
A lot of this update was made in preparation for next steps, most of the game’s exploration is done - though won’t be accessible in this update just yet! There is some writing left to be done, some rooms to program, a proper end and custom soundtrack work to be done before the game is feature complete, but a huge chunk of the game is done, exciting!! Keep your eyes peeled for more info, coming sooner than you think! 👀 Join the discord to stay up to date!
Brazilian Portuguese - thanks to @ojpme in the discord!
Simplified Chinese
A beastiary! Showing off a bit more info and stats about the monsters in the dungeon!
Numerous new sound effects.
Prestige upgrade to unlock more manual hit points.
Each material now has a unique background!
Steam Rich Presence now displays time elapsed while in combat.
Cursor Size Option to scale up Cursor Sprite.
Rock Base Upgrade Storage Meat Cost: 1k → 10k
Iron Base Upgrade Storage Meat Cost: 100k → 1M
Material cost to unlock new materials: 150k → 250k
Hemalith now shows Rebirth Hemalith Potential (+X)
Changed Japanese’s alternative font from thin to regular which should make it more readable and usable.
Familiar purchase screen now shows your current meat amount.
Material upgrade levels now have a hoverable description that explains what they do.
Combat now has a little onboarding popup the first time you get into combat explaining it.
When using an item, it now opens the inventory for you to pick an item to use instead of auto-using an object.
Now hiding the clear save button if its data is empty.
Knight’s portrait now changes colors based on the room they’re in.
Now closing the inventory while changing rooms
When no more item slots are available, trying to purchase one will give you a message about not being to hold any more items.
Redesigned familiar shop screen with longer buttons for a better greater sized font experience.
Redesigned the “Unlock X material?” screen.
Combat entrance now has a little progress bar indicator to show how far in the dungeon you enter.
Better Material Upgrade Buttons scaling for different fonts/sizes.
Boons now let you reach stat cap before not being able to be picked anymore.
Changed combat colors.
Sprite scale up for bosses now is 1.3x instead of 1.5x
New sprites for:
Skeleton
Skeleton Slayer
Bugbear
Bugbrute
Spider
Amalgam
Centipede
Dwarf
Undead Rogue
Base Health: 1.5B → 1B
Migrated to Sentry’s plugin to 1.0
Shopkeep no longer hides when the camp is off.
Alternative message for using the Skull Amulet sometimes.
Optimized RAM/VRAM/Resource usage by preloading less Resources. (Going from about 530MB to 270MB of VRAM usage!) (You may now have a tiny loading time while moving between rooms now as they’re no longer all loaded in RAM)
Now hinting at the hole if you don’t die by floor 4.
Upgraded to Godot 4.5.1
Barrels and Tomb scenes now have a campfire sfx loop as well.
Fixed chance of crit hit being base 0.2% instead of modifier.
Fixed mouse cursor showing different level tool while hovering over materials.
Fixed inventory ui acting weird and not resetting item types while reopening.
You are here map position is now kept at camp when on tombs/barrels.
Now closing the inventory if it is shown upon exiting to main menu.
Now closing the map if it’s shown upon exiting to main menu.
Scientific notation now trims numbers correctly.
Fixed starting floor picker not loading last value correctly.
Now re-loading scenes on manual game save load to prevent unexpected player behavior.
Fixed Lamp’s timer’s button display not tracking correctly.
Campfire sound no longer keeps playing if the fire has been extinguished.
Now resizing windowed resolution after turning off fullscreen to prevent wrong resolution output.