Full notes
Full KILL THE WITCH update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Store
- Balance
- Fixes
- UI and audio
Summary
Added [Practice Mode]
Improved Visibility
Improved Controls and Frame Stability
Hello, this is the SnakeEagle team. In this update, we have added [Practice Mode] and improved visibility and frame stability. We took some extra time to carefully polish these changes, and we truly appreciate your patience. Thanks to your continued support, the game has made significant progress compared to its initial version, and we believe it has now reached a solid level of overall polish. Your reviews and feedback mean a great deal to us and give us tremendous motivation. We will continue listening closely to your suggestions as we move forward, and we are now preparing to begin full-scale development of Stage 3. Thank you, as always :)
PRACTICE MODE
Practice Mode is permanently unlocked for stages on difficulties you have already cleared.
In Practice Mode, several convenience features are applied, such as no life consumption, automatic dialogue skip, and instant pause.
There are two types: “Practice Mode,” which starts from the beginning of a stage and allows you to update your best record, and “Boss Practice Mode,” which lets you start directly from boss battles without affecting your record.
VISIBILITY IMPROVEMENTS
Platforms that can be stepped on and items have been adjusted to be more clearly visible.
Improved visual distinction for reflected projectiles and enemies.
Overall visibility in Stage 2 has also been improved.
*Please note that this patch note may contain spoilers!
Player
Improved controls by refining input buffer logic.
Slightly increased the input buffer duration.
(1.3b) Improved jump responsiveness and fixed a particle-related bug.
(1.3b) Fixed a rare issue where jumping could become unavailable under certain conditions.
Stage
All projectiles and monsters now change color when hit back with a “Home Run,” improving visibility.
(1.3a) Additional wind-up frames for attacks are now applied only on Easy–Normal.
(1.3b) After using a “Jump Pad,” jump input is disabled for 0.1 seconds to improve control responsiveness.
Stage 2
Improved overall visibility across the stage and boss battle.
Fixed a bug where Nana’s boss fight Phase 3-2 HP bar was displayed incorrectly.
(1.3a) Fixed a bug where the lingering lightning in Phase 3 continued to deal damage even after its source had been destroyed.
Other
Added [Practice Mode].
Added “75” to the frame rate options.
Set the default frame rate to “75” on Steam Deck OLED.
Improved frame stability through various optimizations.
Fixed various minor bugs.
(1.4_2) Additional fixes, including audio-related bugs.
Update 1.4a (03/24)
Player
Increased the ground detection range to reduce excessive shaking on falling platforms
Fixed a bug where the landing effect was delayed when using “Roll” upon landing after a jump
(1.4a3) Fixed a bug where rapidly pressing the jump button caused it to behave like a double jump
(1.4a4) Fixed a bug where repeatedly pressing jump in water allowed a double jump.
Stage 2
(1.4a5) Adjusted the drop rate of “Will” from the “Ghost Bug” so that it is higher in Easy and Normal modes.
Other
Fixed audio-related bugs and improved optimization
Update 1.4b (03/28)
Player
Slightly increased attack speed of standing basic attacks (1, 2, 3) in Normal State
Fixed a bug where pressing jump at the moment of landing caused only a minimum-height jump
Stage 2
Reduced knockback from the “Electric” attack of the “Blue Heart” during Nana boss fight Phase 3
Other
Adjusted base selling price for the Poland region
1.4c Update (03/31)
Player
Improved the clarity of jump and falling animations
Fixed an issue where falling speed would briefly stop when the rolling animation ended during a fall
Fixed a bug where the jump animation would occasionally not play when jumping from a jump pad
1.4d Update (04/12)
Stage 2
Reduced the difficulty of Nana boss fight Phase 2 patterns on Easy and Normal
Added healing heart drops at the end of Nana boss fight Phase 2 on Easy
Increased the drop rate of fake hearts slightly at the end of Nana boss fight Phase 2 on Easy and Normal
1.4e Update (04/22)
Player
Improved “Upward Jump Attack” so that height gain is maintained for a short time even if the jump button is not continuously held
Stage 2
- Nana Boss Fight Phase 2Adjusted some patterns on Easy–Normal to match the updated controls
Previously, both “Jump Attack” and “Upward Jump Attack” required the jump button to be held continuously in order to maintain height. However, more players than expected overlooked this, which made it difficult to destroy objects placed within reachable height and unintentionally increased the difficulty.
To address this, “Upward Jump Attack” has been adjusted so that height is maintained for a short duration even without holding the jump button. On the other hand, “Jump Attack” remains unchanged, still requiring the jump button to be held, allowing players to control their height more precisely depending on the situation.
If you have any feedback on these changes, feel free to share it with us anytime.
*If the update has been applied correctly, “v1.4e” will be displayed at the bottom-right of the title screen. If not, please restart Steam and launch the game again.
Feedback is always welcome!
Steam post image Discord Community Invite Link
The developer is there regularly! Feel free to drop by anytime :)
Source
Changelog.gg summarizes and formats this update. How we read updates.
