Full notes
Full Dimenshot update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Performance
- UI and audio
Level Design & Visuals
Medieval Theme Initial Step: The complete level design for the very first map of the Medieval theme is officially finished.
- New MinibossesModeling for our brand-new miniboss variants is complete and ready to cause some chaos.
- Environmental AssetsWe have added a fresh batch of 3D models specifically tailored to enrich the atmosphere of the Medieval environment.
Combat & Enemy Animations
Medieval Grunts Ready: Full animation sets for the standard Medieval enemies specifically the archers and crossbowmen are fully complete.
Parry System Refinements: We’ve implemented significant improvements to the parry system to make your deflections feel much more responsive and rewarding.
Progression & Scoring Systems
New Style Point System: A completely revamped style point system has been integrated into the game loop to better track your performance.
Score Screen Upgrade: The end-of-level score screen has received a major overhaul. It now actively tracks, evaluates, and displays your Style, Time, and Kill counts to truly measure your skill.
Balancing & Polish
Difficulty System: The core architecture of the game's difficulty system is now complete, and internal playtesting has officially begun to fine-tune the experience.
Game Feedback Enhancements: We have dedicated a lot of focus to general game feedback, polishing the audio-visual cues to make every hit, kill, and movement feel incredibly impactfull.
Thanks for playin! -Iceberg Steam post image
Source
Changelog.gg summarizes and formats this update. How we read updates.
