Full notes
Full ASTHENIA update
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Repeated intro
Hello everyone!
What changed
- Events
- Gameplay
ASTHENIA changes
I hope you are all well. I have been busy working on the full game—on the side of my main job when client work is in—but I’m trying my best to also update the demo when possible.
I have been working alone on this game for most of the years, and it remains a tremendous challenge to this day. While I have some dev support nowadays on the programming side to ensure the game is functional (thanks to my great friend Quentin, who backs me up), I still handle most of the game's matters and aspects on my own, which is always extremely time-consuming and demanding.
Nevertheless, please find below the new changes, improvements, and fixes for the demo:
Rust & Dust Boss Fight: I have blocked access to the safe zone/checkpoint in this area so the "other inhabitant" boss won't be able to get inside that zone anymore.
- EnemiesAdded a slight slow-mo effect on their death for flavor and to signify more clearly when they die.
Interaction System: I have revamped how the player interacts with certain objects. Now, planks, rocks, and other similar items will activate physics, resulting in a smoother transition and experience.
- Vanishing Cemetery FoeAdjusted some of the area spots where it would usually get stuck.
- Altered World (WIP)Adjusted the giant foe regarding collisions, navigation, and more.
- Spawned Dark FoesAdjusted the timing of their spawn in the world to help the player understand a little better once they appear and react in time.
- Sky SystemUpdated the main world area sky to a more refined visual state and adjusted the probabilities of fog, rain, etc.
As usual, please keep sharing your findings, errors, and feedback with me on social media, through the feedback form in the demo, or on the game's community forums.
Thank you! - Manthos
Source
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