
Breakable scenery objects.
Lighting, focus and framing system for dialogues.
Rabbit City scenery added to all 23 stages.
New NPC Larry from Rabbit City.
River Forest scenery reviewed and updated.
Added pre-boss dialogues.
New Battle track for Rabbit!
Platforms with only one active side (player passes through the others).
Platforms that fall after you stand on them for a while.
Bosses now counter-attack when they take too many hits from the same ability, and go right back to the ability afterwards.
Bosses can now fly.
Bosses can now have Stances, which change their attacks and patterns.
Boss AI now also predicts Slide, Shoot, Uppercut and the rest of the moves (even Slip, Corner grabs and more, since it's the same system shared with the Preview one used for stage creation).
New projectiles that home, bounce, and modularity to create new ones.
Bosses can now create multiple projectiles in multiple ways (before it only had 2 options, follow a path or go towards the player, and it was limited to 1 per ability).
New ground with spike behaviour to reduce lag in stages with very large spike sections.
Player uppercut now damages bosses.
Over 400 lines of dead code removed.
Resolution is now detected correctly when the game starts.
Camera anchors now have a concrete queue.
Removed the pause during healing.
Another 45 general minor bugs fixed (map, inventory, chests, music, signs, respawn, etc...)
Updated to Unity 6000.5 - The old version was throwing instability warnings.
World generation refined to result in fewer infinite loops.
Cooldowns of the abilities that aren't in use for now (progression gating) now follow the same pattern as the ones already adjusted. (The test panel unlocks all of them).
Minimap reworked, now with colors per area, filling and leaking, and rendering only the accessible parts of the stage.
Opening story added when you launch the game.
Inventory UI updated.
Added achievements, they work both on Steam and outside it. Modularized so only one shows up (If you have Steam linked to the game, the game's native one doesn't appear).
New collectibles that give the player hints.
New player panel with full Map and Inventory.
Full translation to PT-BR and EN.
Translation system refined to cover the whole game, and modulation updated to keep up.
2 New bosses. (Still being expanded and polished).
20 new stages.
Native interactive boss creation window (Unity couldn't render everything without freezing).
Test panel with Bosses, Stages and Areas to test outside the isolated scene, taking into account stage repositioning from world generation, plus UI (the stage minimap, for example).
8 new behaviours for the bosses, and behaviours can now talk to each other to combine their effect and blend together if they're in the same category.
Unity now always saves when you hit play, before running the game. (The Linux build was throwing some crashes when entering play)
4 areas available to play. (Currently 3 complete, 1 needs its stages, 2 can be tested in the Demo).
~120 stages available to play. Not counting special stages like Camps, Lobbies and Bosses. (Currently 72 in the game, 55 testable in the Demo).
4 Bosses (Currently 2 complete, 1 being polished and 1 being expanded, 2 can be tested in the Demo).
25 items available to customize your gameplay (Currently 18 in the game, 14 testable in the Demo).
Shop, to trade items with the vendor.
Storage, to keep items in your collection.
More NPCs and Dialogues. NPCs will show up again in other maps doing other activities. Each map has its own new NPCs.
SFX review.
With that we have 50% of the content complete (Systems are already at 90%). We'll release the game at a price that matches the amount of content and keep updating it as new content is added.