A new engaging combat system that take us looong time to balance
A new boss full of rage, will you be able to defeat him?
A complete rework of the first part of the game (Forest of Perdition)
New enemies that are waiting to kill you..
More than one hour of new gameplay!
And much much more!
Nerobi is finally able to kick and punch now, like a true warrior. He can melee attack, has a special combo when hitting three times an enemy. He can also throw punches while airborne and do a special flying downward attack. He can also dash away to evade enemies dangers. But don’t exaggerate, he can get tired!
A new Boss has arrived: Barregan. He is no joke, but an epic voiced soundtrack will help you with the fight!
AI Pathfinding System: Implemented a new pathfinding system, currently utilized by the Standard Demon. This allows for smarter navigation and sets the foundation for more complex enemy behaviors.
Added Standard Demon, he is the most common one, but will desperately follow you!
Added Corrupted Boar, as the standard boar was not deadly enough, he will tirelessly charge you and yes, it’s also much stronger!
Added Corrupted Shisoka, sprouting demonic wings, he will now dive-bomb and explode if you pass beneath him.
Added Spore Demon, he can’t move, but will release a deadly cloud of toxic spores if you get too close.
Added Wall Demon, a massive, towering presence that is nearly impenetrable.
Blob Trap Rework: The trap no longer deals direct damage. Instead, it is now an interactive hazard where the player must break free via a rapid input sequence. It also respawn after some seconds from being death.
Interactive Platforms: Implemented a new platform type that reacts to player weight. It drops upon contact and resets once the player jumps off.
Ruin Walking platform: a new visual variant of the moving stone platform tailored for the Ruins environment.
Complete rework of “Forest of Perdition” chapter: vastly improved gameplay flow, a new level design and new unique visuals!
Color Space Overhaul: Switched from Gamma to Linear Color Space. This ensures more realistic lighting calculations, improved color blending, and overall visual accuracy.
Nerobi death animation has been replaced with a more cinematic one and now has active physics.
Added Nerobi hit animations.
Improved Hit Feedback: Nerobi’s damage states now feel more impactful thanks to a 0.25s hitstop, camera shake, circular vignette, and audio distortion.
New AFK Animation: Added a custom idle animation for Nerobi when the player remains inactive.
Added a special visual effect on hitted enemies.
Replaced "Plant Bud" with "Pulsing Plant": added a more prominent idle animation to better encourage player interaction.
Updated Demon Mines: Now featuring 3 randomized idle animations and added lightning effects for a more menacing look.
Desert Dialogue Polish: Added dedicated camera angles during Desert conversations to ensure Nerobi is no longer obscured by the dialogue interface.
Charge Management: Added a function to retract Nerobi's charges during specific events (like the Blob Trap) to improve character visibility and prevent clipping.
Teleport Effect Overhaul: Enhanced the teleport visual feedback with Chromatic Aberration and Motion Blur for a more punchy and dynamic feel.
Rose Leaves: increased the texture resolution.
Global Foliage Physics: Expanded the bounce interaction for roses and leaves to all game entities. The environment now provides consistent visual feedback for all movement.
Activable Door: added visual ping to highlight it’s interactivity.
Dynamic UI: Interface interactions now have unique audio feedback.
Checkpoint Tree: Added atmospheric and interaction sounds.
Nerobi: Added walking sounds for mushrooms.
Implemented missing audio assets for: Cooked Boar, Urtomecha, Mechashot, Mechamolla, Pure Spirits, Falling Stalactites, Power Unlock, Background Thunders, Pulsating Plant, Ruin Room 1, Riku Energy Worker, Riku Worker, and Riku Worker 2.
Music Quality Upgrade: Replaced all compressed music tracks with high-fidelity uncompressed PCM audio for crystal-clear sound.
Pause Menu Audio: Implemented a global trigger to suspend looping SFX upon pausing, ensuring a clean and silent menu experience.
Improved Dialogue Flow: The interaction button (B) can now be used to advance dialogue for a more seamless gamepad experience.
Dialogue UI: Introduced a "Exit" icon to clearly distinguish conversation-ending choices.
Added a "Clear Barks" function to prevent overlapping text during dialogues, cutscenes, and full-screen card/image views.
Layout Polish: Centered the in-game menu and tutorial texts for improved visual balance.
Ushinatta Balancing: Reduced frustration by making the spirit melt faster when you are nearby, while extending its solid duration when jumped upon to allow for more reliable platforming.
Death Skip: Players can now accelerate Nerobi's death animation using button prompts to reduce downtime between respawns.
Confessional: decreased the duration of the ending animation and limited the developer message to one per session.
Achievement Polish: Removed unobtainable achievements to ensure a fair 100% completion list.
Nerobi: Added invulnerability during the Confessional interaction to prevent unfair damage.
Nerobi: increased base and running speed.
Nerobi: increased turn animation for better reactivity.
Nerobi: removed air drag for better handling while airborne.
Nerobi: increased jump and fall speed (now he is less floaty)
Nerobi: increased knockback recovery time to 0.5s.
Nerobi: increased the recharge speed of Nerobi’s charges.
Momentum Retention: Nerobi now correctly retains speed when jumping during a sprint, allowing for more fluid and longer leaps.
Audio: Fixed "popping" sound when changing audio snapshots (High-Pass filter fix).
Animation Controller: Normalized the end-of-loop tolerance across all animation lengths to ensure consistent and reliable looping.
Optimized Bloom quality: Reduced internal resolution by 50% for improved performance with no perceptible loss in visual quality.
Animation Caching: Added a system to store the last animation call; this fixes issues where entities would fail to animate after being re-enabled from an optimized state.