A new Boss Challenge Mode, Steam Achievements, and leaderboards have been added. This update also introduces new boss battle and ending effects, UI and controller improvements, boss visual and hit detection updates, player animation improvements, and various bug fixes. See below for the full details.
[New] Boss Challenge Mode: A new Boss Challenge option has been added to the main menu. Bosses defeated in the main game can now be challenged individually.
[New] Personal Best Records: Clear times are saved separately for each boss. When a previous best is beaten, the results screen will show the new record and how much time was improved.
[New] Online Rankings: Boss clear times can be compared across Global, Around Me, and Friends rankings.
[Improved] Ranking Information: Your current ranking is now displayed more clearly, and after improving a record, you can see how many positions you moved up.
[Improved] Leaderboard Display: Your own entry is now highlighted separately on the leaderboard, with additional presentation for top-ranking records.
[Info] Separate Challenge Records: Records from Boss Challenge Mode do not affect the main game save data.
[New] Steam Achievements: A total of 16 Steam Achievements have been added, including defeating individual bosses, no-hit clears, clears using specific attack types, and reaching the ending.
[New] Finishing Blow Effect: A brief hit-stop effect now occurs when delivering the final blow to a boss. Music and camera effects are also applied to make the finishing moment feel more impactful.
[New] Boss Battle Entry Effect: A new screen and camera transition has been added when entering a boss area to give each battle a stronger introduction.
[New] Progress Display: A progress indicator is now shown when moving on to the next boss, allowing players to see how far they have progressed.
[Improved] Boss Name Presentation: Boss names now appear one character at a time during their introduction.
[Improved] Ending Presentation: The ending text now appears progressively, beginning with the initials W · A · L · T · O.
[New] Player Death Effect: The screen now gradually loses color when the player is defeated.
[New] Low Health Effect: When health becomes critically low, the red effect around the edge of the screen now pulses like a heartbeat.
[New] Special Attack Gauge: Dash Attack charge progress can now be tracked through an X-shaped gauge displayed in the upper-right corner of the screen.
[Improved] Main Menu Presentation: The WALTO logo and menu buttons now appear sequentially when entering the main menu.
[Improved] Menu Transitions: Pause menus and confirmation windows now open and close with smoother transitions.
[Improved] Disabled Menu Items: Menu options that cannot currently be selected are now displayed more clearly as disabled.
[Improved] Clear Record Presentation: Clear times now count up on the results screen. When a new personal best is achieved, the amount of time improved from the previous record is also displayed.
[Improved] Boss Defeat Visuals: Lights, fog, and other effects attached to a boss now disappear naturally together with the boss when defeated.
[New] Boss Disappearance Effect: A new disappearance effect has been added for all bosses, including Boss 5.
[Improved] Remaining Attack Patterns: Projectiles and other attack patterns remaining on the field after a boss is defeated now fade out naturally instead of disappearing instantly.
[Improved] Remaining Visual Effects: Smoke and other lingering objects attached to bosses now disappear naturally without being abruptly cut off during the defeat sequence.
[Improved] Post-Defeat Pause: A short pause has been added after a boss fully disappears and before the clear results screen appears.
[Fixed] Boss Disappearance Effect: Fixed an issue where the disappearance animation could be interrupted, causing the boss to suddenly vanish.
[New] Warp Effects: New visual effects have been added for the boss's warp entrances and exits.
[Improved] Combat Effects: Major combat effects for Boss 1 have been visually overhauled.
[Improved] Vulnerability Visuals: The charge-up effect and lighting pulse during vulnerable moments have been improved, making the timing easier to identify.
[Fixed] Phase Transition Effect: Fixed an issue where the phase transition sequence could sometimes be skipped.
[Fixed] Warp Warning Effect: Fixed an issue where the warp warning effect could appear to disappear together with the boss.
[Fixed] Retry Issues: Fixed cases where retrying after death could fail to start correctly or where camera zoom, boss position, and screen brightness could remain from the previous attempt.
[Improved] Lightning Hit Detection: Improved cases where lightning visually appeared to hit the boss but did not register, making the visual effect and actual hit detection more consistent.
[Improved] Rail Hit Effect: Rails now briefly flash when hit before smoothly returning to their original color.
[Improved] Groggy State Feedback: The light now flashes more rapidly as the end of the groggy state approaches, making the remaining duration easier to recognize.
[Fixed] Movement Direction After Slam: Fixed an issue where the boss could walk while facing the wrong direction after a slam attack.
[Improved] Defeat Animation Speed: Adjusted the speed of Boss 2's defeat animation to better match the other bosses.
[Improved] Beam Visuals: The visuals for Boss 3's beam attacks have been overhauled.
[Improved] Reflectable Projectile Visibility: The color of reflectable projectiles has been changed from yellow to green, making them easier to distinguish from other attacks.
[Fixed] Hand Attack Movement: Fixed an issue where the hand attack could appear to teleport immediately before slamming down.
[Improved] Vertical Beam Visuals: The visuals for vertically moving beam attacks have been overhauled.
[Improved] Beam Hitbox Visibility: Visual width fluctuations have been removed so the displayed beam width more closely matches the actual hitbox.
[Improved] Vulnerable Core Visibility: The color of attackable cores has been changed from yellow to white for clearer identification.
[Fixed] Intro Jump Height: Fixed an issue where entering the intro sequence while dashing could cause the player's jump height to become abnormally high.
[Fixed] Movement State Issues: Fixed an issue where the dash pose could remain active when starting a pattern, as well as an issue where backdashes could stop partway through.
[Improved] Melee Hit Detection: Melee attack hitboxes have been adjusted to better match the shape of the attack effects.
[Fixed] Parry Warning Effect: Fixed an issue where the parry warning effect could remain visible after the attack had ended.
[Fixed] Retry Screen State: Fixed an issue where screen color and brightness from the previous phase could remain after retrying.
[Fixed] Slam Flash Effect: Fixed an issue where the flash effect from a slam attack could remain on screen and obstruct the player's view.
[Improved] Clothing Animation: Sleeves and the skirt now move naturally with the character while running.
[Improved] Dash Attack Effects: Adjusted the timing of the hit-ring and impact effects during dash attacks to improve visual feedback and impact.
[Improved] Player Hitbox: The player's hitbox has been adjusted to better match the character's visible body.
[Fixed] Area Transition Movement Issue: Fixed an issue where entering the next area while dashing could prevent movement and jumping.
[Fixed] Movement Speed After Repeated Hits: Fixed an issue where reduced movement speed could remain active after taking multiple hits in quick succession.
[New] PlayStation Button Icons: When using a PlayStation controller, control prompts can now display × ○ □ △ button icons.
Depending on your Steam Input configuration, Xbox-style button prompts may still be displayed.
[Fixed] Controller Vibration: Fixed an issue where controller vibration could continue indefinitely.
[Improved] Controller Directional Input: Directional input detection for controllers has been adjusted to match the same standard used for movement controls.
[Fixed] Pause Behavior: Fixed an issue where gameplay could continue briefly after opening the pause menu.
[Fixed] Background Music After Retry: Fixed an issue where background music could sound muffled after retrying.
[Improved] Special Attack Instructions: The activation requirement for Special Attacks is now highlighted more clearly in the control guide.
[Fixed] Menu Input Issues: Fixed cases where rapidly pressing menu inputs or navigating confirmation windows with a controller could cause the selection state to behave incorrectly.