In this update11
Full notes
Full The Spirit of the Samurai update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- UI and audio
The Spirit of the Samurai changes
Some news: we have created a beta testing branch for you to test upcoming development!
It's live now, so if you wish to be the first to try out new features we are tinkering with, right-click on the game in Steam to open Properties, then select the ‘beta testing’ branch under ‘Game Versions & Betas’.
We've also made some changes and fixes - you can read the full patch notes below:
⚔️ Combat and Control
Keyboard controls completely rebuilt, now matching the fluidity of the gamepad.
More precise overall character control.
Smoother combat and movement.
Parries are easier to perform.
Easier turning during combat and jumps for more accurate strike direction.
Each hit in a combo can now change direction independently.
We can now hit enemies while they are jumping, preventing empty or missed hits.
Faster guard raising and bow drawing.
Smoother rolls.
You can now turn while crouched using the bow or Kodama energy ball.
You can now turn with the bow drawn to strike in the opposite direction, just like when guarding.
Jump distance is now consistent and no longer depends on inertia.
Adjusted stamina to reduce its impact during combat.
Dynamic zoom effect: wider view with the bow, closer during sword combat.
Smoother cat control.
Improved slash visual effect, now more visible and easier to read during combat.
🧗 Movement and Exploration
Improved corner climbing hooks.
Fixed a bug in Dungeon hooks.
Added a screen‑darkening effect when the character gets tired.
Fixed an issue where some slopes stopped the player.
🤖 AI and Enemies
Improved spider AI.
Improved bird AI.
Improved Undead AI.
Undeads now rise faster when activated.
The shielded undead no longer attacks while the player performs a finishing move.
You can now hit the spider boss in the head with the sword.
Spider boss rebalanced.
In the “Well” (Samurai) and “Cave” (Kodama) levels, the arachnids can no longer pass through walls.
In the Kodama’s ‘Cave’ level, the arachnids can no longer pass through the destructible columns.
Adjusted bird difficulty in the Fortress.
Fixed a bug in the cemetery where birds disappeared.
Enemies now activate and attack when hit by a distant arrow.
Bird boss no longer leaves the combat area.
Minamoto boss can now damage you even when you’re crouched.
Oni boss takes damage when hit during a jump, but impacts no longer interrupt its fall.
💾 Save System
New save points added in the Dungeon.
Fixed a bug in the save point before the Gashadokuro boss fight.
🎥 Camera and Presentation
Fixed camera jumps when turning in certain situations.
Fixed the Bird boss intro video.
Fixed an issue where some cutscenes displayed the last frame of the previous video at the start.
The camera now stays more centered while running.
🛒 Interface and Shop
The default key to perform an offering at the altar is now ‘Q’.
Improved UI: the Kodama’s energy bar now deactivates when it reaches the minimum.
🧿 Other Adjustments
Kodama no longer takes damage while restoring a life.
The Samurai now stops correctly when accessing the Well altar to deliver the sword.
ESC now exits in‑game menus.
Many additional small fixes and general improvements.
Any bugs from the beta branch will be taken into consideration and monitored! Our Steam Forums are open for reporting 🦊
Source
Changelog.gg summarizes and formats this update. How we read updates.
