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Frontier PaladinNewsDemo Update 5
Community

Demo Update 5

Frontier Paladin · published 18 Apr 2025, 04:45 UTC

All newsPlayers around this dateRead on Steam


We've been working hard at the game over the past few months, hoping to improve the overall experience of the demo while simultaneously working on the full game release.

There's a few more things we want to add in to the demo, such as improving the tutorial flow. We've heard from some that the amount of information is too high at the start - we're thinking of ways to improve on that.

Here's the change log:

Replaced the checkpoint system with our final save/load system. The system has a 9 rolling auto-saves everytime the player comes close to a Shrine (or at a few other specific locations, such as right before a boss fight).

Improved the M+KB experience significantly. We decided to focus on one input at a time, and now we've had time to improve the M+KB experience after taking into account all the feedback from our demo players. Added in a direction indicator
under Titus's feet as well to help with the M+KB experience

Key re-bindings are now implemented in the game, you can do so in the settings.

Replaced and improved both the boss and puzzle experiences. Ubir has 2 phases now, and multiple new moves to smash the player with. Similarly, the light mirror puzzle has been re-done for a more challenging experience.

The game as a whole has been sped up by a few percentage points.

Sprinting is now an option, with the player able to sprint as long as they can afford the stamina costs by pressing in the left thumbstick or pressing.

Enemies now sometimes randomly drop mana orbs, which can significantly increase mana generation and thus give the player more spellcasting opportunities

Added in a few new Blessings for the player to choose from at the Shrines but also added in two default Blessings for the player to have fun with

Added in a couple new Shrines at the Swamp level to make it easier to pick up where you left off or if you died

Added in salvage and repair options for players during the first Action-Tower Defense section so they can clear a path if they barricaded themselves in.

Added in object pooling so there should be fewer stutters in-game and the ones that do happen should be quicker. This is something we plan to continue to improve on.

Mostly fixed a bug where Titus' model would "dance" with the sword but not finish an attack animation cleanly and start the next one.

Lots of Crash Fixes!

And a lot, lot more.

It took us a while to get this update out - some of the changes were much trickier to get done than anticipated. We'll try and send out updates at a quicker rate moving forward, but they're also likely to be smaller updates.

Thanks!

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