HomeGamesUpdatesPricingMethodology
Steam News17 July 202622d ago

Version 0.36 | Tactical Combat, Portal Stones & More

Phew! This week was quite the challenge, with a lot of small but also large underlying changes to the game, but I made it in time!

Full notes

Full Rangedrifter update

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

What changed

0 fixes5 additions1 change0 removals
  • Events
  • Balance
  • UI and audio
changedThis week was quite the challenge, with a lot of small but also large underlying changes to the game, but I made it in time! Here are the changes and additions:
addedMost importantly, monsters now blink yellow before they attack. This opens up a whole new world of situations you can find yourself in, and takes full advantage of the turn-based nature of the game. To balance this, monsters have more health, there are more of them, and supplies are more scarce. I also updated the weapons to work better with this new style of combat.
addedTraps can now be disarmed using the wait button and snakes won't hide in bushes. You can also hold the wait button to prevent auto-walking off a bridge.
addedGeneral - Portal stones now move you to the next path segment - Holding the wait button prevents auto-walking - Pressing wait button disarms nearby traps - Supplies are more scarce - The coast now has a seagull sound ambience - Spike traps poison less often - New sound effects for different things
addedWeapons - Weapons are now dagger, axe and spear - The shield, like the bow, is now a off-hand item - Instead of shooting arrows, it bashes enemies - Use the shield bash to push and stun enemies - Each weapon now has a distinct attack pattern - Cornered enemies take double damage from daggers - Axe attacks hit three enemies directly in front - Enemies behind other enemies are hit by the spear - New weapon charms add additional weapon moves - Enemies and the hero now blink red when hit - Weapons now last longer, shields last less long
addedEnemies - A yellow enemy flash indicates an imminent attack - With good play, almost all damage can be avoided - To balance, enemies are now stronger and more plentiful - Enemy types are now more mixed across the world - Enemy types are now split into day and night enemies - Adds a new flying bat enemy that ignores obstacles - Robbers can now steal items from the hero - Defeating a crab removes the surrounding foam - Zombies now often burst from the ground when approached - Raptors now often jump out of bushes when approached - Day and night now change only when no one's looking - Large enemies can now push boulders and squish the hero - Bushes no longer spawn hidden snakes or raptors

Rangedrifter changes

changedThis week was quite the challenge, with a lot of small but also large underlying changes to the game, but I made it in time! Here are the changes and additions:
addedMost importantly, monsters now blink yellow before they attack. This opens up a whole new world of situations you can find yourself in, and takes full advantage of the turn-based nature of the game. To balance this, monsters have more health, there are more of them, and supplies are more scarce. I also updated the weapons to work better with this new style of combat.
addedTraps can now be disarmed using the wait button and snakes won't hide in bushes. You can also hold the wait button to prevent auto-walking off a bridge.
addedGeneral - Portal stones now move you to the next path segment - Holding the wait button prevents auto-walking - Pressing wait button disarms nearby traps - Supplies are more scarce - The coast now has a seagull sound ambience - Spike traps poison less often - New sound effects for different things
addedWeapons - Weapons are now dagger, axe and spear - The shield, like the bow, is now a off-hand item - Instead of shooting arrows, it bashes enemies - Use the shield bash to push and stun enemies - Each weapon now has a distinct attack pattern - Cornered enemies take double damage from daggers - Axe attacks hit three enemies directly in front - Enemies behind other enemies are hit by the spear - New weapon charms add additional weapon moves - Enemies and the hero now blink red when hit - Weapons now last longer, shields last less long

Phew!

This week was quite the challenge, with a lot of small but also large underlying changes to the game, but I made it in time! Here are the changes and additions:

Most importantly, monsters now blink yellow before they attack. This opens up a whole new world of situations you can find yourself in, and takes full advantage of the turn-based nature of the game. To balance this, monsters have more health, there are more of them, and supplies are more scarce. I also updated the weapons to work better with this new style of combat.

Path stones are now portal stones that transport you forward along the path. They are the first step toward a much more varied run, and will play a key role in the future.

Traps can now be disarmed using the wait button and snakes won't hide in bushes. You can also hold the wait button to prevent auto-walking off a bridge.

This update is incompatible with old save files, sorry about that. To finish your run, you can revert to the previous version (0.35) in the steam settings of the game.

Hope you like the changes! Let me know if you have ideas on how to make them better!

General - Portal stones now move you to the next path segment - Holding the wait button prevents auto-walking - Pressing wait button disarms nearby traps - Supplies are more scarce - The coast now has a seagull sound ambience - Spike traps poison less often - New sound effects for different things

Weapons - Weapons are now dagger, axe and spear - The shield, like the bow, is now a off-hand item - Instead of shooting arrows, it bashes enemies - Use the shield bash to push and stun enemies - Each weapon now has a distinct attack pattern - Cornered enemies take double damage from daggers - Axe attacks hit three enemies directly in front - Enemies behind other enemies are hit by the spear - New weapon charms add additional weapon moves - Enemies and the hero now blink red when hit - Weapons now last longer, shields last less long

Enemies - A yellow enemy flash indicates an imminent attack - With good play, almost all damage can be avoided - To balance, enemies are now stronger and more plentiful - Enemy types are now more mixed across the world - Enemy types are now split into day and night enemies - Adds a new flying bat enemy that ignores obstacles - Robbers can now steal items from the hero - Defeating a crab removes the surrounding foam - Zombies now often burst from the ground when approached - Raptors now often jump out of bushes when approached - Day and night now change only when no one's looking - Large enemies can now push boulders and squish the hero - Bushes no longer spawn hidden snakes or raptors

Source

Steam News / 17 July 2026

Open original post

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