Junebug vs. Evil

Eldritch Heart Studio

Released
Jul 13, 2021
Platforms
Last updated
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Updates & announcements

18 posts
  1. Developer post

    Dev Update - Multiplayer

    Hi all! It's been a minute on the development news side of things! Sorry for the length between this update and the last, I won't go into solo developer struggles as I want to focus on the cool progress I've been making on adding multiplayer to Junebug vs. Evil. Where is it? On t

  2. Developer post

    Update 0.5.1 - Katanas and Other Melee Goodness

    Patch notes Added a Katana melee weapon! Enemies can be hit much faster. - This buffs fast firing weapons but prevents non-piercing bullets from piercing anyway due to enemies having a lengthy "invincibility state" after being damaged Increased Shovel damage from 15 to 20 Fixed S

  3. Developer post

    Carnival Carnage!

    Happy Halloween! Changes New Map: Dead Festival Melee attack overhaul Rebalanced melee weapons for melee attack overhaul New Perk: Melee Damage New Song: Boomstick Bop New Clown Zombie Updated Zombees Particles to look like actual bees New sound effects on guns New voiceovers for

  4. Developer post

    Hiatus Over!

    Howdy, all It’s been over a year since the last update. I won’t dive into the personal details, but I'll say that as a part-time solo developer, life does get in the way for better or worse. Regardless, I will happily add that I haven't stopped working on Junebug vs. Evil. I've c

  5. Developer post

    Better, Stronger, Scarier Enemies

    This update is pretty major and one that I've been working on for the last several months. I don't want to spoil too much in the notes. I'll probably be working on boss fights next as a buddy-update to this one. New enemies may be created in the future! Coop is still being worked

  6. Developer post

    March Update!

    Just a small update this time! While I'm still working on multiplayer, I wanted to get this update out. Enjoy! Cool Things: Replaced the dash with teleport for spirits and shades Changed shades to be ranged enemies instead of melee Lowered Fog density UI tweaks Bug Fixes: Highsco

  7. Developer post

    High Scores!

    Changed "died on night X" to "died on wave X" in the game over screen Added Steam Name to Endless Mode Lobby in preparation for multiplayer Added high scores to Endless Mode Lobby! Set skull totem spawning to be more gradual but increased the cap and lowered the range of missiles

  8. Developer post

    Endless Mode Improvements!

    New wave logic: enemies killed instead of by time Enemies will be wiped between waves Added more time between waves Challenge waves now drop special loot boxes :) New weather event: Fog! Night and Day level modifiers are set from the start and are consistent Critical hits drop am

  9. Developer post

    Character Customization!

    Update 0.3 adds character customization for Junebug. This change, along with the new Endless Mode lobby menu, sets the foundation for upcoming additions including new cosmetics, characters, maps, and ( crossing fingers ) multiplayer! The following updates will focus on the additi

  10. Developer post

    Update 0.2.3

    The Good Stuff: Changed the term 'upgrades' into 'perks' for clarity Perks now only cost 5 scrap and go up in price together New perk: item damage New loot box: scrap boxes Added a bullet hit sound (I thought this was already added!) New item: upgrade kits Barricades have two lev

  11. Developer post

    Update 0.2.2: New Items!

    Build a stronghold right there on the front lawn with the latest update! * Items are now split into offensive (throwables) and defensive * New item: Pipe Bomb: Attracts enemies when thrown * New item: Barricade: Slows and damages enemies on contact * New item: Auto Turret: Automa

  12. Developer post

    Update 0.2.1

    Update 0.2.1 Fixed a bug where enemies have INSANE health in Blood Moons Added a radial menu for items Balanced the 'sun damage' at the end of waves and made them not sun-themed Updated the look of ghosts! Added new sounds New title cards before Endless Mode games Balancing

  13. Developer post

    Update 0.2

    UPDATE 0.2 * New Junebug model and animations * Scrap count shows on pick-up * New camera and aiming systems * New shop layout * Upgrades can now be purchased * New shooting logic and bullet FX * Added reloading * Skull Totems now fire an overhead homing projectile instead of the

  14. Developer post

    Patch 0.1.4

    Six New Zombie models Zombies now have a dash ability New Zombie Variant! Soldier Zombie New Zombie Variant! Exploder Zombie Major AI tweaks Spawning logic changes Doubled enemy max count! New Zombie models and visuals Fixed a visual mesh issue on some zombies Camera distance twe

  15. Developer post

    Update 0.1.3 | Halloween Update!

    Added Settings menu to the pause menu with sensitivity and music volume presets New enemy: Shade. A new type of ghost that teleports Picking up scrap automatically charges the generator a little bit The Skull Totem's attack speed is now much slower The day cycle has been adjusted

  16. Developer post

    Patch 0.1.2

    Three new ambient effects that change nightly, fireflies, rain, and wind. This is a precursor to having different types of waves each night. Nerfed scrap drops from enemies, loot boxes, and totems. Laundry Machine scene decoration blends better with the environment. Randomized wa

  17. Developer post

    Patch 0.1.1

    * Pause menu should now always be on top of every UI asset * Camera angle adjustments to show a bit more ahead of you. May be adjusted more and more in the future based on feedback. * Generator should now make a sound when charging. Note : currently working on fixing some sounds

  18. Developer post

    Patch 0.1 - Launch Patch

    Added clipping distance to help see through trees that are too close to the camera. Ghosts have less HP and the max amount is reduced. Added a starter loot box on every first night with a tutorial message and extra scrap spawns. Added a consistant Skull Totem on the first night w