
I wanted to share all the new things I've been working and or added and fixed since the last update! I apologize for development being slow. I do have a full time job as a chef and it can be a lot at times.
I am also very excited to say that I'm shooting for a 1st or 2nd quarter 2025 early access launch. I hope to also be in the Steam Next Fest event prior to that release with a demo available with most of the main mechanics of the the game I have planned. There is still so much work to do before then and definitely after the EA launch as well. I appreciate any support during these times.
Please WISHLIST as this greatly helps Cirrata out!
Feel free to join the DISCORD as well!

I would now like to share a little info about the current and planned features of Cirrata.
Many of the mechanics of Cirrata based around the 'spirit' system and also the food item main system in the game.
It is meant to feature many secondary weapons, much like in Castlevania SotN. (currently 4 are mostly in)
These weapons will have a regular, amplified, and ultimate attack mode (based on how many of the blue 'spirits' the player has activated (drank)).
It is a Rogue-lite game but also inspired by Metroidvanias
There is a world ingredient cache collecting and delivering to the local pub mechanic (WiP).
This will lead to the pubs chefs creating food items for the player. Each food item has a unique effect on the player ranging from summoning minions to raising your crit% or amplifying other abilities. I plan to have 50 or even more in the 1.0 release. (currently have 10). I hope for this system to be, in a way like Risk of Rain or other rogue-lites where you progress through unlocking new and stronger food items. When you die you reset at the pub and lose items and weapons but you will still have access to aspects of things you had before.
There will be many enemy types, currently planned: regular, elites, mini boss's, and large scale boss's.
The intro is basically the tutorial to the game and is much more of a Metroidvania style experience. I originally planned to make Cirrata a true Metroidvania style game but the scope became much too large for me as a solo developer so i pivoted a bit.
Once you reach the Frog town and the pub in the game the tutorial is over and it becomes a rogue-lite experience. You will keep the main core game abilities you have gained up to this point.
aaaand I dont want to spoil the rest but I wanted to clear some things up for anyone curious for more info about Cirrata!

me spamming cleavers for for the fun of it (I need to work on balancing everything still) ːspiffoː
DEV LOG - PATCH LIST
FROM OLD to NEW as you scroll down
fixed dash on ground dirt particles (were not working at all)
added hud indicator for all critical hits
updated controller mapping screen
made the purge particle sprite more textured
purging now creates a poison cloud that causes poison DoT to enemies that pass through it (edited)
increased starting player currency amount 100 -> 150 (edited)
poison DoT mechanic added to the game
poison now spreads to other enemies over time if nearby
poisoned enemies will turn a light shade of green while poisoned
bouncer mushroom cloud now causes poison instead of causing dmg on hit (edited)
fixed purge fx falling through the floor
ingredient cache pickups added to game
level design work - opened up underground area where "under construction" sign was
level design work - new underground room
level design work - more detail in underground biome
art work- more progress on new rabbit sprite
animation work - new "fatfrog" animation for talking state
animation work - prepped new crow sprite for animation
added crow npc and narwhal npc to the game
added rarity levels to secondary weapons
added rarity levels to food powerup items
level design work - world detail - bar (edited)
level design work - world detail - underground
Planned out first mini boss fight
rigged new enemy into animation
fixed bug - dust animation fx on wrong layer at times
level design work - frog pub
drawing work - "rabbit2"
animation setup in spine - "rabbit2"
animation work - rabbit2
level design work - frogbar
animation work - npcs
level design work - frogbar
updated controllers menu page
increased air to ground slam move speed
wall jump now creates dust cloud on the wall
fixed ground dust not triggering due to jump input buffer
ground dust now always trigger on land, most of the time triggers on jump
ground dust now triggers on high jump
fixed bug where on some surfaces the step dust would not trigger (edited)
fixed bug where you could not zoom out in the Frogbar
fixed bug where if you get the flying eyeball familiar and leave and come back to where you got the flying eyeball familiar. it would die
fixed a bug where the narwhal that gives you the flying eyeball familiar does not leave once you leave and come back
added glow to bouncer mushrooms
started working on custom control mapping
Cleaning and reorganizing controller code to prep for custom bindings
Key rebind research
Default keyboard controls changed (added mouse to control weapon)
beginning of rebind-able controls implemented
figuring out how to get button image icons to show instead of text
MASSIVE CONTROLLER SYSTEMS OVERHAUL
added support for ALL gamepads, way better keyboard and mouse controls, control consistency through all menus, KEY REBINDING, new icons for all controls.... more to come (edited)
made player attack hitboxes bigger 1.3->1.4
way more player input work (re bind control)
in game button indicator icons now change based on what input source you are using (gamepad, keyboard, etc)
updating the "inventory" menu (new style)
added example videos for ability powerups to inventory menu
