What changed
0 fixes1 addition2 changes0 removals
changedJokes aside, I’m here with this announcement, after a loong time without any updates, to inform you that the update I’ve been working on for the past few months is now in the final stages . Since this is a significant update, as it will be the one that takes the game out of early access , I’m making sure there are as few issues as possible. If needed, small updates will be made to address any potential issues. I should highlight that I do everything myself , so the implementation and testing , depending on the complexity of what I’m working on, might influence how long it will take to finish. Enough with the excuses , let’s get to the important stuff:
changedMissions The game will now have a light narrative approach, with objectives that, once completed, will unlock new things (nothing too complex, but different).
addedBalancing I’ve been pretty negligent with the game’s balancing because I was always focused on adding something new, and didn’t have time to properly address this. Balancing is a crucial stage, as it's where you define the game's difficulty curve. At launch, when I first released the game, players died extremely quickly because enemies spawned too fast and shot almost without delay, which made the game frustrating to deal with (not to mention other bugs that literally broke the game, causing players to lose their current progress). Since the launch, I’ve done numerous updates, each aiming to improve the difficulty and the sense of progression that items/cards bring to the player. Player feedback is essential at this stage, because if I mess up something and you feel I did, I’ll definitely re-evaluate the situation.
Catacomb Rogue Clawsaders changes
changedJokes aside, I’m here with this announcement, after a loong time without any updates, to inform you that the update I’ve been working on for the past few months is now in the final stages . Since this is a significant update, as it will be the one that takes the game out of early access , I’m making sure there are as few issues as possible. If needed, small updates will be made to address any potential issues. I should highlight that I do everything myself , so the implementation and testing , depending on the complexity of what I’m working on, might influence how long it will take to finish. Enough with the excuses , let’s get to the important stuff:
changedMissions The game will now have a light narrative approach, with objectives that, once completed, will unlock new things (nothing too complex, but different).
addedBalancing I’ve been pretty negligent with the game’s balancing because I was always focused on adding something new, and didn’t have time to properly address this. Balancing is a crucial stage, as it's where you define the game's difficulty curve. At launch, when I first released the game, players died extremely quickly because enemies spawned too fast and shot almost without delay, which made the game frustrating to deal with (not to mention other bugs that literally broke the game, causing players to lose their current progress). Since the launch, I’ve done numerous updates, each aiming to improve the difficulty and the sense of progression that items/cards bring to the player. Player feedback is essential at this stage, because if I mess up something and you feel I did, I’ll definitely re-evaluate the situation.
Jokes aside, I’m here with this announcement, after a loong time without any updates, to inform you that the update I’ve been working on for the past few months is now in the final stages. Since this is a significant update, as it will be the one that takes the game out of early access, I’m making sure there are as few issues as possible. If needed, small updates will be made to address any potential issues. I should highlight that I do everything myself, so the implementation and testing, depending on the complexity of what I’m working on, might influence how long it will take to finish. Enough with the excuses, let’s get to the important stuff:
Missions The game will now have a light narrative approach, with objectives that, once completed, will unlock new things (nothing too complex, but different).
Balancing I’ve been pretty negligent with the game’s balancing because I was always focused on adding something new, and didn’t have time to properly address this. Balancing is a crucial stage, as it's where you define the game's difficulty curve. At launch, when I first released the game, players died extremely quickly because enemies spawned too fast and shot almost without delay, which made the game frustrating to deal with (not to mention other bugs that literally broke the game, causing players to lose their current progress). Since the launch, I’ve done numerous updates, each aiming to improve the difficulty and the sense of progression that items/cards bring to the player. Player feedback is essential at this stage, because if I mess up something and you feel I did, I’ll definitely re-evaluate the situation.
Fixes Numerous bug fixes (both visual and code-related), involving both keyboard and controller. I will list each change individually in the update 1.0 post, as there are quite a lot.
Deadlines I can’t give an exact date yet, as I’m reviewing every aspect of the game, but sometime in September seems like a good guess. Thanks for your patience.