Beating Chapter 4 now rolls the credits, the Abyss stops pretending it has a floor, and Heroes Suck now runs natively on Linux. Here's what's new.
New
- Clearing Chapter 4 now rolls the credits. Finish its last stage and they play over the main menu art, title theme and all, with a Skip button if you'd rather get straight to your rewards. A short thank-you follows, then it's back to the dungeon. It happens once per save.
- The Abyss no longer stops at five floors. Clear the deepest one you've reached and the next one opens up, on and on. Heroes get a level stronger for a long stretch before topping out, but there's no bottom to how deep you can go.
- Added a leaderboard screen for the Abyss. Open it from the Challenge screen to see the top 100, the players ranked around you, or just your friends, with every row showing depth, lives kept, clear time and score, and your own run highlighted.
- Heroes Suck now runs natively on Linux, no Proton or compatibility layer required, starting with this build and every one going forward.
Quality of life
- Added hotkeys for upgrading a placed trap faster. Hold Shift and click an upgrade to buy every rank in its current grade tier at once, or hold Ctrl and click to buy as high as your gold and unlocked grade allow. A preview shows the target and cost before you commit.
- Added refund hotkeys for trap upgrades. Right-click an upgrade to refund its last purchased rank for a full gold refund, or Ctrl+right-click to refund the whole upgrade at once.
- Added hotkeys for Sell (X) and Move (M) on the trap panel, with a legend above the buttons so you don't have to memorize them.
- Big damage and healing numbers are shorter now. Past 1,000 a popup shrinks to something like 1.2k or 11.6k, and keeps scaling up through M and B, so huge hits stop spilling across the screen.
- Renamed every difficulty's stage numbers from Roman numerals to plain digits, and relabeled the Challenge screen's heading "Depth" across the board, not just the Abyss.
Content
- Rewrote the Chapter 3 and Chapter 4 cutscenes for tone and pacing. Same story, same beats, but the dialogue reads like the rest of the game now: tighter narration, punchier pauses, and restored voice for Kaelviir, Shadow, Remi and the Guild Master. A handful of new lines tie up a few loose threads along the way.
- Hilda's Chapter 4 rewards are their own set now, not a repeat of Chapter 3's. Bigger gold payouts, cheaper Ancient Knowledge, and a Glorious Chest on the shelf, all priced for what Chapter 4 actually pays out. If you'd already spent Chapter 4 Goblets on the old list, you get every one of them back.
Bug fixes
- Fixed Essence Sever not reducing healing. Enemies caught by the power were still receiving full-strength heals instead of the weakened ones it promises.
- Fixed the Pendulum Axe swinging at a hero that was already dead. A body left lying in its path no longer sets off a swing.
- Heroes no longer turn into pincushions. Only so many arrows can stick out of a hero at once; once more land, the oldest ones fall away like any other miss.
- Fixed the Pendulum Axe sometimes missing part of its housing after being moved.
- Fixed the Wall Crusher staying fully visible from some angles behind it. It now fades out consistently no matter which way you're facing it from.
- Fixed getting stuck in a building after clicking through another one. Buildings can no longer be opened while you're already inside one.
- Fixed loot on the ground humming through cutscenes. It stays quiet for the scene now and picks back up afterward.
- Fixed Hilda's chapter reward shops showing stock as already bought after loading a different save.
- The demo's exit prompt now points you to buy the full game instead of wishlisting it, and reminds you your progress carries over.
Regards,
Kalradia