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Steam News15 April 20262mo ago

Apr 15 Demo Update

Greetings, dungeon delvers!👋 We've got a smaller update for you today, with a couple smaller bugfixes, and one BIG change for melee weapons!

Full notes

Full Few Shall Return update

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

Repeated intro

Greetings, dungeon delvers!👋

What changed

3 fixes1 addition3 changes0 removals
  • Gameplay
  • Balance
  • Maps
  • Fixes
addedWe've got a smaller update for you today, with a couple smaller bugfixes, and one BIG change for melee weapons! Also, to get us started, we've got a new trailer for your viewing pleasure:
changedWhat's new in combat?Weapon VFX was adjusted to match the actual range of the weapon! Before, character outlines were the main source of truth on if an attack would land, which was confusing and unreliable. Now, we're keeping track of the actual width of the attack vfx, and position it so that if the vfx hits the enemy, then you'll also be doing damage.
changedBug fixesUpdated the positioning of mini-map indicators, so that they show up above the item regardless of item orientation
fixedBug fixesFixed the orientation of player indicators on the mini-map, to make sure they're visible
fixedBug fixesFixed a divide-by-zero error that would sometimes occur while loading game settings on startup
fixedBug fixesEnemies were determining if an attack would land based off of the player position at the start of the attack. Fixed so the actual player position is taken into account.

Few Shall Return changes

addedWe've got a smaller update for you today, with a couple smaller bugfixes, and one BIG change for melee weapons! Also, to get us started, we've got a new trailer for your viewing pleasure:
changedWeapon VFX was adjusted to match the actual range of the weapon! Before, character outlines were the main source of truth on if an attack would land, which was confusing and unreliable. Now, we're keeping track of the actual width of the attack vfx, and position it so that if the vfx hits the enemy, then you'll also be doing damage.
changedUpdated the positioning of mini-map indicators, so that they show up above the item regardless of item orientation
fixedFixed the orientation of player indicators on the mini-map, to make sure they're visible
fixedFixed a divide-by-zero error that would sometimes occur while loading game settings on startup

We've got a smaller update for you today, with a couple smaller bugfixes, and one BIG change for melee weapons! Also, to get us started, we've got a new trailer for your viewing pleasure:

What's new in combat?

Weapon VFX was adjusted to match the actual range of the weapon! Before, character outlines were the main source of truth on if an attack would land, which was confusing and unreliable. Now, we're keeping track of the actual width of the attack vfx, and position it so that if the vfx hits the enemy, then you'll also be doing damage.

With this fix in place, it became obvious that the reach of melee weapons was much lower than expected, so all melee weapons got a ~1/2 meter effective range increase with this change.

Bug fixes

  • Updated the positioning of mini-map indicators, so that they show up above the item regardless of item orientation

  • Fixed the orientation of player indicators on the mini-map, to make sure they're visible

  • Fixed a divide-by-zero error that would sometimes occur while loading game settings on startup

  • Enemies were determining if an attack would land based off of the player position at the start of the attack. Fixed so the actual player position is taken into account.

What's Next?

We're working on stat randomization for weapon drops! You'll have to stay tuned for the specifics, but I think we've got something special cooking for you all.

As always, please share your thoughts on Discord and follow us on social media:

https://linktr.ee/ballardgames

-- The Ballard Games Team

Source

Steam News / 15 April 2026

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