The game is finally ported to Nintendo Switch and ready for release. Porting the game for another platform was beneficial to Steam version as well, because many bugs were detected and fixed and I also refactored some co
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Full Son of a Witch update
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What changed
1 fix0 additions0 changes0 removals
Performance
fixedThe game is finally ported to Nintendo Switch and ready for release. Porting the game for another platform was beneficial to Steam version as well, because many bugs were detected and fixed and I also refactored some code and added various performance improvements. Also, some new features are added, the achievements information is available in the game menus, there's a setting that enables you to skip the intro cut-scene for faster loading, etc. After the Switch release goes live, the focus will go back to adding new features to the game. I plan to have a big update in a couple of months, most probably for the winter holidays, which will include a new hero (Rogue), a bunch of new special rooms, new potion effects, new special items and a couple of new NPC characters as well. I know that game is pretty much "complete" as it is now, and you can play for dozens of hours before you unlock everything, but I have so many more ideas that I want implement in the game. I want to thank all the players for supporting the game -- that's what keeps me motivating and improving it all the time. If you have some ideas for new game features, feel free to open a thread in the discussions. I cannot promise to implement everything, but community feedback has proven to be a great source of inspiration so far: https://steamcommunity.com/app/539400/discussions/
Son of a Witch changes
RRoguehero
fixedThe game is finally ported to Nintendo Switch and ready for release. Porting the game for another platform was beneficial to Steam version as well, because many bugs were detected and fixed and I also refactored some code and added various performance improvements. Also, some new features are added, the achievements information is available in the game menus, there's a setting that enables you to skip the intro cut-scene for faster loading, etc. After the Switch release goes live, the focus will go back to adding new features to the game. I plan to have a big update in a couple of months, most probably for the winter holidays, which will include a new hero (Rogue), a bunch of new special rooms, new potion effects, new special items and a couple of new NPC characters as well. I know that game is pretty much "complete" as it is now, and you can play for dozens of hours before you unlock everything, but I have so many more ideas that I want implement in the game. I want to thank all the players for supporting the game -- that's what keeps me motivating and improving it all the time. If you have some ideas for new game features, feel free to open a thread in the discussions. I cannot promise to implement everything, but community feedback has proven to be a great source of inspiration so far: https://steamcommunity.com/app/539400/discussions/
The game is finally ported to Nintendo Switch and ready for release. Porting the game for another platform was beneficial to Steam version as well, because many bugs were detected and fixed and I also refactored some code and added various performance improvements. Also, some new features are added, the achievements information is available in the game menus, there's a setting that enables you to skip the intro cut-scene for faster loading, etc. After the Switch release goes live, the focus will go back to adding new features to the game. I plan to have a big update in a couple of months, most probably for the winter holidays, which will include a new hero (Rogue), a bunch of new special rooms, new potion effects, new special items and a couple of new NPC characters as well. I know that game is pretty much "complete" as it is now, and you can play for dozens of hours before you unlock everything, but I have so many more ideas that I want implement in the game. I want to thank all the players for supporting the game -- that's what keeps me motivating and improving it all the time. If you have some ideas for new game features, feel free to open a thread in the discussions. I cannot promise to implement everything, but community feedback has proven to be a great source of inspiration so far: https://steamcommunity.com/app/539400/discussions/