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Steam News22 March 20263mo ago

Update - V. 0.1.7: Combat Overhaul, Enemies and Player Updates

Hello everyone! After consideration of certain feedback for a while now, I'm excited to share with you some major changes in the combat system as well as other parts of the demo.

In this update4

Full notes

Full ASTHENIA update

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

Repeated intro

Hello everyone!

What changed

7 fixes4 additions4 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
changedGAUNTLET COMBATPrimary attack: Primary gauntlet attacks will no longer result in cooldowns after each hit. This allows for more control and flexibility in combat. Previously, you would have to wait until the gauntlet cooldown played out before you could attack again.
changedGAUNTLET COMBATGauntlet energy: Initial, full gauntlet energy now allows an additional hit, where you would only be able to strike 4 times previously at full energy.
addedGAUNTLET COMBATSecondary gauntlet attack (New): Additionally, when the gauntlet energy is depleted, a new secondary attack is now activated and does not consume energy to use. This new attack introduces small radial damage to enemies, ideal for crowd control and escaping tight situations. In return, this special attack deals very low damage and needs some time (cooldown) in order to recharge and be used again, as long as there is insufficient energy to trigger the primary gauntlet attack. This should help provide a more balanced experience and tactical approach in combat.
addedGAUNTLET COMBATSecondary attack visuals and sound: A visual and audio cue have been attached to this new attack as well (WIP).
changedENEMIESDamage animations: Animation logic has been tweaked in order to prevent stun-locking enemies while they are in their "hurt animation" state. In order to be able to damage them again, enemies must recover from their state. (Previously, this led to staggered conditions where enemies would loop an animation state).
fixedENEMIESAnimation issues: Some enemy movement has now been corrected to avoid sliding effects when they attack where they should be stationary.

ASTHENIA changes

changedPrimary attack: Primary gauntlet attacks will no longer result in cooldowns after each hit. This allows for more control and flexibility in combat. Previously, you would have to wait until the gauntlet cooldown played out before you could attack again.
changedGauntlet energy: Initial, full gauntlet energy now allows an additional hit, where you would only be able to strike 4 times previously at full energy.
addedSecondary gauntlet attack (New): Additionally, when the gauntlet energy is depleted, a new secondary attack is now activated and does not consume energy to use. This new attack introduces small radial damage to enemies, ideal for crowd control and escaping tight situations. In return, this special attack deals very low damage and needs some time (cooldown) in order to recharge and be used again, as long as there is insufficient energy to trigger the primary gauntlet attack. This should help provide a more balanced experience and tactical approach in combat.
addedSecondary attack visuals and sound: A visual and audio cue have been attached to this new attack as well (WIP).
changedDamage animations: Animation logic has been tweaked in order to prevent stun-locking enemies while they are in their "hurt animation" state. In order to be able to damage them again, enemies must recover from their state. (Previously, this led to staggered conditions where enemies would loop an animation state).

After consideration of certain feedback for a while now, I'm excited to share with you some major changes in the combat system as well as other parts of the demo.

GAUNTLET COMBAT

  • Primary attack: Primary gauntlet attacks will no longer result in cooldowns after each hit. This allows for more control and flexibility in combat. Previously, you would have to wait until the gauntlet cooldown played out before you could attack again.

  • Gauntlet energy: Initial, full gauntlet energy now allows an additional hit, where you would only be able to strike 4 times previously at full energy.

  • Secondary gauntlet attack (New)Additionally, when the gauntlet energy is depleted, a new secondary attack is now activated and does not consume energy to use. This new attack introduces small radial damage to enemies, ideal for crowd control and escaping tight situations. In return, this special attack deals very low damage and needs some time (cooldown) in order to recharge and be used again, as long as there is insufficient energy to trigger the primary gauntlet attack. This should help provide a more balanced experience and tactical approach in combat.
  • Secondary attack visuals and soundA visual and audio cue have been attached to this new attack as well (WIP).

ENEMIES

  • Damage animationsAnimation logic has been tweaked in order to prevent stun-locking enemies while they are in their "hurt animation" state. In order to be able to damage them again, enemies must recover from their state. (Previously, this led to staggered conditions where enemies would loop an animation state).
  • Animation issuesSome enemy movement has now been corrected to avoid sliding effects when they attack where they should be stationary.

PLAYER

  • Jumping and movementJumping velocity, speed, and overall air control have been updated, resulting in a less "floaty" feel when the player jumps around.

MINOR OTHER FIXES

  • Widget tutorials: Some widgets have been readjusted in terms of screen position and appearance.

  • Music: All the music tracks received an adjustment to balance their volumes, as they used to be too loud in some situations.

  • New tutorialsA new tutorial was added for the secondary gauntlet attack, warning the player about the conditions of its function.

As always, all the above are subject to change, improvement, or removal if needed. Please keep sharing your feedback. Naturally, while more demo updates will follow, please expect that focus will gradually be shifted towards fixing things for the full game instead, sporadically adding corrections to the demo version where possible.

A big thanks to all those who got early access to the demo and helped me with their feedback, thoughts, and suggestions!

Public demo is out on March 26!

Thank you, – Manthos

ASTHENIA Demo

Source

Steam News / 22 March 2026

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