This update focuses on making movement and combat feel more responsive, with improvements to jumping, attacks, and dash inputs. We've also added a new successful dodge effect, expanded the combat tutorial, and updated the Special Attack Gauge and Boss Challenge UI.
In addition, we've fixed phase transition issues with Penumbra and Phoros, and made several improvements to Cairn, including updated beam visuals, more accurate hitboxes, better pattern variety, and difficulty adjustments. A number of other bugs and visual issues have also been addressed.
See the full details below.
[Improved] Jump Feel: Reduced the amount of time the player hangs at the peak of a jump and increased fall speed, making jumps feel quicker and more responsive.
[Improved] Input Buffering: Attack and dash inputs entered shortly before their cooldown ends will now be buffered and executed as soon as they become available, instead of being ignored.
[Adjusted] Consecutive Attack Speed: Adjusted the timing of repeated attacks so that input buffering does not cause attacks to chain significantly faster than before.
[Fixed] Dash Attack Input: Fixed an issue where entering a dash attack immediately after a normal attack could result in only the dash being performed.
[New] Successful Dodge Effect: Successfully dodging a boss attack with a dash now briefly slows down the action and triggers controller vibration.
[Fixed] Knockback Direction: Fixed an issue where the player was always knocked back in the same direction when hit. Knockback now pushes the player in the opposite direction from where they are facing.
[Improved] Special Attack Gauge: Moved the Special Attack Gauge to the upper-left corner near the health display and increased its size relative to the health icons. The gauge has also been redesigned to better match the visual style of the health UI.
[New] Combat Tips: Added an additional tutorial page after the basic controls guide, covering how to use Special Attacks and dashes effectively.
[Improved] Control Guide Text: Revised the Special Attack requirements in the control guide to make them clearer and more accurate.
[Improved] Boss Challenge Menu: Boss selection tabs now display each boss's name instead of a number.
[Fixed] Phase Skipping — Penumbra & Phoros: Fixed an issue where dealing a large amount of damage at once could cause an entire phase to be skipped. Once a phase's HP has been depleted, both the boss and the player are now temporarily immune to damage until the phase transition is complete.
[Fixed] Screen Brightness Issue: Fixed an issue where the screen could remain dark if a phase transition occurred during a dash attack.
[Adjusted] Light Zone Movement: Increased movement speed when entering and moving within light zones.
[Improved] Beam Visuals: Redesigned the visuals for Cairn's beam attacks.
[Improved] Attack Hitbox Clarity: Adjusted all beam hitboxes to more accurately match their visible area. This also fixes cases where certain beams could hit the player beyond what was visually shown.
[Improved] Player Visibility: Made the inner areas of beams semi-transparent so the player remains visible when overlapping with them.
[Adjusted] Difficulty: Increased Cairn's overall difficulty.
[Fixed] Pattern Frequency: Fixed an issue where certain attack patterns appeared far less often than intended. Cairn will now cycle through a wider variety of patterns more evenly.
[Fixed] White Screen Flash: Fixed a rare issue where the screen could become completely white for approximately 0.6 seconds when an attack landed.
[Fixed] Camera Bounds: Fixed an issue where areas outside the map could briefly become visible when the camera shook near the edge of a stage, such as during a fall.