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Steam News16 May 20261mo ago

0.11.0 - Combat Overhaul, Part 2

This release initially focused on part 2 of the combat overhaul, but while testing and refining it we added several additional updates. Bag sorting has been improved. Additional details have been added to item display.

Full notes

Full Hungry For Loot update

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

What changed

1 fix5 additions2 changes0 removals
  • UI and audio
  • Gameplay
  • Fixes
addedThis release initially focused on part 2 of the combat overhaul, but while testing and refining it we added several additional updates. Bag sorting has been improved. Additional details have been added to item display. The Credits and High Scores screens have been changed. The in-game Changelog has been moved.
addedThe key feature is certainly the combat updates. In part 1 we built new systems and updated the player's party to use them. The enemies, however, continued to use the old system. We were working on the combat overhaul for a while, so designed the new system to be able to co-exist with the old one. This worked, but it meant that the enemies could not take advantage of the new features. This release changes that. The enemies are now using the new system. We also worked to make the enemies be more distinctive. There are still some basic fallback abilities, but many enemies now have some customized abilities as well. For example, instead of most enemies simply using "Attack", an enemy with a spear may use "Stab", and an archer may "Shoot" an arrow from their bow. Some of the differences are only in the name, and eventually will affect the animation, but others also impact other aspects of the ability. We have also added some special abilities for certain enemies, such as the group leaders, which can do more than the basic ones. For example, they may be able to attack while ending in a defensive stance. The reaction system has also been updated allowing the enemies to make better decisions on how to react when hit, and giving them more reaction abilities. We hope this change will help to make the enemies feel more distinctive and require more thought on how to handle different enemies.
addedWhen we added the Traders' Depot, we ended up creating an issue for item sorting. The Inventory and Traders' Depot use similar systems, and both offer sorting of your Bags, but can be set differently. After leaving the Depot your Bag in the Inventory may no longer be sorted the way you wanted it. Having the Depot sort different from your Inventory or combat is reasonable, as they are serving a different purpose. We have made some changes so that the Traders' Depot sorting will no longer affect the Inventory sorting. Combat will use the item sorting from the Inventory.
changedContinuing with items, we have added some additional info to the item details. The items will now give you an idea of how powerful they are. This has long been a requested feature, but the old combat system was overly complicated and did not have good simple numbers to show. We plan to add more details to the abilities, including some calculations as you are selecting items to use with them, but that will be later. For now you can compare the stats of each item to see which is more powerful, and how much variability there is in its power. The items will show Offense, Defense, and Healing. Healing is a single value. The others will show both Physical & Magical values, with Offense also showing its Variability.
addedNext, we have updated the main menu. We have replaced the Credits screen with About, and the High Scores screen with the Compendium. The new ones are tabbed and include more information. The replaced screens have been merged into the new ones.
fixedThe About screen currently has 4 tabs. The first includes a bit of description about the current state of the game, the version numbers, and the same social media/game platform links from the main menu. The second tab contains the changelog that was popping up once for each new version. You could still access it later by clicking on the version number on the main menu, but that was not intuitive. We are still going to show the changelog on start once for each new version, but it will be taking you to this tab, instead of as a popup. The first time you play the game it will also show an additional popup with the note about this being a development preview. The next tab is the new home of the Credits. It is pretty much the same as before, except we fixed the focus so you can navigate the links with keyboard and joypad. The last tab is Gratitude to those who have played and given feedback. We link to the game jam we first created this game for and several devs who have repeatedly played our game and left great feedback. You should check out their projects as well.

Hungry For Loot changes

addedThis release initially focused on part 2 of the combat overhaul, but while testing and refining it we added several additional updates. Bag sorting has been improved. Additional details have been added to item display. The Credits and High Scores screens have been changed. The in-game Changelog has been moved.
addedThe key feature is certainly the combat updates. In part 1 we built new systems and updated the player's party to use them. The enemies, however, continued to use the old system. We were working on the combat overhaul for a while, so designed the new system to be able to co-exist with the old one. This worked, but it meant that the enemies could not take advantage of the new features. This release changes that. The enemies are now using the new system. We also worked to make the enemies be more distinctive. There are still some basic fallback abilities, but many enemies now have some customized abilities as well. For example, instead of most enemies simply using "Attack", an enemy with a spear may use "Stab", and an archer may "Shoot" an arrow from their bow. Some of the differences are only in the name, and eventually will affect the animation, but others also impact other aspects of the ability. We have also added some special abilities for certain enemies, such as the group leaders, which can do more than the basic ones. For example, they may be able to attack while ending in a defensive stance. The reaction system has also been updated allowing the enemies to make better decisions on how to react when hit, and giving them more reaction abilities. We hope this change will help to make the enemies feel more distinctive and require more thought on how to handle different enemies.
addedWhen we added the Traders' Depot, we ended up creating an issue for item sorting. The Inventory and Traders' Depot use similar systems, and both offer sorting of your Bags, but can be set differently. After leaving the Depot your Bag in the Inventory may no longer be sorted the way you wanted it. Having the Depot sort different from your Inventory or combat is reasonable, as they are serving a different purpose. We have made some changes so that the Traders' Depot sorting will no longer affect the Inventory sorting. Combat will use the item sorting from the Inventory.
changedContinuing with items, we have added some additional info to the item details. The items will now give you an idea of how powerful they are. This has long been a requested feature, but the old combat system was overly complicated and did not have good simple numbers to show. We plan to add more details to the abilities, including some calculations as you are selecting items to use with them, but that will be later. For now you can compare the stats of each item to see which is more powerful, and how much variability there is in its power. The items will show Offense, Defense, and Healing. Healing is a single value. The others will show both Physical & Magical values, with Offense also showing its Variability.
addedNext, we have updated the main menu. We have replaced the Credits screen with About, and the High Scores screen with the Compendium. The new ones are tabbed and include more information. The replaced screens have been merged into the new ones.

