HomeGamesUpdatesPricingMethodology
Steam News18 April 20233y ago

Phantom Hunter - First Update!

Hey Everyone, thanks for your support and playing the game! The new build is v2.0.2! This update addresses lots of feedback as well as some features, updates, and fixes!

Full notes

Full Phantom Hunter update

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

Repeated intro

Hey Everyone, thanks for your support and playing the game!

What changed

1 fix3 additions2 changes0 removals
  • Gameplay
  • Maps
  • UI and audio
  • Balance
  • Fixes
addedThe new build is v2.0.2!
changedFEATURESAll stages mode - A challenge mode for those who need a bit more difficulty! You will need to unlock it first! - Press "C" at home to see character info!
addedUPDATESIn game power upgrades now look more like cards with some art and lets players know where the cards come from - Reworked the in game UI to be more clean - All players now can now perform a ground pound when pressing down while in the air! --> This can help player to quickly get to the ground, it can also break blocks and deal extra stomp damage on enemies - Added a special thanks section in credits - Going forward going to use semantic versioning for builds. - Tried to make the game more controller friendly.
addedCHARACTER UPDATESSamurai can now absorb bullets with the secondary weapon - Adventurer now can use a hookshot to get out of sticky situations - Tank now can enter artillery mode to deal devastating damage - Jumpman can now create bullet shields when ground pounding to be safe from projectiles - Scout will speed up after getting hit
fixedADDRESSED FEEDBACKAddressed the level ups feeling insignificant and or super random - Addressed not knowing what are the special features of classes ("Character info") - Tank class's damage was a bit underwhelming (which we fixed with artillery mode) - Player getting knocked back even when in iframes - Camera acceleration was often not fast enough to keep up with player - Duck is no longer a toggle, as it was causing issues with wanting to use dash, or using the correct kind of jump. - Show class level in a run - Show restart button when you win - Give rocks some XP when destroyed - Mega charge shot now deals more damage - Don't pick up health orbs when health is full -- so players can keep them for later in a battle - Enemies still could deal contact damage when dying - Fixed issue where player could get outside of the map - Allow a small buffer to do the first jump as player runs off platform - Escape should now close most in game menus - Show ghostly shards and candy in hub world - Add a "!" when things are purchasable in the research table! - Move wounded state to mutation, as it was making it too difficult for players - Hide PDAs until they are interactable in the level. (Was causing confusion)
changedADDRESSED FEEDBACKWe hope you enjoy playing. Looking forward to feedback and continuing to make this game.

The new build is v2.0.2!

This update addresses lots of feedback as well as some features, updates, and fixes!

FEATURES

  • All stages mode - A challenge mode for those who need a bit more difficulty! You will need to unlock it first! - Press "C" at home to see character info!

Press More Details to learn about how they work. This is important because there are some considerable changes to the existing classes!

UPDATES

  • In game power upgrades now look more like cards with some art and lets players know where the cards come from - Reworked the in game UI to be more clean - All players now can now perform a ground pound when pressing down while in the air! --> This can help player to quickly get to the ground, it can also break blocks and deal extra stomp damage on enemies - Added a special thanks section in credits - Going forward going to use semantic versioning for builds. - Tried to make the game more controller friendly.

CHARACTER UPDATES

  • Samurai can now absorb bullets with the secondary weapon - Adventurer now can use a hookshot to get out of sticky situations - Tank now can enter artillery mode to deal devastating damage - Jumpman can now create bullet shields when ground pounding to be safe from projectiles - Scout will speed up after getting hit

ADDRESSED FEEDBACK

  • Addressed the level ups feeling insignificant and or super random - Addressed not knowing what are the special features of classes ("Character info") - Tank class's damage was a bit underwhelming (which we fixed with artillery mode) - Player getting knocked back even when in iframes - Camera acceleration was often not fast enough to keep up with player - Duck is no longer a toggle, as it was causing issues with wanting to use dash, or using the correct kind of jump. - Show class level in a run - Show restart button when you win - Give rocks some XP when destroyed - Mega charge shot now deals more damage - Don't pick up health orbs when health is full -- so players can keep them for later in a battle - Enemies still could deal contact damage when dying - Fixed issue where player could get outside of the map - Allow a small buffer to do the first jump as player runs off platform - Escape should now close most in game menus - Show ghostly shards and candy in hub world - Add a "!" when things are purchasable in the research table! - Move wounded state to mutation, as it was making it too difficult for players - Hide PDAs until they are interactable in the level. (Was causing confusion)

We hope you enjoy playing. Looking forward to feedback and continuing to make this game.

Source

Steam News / 18 April 2023

Open original post

Changelog.gg summarizes and formats this update. How we read updates.