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Steam News13 January 20251y ago

Version 0.6

Gamepads ːgamepadː Oh, that was quite an adventure to a certain damned place. It was necessary to change not only the controls, interface and tutorials, but also the built-in systems of the engine itself.

Full notes

Full Demegraunt update

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What changed

0 fixes5 additions4 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
  • Events
changedGamepads ːgamepadːOh, that was quite an adventure to a certain damned place. It was necessary to change not only the controls, interface and tutorials, but also the built-in systems of the engine itself.
changedGamepads ːgamepadːI had to specifically rework the interface navigation system, as well as think about how best to perform certain actions in the game on the gamepad, and what button combinations to use. Spoiler: in the end, I still didn't have enough buttons.
changedGamepads ːgamepadːThere were some non-trivial problems that may have been somehow related to the build quality of specific instances, but I had to make a special component when listening to input from the gamepad, which would prevent the problem of the stick bouncing, due to which the character turned around at the end of the movement. I think this gif will explain it better:
addedGamepads ːgamepadːAbsolutely everything that could be done with the keyboard and mouse can now be done with the gamepad:
addedNew Guns ːPulseRifleːBasically added two new guns: Energy Rifle and Flamethrower .
changedNew Guns ːPulseRifleːHidden on levels, limited ammo, deal decent damage. Considering that there is no elemental damage in the game yet, there is no particular need to play with these guns, but a nice bonus.

Gamepads ːgamepadː

Oh, that was quite an adventure to a certain damned place. It was necessary to change not only the controls, interface and tutorials, but also the built-in systems of the engine itself.

But it works well. I tested two different gamepads - DualShock 4 and Xbox Wireless Controller. Since they have different sets of buttons and signs, I had to draw several variations of the same tutorials.

I had to specifically rework the interface navigation system, as well as think about how best to perform certain actions in the game on the gamepad, and what button combinations to use. Spoiler: in the end, I still didn't have enough buttons.

https://steamcommunity.com/sharedfiles/filedetails/?id=3406409343

There were some non-trivial problems that may have been somehow related to the build quality of specific instances, but I had to make a special component when listening to input from the gamepad, which would prevent the problem of the stick bouncing, due to which the character turned around at the end of the movement. I think this gif will explain it better:

(Image source: Joost's Dev Blog)

And no, despite what the gif says, depending on the build, this "bounce" can take more than one frame. But that's not the point.

Absolutely everything that could be done with the keyboard and mouse can now be done with the gamepad:

  • moving and using techniques

  • giving commands

  • shooting

  • moving and using items from the inventory on characters or other game objects

  • spray painting

  • etc.

Control Tips ːRCIdeaː

These tips are dynamic, they change depending on the state of the character and focused windows, because there is no point in showing tips for actions that cannot be performed at a certain moment. For convenience, some sets of tips are combined into categories using a certain color.

If these tips annoy you, you can turn them off in the game settings.

New Guns ːPulseRifleː

I've wanted to do this for a long time. I did it. Now I want to remake it.

Basically added two new guns: Energy Rifle and Flamethrower.

Hidden on levels, limited ammo, deal decent damage. Considering that there is no elemental damage in the game yet, there is no particular need to play with these guns, but a nice bonus.

Shield can boost projectiles ːThe_Bulletː

I have some unfulfilled ideas for this new shield ability. At the moment, it allows you to explicitly set a firing point for a partner, and projectiles passing through the shield are amplified, spending additional energy, but dealing more damage.

These were all the major features.

There are a bunch of minor fixes and additions, such as new destructible objects, effects, animations, but I don't see the point in describing all of this here in such detail.

A third mission is being made behind the scenes, but it will not be included in the demo version.

Happy Christmas and New Year holidays! ːsc_candyː ːsc_sockː ːnymistletoeː Oops, I'm probably two weeks late. And I haven't done anything on this topic, although I've been thinking about creating seasonal events within the game for a long time. Eh... Maybe next time.

Source

Steam News / 13 January 2025

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