Full notes
Full Hollow Mine update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Events
- Fixes
Hollow Mine changes
Dear Hollow Miners, I wish to present to you major update 1.2 with new unlock-able character Lost Boy and set of cool updates see major new features and complete changelog below!
Major features:
Lost Boy - New unique unlock-able character.
Primary weapon: Tears
Guaranteed Ability: Bouncy Projectiles
Unique trait: First rolls are always free
Final Boss Second Stage - Fight with final boss was extended with second stage
Hideout & Personal Chest - yes... it's a thing now. Players can deposit and withdraw their items. It's accessible in forest and mine camps. In Forest biome to unlock it 100 coins fee is charged. In Mine biome access is free of charge.
Boss Introduction - NEW animation
Camera Upgrade & Room resizing - Now camera was replaced entirely giving access to extra features like zoom in/out and smooth transitions.
New behavior was set camera to be static and embrace the whole room. Occasionally when rooms are larger the camera moves behind the player very smoothly and only in top/down directions.
When the room is larger and camera moves top/down, there is a small dynamic behavior that moves camera towards the cursor. This is intended to help players see further, it can be disabled in general settings.
Room sizes were changed to fit the new camera wide ratio more naturally. Now the rooms are more wider and lower.
Why camera changed? Initial camera with dynamic behavior was always an issue - according to player feedback during longer sessions, it was causing motion sick. Some people loved it other experienced unpleasant impressions.
Why there is no option to toggle between two camera systems? Maintaining both systems is time consuming. Unfortunately, I switched entire camera backend it would require additional effort to develop previous behavior under new system. Also I wish to focus on next updates and bring more interesting content to the game.
I hope you will understand the decision to change camera system. I can't satisfy all parties, but I wish to make the game as accessible as possible and prevent players from experiencing motion sick.
Pitchfork - NEW Melee Weapon
Fire Wand - NEW Magic Casting Weapon. It's a new primary weapon for Fire Mage character.
Decorations & Post FX - Visual improvements like god lights, clouds and special effects were added making game even more vibrant and appealing.
Before:
After:
Crystal Sarcophagus - NEW Enemy with spawning crystal skull minions ability. It was added to the pool of enemies in Crystal Veins
Bullet-hell patterns - NEW improved bosses attacks
Weapon Highlights
1.2 Changelog:
Added Final Boss Second Stage
Added new camera system static behavior or dynamic based on room size
Added new boss attack: spawning enemies in corners
Added shaky projectiles and bullet patterns
Added Fire Wand weapons and blueprints
Added Pitchfork weapon and blueprints
Added forest and mine hideout rooms
Add personal chests in hideout with persistent state between runs
Added forest hideout unlock for 100 coins
Added Crystal Sarcophagus enemy
Added biome post-processing effect profiles
Added enemy spawn limits for enemies
Added back button to character picker
Added unlocked notification window
Added level backgrounds
Added 2D lights for underground bosses
Added lights to NPCs
Added new find traveler diary achievements
Added new hidden achievement
Adjusted explosive enemies - once explode animation starts it's forced to finish
Increased explosive enemies explode attack radius
Made chests not auto open when room ends in all rooms.
Made ore veins explode when room ends in all rooms.
Adjusted tutorial to communicate that ore veins explodes when room ends.
Added ore veins tip to mine before room ends in main menu
Added player panel level black background
Added resolution change option in general settings
Reworked character picker: select character first, then press Play
Added god lights variations and movement logic in forest biome
Added forest room cloud decorations
Adjusted flower light
Adjusted wall shadow
Added item collection animations for newly unlocked items
Added SFX for unlocks
Added SFX for personal chest
Added boss second-stage SFX
Made forest first room bigger
Made All rooms wider and lower
Made crystal swarm/survival/fortress rooms larger
Made hell swarm/survival/fortress rooms larger
Made pit swarm/survival/fortress rooms larger
Made before-boss room smaller
Improved random mine spawning logic
Increased rare weapon durability
Made dash speed static
Reduced hit-time sleep
Adjusted ground fire collider sizing/placement
Improved travelers’ diaries
Updated tutorial mining board texts
Added popup text when breaking destroyed mine decoration
Added explosive mines animation when room objective is finished
Added mine destroyed breakable decoration when auto-loot penalty triggers
Adjusted unstable kettle action popup sign
Made tutorial dummies drop less experience
Fixed room completion edge cases: prevent “room completed” event from triggering more than once
Fixed reward logic: limit ability pickup to one per cleared room
Fixed cleanup on completion: release lingering projectiles when a room is completed
Fixed swarm room generation
Fixed spawning portals reliability in swarm/survival rooms
Fixed room-finish cleanup: enemy spawn sign now destroys when the room is completed
Fixed combat state: prevent enemies from dying when the player is dead
Fixed pause behavior: pause-mode now pauses time effects on enemies
Fixed spawn coordinates: clamp to room size
Fixed controls settings issues
Fixed key rebinding persistence (preserve rebindings)
Fixed UI navigation: prevent accidental button unselection on Steam Deck
Fixed “game over killed by” text
That's it. I wish you all plenty of diamonds. Good luck!
Michał Parysz
Source
Changelog.gg summarizes and formats this update. How we read updates.
