Full notes
Full Project SJHG update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Gameplay
- Balance
- Fixes
- Performance
- UI and audio
Here’s a summary of the recent development progress.
Please note that this is not a major update patch. The following features and changes are still in development and may change before release.
Combat & Gameplay Improvements
Recently, development has been focused on improving combat feel, control responsiveness, and the overall gameplay experience.
Fury System Improvements
Improved Fury mode animations and chaining behavior
Added HP recovery when landing attacks during Fury mode
Adjusted Fury gauge gain balance
Improved dodge chaining during Fury mode
Guard & Backstab Improvements
Guard can now block projectiles and charge attacks
Fixed multiple SP-related issues
Fixed super armor issues occurring after Backstabs
Combat Control Improvements
Improved dodge input responsiveness
Reduced excessive character launches on slopes
Adjusted knockback and hit ranges
Boss & AI Improvements
Troll Boss Improvements
The Troll boss continues to receive updates and adjustments.
Added a new leap attack pattern
Improved player tracking during telegraphed attacks
Adjusted attack timing and hit detection
Improved poison-related patterns and visual effects
Fixed various reset, animation, and behavior issues
AI Improvements
Improved pathfinding and movement stability
Improved frozen-state handling
Added proper ability failure handling
Fixed behavior tree issues in certain situations
New Enemy
A new enemy, the Ore Parasite, has been added.
Special linking behavior with nearby units
Added a subtype that attaches itself to the player
Added self-destruct and dodge-based interactions
Level Design & Environment
Work on reworking existing areas and improving environments is still ongoing.
Environment & PCG
Improved PCG generation logic and stability
Fixed duplicate spawning issues
Added spline-based random placement tools
Improved distant environment rendering and HLOD behavior
Visual Improvements
Updated crystal colors to make progression routes easier to recognize
Added weather reactions to some hub objects
Destructible Objects
Some environmental objects are now destructible.
Can be destroyed by attacks or dodge impacts
Supports partial destruction
Prevents excessive overlapping destruction sounds
Optimization & Stability
Various optimization and internal stability improvements have also been made.
Performance Improvements
Reduced Nanite triangle counts significantly (up to ~90% in some cases)
Reduced load caused by Soul Remnants and projectiles
Improved effect and audio processing stability
Stability Improvements
Fixed various crashes and edge-case issues
Improved respawn and save-state recovery
Improved ability queue and internal processing systems
Audio
Improvements to the FMOD-based audio system are also ongoing.
Updated boss BGM playback behavior
Added FMOD editor integration features
Improved sound effect and volume handling stability
Current development is focused on combat polish, environmental quality, optimization, and improving the overall gameplay feel.
Additionally, the original plan was to release updates only after all level reworks had been completed.
However, since this could significantly extend development time, the update strategy has been changed to release updates incrementally as each area is completed.
Once AI and item placement work for the Twisted Forest area is finished, an update containing the current system improvements and various bug fixes is planned.
We will continue improving the game moving forward.
Thank you for your support.
Support
Email: bu30808dev@gmail.com
Discord(KR): https://discord.gg/NJ7PfuR5fV
Source
Changelog.gg summarizes and formats this update. How we read updates.
