Heart Abyss · public · first seen
This build is primarily focused on making the game more stable and ensuring a smoother playthrough. We've fixed known softlocks, stuck states, save issues, doors and levers, camera behavior, and audio problems. We've also added new story content: farewell scenes for the final day, a mercy route for the Masta family, and proper progression for the hidden and pirate arenas.
You can no longer permanently lock yourself out of the hidden arena by entering the Resistance Hideout too early. If the day has already advanced to Day 4 and the arena hasn't been completed, the game will roll the day back to Day 3.
Doors, levers, and their mechanisms now restore their states correctly after loading a save. No more situations where a lever looks activated but the door remains closed, or where a door appears open but its collision is still active.
Saving while using the exoskeleton now restores the HUD as well as the player's position.
Added save history and backup saves. You can now roll back a save slot to an earlier save if something goes wrong.
The camera no longer jumps after loading. Zoom and position are now saved and restored smoothly.
Fixed several softlocks after finishers: Leon no longer gets stuck without control, falls through the floor, or gets stuck to the Brute or a zombie.
Zombie Skate is now more controllable and no longer gets stuck in doorways. It can smash through wooden doors and destructible walls, but it won't turn around in mid-air.
Fixed numerous progression blockers, including the broken dash in city_riot, an error when exiting mines_lavapool, Leon disappearing when grabbed by the Brute, Tengu's looping finisher, and more.
Added farewell scenes with six NPCs on the final day. These scenes are optional but available before departure.
Audio is now more stable: music no longer disappears after boss fights or when returning to the castle, one-shot sounds no longer pile up, and the game no longer crashes on exit due to FMOD.
Added brightness and FPS AUTO settings. Fixed keybinding loading and cursor hiding when playing with a gamepad.
Final Day Farewells
On the final day in the Capital, Leon and Rei can say goodbye to several NPCs:
Hazuo — at the second-hand shop;
Motoki and Saki — at the ramen shop;
Unagi — at the ramen shop;
Asuna — at the herbalist's hut;
Ichiro — at the bathhouse;
Yaeko, Tsuru, and Momo — at the tea house.
Additional details:
Each farewell has two versions: one for when the related quest has been completed and one for when it has been missed. The dialogue changes depending on the player's progress.
Rei appears in a puff of smoke at the beginning of each conversation and disappears at the end.
Farewells can only be triggered once and do not prevent the player from departing.
Added 150 new lines of localization for these scenes.
Haru is not available yet. His dialogue has already been written and added to the localization files, but the farewell scene itself hasn't been implemented. This is the only farewell currently unavailable.
The Choice at the Masta Mansion
The choice between Attack and Heavy Attack is now saved.
If the player spared the family, Leon now speaks only about Masta himself during the temple altar scene, and Rei no longer plays his fear animation.
Older saves without this flag retain the previous behavior: everyone was killed.
Hidden and Pirate Arenas
The hidden arena is now marked as completed only after the player actually wins.
The pirate arena is marked as completed only after the final dialogue with the captain, not simply after boarding the ship.
The Resistance Hideout no longer advances the day if the hidden arena hasn't been completed.
Added compatibility with older saves: if the final dialogues have already played, the game now recognizes this.
Entering the Resistance Hideout too early can no longer permanently lock the arena.
Quests and Hub
The quest log is now saved between game sessions and restored after loading.
The "Visit the Flea Market" quest no longer remains active after obtaining the hook or reappears on Day 2.
Fixed the visibility of side quests when the day changes. Introductory cutscenes no longer remain active over later days, and unfinished quest steps remain available.
Fixed several Fisherman quests, Unagi's visibility, the bridge in the sewers, and hub doors.
The "Spicy Ramen" quest no longer disappears from older saves after talking to Asuna.
Fixed several dialogues in Hitoshi's Castle, the Temple, and on the road to the Capital.
Finishers
Fixed softlocks after finishers: Leon no longer gets stuck with gravity disabled, loses control, or ends up with a frozen camera.
Added a finisher watchdog. If an animation or signal fails to trigger, the finisher state is now forcibly terminated instead of locking up the game.
