Update log
Full We Who Are About To Die update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Maps
- Balance
- UI and audio
Ave Aspirants!
For the holidays, here's our last present of the year to you - a new update: new content, general game-improvements and bug-fixes!. The game is also 30% off for the Winter Sale!
Before we get into it, I want to take a moment to reflect on 2024 and thank everyone for standing by the game and by us: thank you. It has been an incredible year of massive updates and I feel like the game has been absolutely transformed this year. I'm really happy with the our progress and how far it has come, and that we've still been making bold choices and overhauls in development. It's been a long year with many all-nighters!
The Animation Overhaul and the Character Traits system are my personal highlights, both from a player and developer POV. The Spectacles Update in particular was record breaking and it has been so satisfying & assuring to see that the work we put into this game is absolutely rewarded - the reception continues to be beyond my wildest dreams.
I'm coming up on year 10 of development (might have already passed it, not 100% sure!) personally and still not tired of it at all. If you told me I'd go from a no-programming-skills, solo dev, no-big-hopes situation to thousands of players & a full time career with a team 10 years later, I'd never believe you! I'm very grateful to be given this chance. I can't wait for 2025 and to show you what we have in store for the game! Best wishes to all of you!
New Arena!
A new arena has emerged in the heart of Terantia. Located at the base of the stairs leading to the great temple, combatants are forced to face off on the city terraces.
New map variation
In this new variant, the Grand Plaza is scattered with oil patches and fire pots. Use the terrain to your advantage by igniting your enemies.
The fire system in the game has been upgraded to go with this new variation!
Throwing a fire pot ignites a fire upon impact, spreading flames to any connected oil patches nearby. When the fire pot lands, it leaves ashes on the ground, while ignited oil patches create fading ashes. These fire pots can now also be thrown into any map by the audience.
Additionally, here's a new interactive trap that players can kick over.
Floating damage numbers and weapon trails!
We've added a weapon trail to the player swings, trails will be default on from now on:
We've also added floating damage numbers, this is default off. You can turn it on in the Game Options.
Destructible Objects mini-Overhaul
Destructible objects like barrels and boxes' mass now plays a role. Characters and players can now be pushed back by physics objects. (before, they were massless and would fly off if you ran into them with zero resistence.) Sound effects have also been improved. On-hit sounds and floor-based sound effects have been added, so interactions like a barrel bouncing in mud now sound like a wood impact combined with mud. Particle effects have been introduced for hits and destruction, enhancing the visual feedback when props are broken.
Here's a Before and After:
Kick Improvement
Previously, when it comes to the destructible objects, kicking was handled purely by leg physics, but it now uses a curated forward impulse for more consistent behavior. Objects moving at
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