In this update3
Full notes
Full Hell Clock update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey backlanders,
What changed
- Gameplay
- Performance
- Store
- Maps
- Balance
- UI and audio
Hell Clock changes
We're happy to announce that Update 1.2 is live, and it brings some exciting new things to Hell Clock!
Our previous Update 1.1 was gigantic and it has put the game in a very respectable place in terms of balance, quality of life, and performance, but we still want to improve all of these things further.
Consoles Announced!
We also have some awesome news to share with you all: Hell Clock will be available on Consoles (Xbox Series, PlayStation 5, and Switch 2) in 2026! Keep following us to get all the updates as they happen!
What's New on 1.2?
Movement Revamp: we have re-built our character animation and movement system from the ground up to support one of your most-requested features: move and attack simultaneously;
All 52 Constellations Available: all the power of the Constellations has been unlocked in the Campaign Endgame and in Ascension mode;
- New Community Unique Itemsadded new Uniques created by members of the Hell Clock community;
Search Function added to the Constellations screen;
Search Function added to the Bell screens (Great Bell, Infernal Bell, Oblivion Bell);
Melee buffed: some of you have struggled with Melee builds after the combat changes in 1.1, so we are giving all Melee builds some love
What's Next?
We now have the bulk of our team focused on next year's Expansion, which will bring a new story with about 1/3 of the content of the base game, alongside exciting new Skills! Although we'd love it if all of you could support us by purchasing the Expansion, the vast majority of improvements will come for free and will NOT be behind a paywall. These are:
12 new Biomes for endgame (both Campaign and Ascension);
Improvements to Dungeon Generation and Randomization across the board;
Per-Point Respec of Skill Trees and Constellations;
"Mapping" Endgame System: Endless Nightmares;
Dozens of new Relics;
Final version of the "Ascension" game mode
...and a few more surprises!
Developing Hell Clock with you since our 1.0 release has been the time of our lives, and we are grateful for all the support and feedback you're providing us. We hope you enjoy this update, and have a great end of the year!| Cheers, ~Mark and the Hell Clock Team
Full 1.2 Patch Notes
Features
New "Movement 360" system that allows for walking and attacking at the same time, at 50% move speed penalty by default
New Constellations available: Iansã, Obá, São Judas Tadeu, São José, Nossa Sra de Aparecida, Onilé, São João, Exu, São Sebastião, São Paulo, Sumé, Nossa Senhora de Fátima, São Francisco, São Pedro, Exu Caveira, Yeba Beló, Nossa Senhora do Carmo, Logun Edé e Curupira
New Unique Relics available: Tenkiei's Skyhammer, Murk's Blood Veil and Monddoc's Orbs (Earth, Fire, Air and Water)
Added new Run and Walk animations
Added new dynamic object system to simulate cloth and accessories on Pajeú's attire
Added new animations for Shoot, Cast and Lash actions
Added Search functionality to the Constellations screen
Added Search functionality to all Bell screens (Great Bell, Infernal Bell, Oblivion Bell)
Gamepad input can now walk slowly by not pushing the thumbstick all the way
Add input buffering system for Skill triggers, ensuring that button presses can no longer be lost
Reworked the Attack Speed and Cooldown system to work as intended, with the "Attack Speed" stat working for skills with the "Attack" label, and "Cooldown Speed" stat working for Skills with the "Spell" label
Replaced the old "Shared Cooldown" system for attacks and quick casts with a Semaphore and Masks system for fine-tuning behavior when using and interrupting Skills, with configurations available per each Skill
Reworked Pajeú's character model to work with the new Movement 360 system
Reworked all enemies to use the new animation system (but no changes to enemy behavior were made)
Gameplay/Balance
Holy Rosary no longer has the "Attack" tag
Active Cooldown Reduction effects no longer apply to Skills which have no Cooldown listed
Changed the basic timing on all attacks that use the "Shoot" and the "Cast" animation to be identical. All "Shoots" and "Casts" are now much more responsive, with only 1 frame of anticipation before they are fired off
"Feitor's Lash" now has two animations that alternate (from just one animation previously), adding more fluidity to this Skill's use
The player character now "turns in place" to always face the mouse cursor or the gamepad aim direction
Improved the animation blending overall, especially when the character is interrupting actions or stopping
Double Knives' base damage increased from 0.55 to 0.64
Feitor's Lash's base damage increased from 1.65 to 1.9
Removed the Damage Blessing (Magic and Rare) for the Last Prayer unique (Mark's Note: it wasn't even working in 1.1 lol)
Headless Doll's temporary buff from Update 1.1.1 has been reverted
Powderbag damage scaling on the high end reduced from 215% to 200%
Disorientation base damage scaling increased from 280-400% to 400-800%
Worker's Tools overall damage reduced by 15%
Added a line to the Bleed Damage tooltip in the Character sheet explaining that Bleed does twice as much damage when targets are moving (Mark's Note: this was always a thing, but was not properly communicated)
Final Reckoning damage is now multiplied by your Max Life
Added a new Corrupted Affix to Grand/Exalted Relics: +1 Max Summons
Oxumaré active cooldown recovery increased from 18% to 20%, and from 1 seconds to 2 seconds
Fixes
Objects spawned by Boss enemies now correctly deactivate when the Boss dies
Fixed an issue where Feitor's Lash would not scale with other sources of Increased Area of Effect beyond its own Blessings
Fixed an issue where the Last Prayer Blessings (both Damage and Radius) were not doing anything
Feitor's Lash VFX now persists until the the end of its execution
Improved the Skill execution code to add more safety and to reduce the possibility of getting "stuck" and not being able to execute any other Skill
Fixed an issue where Pajeú would sometimes get stuck in the Canudos Gate cutscene
Fixed an issue where the game would get stuck on The Machinist cutscene if the player managed to kill the boss off-screen before the battle started
Source
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