Full notes
Full Fasthand update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Performance
- Gameplay
Fasthand changes
As you already know, I’m developing this game on my own 🙂 Recently I’ve had a lot of personal matters to take care of, which meant I had less time to spend on other things — including my first game, Fasthand.
However, I’ve recently come back to it and I’m planning to expand the game so it becomes more playable, more fun, more cheerful, and — most importantly — a game you can simply enjoy spending time with.
I’m currently working on several core features that will be added to the game, including a combat system with enemies placed throughout the maps and structured progression through different stages.
The game will also receive a story and evolve into a fun FPS experience focused on enjoyable, engaging gameplay. Enemies will be varied, and the same goes for the weapons you’ll be using — each with its own feel and purpose.
I’m planning to introduce progression systems, as well as save/load functionality and checkpoints. My goal is to expand the game as much as possible while making sure everything works smoothly and feels complete.
Achievements will be reworked as well, alongside many other parts of the game. Developing this project is also a learning process for me, but my priority is to deliver a polished and complete experience.
I apologize for the longer development time. As a solo developer, I’m doing my best, and I fully intend to continue and significantly expand this project. The update is nearing completion — the first maps are already finished, and I’m currently working on enemy designs and behavior.
As soon as the first major update is close to release, I’ll share all the details with you. Thank you for your patience and for supporting the project so far. More information coming soon!
Source
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