In this update4
Full notes
Full Whatever It Takes update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings, players! Our team continues to polish the game world and improve stability. This update focuses on fixing bugs in the save logic (including "New Game+" mode), as well as on targeted but important improvements to the combat system, interface, and audio atmosphere. While festival events are in full swing on the platform, we're glad to present you a cleaner, smoother, and more responsive Demo version of the game. The full list of changes awaits you below.
What changed
- UI and audio
- Balance
- Gameplay
- Performance
- Fixes
- Store
Whatever It Takes changes
⚔️ Gameplay and Balance
Enemies will now navigate around campfires and burning objects more realistically and carefully.
New combat and interactive functionality has been added to the "Telekinesis" magic ability.
Implemented a probability system (trigger chances) for all enemy defensive abilities.
Fixed a bug that could cause weapons and shields to be duplicated in the inventory or in the world.
Fixed a critical bug that blocked progression through the third main quest.
Fixed a bug that caused weapons to suddenly disappear from enemies hands.
💾 System Changes and Saves
Added a new time-correction system for the Death Penalty in Hub saves (HubSave). The time elapsed between saving in the Hub and the character's death is now calculated correctly. The count works without errors even if you manually saved and quit the game several times.
Completely reworked the playtime-tracking system for each save. It is now more comprehensive and multi-layered for the most accurate display of your playthrough time.
Improved the save system for the character's position — the game now accurately remembers the hero's facing direction and rotation on load.
Fixed a bug that caused the game to crash when loading "New Game+" mode if you still had save files from previous versions.
Fixed a bug where pressing the "New Game" button in the main menu would sometimes launch the most recent existing save.
Refined the save system for the forge: the crafted item and the visual material applied to it are now recorded correctly.
Fixed a bug where saving in the Hub (Hub Save) wiped progress on completed in-game tutorials.
Save files now correctly store physical size of enemies.
🖥 Interface and Settings
Disabled the ability to open the pause menu while a new level is loading and the loading indicator is active, to prevent the interface from freezing.
The pause menu can now be closed not only with the standard buttons but also with the Back button on a gamepad.
Added a Motion Blur option to the graphics settings (image blur during fast camera movement).
Added an extra check for the pause menu — it will no longer open accidentally when the Action key is pressed.
Fixed the frame-rate limiting function — the standard FPS Lock now steadily holds 60 frames per second.
🎨 Sound, Visuals, and Dialogue
Added a sound effect when switching between tabs in the tutorial menu.
Fixed the visuals of torches — their flames and light now display correctly for the player.
Added full voice acting for the dialogue in the forge mini-game.
Fixed text and logic errors in the new boss dialogue branches.
Reworked the visual and audio feedback for the main character taking damage.
If you encounter any bugs after the update, please let us know in the Steam discussions section or on our Discord channel. Your feedback helps us make the game better! Thank you for your support, and good luck in the game!
Source
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