In this update9
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Full The Backworld update
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Repeated intro
Hey everyone! Thank you so much for playing the demo and giving feedback!
What changed
- UI and audio
- Balance
- Gameplay
- Store
- Fixes
- Maps
The Backworld changes
From my perspective it seems like most people are enjoying the game, there is just some QoL issues, and the beginning can be overwhelming with all the mechanics dumped on you really fast especially if you chose MEDIUM/ADVENTURER mode expecting a less punishing time and still got hit hard with survival horror that may been too intense for you. So I’ll be doing my best to address lots of that in this patch.
My next patch will be adding some more keybinding stuff and options like making sprint a toggle, and turning off the character voice sounds.
User Interface [Major]
Added new difficulty selection UI that looks way better. It also has each difficulty as it's own tab so there isn't a giant information overload.
Added new shop UI.
Ability descriptions have been revamped. All the information is now on screen at once so you don't need to manually toggle to see all the status effects. They also have added coloring for the important parts so you can easily parse the information without reading the entire text.
Now allows you to hold down keys to scroll through UI items instead of having to spam key -> it also starts speeding up if you’re going down a long list
User Interface / QoL [Moderate]
While selecting an ability you can instantly press a button to go to the BOOK screen to see the current character you're using. If you are targeting an enemy that same button will open the BOOK screen to the enemy instead. It'll show on the battle text what the button is.
Now shows sanity effect passives on all modes after it has triggered at least once on a character.
Now allows pressing deselect to exit menus with [nevermind/no/quit] option. (Shop, checkpoint, upgrade, cosmic, dummy, fight)
When explaining passives in battle it now highlights the unit type that is being explained.
Switching between detailed status lists is now manual rather than a wait time. Also displays if you have more status effects to tab through.
When characters have many status effects all at once and it can be hard to track everything. So the status effects are now ordered to show all positive effects -> negative effects | stat changes -> length-based effects -> stack-based effects.
Battle unit overloaded status effects bar/list now rotate slower so you have more time to see/read them. [2 -> 3 seconds]
Added when a stack is reduced such as DODGE / BLOCK / HAZARD / COUNTER the status effect icon flashes red briefly after impact to make them easier to track and understand they are affecting battle.
Made stat buffs/debuffs create a new status that evens out the two values and round length. So if you get accuracy +35 and -25 they will combine for +10.
Some were confused by the Smiler dodging their attacks. So now when you normally miss an attack it shows MISS but when an attack is dodged by a status effect or passives it shows DODGE.
During dialogue character portraits are now faded/greyed out if there are two active and they are not the person who is currently talking.
During dialogue the speaker’s name is now bold.
On keyboard you can now show any menu tab you want by pressing 1-7 in the overworld as well as when the menu is open and you’re selecting a tab. On controller the previous mini-map key now opens the full map, and the mini-map toggle was changed to the right shoulder trigger. (I'll be adding rebinding for these in the future)
Checkpoint now displays which was the last save slot you saved to and also auto jumps to it in the selector when choosing to save.
User Interface / QoL [Minor]
Made open map faded parts slightly less dark so you can see things easier like the exits.
Now mentions leveling up heals your HP and EP.
Safe checkpoint now properly says it cured your injuries.
The game has an icon now on the task bar.
Enemy passive explanations now save between files so they don't keep showing even if you die and refight an enemy. They will always show only once.
During the sanity tutorial I now clearly state portraits display your sanity, but you can still fight. Some people thought the character’s being afraid meant you should run away.
Made it clear the lightning bolts are stamina pickups and not hazards during the Clown chase.
Added a tab to the information screen that explains how sanity and hunger work so you can always look at that if needed.
Survival Horror
Unsafe checkpoints now heal you up to 25% health on ADVENTURER mode rather than just a revive with 1 HP.
EXPLORER/ADVENTURER are now grouped together in terms of checkpoints. EXPLORER now loses out on always having safe checkpoints.
