2022.4.17.0 Patch Notes
Fixed: Aiming correctly but with sporadic firing under low frame rate conditions.
Fixed: Aiming correctly but with sporadic firing under low frame rate conditions.

Fixed: Aiming correctly but with sporadic firing under low frame rate conditions.
Fixed: Aiming correctly but with sporadic firing under low frame rate conditions.
Potential performance improvements: Changed: Upgraded 3rd party input controller package to the latest possible. Changed: Reverted memory management to previous settings.
Potential performance improvements:
Added: Re-add undocumented keyboard based virtual sticks via WASD and arrow keys. Changed: Make refresh rate selection automatic. Changed: Migrate from Unity 2018 to Unity 2021. Changed: Re-bake all lighting for Unity 2021 compatibility. Changed: Update UI for Unity 2021 compatib
Added: Re-add undocumented keyboard based virtual sticks via WASD and arrow keys.
Changed: Make refresh rate selection automatic.
Changed: Migrate from Unity 2018 to Unity 2021.
Changed: Re-bake all lighting for Unity 2021 compatibility.
Changed: Update UI for Unity 2021 compatibility.
Fixed: Leaderboards need to display additional Unicode symbols.
Fixed: Adaptive details aren't tuned for all refresh rates.
Fixed: Rare "NaN" shader issue causes screen to slowly fill with white pixels.
Fixed an issue with switching between different game controllers in play mode. Fixed a haptics issue that was introduced a few days ago in the last patch. Fixed an issue with the resolution settings UI.
Fixed an issue with switching between different game controllers in play mode.
Fixed a haptics issue that was introduced a few days ago in the last patch.
Fixed an issue with the resolution settings UI.
Added native support for DualSense controllers. Fixed a rare shader issue involving NaN propagation.
Added native support for DualSense controllers.
Fixed a rare shader issue involving NaN propagation.

Please note: Local co-op is in the works too but is expected to take a little time. This release is all about adding some fun stuff and correcting a few issues in the meantime. Thanks!

Please note: Local co-op is in the works too but is expected to take a little time. This release is all about adding some fun stuff and correcting a few issues in the meantime. Thanks!
After further testing, it became clear that neither Level or Difficulty bonus multipliers were required. You can still expect to score higher on harder difficulty modes, but the increased score will result from increased Chain & Speed bonuses. This was always the case, but it
After further testing, it became clear that neither Level or Difficulty bonus multipliers were required. You can still expect to score higher on harder difficulty modes, but the increased score will result from increased Chain & Speed bonuses. This was always the case, but it's pretty clear that it's working better than ever.
It should also now be much easier to understand the base score for an enemy or an item and understand how the multipliers are being applied.
All level multipliers are now: SCORE x 1
All difficulty modes are now: SCORE x 1
All levels now contain secret items of some sort. As always, there are partially hidden items and there are triggered secrets. Triggered secrets can now be found at the end of all levels starting with Level 3.
Based on player feedback, weapon firing is now more responsive than before.
Additional features are in the works, but it's a little too early for an announcement just yet.
Stay tuned for more updates!
All 5 difficulty levels are rebalanced. Everything should feel easier overall, yet remain challenging on the upper end. Wicked is still wicked, but you may progress a little further than before. Level multipliers are flat. It's all x1 now. Difficulty Multipliers x1: Beginner x2:
Everything should feel easier overall, yet remain challenging on the upper end. Wicked is still wicked, but you may progress a little further than before.
It's all x1 now.
x1: Beginner
x2: Easy
x3: Normal, Hard, Wicked
You'll see far more x4 and for the first time, Speed x5 is actually achievable! Expect to see x5 more often on higher difficulty levels. In fact, x5 is even technically achievable on Level 1 in Beginner mode, but requires some extreme tricks.
As before, they are earned each time your score doubles, so 100K, 200K, 400K, etc. You may have more extra lives than you know what to do with!
But again, as before, extra lives are multiplied against your final score if you save Puffy.
Lightspeed was not functioning properly on any supported platform due to the difficulty involved in achieving the Speed x5 multiplier. That's fixed.
