In this update1
Full notes
Full Angels That Kill - The Final Cut update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Maps
- Gameplay
- Balance
Angels That Kill - The Final Cut changes
It sure has been a while since we have put out anything for Angels That Kill, but in this final update there should be enough to justify that.
Angels That Kill - The Final Cut Features
A new field of view slider and broader options. Now you can view Noll City in a much more customizable way, along with now having a better selection of the camera sensitivity option and the audio level.
A cleaner and more efficient inventory. Get a better read on what items mean to your characters, and have a better understanding of their thoughts with a cleaner journal.
Easier means of navigation. A bad map with poor communication is no way to find points of interest, but now that is a problem of the past with being able to see birds guiding you the way through buildings when focusing in on them.
Plenty of bug fixes, updated menus, reworked mechanics, and more. Enjoy having more responsive menus, tighter character controls, significantly less bugs, and new effects to bring everything together.
With this update we are also releasing a two game bundle which includes both Angels That Kill - The Final Cut and Slave RPG for 25% off, or (we think according to how it should be set up) 12.5% off of each individually if you own the other respectively. This also includes a price change for Angels That Kill, which now sits at a cool and crisp $4.99. An upcharge is a little odd generally, but this game has had a whole slew of price changes and this seems like a good "forever" price in addition to the update and bundle. We know that this has been a long road and that this update includes pretty basic features that should have launched with the game, but we didn't really know much of what we were doing back then (not like we know much more now), and this update comes as a bit of a farewell from us to the project. We are firm believers that more work on a game could be done, and this is far from perfection, but from strangling with the old and out of date code, to attempting and figure out how to merge old methods with newer cleaner ones, this seems like a nice resting point. So thank you to everyone who has left feedback or criticism, thank you to everyone who supported us through up to this point and with the release of our second game, and thank you to those in the future who may stumble across this game in the vast sea of Steam games and decide to give it a try.
Source
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