Full notes
Full PSYCHOFINGER update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone, it’s been a while (well, unless you follow us on Twitter, of course).
What changed
- Gameplay
- Balance
- UI and audio
PSYCHOFINGER changes
We’ve been hard at work on Psychofinger all year, and the game is coming along nicely. We’ll be ramping up our updates here in the New Year, bringing you the latest juicy behind-the-scenes developments as we build up to launch. But before we run out of 2025, we wanted to give you a look at what we’ve been up to.
Among the biggest changes and additions we’ve made this year, we have:
Changed healing system and added one-time use gestures from vending machines
Collect snacks to replenish your health. Also, a well-timed shot at one of our gesture machines can give you an instant advantage in battle, whether it’s sucking up all the souls in the vicinity, deploying the heart-hand shield, or freezing enemies in place. This should help you deal with those swarms.
Improved level design
Including stairs. Stairs to other floors. Trust us - this sort of incredible innovation will definitely catch on.
Added new enemies and locations
Variety is the spice of life, especially when it comes to killing and where you’re doing the killing. Thankfully, our art style allows us to bring a great deal of variety into the game and we’ve had a lot of fun coming up with more bizarre characters for you to point to death.
Added shop and updated all UI elements
During runs, you can collect money dropped by defeated enemies and spend it in our brand new Shop menu for permanent upgrades. Increase your health, damage, speed, and other aspects to improve your chances or survival. Or just hoard that cash and keep taking on the metaphysical masses as best you can. Up to you.
Started working on story cutscenes
We decided that reworking the level and boss design wasn’t adding enough feature creep to our development, so we started to work on animated short cutscenes that will add more context to what’s happening on screen. Hopefully, 90% of players won’t skip immediately and our work will be worth it!
All of the above is just some of the improvements we’ve made to the game, and we’ve got a lot more planned.We’ll be back next year with more frequent updates. (And, if you haven’t already, please wishlist the game – it really helps!)
We cannot wait for you to finally get your hands (pun fully intended) on Psychofinger. Thank you so much for your ongoing support, and have a happy holidays.
Yehor & Masha
Source
Changelog.gg summarizes and formats this update. How we read updates.
