Hello guys! It has been a while since our last update. We’ve realized that a weekly devlog format isn’t sustainable given our intense development schedule. Moving forward, we will be sharing comprehensive updates every 3-4 weeks to keep you in the loop on our progress and future plans.
Current Development Status
Medieval Levels: Progress is moving at full speed.
Noir: Final play-testing is underway.
Endless Mode: Mostly complete.
Early Access Weapons: All melee weapons are finished.
Boss Fights: Entering the final stages of production.
Upcoming Demo Changes & Updates
Movement: Based on your feedback, we’ve removed the "slippery" feel and improved overall stability.
Controls: Grappling and weapon grabbing are now separated into distinct keybinds.
Balancing: Weapon stats have been tuned, and the tutorial has been updated.
World Design: Boss arenas have been redesigned, and collision bugs have been fixed.
Weaponry: The 2nd axe variation has received a full rework.
Performance & Graphics: Added a PSX filter (currently in testing), which also helps improve FPS. We’ve also resolved ladder navigation issues and added several Quality of Life improvements.
Looking Ahead
The interest you’ve shown in Dimenshot is incredibly motivating! We are working at full speed to meet our launch deadline. We plan to launch Early Access with 3 "Sins" (Layers). If development stays on track, we also aim to include the Endless mode at launch. After the release, we plan to use your feedback to make new layers more unique and continue building upon the game.
Thank you so much for your support during Next Fest,stay tuned for more updates soon!
-Emir "Iceberg"