Added 2 safe checkpoints on EXPLORER/ADVENTURER and 1 safe checkpoint on DELVER.
Added diminishing safe checkpoints to disincentivize running back to spam safe checkpoints as a free full heal always (on EXPLORER you can spam them though).
Loot has been slightly nerfed to balance out the big bonus of having some safe checkpoints.
Sanity no longer effects your vision range on ADVENTURER mode. (and this is also communicated properly during the tutorial)
Overworld
You can now attack while sneaking and superspeeding.
Increased player shooting animation speed.
Many people had issues with getting jumpscared too many times by Smiler’s and Reviook’s. I will not be nerfing them, but I have made their ambient sounds that warn you they are there louder and more consistent.
Balancing / Battle
Bone Helmet: PASSIVE BONEY now reduces the hazard/counter damage to 0 rather than ignoring it so the charges are consumed.
Frost Necklace passive ICEWALL duration 5 -> 3
- Heidi Plasma StrikesRemoved Crit+ | Atk+ 20 -> 25
Stealth and taunt now remove the opposite status.
Fleeing felt a bit harsh for some people, so I’ve added an extra 15% (55%) extra base chance to flee on EXPLORER, 10% (50%) on ADVENTURER, and 5% (45%) on DELVER.
Audio
Made enemy steps louder and heard from further away.
Made ally step sounds quieter.
Added new UI sounds.
Added pitch variation to UI sounds.
Other
Added more traps and active items to shop
Some people got really unlucky with the mall lights going out instantly. It can now only go out after you find Eli and have completed a playthrough.
When you unlock the heavy attack it now clearly states you can break the cracked desks. I have also placed a desk next to the carapace enemy so you can test it out immediately.
Bug Fixes
Fixed an issue that caused controllers to not keep crouching/sprinting while holding them through interactions and area transitions.
Fixed battle softlock when you cancel your action and the first party member cannot act.
Fixed map menu tutorial automatically playing, and not being able to get the tutorial while on the map.
Fixed delay when going from overworld -> menu tabs directly through inputs.
Fixed certain objects not immediately showing on the map -> disappearing too fast
Fixed vending machine map icon placement
Fixed some text overlap on the title screen when creating a new save.
Fixed overlapping status effects and second page of passives in combat screen.
The checkpoint text box no longer goes off the side of the screen from file text being so long.
EXP and LOOT can no longer be pushed by anything.
Fixed enemies being defeated in the overworld not being added to the bestiary.
Fixed if you die while slowed in the overworld it isn't reset on respawn.
Fixed enemies summoning over the cap of 18 causing a softlock.
Fixed text boxes flashing.
Fixed issues with loot/exp disappearing when opening and closing map.
Fixed not always visually showing super stealth if you’re idle.
Fixed NPC map objects being black on mini-map.
Fixed enemy dialogue not resetting when battle starts.
Fixed “no tutorial” not disabling passive explanations.
Fixed battle info screen buttons not being adapted to controllers.
Fixed messed up UI buttons for bluetooth controllers I THINK. You now manually choose your controller.
Fixed spelling mistake for singular rounds vs round on status effects
Fixed damage from active items not colored properly.
Fixed unaligned taunt/swallow icons.
Fixed Knight and bones becoming a box.
Fixed boxes going back to the old sprite.
Fixed entrance to arcade being too high.
Blocked gap in Mall North.
Moved trash can near Heidi cutscene that can cause clipping.
Fixed some issues with multiple shapes going into square hole.
Fixed issue if Reviook or Smiler ambush you while being chased they reduce activeChasers letting you sprint forever.
Fixed issue with baseballs throwing enemies into the distance
Fixed Priest targeting re-targeting himself with Consumer if the current target was going to die.
Fixed queueing issues causing a freeze.
Fixed Lobby pathfinding being messed up in MANY different places.
Fixed small patch at the bottom of Lobby South.
Fixed some pathfinding safe spots in Lobby, Mall, Rooftops, School.
Fixed awkward couch collision.
Source
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