Huntsman Against Darkness — Mid-Summer Update

major update

Huntsman Against Darkness · build 24621919 · published

On SteamNotes only · this build shipped before we watched the app

Greetings, Huntsmen!

We've been hard at work these past weeks polishing the arena experience, squashing bugs, and adding new content. This update brings 5 new arena upgrades, a material loot system, major boss-fight improvements, and dozens of stability fixes. We're pushing this from the debug branch to the default branch for everyone — read on for the full details.

⚔️ New Arena Upgrades

Five new upgrades can now appear in the level-up screen during arena runs:

  • Critical Chance — Each pellet has a chance to deal 2× damage on hit. Stacks up to 5 times (10% per stack).
  • Piercing Shots — Pellets pass through enemies instead of being destroyed on contact. Each stack adds +1 pierce (max 3).
  • Knockback Force — Increases the knockback applied to enemies on hit. Stacks up to 3 times.
  • Thorns Aura — Passively damages nearby enemies every 0.5 seconds. Stacks up to 4 times, increasing DPS.
  • XP Bonus — Increases all XP gained from gems by 15% per stack (max 5).

Material Drops from Enemies

Enemies now have a 10% chance to drop materials (Coins, Wood, or Stone) when they die.

  • Materials bounce out with a small arc animation and play a landing sound before becoming collectible.
  • Boss enemies are guaranteed to drop 1 of each material type plus a burst of XP gems on death.
  • Collected materials are added as bonus loot to your end-of-run rewards on top of the performance-based calculation.
  • A new HUD section shows your gathered materials during the run.

Consumable Chests Reworked

Arena chests have been completely rebuilt. Instead of directly healing you, chests now grant consumable items:

  • Healing Chest — Adds a Healing Potion to your inventory.
  • Poison Chest — Adds a Poison Flask to your inventory.
  • Honey Chest — Adds a Honey Salve to your inventory.

If your inventory for that consumable is already full, a floating message warns you and tells you which building can increase your capacity. Picking up a chest type for the first time triggers a brief tutorial pop-up explaining how to use it.

Boss Combat Improvements

  • All boss attacks (projectiles, lasers, grenades) now originate from the boss's visual attack point instead of its feet, making the action feel much more natural.
  • Boss projectile collision is now properly offset to match the visual height, fixing shots that appeared to fly through walls.
  • Bosses now use separation steering so they no longer stack on top of each other.
  • Laser attacks correctly account for wall collisions at floor level while drawing the beam at head height.

Poison Flask Visual Overhaul

  • Poison flasks now create a ground fog cloud that expands and fades naturally when they explode, replacing the old particle puff.
  • Flasks now detect wall collisions and explode on impact instead of passing through obstacles.
  • A new hit sound plays when the poison cloud damages enemies.

Story Intro — Subtitles

  • The story intro cinematic now displays timed subtitles at the bottom of the screen, synced to the narration.
  • Separate video files for desktop and mobile for better performance on each platform.

Aiming & Weapon Fixes

  • The aim trajectory line and reticle for thrown items now originates from the player's chest instead of their feet, matching the visual throw arc.
  • Weapon and sawblade systems now target the enemy's visual center (hurtbox/sprite) instead of their feet, resulting in much more accurate auto-aim.
  • Sawblades now play a hit sound effect when they damage enemies.
  • Weapon position adjusted to sit higher on the player sprite for a more natural look.

Stability & Physics Fixes

  • Depth rendering overhaul — Removed manual z_index overrides on players, enemies, and bosses. Everything now uses native Y-sorting for consistent layering.
  • Pellet wall collision fix — Raycast for wall detection now uses a floor-level offset, preventing pellets from passing through low walls.
  • Game-over screen guard — A 1-second interaction lock prevents accidental menu taps when the death screen appears.
  • Level-up screen guard — Same interaction lock prevents accidental upgrade picks.
  • Death sequence fix — Replaced async timer with a dedicated Timer node to prevent crashes if the player node is freed early.
  • Node cleanup — All queue_free calls in projectiles, enemies, and spawning logic use deferred calls to prevent physics-callback crashes.
  • Honey Salve speed fix — Honey Salve regen now completes in 2 seconds instead of the previous 20 seconds, as originally intended.
  • Level-up aura now damages and knocks back enemies it touches as it expands.

⚙️ Settings & Quality of Life

  • New "Hide Village Descriptions" setting — Disables building description tooltips and chest tutorials for experienced players.
  • New in-game Tooltip / Tutorial modal — Pauses the game and explains mechanics the first time they are encountered.
  • Freed family member save data now migrates old naming conventions automatically.

What's Next?

We're working on the Mac build pipeline and a dedicated Help / How-to-Play section. Stay tuned!


Thank you for your continued feedback — it's shaping Huntsman into the game we all want it to be!

Keep fighting the Darkness, Cheers!

— Dan @ Rosdan Media