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OUTCLAW›Events›Outclaw Demo Update & Reintroduction ✨
Community

Outclaw Demo Update & Reintroduction ✨

OUTCLAW · published 6 months ago

All eventsPlayers around this dateRead on Steam

Hello everyone!👋

We realised we've been a bit quiet here on Steam since announcing Outclaw, so this felt like the perfect moment to properly re-introduce the game, and share a fresh update to the demo as part of the International Women's Day Event.

Outclaw is a colourful, puzzle-platform adventure where you step into the paws of a strange five-eyed cat trying to find a home amongst the stars. Along the way, you'll collect and command mischievous shades who can shapeshift into bridges, bombs and other tools to help solve puzzles, battle enemies and navigate interesting worlds.

As the story unravels, your little found family of chaotic minions grows. You'll unlock customisation options and gather collectables to decorate a cozy hub amongst the stars.

To celebrate the International Women's Day Sale, we've also just released an updated version of our demo. It includes a brand new level, an early implementation of the hub world, new systems and plenty of improvements based on early feedback we've received!

Thank you for your early support and if you have feedback, we'd love to hear it in our Discord!

- Moss Monkey Games

Read on for the full list of changes...

New Content

  • Added Level Two

  • Added a Hub World (core implementation)

  • Added Opening Cutscene

  • Added Level Select Posts with accompanying VFX

  • Added Upgrade Posts in the hub

  • Added Jukebox to play hub music

  • Added Dye System with basic palettes

  • Added Second Green Key Puzzle in Level One

  • Added Back to Hub button in the pause menu (after Level One)

Gameplay & Systems

  • Disabled Shape Menu access until shapes are unlocked

  • Added One-Way Doors to prevent accidental backtracking

  • Tweaked Shape Introduction to make it easier to understand

  • Overhauled the Two Bomb Crystal Door Puzzle to improve readability

  • Added functionality for different dialogue options upon repeated interactions

  • Added prompt when a Shade collects a hat

  • Adjusted checkpoints to prevent players triggering areas early

  • Quality-of-life improvements around shape building

Level Design & Environment

  • Scooted fountains to prevent Shades getting stuck on ledges

  • Tweaked brick mesh collisions for better stair placement

  • Removed the old Shape Printer bridge

  • Fixed floor positioning where objects were sitting too low

  • Fixed minor mesh clipping issues around shape introduction

  • Adjusted bomb launch physics to stop bombs clipping through the ground

Audio

  • Added new audio

  • Added sounds to dialogue

  • Added hub music functionality via jukebox

  • Fixed an issue where music cut out during the landing cutscene

  • Fixed an issue where music and dash sound effects carried over between levels

Visuals

  • Improved and unified Hughie dialogue sprites

  • Improved VFX for the first shape

  • Added slash attack marks on terrain

  • Minions now squish when landing or being hit

  • Added VFX for level select posts

Bug Fixes & Improvements

  • Fixed enemies snapping into a death pose when killed mid-attack

  • Fixed issue where Hughie would T-pose and not hide in Level One

  • Fixed bug where the player could get stuck in idle animation

  • Fixed issue where shape printers were disconnected from rune circles

  • Fixed moon jump exploit using a stair hologram

  • Prevented explosive enemies being launched outside the skybox

  • Fixed minions getting stuck in certain areas

  • Fixed accidental deletion of the pavilion laser beam (now restored)

  • Adjusted Shade nickname list following feedback

  • Smoothed the end sequence on first play

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