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Steam News19 March 20263mo ago

AOKAKI DEMO new update!

Hello, everyone! :8bitheart: A lot of people played the demo for AOKAKI, and many also left feedback. We read and watched it all. Thank you so much for taking the time to play and help improve our game.

In this update4

Full notes

Full AOKAKI update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions8 changes0 removals
  • Gameplay
  • Performance
  • Maps
changedHello, everyone! :8bitheart:We have been hard at work on a new update for the demo that addresses many concerns people brought up. We'll go into detail here on what was changed. Keep in mind, though, not all feedback was implemented. We appreciate our players, but some things take time to make and/or change. Some things don't fit in our demo; some are later in the game. And some just don't match our vision for the game. We will continue to release hotfixes and maybe some more updates for this demo as long as it doesn't affect our normal workflow (we still gotta work on the main game, after all!).
changedGAMEPLAY CHANGESImproved Input Buffering
changedGAMEPLAY CHANGESImproved attack transitions from stationary to moving, and vice versa
addedGAMEPLAY CHANGESCan now also move while attacking upwards
addedGAMEPLAY CHANGESCan now pan the camera in more states
changedGAMEPLAY CHANGESChanged parry hitbox Many players reported having difficulties with the parry timing. We believe this was due to the way parries were registered. Previously, in order to parry an attack, said attack's hitbox had to reach the player_hitbox (in other words, the parry_hitbox was the same as the player_hitbox). To deal with this, we added a new hitbox that activates while parrying. Now, when parrying, if an attack reaches the player_hitbox OR the new parry_hitbox, the parry will be successful.

AOKAKI changes

changedWe have been hard at work on a new update for the demo that addresses many concerns people brought up. We'll go into detail here on what was changed. Keep in mind, though, not all feedback was implemented. We appreciate our players, but some things take time to make and/or change. Some things don't fit in our demo; some are later in the game. And some just don't match our vision for the game. We will continue to release hotfixes and maybe some more updates for this demo as long as it doesn't affect our normal workflow (we still gotta work on the main game, after all!).
changedImproved Input Buffering
changedImproved attack transitions from stationary to moving, and vice versa
addedCan now also move while attacking upwards
addedCan now pan the camera in more states

Hello, everyone! :8bitheart:

A lot of people played the demo for AOKAKI, and many also left feedback. We read and watched it all. Thank you so much for taking the time to play and help improve our game.

We have been hard at work on a new update for the demo that addresses many concerns people brought up. We'll go into detail here on what was changed. Keep in mind, though, not all feedback was implemented. We appreciate our players, but some things take time to make and/or change. Some things don't fit in our demo; some are later in the game. And some just don't match our vision for the game. We will continue to release hotfixes and maybe some more updates for this demo as long as it doesn't affect our normal workflow (we still gotta work on the main game, after all!).

GAMEPLAY CHANGES

  • Improved Input Buffering

  • Improved attack transitions from stationary to moving, and vice versa

  • Can now also move while attacking upwards

  • Can now pan the camera in more states

  • Changed parry hitbox

    Many players reported having difficulties with the parry timing. We believe this was due to the way parries were registered. Previously, in order to parry an attack, said attack's hitbox had to reach the player_hitbox (in other words, the parry_hitbox was the same as the player_hitbox). To deal with this, we added a new hitbox that activates while parrying. Now, when parrying, if an attack reaches the player_hitbox OR the new parry_hitbox, the parry will be successful.

  • Can now go back to previous pages while reading books

  • Minor bugfixes

VISUAL CHANGES

  • New attack animations for running, attacking in the air, and pogoing

  • New checkpoint animation

  • New sprites for signs, chests, and the pickup for money dropped on death

  • Improved parry shader to more easily tell when you can riposte

  • Changed "shadow" shader to be more visible

OTHER CHANGES

  • It's now possible to map mouse buttons in the keybindings menu

  • Rewrote some of the hint texts to more accurately convey current game mechanics

Thank you again for playing! We hope you enjoy this update.

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Source

Steam News / 19 March 2026

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