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Heartworm 1.1 Update

Hey Everyone!

The Heartworm 1.1 Update is here! You can grab it for 15% off right now during the Steam Autumn sale.

You can also now purchase the game’s soundtrack - featuring 60 original songs written for the game.

As previously mentioned, with this update, there is a new, optional increased difficulty called “Challenge” mode, with a new costume reward upon completion. This will require much stricter management of resources and more careful decision-making in regard to when to fight or flee. (The original, normal difficulty of the game still exists, of course.)

There are also a number of other additions and changes, outlined below:
Patch Notes

Gameplay:

  • Introduced Hard/Challenge mode, selectable at the pre-game menu.

  • Challenge mode: Increased static enemy HP by 25%.

  • Challenge mode: Static Enemy slow chance increased to 50% (from 25%).

  • Challenge mode: Significantly less health and ammo spawns; the camera bag is not accessible.

  • Challenge mode: The Deer boss increased HP by x1.75.

  • Beating the game on Challenge mode now unlocks baseball skin.

  • Introduced Long Exposure(charge) mod in the chess puzzle in the cave behind the waterfall in the Wilderness.

  • Increased minimum charge mod damage from 5 to 10.

  • Increased max charge mod damage from 40 to 50.

  • Added visual particle FX for charge mod attack.

  • Added an icon on the camera sprite to signify when the charge mod is equipped.

  • Clean up the enemy dog's behaviour

  • Reduced The Unchained enemy run speed from 5.72 to 5

  • The Unchained enemy fov reduced from 180 to 45

  • Fixed the Deer boss not roaring at the start of the fight

  • The Deer boss: fixed the footprint spawner not spawning footprints after the cutscene

  • Removed the shelf from the yellow Office hall to further avoid traffic jams.

Final Boss Fight Adjustments:

  • Gears now come in from the sides, forcing the player into the center, removing the "safe" areas until the sweep attack, when the gears retract.

  • TK Slam attack order is now randomized, but a light red warning circle appears to telegraph the location of the attack.

  • Increased frequency of falling brick attacks.

  • Changed visuals for fireballs.

  • Reduced the amount of film given in the final boss fight from 24 to 12.

Localization:

  • Credits updates

  • Fixed some missing loc

  • Added missing dialogue to subtitles in gallery 4 - third and fourth lines were not showing up as subtitles

UI/UX:

  • Fixed the incorrect map trigger in the Wilderness clearing

  • Fixed menu/bg image offset while in a 4:3 aspect ratio on the pre-game difficulty select menu

  • Fixed change tabs (Q/E)  not working when opening map from Inventory

  • Fixed the map system, changing the area progress of the previous scene area

  • Fixed softlock when rebinding keyboard after starting rebind with controller

  • Added difficulty to the ranking screen

  • Removed inaccessible area from parking map sprite

Additional Bug Fixes:

  • Attempt to fix the rare elevator softlock

  • Fixed flash lingering (camera to flashlight exploit)

  • Attempt to fix the rare aiming stuck bug

  • Reworked gallery VOs to use the same VO sequences that are used elsewhere

  • Fixed the gallery word puzzle, sometimes acting strangely when solving while the voiceover is active.

  • Fixed infinite mod/combining issue when a camera was already modded and combine was used

  • Fixed credits camera easing into the first camera - added camera blend to make sure it cuts instead

  • Removed voiceover trigger from solving attic door and added it to a trigger earlier in the attic room that plays when Sam has the complete emblem or both parts in her inventory

  • Removed confusing train barrier flavor text on the left side of the scene

  • Ranking scene minor adjustments

  • The electric pole missing map trigger has been fixed

  • Added interruption state to the scene fade animator in an effort to solve a rare issue where the scene would not fade in

  • Fix the empty subtitle bar popping up when subtitles are disabled

  • Office table collider in the meeting room layer changed so you can shoot through it

  • Player pushing while aiming fixed

  • Fixed Watermill collision issue in front of waterfall, nav mesh rebaked

As always,

thank you so much for playing and for your feedback. I really appreciate every single one of you for taking a chance on this game I put my all into.

-Vincent