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Steam News18 June 20251y ago

Heartwell Demo Patch 1.01 Released!

Hi everyone, it's been well over a year since the last patch for the Heartwell Demo, and I'm happy to announce that the next patch is finally released!

Full notes

Full Heartwell update

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

What changed

0 fixes4 additions3 changes1 removal
  • UI and audio
  • Gameplay
  • Events
  • Balance
addedFullscreen Rework: Being able to play Heartwell in fullscreen was by far the most requested change, so I'm happy to announce that Heartwell can now be played in fullscreen mode or switched to a windowed mode from the Options Menu. This required redesigning and reprogramming nearly all of Heartwell’s UI, including creating an entirely new custom font system, but it was well worth it! If you've played the previous Heartwell Demo, then the game should start in fullscreen mode by default. If the game stays windowed despite having fullscreen mode set to "on", simply go to the settings menu and toggle fullscreen mode off and on (it should work as intended after that).
removedTilemap and Level Design Updates: Bardolf Well's tilemaps have been updated to be more colorful, detailed, and make it easier to see the edges of walls and different elevations! Some of the platforming sections in Bardolf Well were also adjusted slightly to make jumping to higher elevations feel more natural (i.e. removing diagonal jumps between different elevations).
changedIncreased EXP from All Enemies: All normal enemies now drop 5X more EXP than they used to, making it much easier to level up and experiment with different stats and builds! The bosses drop a lot more EXP now too, but better rewards require better challenges (more on that below).
changedAgility Stat Buff: Previously, the Agility stat was underpowered because it only reduced the stamina costs for jumping/sprinting/dashing, actions that don't require much stamina to begin with. Now, the Agility stat has been reworked to increase the stamina regeneration rate instead. If you like using the chloranthy ring in Dark Souls, you'll love investing in the buffed Agility stat!
changedHealing Charge Buff: The base HP recovered from healing charges has been increased from 150 HP to 250 HP since 150 HP was not even enough to fully recover from a Rattlesnake bite. This buff will let you heal the damage inflicted from one attack from all normal enemies in Bardolf Well!
addedBoss Battle Second Phases and Buffs: Besides dropping a lot more EXP, both bosses in Bardolf Well now have more HP and second phases! Don't worry, I didn’t go too overboard with these boss fights (we have the rest of the game for that), but they will be a reasonable challenge for "tutorial bosses" and reinforce important lessons to learn early on. I look forward to seeing what you think of them!
The base HP recovered from healing charges150HP250HPThe base HP recovered from healing charges increased, buff

Heartwell changes

addedFullscreen Rework: Being able to play Heartwell in fullscreen was by far the most requested change, so I'm happy to announce that Heartwell can now be played in fullscreen mode or switched to a windowed mode from the Options Menu. This required redesigning and reprogramming nearly all of Heartwell’s UI, including creating an entirely new custom font system, but it was well worth it! If you've played the previous Heartwell Demo, then the game should start in fullscreen mode by default. If the game stays windowed despite having fullscreen mode set to "on", simply go to the settings menu and toggle fullscreen mode off and on (it should work as intended after that).
removedTilemap and Level Design Updates: Bardolf Well's tilemaps have been updated to be more colorful, detailed, and make it easier to see the edges of walls and different elevations! Some of the platforming sections in Bardolf Well were also adjusted slightly to make jumping to higher elevations feel more natural (i.e. removing diagonal jumps between different elevations).
changedIncreased EXP from All Enemies: All normal enemies now drop 5X more EXP than they used to, making it much easier to level up and experiment with different stats and builds! The bosses drop a lot more EXP now too, but better rewards require better challenges (more on that below).
changedAgility Stat Buff: Previously, the Agility stat was underpowered because it only reduced the stamina costs for jumping/sprinting/dashing, actions that don't require much stamina to begin with. Now, the Agility stat has been reworked to increase the stamina regeneration rate instead. If you like using the chloranthy ring in Dark Souls, you'll love investing in the buffed Agility stat!
changedHealing Charge Buff: The base HP recovered from healing charges has been increased from 150 HP to 250 HP since 150 HP was not even enough to fully recover from a Rattlesnake bite. This buff will let you heal the damage inflicted from one attack from all normal enemies in Bardolf Well!

Hi everyone, it's been well over a year since the last patch for the Heartwell Demo, and I'm happy to announce that the next patch is finally released! This patch incorporated the community's feedback in ways that required reworking many of Heartwell’s fundamental systems, so this is no minor patch: it's an overhaul that you made possible with your detailed and constructive feedback.

  • Fullscreen ReworkBeing able to play Heartwell in fullscreen was by far the most requested change, so I'm happy to announce that Heartwell can now be played in fullscreen mode or switched to a windowed mode from the Options Menu. This required redesigning and reprogramming nearly all of Heartwell’s UI, including creating an entirely new custom font system, but it was well worth it! If you've played the previous Heartwell Demo, then the game should start in fullscreen mode by default. If the game stays windowed despite having fullscreen mode set to "on", simply go to the settings menu and toggle fullscreen mode off and on (it should work as intended after that).
  • Tilemap and Level Design UpdatesBardolf Well's tilemaps have been updated to be more colorful, detailed, and make it easier to see the edges of walls and different elevations! Some of the platforming sections in Bardolf Well were also adjusted slightly to make jumping to higher elevations feel more natural (i.e. removing diagonal jumps between different elevations).
  • Increased EXP from All Enemies: All normal enemies now drop 5X more EXP than they used to, making it much easier to level up and experiment with different stats and builds! The bosses drop a lot more EXP now too, but better rewards require better challenges (more on that below).

  • Agility Stat BuffPreviously, the Agility stat was underpowered because it only reduced the stamina costs for jumping/sprinting/dashing, actions that don't require much stamina to begin with. Now, the Agility stat has been reworked to increase the stamina regeneration rate instead. If you like using the chloranthy ring in Dark Souls, you'll love investing in the buffed Agility stat!
  • Healing Charge BuffThe base HP recovered from healing charges has been increased from 150 HP to 250 HP since 150 HP was not even enough to fully recover from a Rattlesnake bite. This buff will let you heal the damage inflicted from one attack from all normal enemies in Bardolf Well!
  • Boss Battle Second Phases and Buffs: Besides dropping a lot more EXP, both bosses in Bardolf Well now have more HP and second phases! Don't worry, I didn’t go too overboard with these boss fights (we have the rest of the game for that), but they will be a reasonable challenge for "tutorial bosses" and reinforce important lessons to learn early on. I look forward to seeing what you think of them!

  • Options Menu UpdatesThe Options Menu now allows you to switch between Fullscreen/Windowed mode and change the Lore Bit Display. In addition to the standard "Immersive" lore bit display, a new "Passive" lore bit display was added based on community feedback. The "Passive" lore bit display mode uses a smaller text box that is displayed in the bottom left corner, making it perfect for speedrunners who want lore bits to take up less screen space while they're on the move!
  • Added Settings & Exits MenuThis brand new tab in the Manifest allows you to review specific details about your save record (chronometer, monsters defeated, etc.), adjust the game's settings, exit to the main menu, and exit the game! In addition, the Settings & Exits menu includes over 30

Source

Steam News / 18 June 2025

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