Gold Stars are worth quite a bit. Loot should not be ignored. Check it out!
Thanks for your support and feedback! It's been a great launch week. And please feel free to reach out and ask about whatever you'd like or just share a clip of you enjoying the game!
I'm very happy to announce the upcoming release of Horde Of Plenty! Thanks so much to everyone who made this possible! It's been a long journey and a lot of work, but after 2 years in Early Access, I'm enjoying the game more than ever. That's probably a good sign considering the
I'm very happy to announce the upcoming release of Horde Of Plenty! Thanks so much to everyone who made this possible!
It's been a long journey and a lot of work, but after 2 years in Early Access, I'm enjoying the game more than ever. That's probably a good sign considering the hundreds of hours I've already played!
For those that currently play, there are a HUGE number of improvements and fixes. Enemies are smarter and quicker. Movement along surfaces is very smooth and forgiving, and input is as responsive as ever.
The final boss received a makeover too! I won't say what though... you'll have to find out.
Also, be sure to check out the updated trailer and screenshots! I think this is a really fun experience and hope it will be for you too.
Thanks again for all your support!
Hey guys - Just got a new 14 level build up with a bunch of changes! 4 new arena style levels, a ton of improvements to existing levels, a new arena theme song, and a complete replacement for the dungeon theme song on level 2, etc. There are loads of bug fixes, improved enemy AI,
Hey guys - Just got a new 14 level build up with a bunch of changes!
4 new arena style levels, a ton of improvements to existing levels, a new arena theme song, and a complete replacement for the dungeon theme song on level 2, etc.
There are loads of bug fixes, improved enemy AI, a health boost and even a different attack type for ogres, and a few new secrets waiting to be found.
You may also notice that local co-op is gone. I'll bring it back if I can get proper testing on it and remove any balancing/exploit concerns.
Overall, I think things are looking pretty good for an official 2020 release. I'm expecting at least one more very minor bug fix release this year. Thanks again for your support during Early Access!
The game is feeling really fun , we're almost there, and the number of recent updates has far outpaced my public announcements. So what's new? There are a dozen achievements to unlock! And for some of you, achievement progress actually started in an earlier build. I just didn't h
The game is feeling really fun, we're almost there, and the number of recent updates has far outpaced my public announcements. So what's new?
There are a dozen achievements to unlock! And for some of you, achievement progress actually started in an earlier build. I just didn't have the graphics ready to go until more recently... actually had to learn Illustrator really fast and take my best shot at it!
I've added even more music than I was initially planning... there are now 6 unique tracks. The title theme is the longest and most elaborate if you let it play for awhile. I was initially hoping to use it for game play, but it felt much better as the title theme.
The story is back in comic form, accessible from the main menu. I cut the final cells because they didn't really make sense... our hero didn't need to have a cup of coffee, followed by a full night's sleep, wake up, go to work and goof off, only to finally fall into a portal around noon on his lunch break.
In this new universe, Ron Mayhem (or applicable alter-ego) is a true man of action.
Coffee, yes.
Sleep, not so much.
Mouse support is gone! That might sound strange, but this game is a console oriented twin-stick shooter, level loading is pretty fast, and switching from a mouse to a game controller just seems cumbersome. So no more mouse and no more mouse code paths or UI to test. It should function the same on both PC and console.
Keyboard still works in both the menus and the game.
There are a TON of bug fixes and improvements. Too many to mention, so I'll let you find them yourself! :-)
At this point, the only known issues are a few local co-op bugs and a situation where after completing the game victoriously, and returning to the main menu, music restarts in every sub-menu.
And despite a few bugs, local co-op is crazy fun! If you want to give it a try, at the moment, only one player has control over menus and pausing. That should be fixed in the next build. Hopefully EVERYTHING is fixed in the next build, but we'll see.
There isn't a solid release date yet, but we're almost there! Each new build can be considered a release candidate now.
Thanks again and I hope you enjoy all the improvements!
Just in case anyone missed it in the last announcement, I just reset the leaderboard for the first time ever. If you were in the top 20 from 2018, you have a special place in the credits. Thanks again for your understanding!
