Full notes
Full Witchinour update
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What changed
- Gameplay
Witchinour changes
Hi everyone, it's been a while since the last community update and I have some new stuff to share! The new roguelite top-down shooter I'm working on is a sequel to Witchinour, which I'll refer to as Witchinour 2 for now. It took me rewriting the game from scratch about five times and lots of iterations on its design before coming up with something that I felt satisfied with and that I felt was worthy of everyone who played Witchinour and shared their thoughts and feedback with me.
"So", I thought, "why should Witchinour be frozen in time?" and started updating the game to bring it up to speed with Witchinour 2. These updates are what form the content patch I announced in the last community update and touch almost every aspect of the game. For reference, the draft of the patch notes for patch 2.0 is sitting at about 1000 words right now, and I promise the word count isn't inflated!
As for a release date? Patch 2.0's release is kind of tied to Witchinour 2's release because I inevitably find things to change or implement in each project that I end up doing in the other project as well. So, for now, the release date is eventually, but I promise I'll post another community update as soon as I have more to share.
Source
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