Squid Hunt 1923 Playtest · public · first seen
We’ve added 2 new enemy types to the rotation. Enemies also appear much earlier in the game now, to give you a better sense of progression within the gameplay itself. And enemies now show a visible HP bar as soon as they’re damaged.
The first boss fight has been toned down a bit: the platforms are now larger. The precision it demanded before was too much this early in the game. Everything else stays the same for now. We’ll keep fine-tuning based on your feedback.
The game’s opening has been optimized. We changed the start sequence a bit to give new players a more logical introduction. We’re still not big fans of text boxes, so we’re sticking with learning through play and are looking forward to your feedback.
The first 3 crates you receive are no longer randomized but follow a fixed sequence. That way it’s not left to chance whether your first few minutes are pure fun or whether bad loot luck already has you puzzling things out. New players in particular don’t yet know what to look out for. We hope this makes getting into the game smoother. After all, the game will demand real cleverness from you soon enough ;)
There are 2 new mechanics: the Black Market and Hardening. At the Black Market you can buy weapons; Hardening increases your weapon’s damage for a fee. You’ll unlock both mechanics organically as you progress through the game.
Long requested and finally implemented: you can now also sell stuff from your inventory in the stock card. To make this work, we’ve changed the key bindings slightly: from now on you sell with the right mouse button (or the right button on the gamepad) – in the workbench too – to avoid double assignments.
We’re still working on the bug where you suddenly have 3 weapons or a weapon slot gets filled twice. We’ve closed several loose ends, but in our latest test it still happened in 1 out of 200 cases. This one is giving us quite a headache, but we’ll exorcise it eventually.
We’ve fully squashed plenty of other bugs. XP should finally work in multiplayer, so everything is slowly reaching a usable state. We’re still polishing the netcode so multiplayer runs as cleanly and smoothly for everyone involved as singleplayer. The strange twitching of some enemies should also be gone now.
As you’ve probably heard, we’ve moved the release date to 2027. The multiplayer is partly to blame, but mostly it’s your feedback, which gives us the feeling that we really have a unique experience on our hands – one that deserves to be treated properly and with an eye for detail. We can’t thank you enough for that! It’s incredibly fun to build this thing and to see you enjoying it!
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