Just in case anyone missed it in the last announcement, I just reset the leaderboard for the first time ever. If you were in the top 20 from 2018, you have a special place in the credits. Thanks again for your understanding!

I'm very happy to announce a soundtrack for Horde Of Plenty! I think it really improves the mood and fits the pace of the game, especially on hardcore & 1337 difficulty levels! There are currently 4 tracks, but you'll have to beat the game to hear them all. It was a lot of fu
I'm very happy to announce a soundtrack for Horde Of Plenty! I think it really improves the mood and fits the pace of the game, especially on hardcore & 1337 difficulty levels! There are currently 4 tracks, but you'll have to beat the game to hear them all. It was a lot of fun putting these together for you all, and a nice change of pace, but I'll be back finishing up achievements very soon. Please let me know what you think. :-)
Note: The demo video is fairly outdated at this point, and that is not my music. the game looks much nicer than that now! I'll have to update the promo art sometime soon.
Also, I reworked the sound effects and the mixing. There's a little more work to do there... but it should feel better already.
In other news, I fixed a few bugs and reworked the look and feel of Level 6 (aka Forest Run), and it should feel much nicer with loads of lush new forest flora.
Oh and the other big one... reworked scoring! I won't go into the gory details, but will just say it feels better and loot should feel like it's weighted a little higher now... and if it's not perfect, I'll tweak it again.
So, at this point, it's just a bit more polish and a matter of finishing up the achievements, and then we're good to go for release, but I think it's feeling pretty good already! :-)
Thanks again, have a great weekend, and enjoy!

Today's release appears to be running silky smooth with the biggest performance boost to date. There are also tweaks to enemy AI, physics based animation improvements, and some of the hardest difficulty modes are harder than ever now with greater numbers of speedier enemies. The
Today's release appears to be running silky smooth with the biggest performance boost to date. There are also tweaks to enemy AI, physics based animation improvements, and some of the hardest difficulty modes are harder than ever now with greater numbers of speedier enemies. The easy modes are still as easy as ever.
I really wasn't planning to boost performance further, but after a Unity upgrade exacerbated some underlying issues... I use Unity for development... there was no choice but to find a fix. After a lot of late nights, the result appears to be far better than expected.
I think I can boost it a little further and will see what happens over the next couple days, and then it'll be time to refocus on stats, achievements, and finalizing scoring.
Scoring might be a little over the top when it comes to the number of points you can earn when playing in higher difficulty modes. I think it's actually pretty close to fair, but expect some tweaking there over the next few weeks for sure. I'm going to leave the leaderboards alone for now because it's pretty easy to beat your old scores at the moment.
Also the way the score is calculated is a bit complicated at the moment... it currently takes speed and chain multipliers, difficulty mode, and the current level into account. Seems fair, but not easy to think about on the fly.
Thanks again and I hope you enjoy the changes!
Changes FIXED: Player unresponsive after warping to center screen from a stuck location. FIXED: Player head and neck craning strangely at top speed. FIXED: Some items weren't "warmed up" (devspeak: pooled) correctly at startup. FIXED: The lower quality modes didn't look quite rig
Changes
This build should perform pretty well. At best there are no hiccups and everything is liquid smooth. At worst, there are a couple hiccups that total less than half of second out of hours of gameplay. Results may vary and the entire issue could be with my laptop. I just want this as close to perfect as possible. :-)
It's been awhile, but the first build in a massive overhaul is now available! Overall performance should be greatly improved and all the existing levels have been reworked or tweaked in some way. There are a couple small performance hiccups that may be encountered in the first 2
It's been awhile, but the first build in a massive overhaul is now available! Overall performance should be greatly improved and all the existing levels have been reworked or tweaked in some way.
There are a couple small performance hiccups that may be encountered in the first 2 levels during your first passes through those areas in a given play session. I'm fairly certain of the cause... that being the result of a subsystem not getting "warmed up" properly. So once it's warmed up, everything's fine. I'll get this fixed ASAP.
