In this update6
Full notes
Full OUTCLAW update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone!👋
What changed
- Events
- Gameplay
- UI and audio
- Fixes
- Maps
- Security
OUTCLAW changes
We realised we've been a bit quiet here on Steam since announcing Outclaw, so this felt like the perfect moment to properly re-introduce the game, and share a fresh update to the demo as part of the International Women's Day Event.
Outclaw is a colourful, puzzle-platform adventure where you step into the paws of a strange five-eyed cat trying to find a home amongst the stars. Along the way, you'll collect and command mischievous shades who can shapeshift into bridges, bombs and other tools to help solve puzzles, battle enemies and navigate interesting worlds.
As the story unravels, your little found family of chaotic minions grows. You'll unlock customisation options and gather collectables to decorate a cozy hub amongst the stars.
To celebrate the International Women's Day Sale, we've also just released an updated version of our demo. It includes a brand new level, an early implementation of the hub world, new systems and plenty of improvements based on early feedback we've received!
Thank you for your early support and if you have feedback, we'd love to hear it in our Discord!
Moss Monkey Games
Read on for the full list of changes...
New Content
Added Level Two
Added a Hub World (core implementation)
Added Opening Cutscene
Added Level Select Posts with accompanying VFX
Added Upgrade Posts in the hub
Added Jukebox to play hub music
Added Dye System with basic palettes
Added Second Green Key Puzzle in Level One
Added Back to Hub button in the pause menu (after Level One)
Gameplay & Systems
Disabled Shape Menu access until shapes are unlocked
Added One-Way Doors to prevent accidental backtracking
Tweaked Shape Introduction to make it easier to understand
Overhauled the Two Bomb Crystal Door Puzzle to improve readability
Added functionality for different dialogue options upon repeated interactions
Added prompt when a Shade collects a hat
Adjusted checkpoints to prevent players triggering areas early
Quality-of-life improvements around shape building
Level Design & Environment
Scooted fountains to prevent Shades getting stuck on ledges
Tweaked brick mesh collisions for better stair placement
Removed the old Shape Printer bridge
Fixed floor positioning where objects were sitting too low
Fixed minor mesh clipping issues around shape introduction
Adjusted bomb launch physics to stop bombs clipping through the ground
Audio
Added new audio
Added sounds to dialogue
Added hub music functionality via jukebox
Fixed an issue where music cut out during the landing cutscene
Fixed an issue where music and dash sound effects carried over between levels
Visuals
Improved and unified Hughie dialogue sprites
Improved VFX for the first shape
Added slash attack marks on terrain
Minions now squish when landing or being hit
Added VFX for level select posts
Bug Fixes & Improvements
Fixed enemies snapping into a death pose when killed mid-attack
Fixed issue where Hughie would T-pose and not hide in Level One
Fixed bug where the player could get stuck in idle animation
Fixed issue where shape printers were disconnected from rune circles
Fixed moon jump exploit using a stair hologram
Prevented explosive enemies being launched outside the skybox
Fixed minions getting stuck in certain areas
Fixed accidental deletion of the pavilion laser beam (now restored)
Adjusted Shade nickname list following feedback
Smoothed the end sequence on first play
Source
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