changed menu click audio sounds to more pleasant sounds
more inventory work
added health to inventory menu
fixed stomach hud showing on new game load screen
fixed dust particles showing on new game load screen
removed the "+" from notifier when picking up money
made secondary weapon charge icon not outlined for rarity level for each secondary weapon (edited)
removed "+'" from secondary weapon indicator
started drawing new text box background to match hud (old one was not drawn asethetic)
finished new text box background
implemented, resized and repositioned the new textbox in game (edited)
level design work - new area in frog bar zone
more level design work
added new frame by frame animation layer for blood hit fx
moving platforms mostly fully functional
fixed issue where BAT enemy was not spawning the proper items/debris when stromped
fixed the player and enemies showing in front of the foreground parallax layer
Audio overhaul/upgrade work
more sound design work
loooots of audio work (like almost all day)
Fixed random floating frog sprite
Fixed consumed food item hud icons and descriptions not showing issue
Changed player particle FX a bit to better signify different movements from abilities (high jump, ground slam)
Fixed: if you already ate any specific food item and/or your stomach already had a specific food item you could still buy and eat that specific food item. (you could waste your money and not get anything from it)
Added: When near a food item you can buy the price (ie: 300) indicator now turns to "IN BELLY" if you have already eaten that food item for its buff and its currently active and wont let you buy it. (unless you purge it)
fixed: regular chat bubble and ACCEPT/DECLINE chat bubble were overlapping
added: debug mode: added a guide explaining what keys do what for 'cheat mode'
did some animation work on a new npc
new npc animation work. Two new animations ('soldier')
added npc to training course room
animation work on 'rabbit2'
Drawing work on ‘fatfrog’
adjusted players 'full run' animation (looks way better)
'fat frog' rigging in Spine. (reworking animations in better animation app)
a lot more 'fatfrog' animation things.
More animation work. Began importing into the game
animation work - fatfrog
moving platform polishing
moving platforms now bonk you through drop through platforms and just generally move the player out of the way
drawing work
moooore drawing
more drawing . finished social media icons in the style of cirrata
fancier food item drawing
new food powerup art
drawing a new asset for the frog bar that will let the player know how stocked the kitchen is
new food item drawing work
fixed background texture misalignment in 'level11'
fixed bat enemy throwing a knife with a white outline
new game intro text explaining the state of the game and whats to come
New npc animation work
about 5 new animations added
a new npc has entered the game!
more frog chef npcs added to the game
Fixed layer depth issue in frog bar -particles were behind everything
Changed particle effect and color of weapons and food items to better distinguish between other items
Fixed multiple causes of particles not clearing properly causing a error crash
custom controls will now save when game is saved
Custom controls now reset at the main menu but reload when you load a game
menu controls will now stay the same even if you change the custom bindings
added buffers to the pause menu so it doesnt skip menu pages when trying to change controls which are the same as confirm and cancel menu buttons
CONTROLLER VIBRATION is beginning to go into the game
controller vibration is about 90% in the game
Fixed issue where player would stop moving but the run animation would continue for a second too long
when in a full run and you stop pressing left or right the player will now slow to a stop and the animation will slow as well
there is now 4 stages of movement (instead of 3 prior)
1: no blue spirit on hand - 1x speed
2: 1 one blue spirit on hand - 1.2x speed
3: two blue spirits on hand - 1.35x speed
4: three blue spirits on hand - 1.5x speed
made the player trail for high jump, ground slam, and burst attack more prominant
added on screen signifier for the 4th movement speed buff
rigged the bird mini boss in spine 2d animation
many minor changes to some of the 'rooms' to make traversing them more fluid
expanded a room a bit to lead to a new 'room'
fixed 'bouncer shroom' glow showing behind the shrooms. made it hard to see
expanded mini map functionality for new rooms
beginning of kitchen systems. (ingredient delivery and food powerup item supply)
started designing a new special 'room'
fixed camera follow issue: when following the player traveling at a steady speed downward the camera would stutter until the player came to a stop
slowed regular camera follow speed slightly. still moves fast to catch up when it needs to
more work on the kitchen systems
got the kitchen ingredient stock meter bar in and functional ,
created two new particle fx for the meter bar,
made a couple new sound fx for the meter bar
more new kitchen mechanics work
npc speaking audio sound work
more kitchen mechanics work
even more kitchen mechanics work
fixed high jump and ground slam particles on wrong layer
new audio sound for single ingredient pickup
more kitchen mechanics work
fixed bug where when you loaded a new game the player would end up outside the room and off camera
fixed a bug where there was no starting weapon box and then after adding the box in again the box would not allow the player to break it break
lowered the volume of single ingredient pickup sound to account for picking up multiple at the same time
