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First Cut: Samurai Duel›Events›Patch Notes: Version 1.0
Game update

Patch Notes: Version 1.0

First Cut: Samurai Duel · published 3 years ago

All eventsPlayers around this dateRead on Steam

Version 1.0

(I realised I've been labelling these updates 'beta' despite the game being feature complete and about to ship, so let's call this one 1.0)

Improved 'press start' UI for dying or changing levels.

Adjusted enemy tolerance for blindness in modes above normal and below 'hell'. There is already a system for preventing too much cheese, so making most of the enemies immune on slightly higher difficulties is overkill.

Slightly adjusted the AI to make them better at judging distances when charging.

'Tough' mode is now slightly easier.

Any remaining spawned enemies on the hardest difficulty mode will now flee when a mission is complete.

Made a clean version of the title logo that reads better in low resolution.

Fixed a crash when connecting a controller in the menu.

More from First Cut: Samurai Duel

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First Cut: Samurai DueGame update14 Aug 2026Patch Notes: Version 1.31Hello, sorry for the wait. This update adds Japanese, Chinese and Korean language support. Thanks to Kurono Studios for the localisations. The game is 50% off for a week to celebrate. It also adds a new endgame scenario called Madness, plus some other new content and improvements. ------------------ Version 1.31 Gameplay: Characters can now perform a spin-slash by pressing turn during a horizon…First Cut: Samurai DueGame update12 Jul 2024Patch Notes: Version 1.3Hello everyone, After a long vacation and moving places I'm back to working on updates. This one is just to fix the memory leak issue which was reported to me, but there will be more to come. Thanks to those of you who commented about this problem and apologies for the delay in getting it fixed. ------------------ Version 1.3 Fixed a memory leak issue.First Cut: Samurai DueGame update13 Apr 2024Patch Notes: Version 1.29Hello everyone, This patch contains a few mechanical and AI tweaks. Blocking from behind has been buffed, and enemies now have slightly better tracking. This should barely affect lower-difficulty enemies, but higher-difficulty enemies (mostly bosses) won't be as easy to cheese by just walking backwards. Skilled AI can still be baited into missing, but it will require more careful use of footwor…