In this update4
Full notes
Full Halls of Nyarlathotep update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Performance
- Balance
Halls of Nyarlathotep changes
Peak into the Labyrinth!
We have great news to share - you can get the taste of madness in the first public demo for Halls of Nyarlathotep!
As mentioned in the previous post, demo contains:
Core loop of the game - procedurally generated mazes filled with lovecraftian enemies
4 available weapons:
Soul Warden .45 - arcane revolver, that transforms lost souls into bullets
Elder Sign - magical amulet able to repel enemies with shockwaves
Sanquinara - blood-feeding macuahuitl that fires energy waves when swung
Lightning Gun - Yithian technological wonder shooting lightning arcs in two modes
7 available Sigils - among them a beam of force that destroys both walls and enemies or a spell that produces flames with your every step
Insanity system
Boss fight with Umr At-Tawil, Guardian of the Gate!
Sub Mazes
We were also able to finish one of our stretch goals - maze generation has been greatly changed. Explore smaller sections of the Labyrinth, traverse through peculiar "looking" (you'll understand in the game) gates and try to find the exit!
Update
As some of you have noticed, the demo has been already available for a few days.
So why announce it now?
Steam Next Fest is around the corner and we really wanted to make it in time. To do this, we had to submit demo earlier to go through entire Steam review process. We worked nights to deliver the build, to have the review behind us. That caused some bugs and shortcomings slip into the initial version.
We gathered the feedback and implemented changes:
Added mouse sensitivity options
Added options to pause menu
Added tooltips around Sigils thumbnails to show how they can be used
Added spawn-exclusion zones around submazes entrances - enemies should no longer trap you as you go through the gate
Fixed enemies' animations breaking after going back and forth between submazes
Shoggoths should no longer grab players through the walls (we hope they will be more obedient to us than to their previous masters)
Reduced size of some textures to improve performance
Decreased amount of allocations each frame
Fixed some navigation issues (that were also causing performance drops)
Fixed collisions of some of boss attacks
Balance fixes
Once again we're very sorry if you encountered any issues in the initial version.
We hope that you'll have a great time playing the demo!
Do not hesitate to share your feedback with us.
Source
Changelog.gg summarizes and formats this update. How we read updates.