This release initially focused on part 2 of the combat overhaul, but while testing and refining it we added several additional updates. Bag sorting has been improved. Additional details have been added to item display. The Credits and High Scores screens have been changed. The in-game Changelog has been moved.

The key feature is certainly the combat updates. In part 1 we built new systems and updated the player's party to use them. The enemies, however, continued to use the old system. We were working on the combat overhaul for a while, so designed the new system to be able to co-exist with the old one. This worked, but it meant that the enemies could not take advantage of the new features. This release changes that. The enemies are now using the new system. We also worked to make the enemies be more distinctive. There are still some basic fallback abilities, but many enemies now have some customized abilities as well. For example, instead of most enemies simply using "Attack", an enemy with a spear may use "Stab", and an archer may "Shoot" an arrow from their bow. Some of the differences are only in the name, and eventually will affect the animation, but others also impact other aspects of the ability. We have also added some special abilities for certain enemies, such as the group leaders, which can do more than the basic ones. For example, they may be able to attack while ending in a defensive stance. The reaction system has also been updated allowing the enemies to make better decisions on how to react when hit, and giving them more reaction abilities. We hope this change will help to make the enemies feel more distinctive and require more thought on how to handle different enemies.

When we added the Traders' Depot, we ended up creating an issue for item sorting. The Inventory and Traders' Depot use similar systems, and both offer sorting of your Bags, but can be set differently. After leaving the Depot your Bag in the Inventory may no longer be sorted the way you wanted it. Having the Depot sort different from your Inventory or combat is reasonable, as they are serving a different purpose. We have made some changes so that the Traders' Depot sorting will no longer affect the Inventory sorting. Combat will use the item sorting from the Inventory.

Continuing with items, we have added some additional info to the item details. The items will now give you an idea of how powerful they are. This has long been a requested feature, but the old combat system was overly complicated and did not have good simple numbers to show. We plan to add more details to the abilities, including some calculations as you are selecting items to use with them, but that will be later. For now you can compare the stats of each item to see which is more powerful, and how much variability there is in its power. The items will show Offense, Defense, and Healing. Healing is a single value. The others will show both Physical & Magical values, with Offense also showing its Variability.

Next, we have updated the main menu. We have replaced the Credits screen with About, and the High Scores screen with the Compendium. The new ones are tabbed and include more information. The replaced screens have been merged into the new ones.

The About screen currently has 4 tabs. The first includes a bit of description about the current state of the game, the version numbers, and the same social media/game platform links from the main menu. The second tab contains the changelog that was popping up once for each new version. You could still access it later by clicking on the version number on the main menu, but that was not intuitive. We are still going to show the changelog on start once for each new version, but it will be taking you to this tab, instead of as a popup. The first time you play the game it will also show an additional popup with the note about this being a development preview. The next tab is the new home of the Credits. It is pretty much the same as before, except we fixed the focus so you can navigate the links with keyboard and joypad. The last tab is Gratitude to those who have played and given feedback. We link to the game jam we first created this game for and several devs who have repeatedly played our game and left great feedback. You should check out their projects as well.

The Compendium is very much a work in progress, and currently more of a placeholder than anything else. Its was only just added today, and is laying out the space for us to start adding the features we want there. It has 2 levels of tabs. The top level is broken up into Lore and Gameplay. For now Lore is showing some "Coming Soon" text, and a brief description of what we plan. This screen will be showing unlocked Lore that remains outside of your current playthrough. While playing we also plan to add an in-game screen showing the Lore your party has access to for that run. The Gameplay tab will include score/game stats and achievements. For now it is also mostly placeholder. The old High Scores screen has been added here as the Score tab. That scoring was based on the original gameplay, which was more focused on combat and meant to eventually be endless. It is not as good for the current game, but it still works, so we are leaving it in place until we get around to updating it to collect and display more relevant stats.

There have, of course, been a number of small bug fixes and other minor tweaks done. There are also several other improvements we have been working on that are not yet finished for this update. We kept piling on more little things as we were testing and refining the combat, and finally decided that it was in a decent state to release and show off what has been done. Let us know what you think.

Source

Steam News / 16 May 2026

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