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Steam News20 March 20263mo ago

Dev Log 3 - Combat - Making the Dolls Kill

Hello Dolls! We’re back and we’re bringing the fight to you! Here’s a rundown on the many improvements we’ve made to the combat system. Keep in mind, everything here is a work in progress for the final build.

In this update3

Full notes

Full PRISON OF HUSKS update

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

What changed

0 fixes0 additions2 changes0 removals
  • Gameplay
changedHello Dolls!We’re back and we’re bringing the fight to you! Here’s a rundown on the many improvements we’ve made to the combat system. Keep in mind, everything here is a work in progress for the final build. While you won’t see these improvements in the demo yet, it brings us one step closer to bringing you the full game!
changedBetter Foes - Stand OffsThanks for reading. All of these improvements, coupled with the changes we discussed in last month’s dev log, should make combat feel much more responsive, alive, and smooth.

PRISON OF HUSKS changes

changedWe’re back and we’re bringing the fight to you! Here’s a rundown on the many improvements we’ve made to the combat system. Keep in mind, everything here is a work in progress for the final build. While you won’t see these improvements in the demo yet, it brings us one step closer to bringing you the full game!
changedThanks for reading. All of these improvements, coupled with the changes we discussed in last month’s dev log, should make combat feel much more responsive, alive, and smooth.

Hello Dolls!

We’re back and we’re bringing the fight to you! Here’s a rundown on the many improvements we’ve made to the combat system. Keep in mind, everything here is a work in progress for the final build. While you won’t see these improvements in the demo yet, it brings us one step closer to bringing you the full game!

Better Foes - Mode Switching

Developer Hexosphere has been making enemies cleverer by improving their behavior scripts. Lots of different opponents and bosses inhabit the world now and all hold unique characteristics, such as some foes switching combat styles based on distance.

For example, this doll here switches from a bow at a distance to a knife when up close.

As you can also see, enemies now adjust themselves slightly to look at you and can adjust their aim a bit too!

Better Foes - Parrying

If you’ve gotten good with the parry, so did she. Watch out for foes like this.

Beware of this knight's powerful parry.

Better Foes - Stand Offs

Enemies also have Aggression levels which determine how willing they are to pull back from throwing hands and instead try to bait you out for an attack to push your buttons.

Steam post imageSteam post image

Above, a knight's long distance attack. Below, a close range move set.

TLDR - Wrap Up

  • Enemies can change tactics

  • Enemies can parry

  • Enemies can mess with you

Until Next Time

Thanks for reading. All of these improvements, coupled with the changes we discussed in last month’s dev log, should make combat feel much more responsive, alive, and smooth.

In the next dev log we’ll take a look at ~vibes~ and atmosphere!

All the things we’re working on to make the Painted World feel more varied and exciting!

There's a lot of world to build, so we’ll get back to it.

Source

Steam News / 20 March 2026

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