up-to-date)
Over the last months I noticed how valuable time is. I do not have as much time to work on my own games as I used to have. And with this realization I decided that I should give my players some options to more efficiently conquer the canyon and use the little free time they have more fairly. The logical next step after the last big update, which introduced save games to allow the players to take breaks on their journey through the canyon, was therefore to add something that allowed player's to move through the canyon more efficiently in general. The horses were right there, so it only made sense to actually make them useful, by allowing you to borrow them for a quick ride.
[img]{STEAM_CLAN_IMAGE}/34329775/5614e5f6444cc91ec4ddfdb3eb4ff4568b588473.gif[/img]
Hopefully, this will reduce the time you spend wandering aimlessly through the level, trying to find that last crate you haven't smashed into pieces yet. Especially for low movement character this will be a true game changer. But also in general it will make backtracking finally an actual option, just in case the previous level's merchant did offer something useful that you just haven't been ready to purchase at the time but also can't be bothered to walk all the way back for.
There are also some other changes in the patch that will reduce the time you waste wandering around. Like some in-game hints on where to find that locked crate and more starter ammo! With these changes I hope that the mix between exploration, looting and combat is just right now. But of course in the end, the player is always the one to decide how much exploration or how much combat they like to have. Which is also why wolves and elites are "optional" now, and can be turned off in the run settings. But these are just some of the changes to expect.
[img]{STEAM_CLAN_IMAGE}/34329775/829a3bb113b0c0d447d780b023fb487b7c3877dd.gif[/img]
Find the best parts of the changelog for Update 1.3 below or the full changelog on the official [url=https://coltcanyon.fandom.com/wiki/Changelog]Colt Canyon Wiki[/url].
[h1]Changelog:[/h1]
[h3]Big changes:[/h3]
[list]
[*]Made horses ridable
[*]Switched to true 64-bit builds and updated engine (may cause new bugs—report accordingly)
[*]Added Steam Rich Presence
[*]Added new upgrade that makes throwables indestructible (available after acquiring Big Knife, Hardened, and Pocket Magnet)
[*]Added dedicated interface animation reduction setting
[*]Added run settings options for disabling wolves and elites
[*]Added game settings to reset or hide tutorials
[*]Made locked crates easier to find (look out for signs)
[*]Changes to most loadouts, mostly increasing starter ammo and making late-game loadouts more rewarding
[*]Added a free stick of dynamite to all rare loadouts
[/list]
[h3]Balancing changes:[/h3]
[list]
[*]Made all two-handed weapons one-handed, except for the gatling gun
[*]Buffed explosive weapons, melee weapons and a bunch of rifles, but nerfed some arrow weapons
[*]Buffed "Big Knife" upgrade to increase range and hit count
[*]Reduced the number of enemies in B levels and Area 3 slightly
[*]Decreased some late-game enemies' accuracy, health, and damage
[*]Companion behavior improved: less likely to engage unaware enemies, and "defend" command stops engagement
[*]Companions will now refuse to use some of the high-tier weapons
[*]Increased bleed-out time for companions
[*]Merchant prices are more likely to be cheaper
[*]Allowing "Welcome To Hard Times" achievement unlock when starting a looped run from run settings
[*]Dog companion gains experience faster and damage bonus on the first 3 level-ups, also bleeds out slower when playing as Jim
[*]Tweaked blood weapon drop rate, some of their stats and made them cheaper to use
[*]Unrescued prisoners and other friendlies, except merchants, are killed/removed when returning in B-Levels
[*]Alerted human enemies and wolves will get more resistant against melee attacks when looping
[*]Buffed first boss a bit by fixing a related bug
[/list]
[h3]Various changes:[/h3]
[list]
[*]Adjusted damage popup colors and trap object's visual effects
[*]No longer hiding weapons during dodge rolls
[*]HUD becomes transparent now when it's in front of a relevant character
[*]Various small adjustments to the game's visuals like reducing bloom, improving level border and text rendering, adjusting some colors etc
[*]Disabled always showing player indicator when playing with color blindness mode enabled
[*]Swapped sprite of heavy spear and pike
[*]Fixed rare volley gun not unlocking as a starter loadout
[*]Fixed gamepad stick switch/reload settings not loading after restarting the game
[*]Fixed two players joining when pressing join with a single gamepad
[*]Fixed melee attacks not showing damage against shields
[*]Fixed first boss minions not respawning quickly enough and some not turning aggressive as intended
[*]Fixed melee attacks allowed through solid objects
[*]Fixed floating vertical fences
[*]Fixed issues with dodge rolls not pausing attacks for forced-repeat weapons (e.g. volley gun)
[*]Fixed dynamite silhouette not growing before explosions
[*]Fixed silhouettes lagging at high refresh rates
[*]Fixed heavy TNT launcher firing 6 grenades instead of 5
[*]Fixed destruction sounds sometimes playing while loading saves
[*]Fixed question marks in credits text
[*]Various other minor fixes and changes
[/list]
And more! For the full changelog check the [url=https://coltcanyon.fandom.com/wiki/Changelog#Version_1.3.0.0]wiki[/url]
[b]Important:[/b] 1.2.1.3 run progress saves will not be compatible with this new version. If you want to finish your in progress run select the steam beta branch for version 1.2.1.3 before starting a new run in 1.3
See you in the canyon!
[url=https://discord.gg/ZjebkfR]JOIN THE DISCORD COMMUNITY[/url]
[url=https://www.colt-canyon.com/]GET COLT CANYON![/url]
And please don't forget to leave a review for Colt Canyon, it really helps us:
https://store.steampowered.com/app/940710/Colt_Canyon/