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Steam News28 January 20233y ago

Demo Build Update 1/27

Here's an update to the demo that tweaks difficulty for each of the floors, and introduces some new Visual FX improvements and fixes. Coming up very soon, we're looking at a few major things: The controls.

In this update6

Full notes

Full Dad by the Sword update

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

What changed

0 fixes2 additions4 changes1 removal
  • Gameplay
  • Balance
  • Store
addedHere's an update to the demo that tweaks difficulty for each of the floors, and introduces some new Visual FX improvements and fixes. Coming up very soon, we're looking at a few major things:
addedThe controls. Lots of feedback here, and I think some experiments in fundamental changes for new players is really worth checking out. More details on this soon!
removedList of Changes for the 1/27 Demo BuildMade it easier to stab objects onto the sword, especially when pointing at something further from the center of the screen. - Broken swords can no longer stab objects - Fix the Stockman's jump attack hitbox lingering during its recovery animation - Fix a collision issue with a particular room where you could fall through the floor near the entrance - Misc VFX improvements and additions
changedGeneral Monster ChangesMade Wizzards a lot more expensive in the monster generator, they are 33% more pricey at a minimum - Higher tier enemy versions are now more expensive than they in the monster generator, so less will spawn
changedFloor 2Moved Pipes and Pits and JumpbackBridge to this floor - 1 Extra treasure room (Now 3) - No more Wizzards - Kobolds don't start getting their advanced armor yet, similar armor to floor 1 now
changedFloor 3Moved SpringElevators room to this floor - Kobolds are armored like they were in the previous builds on Floor 2 - A shop now spawns on this floor - Wizzards still spawn, but are half as common as they were before

Dad by the Sword changes

addedHere's an update to the demo that tweaks difficulty for each of the floors, and introduces some new Visual FX improvements and fixes. Coming up very soon, we're looking at a few major things:
addedThe controls. Lots of feedback here, and I think some experiments in fundamental changes for new players is really worth checking out. More details on this soon!
removedMade it easier to stab objects onto the sword, especially when pointing at something further from the center of the screen. - Broken swords can no longer stab objects - Fix the Stockman's jump attack hitbox lingering during its recovery animation - Fix a collision issue with a particular room where you could fall through the floor near the entrance - Misc VFX improvements and additions
changedMade Wizzards a lot more expensive in the monster generator, they are 33% more pricey at a minimum - Higher tier enemy versions are now more expensive than they in the monster generator, so less will spawn
changedMoved Pipes and Pits and JumpbackBridge to this floor - 1 Extra treasure room (Now 3) - No more Wizzards - Kobolds don't start getting their advanced armor yet, similar armor to floor 1 now

Here's an update to the demo that tweaks difficulty for each of the floors, and introduces some new Visual FX improvements and fixes. Coming up very soon, we're looking at a few major things:

  1. The controls. Lots of feedback here, and I think some experiments in fundamental changes for new players is really worth checking out. More details on this soon!

  2. Slightly increasing the length of some of the weapons, including the starter sword!

  3. Some tweaks to spawns in some of the rooms that really stick out as overwhelming.

Keep the feedback coming! It's been immensely helpful so far, both positive and negative.

List of Changes for the 1/27 Demo Build

  • Made it easier to stab objects onto the sword, especially when pointing at something further from the center of the screen. - Broken swords can no longer stab objects - Fix the Stockman's jump attack hitbox lingering during its recovery animation - Fix a collision issue with a particular room where you could fall through the floor near the entrance - Misc VFX improvements and additions

General Monster Changes

  • Made Wizzards a lot more expensive in the monster generator, they are 33% more pricey at a minimum - Higher tier enemy versions are now more expensive than they in the monster generator, so less will spawn

Changes to the Floors

Floor 1

  • +1 healing items, now up to 3 - Kobolds now half as common as Ribs (Kobolds now weight 2, ribs 4, hotdogs 5)

Floor 2

  • Moved Pipes and Pits and JumpbackBridge to this floor - 1 Extra treasure room (Now 3) - No more Wizzards - Kobolds don't start getting their advanced armor yet, similar armor to floor 1 now

Floor 3

  • Moved SpringElevators room to this floor - Kobolds are armored like they were in the previous builds on Floor 2 - A shop now spawns on this floor - Wizzards still spawn, but are half as common as they were before

Floor 4

  • Kobold armor toned down to what it was like in floor 3 in previous builds - Wizzards half as common as they were before

Source

Steam News / 28 January 2023

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