Fixed the Zombie Skate finisher:
Leon is no longer duplicated when performing a finisher on a zombie.
Leon no longer remains invisible.
The jump-off action now works even if the finisher flag has already been reset.
The zombie no longer switches to another enemy while carrying Leon.
Fixed the Brute's charge:
It can now break through destructible walls and wooden doors.
The Brute no longer turns around when it hits another collider immediately after breaking through a door.
The scripted ride sequence in the Temple is no longer interrupted by a time change or manual turning.
If the finisher is parried, the Brute returns to combat instead of getting stuck in a looping animation.
Leon no longer remains stuck to the Brute if the finisher is forcibly terminated.
Tengu: the aerial finisher no longer gets stuck looping Finisher_2_Fall if Tengu falls outside the arena.
Pudge no longer interrupts another enemy's active finisher.
Fixed death states for Pudge, Boomer, Electro, Crossbowman, Spearman, Thrower, Shooter, and Tengu. Their deaths no longer interrupt finishers or break animations.
Reworked the slowdown system caused by enemies and environmental zones. Slowdown effects from different sources no longer stack indefinitely.
Slowdown is now removed when an enemy dies or disappears, or when the player leaves the affected area.
Fixed cases where Leon remained slowed down after combat.
Arrow parry strength now depends on the attack type rather than a temporary damage value.
A light parry leaves the arrow lodged in the first enemy hit, while a strong parry pierces through up to three enemies.
The sword now loses durability when hitting enemies in mid-air as well.
Fixed the aerial sword attack: gravity and animation speed now work correctly.
Airflow once again allows jump attacks without resetting combos or input buffers.
Fixed the broken dash in city_riot.
Fixed an error when exiting mines_lavapool.
Fixed Leon disappearing if the Brute was killed while grabbing him.
Increased the grab timeout to give the animation enough time to finish.
The achievement for riding the zombie skate now tracks progress correctly and no longer reduces it.
The no-damage achievement has been temporarily disabled.
Added new sprites and animations:
Leon_sword_run
Leon_sword_idle
Leon_sword_attack
Updated sprite offsets and running speed while wielding the sword.
Fixed Leon's animations during aerial attacks and finishers.
Increased the input buffer, making combos and buffered attacks easier to execute.
Adjusted acceleration and maximum running speed while wielding the sword.
Camera improvements:
Zoom and level offsets are now saved.
Camera settings are restored smoothly after loading, without sudden jumps.
The camera now returns to its correct state after zoom triggers and arena sequences.
Fixed conflicts when two triggers attempt to change the zoom level at the same time.
Fixed a stuck damage flag that could cause the player to lose control and become unable to attack.
Gamepad improvements:
The mouse cursor is now hidden while a gamepad is active.
It reappears when the mouse is moved or a keyboard key is pressed.
Resetting an outdated flag no longer causes another hidden cursor to appear.
Fixed keybinding loading: Space is no longer lost from the jump binding, which previously broke the jump finisher.
Added save history:
A history panel is now available directly in the save slot selection menu.
Players can load backup saves.
Fixed focus handling and corrupted save entries.
Backup saves are no longer created for internal or statistics-only saves.
Door, lever, and related mechanism states are now saved correctly.
Doors opened after loading now apply their saved state immediately instead of remaining closed.
Saving while using the exoskeleton now restores the HUD correctly.
The quest log is now saved.
Camera settings are now saved.
Added save migration support for older saves:
Lever and door states.
Abilities.
Display settings.
The missing parry_freeze ability after the Temple.
If the player missed parry_freeze due to a bug in version 0.93 or earlier builds, the ability is now granted retroactively, along with a one-time explanatory pop-up.
Significantly reworked the FMOD audio layer:
One-shot sounds no longer pile up or get stuck.
Sounds now persist across scene transitions where intended.
Loops and music stop correctly when restarting the game.
Fixed crashes when exiting the game.
Fixed cases where audio disappeared after pausing or restarting.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 1892101 | 4862497332565011582 | 1131819854775892056 |