Notable Changes
One small issue that I'll try to address in a future build... the game looks a little overly green (yellow/gold has a green tint) on some monitors including my Razer Blade 15". Screenshots look equally wrong on an iOS screen. It's ok, but it's a little off from what I intended. Obviously there's no way to make it just magically worked perfectly everywhere, so I might add adjustable color correction above and beyond the usual gamma/brightness controls found in many games.
Stats and achievements are currently in development, but not ready for this build.
I haven't reset the leaderboards yet... although I did remove my ridiculously high score achieved through ill-gotten means... well testing a new build actually... and the rightful leader is back in top place for the moment. :-)
As mentioned in an earlier post... I expect local co-op and multiple difficulty levels to be able to share the same leaderboards. Co-op's firepower advantage seems to be canceled out by shared health and more surface area available for damage.
So... I expect to release much more frequently for the remainder of this project. Thanks again to everyone who's picked up a copy and given this a go over the last number of months!
Oh and if you were in the top 20 (not including me), maybe have a look at the credits... :-)
Thanks guys! Really, seriously, thank you.
Hey guys - A belated happy new year and I hope you all had a great holiday season! I was hoping to make more incremental releases last year and at least get something out by December, but wound up making some pretty large and unexpected improvements that broke that workflow. My d
Hey guys - A belated happy new year and I hope you all had a great holiday season! I was hoping to make more incremental releases last year and at least get something out by December, but wound up making some pretty large and unexpected improvements that broke that workflow.
My desktop dev rig died a few months ago and when I replaced it with a gaming laptop w/ a 1060 on board, I started noticing some obvious performance issues. Long story short, it required a major lighting overhaul as well as some changes to NPCs and their animations. In the end, imho, it both looks and plays much better. I couldn't be happier with the results.
There are a number of gameplay improvements and bug fixes as well.
I expect to have something new out any week now and should be able to finally get back to an incremental release schedule soon after, hopefully with a v1.0 by Q2 this year.
Thanks again for all your support!
It's been awhile since the last update, so just wanted to let you all know that there are more features and fixes in the pipeline for this year. Local co-op is in development and may be exposed as an experimental feature in an upcoming build. A current goal is to allow all game-p
It's been awhile since the last update, so just wanted to let you all know that there are more features and fixes in the pipeline for this year. Local co-op is in development and may be exposed as an experimental feature in an upcoming build. A current goal is to allow all game-play modes and difficulty levels to fairly share the same leaderboards, which are visible from the main menu. This actually seems to be working pretty well so far. It's working across difficulty levels because in easy mode, it's not possible to rack up chain & speed bonuses quite as fast. That means that scoring doesn't have to be artificially manipulated. So far this appears to be working for local co-op as well thanks to shared health. Co-op is currently harder than single player... enough so that I'm still investigating possible difficulty tweaks to balance it out a bit... but ultimately am hoping to find a one-size fits all solution that remains as fair as possible and errors in favor of single player. Thanks again for your support and hopefully we'll get another build out soon!
FIXED: Vibration/Rumble was too weak on some controllers. Every hit to the player should be felt, but not in a distracting way. FIXED: Rare condition where loot spawned incorrectly. FIXED: Player was restarting with the wrong weapon when dying with that weapon. FIXED: Quality was
FIXED: Vibration/Rumble was too weak on some controllers. Every hit to the player should be felt, but not in a distracting way.
FIXED: Rare condition where loot spawned incorrectly.
FIXED: Player was restarting with the wrong weapon when dying with that weapon.
FIXED: Quality was defaulting to the lowest possible setting. Quality will now default to the intended middle setting.
Note: Developer's opinion here... There's not a huge benefit to increasing the quality past this point... some, or the option wouldn't be there... but the downside is that there may be areas (indoors) where the game plays over 200fps and others where it dips below 60fps, and this is a game that should be played at 60fps if possible. But if you have the latest and greatest beast rig, you're probably fine to try any quality setting you want.
Thanks for your patience. The store should be working properly for everyone now. Many thanks to those that pointed out the issue.
Thanks for your patience. The store should be working properly for everyone now. Many thanks to those that pointed out the issue.