Full notes
Full Snowbound: Dead of Winter update
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What changed
- Gameplay
- Balance
Snowbound: Dead of Winter changes
New:
New monsters - Flier, Egg Layer, and Tall Guy, I want to keep their new mechanics a surprise for the full release so all you get for now are their names! (Some of them appear in the header for this update as well)
New traps - Up Flipper, Down Flipper, and Left Flipper, they move monsters by one tile in their responding direction. This allows you some control over where the monsters go, because the up and down flippers can be used to change their rows.
New turrets - Cannon, Tesla Coil, and Lightning Rod. Cannon is very powerful, but has a significant cooldown. The tesla coil randomly attacks monsters. The lightning rod doesn't do any damage on it's own, but strengthens the damage from attack mode.
New permanent upgrades - In order to unlock the new traps and turrets, new permanent upgrades have been added.
QoL:
You can now cycle through the objects on a given tile if there is more than one object, for example when a turret and wall are on the same tile.
Destroy - A new option has appeared, the destroy option! This will destroy the selected object. Turrets are put back into your inventory, so you can move them if you want, however walls and traps are permanently destroyed!
Repair walls - Building a wall on top of an existing damaged one will allow you to repair it!
Changes:
The way the levels work are somewhat changed. Now, a new enemy is introduced in each level. The enemies available in the demo haven't changed, but you'll no longer be able to find the spider in Depth I (it is added in Depth II+).
Changed the descriptions of the levels to match the above change and provide a little more flavor.
What's included in the demo? The new content (traps, turrets, monsters, upgrades, and levels) are not available in the demo. However, the other changes and QoL additions are!
What's next? The next update will be the last one before next fest. I'm hoping to add some new crafting features, and I plan on testing a huge change to the crafting system. After next fest, I'll be working on preparing the game for launch. There's definitely going to be some more updates before launch, and on the top of my list is adding a boss! I'd really like to have the final level in the game feature a boss of some sort, so I'll be looking into adding one. Additionally, I'm going to be looking into what I can do to diversify the levels a little more (that is, adding additional features to higher levels). I'd also like to add some more random points of interest to the forest, so I may add more repairable buildings. Lastly, I'm considering adding some farm decorations, but we'll see if I have time. None of these things are 100% confirmed to be coming, but it's what's currently on my mind.
Stay tuned!
Source
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