Hello!
It's finally time!! If you're reading this, that means DASHPUNCH is finally out of Early Access, and the full release is now available on Steam! It's been a long time coming, and I hope you all get to see what I have in store!

Honestly, I'm not really sure what else to say here, other than thank you to everyone who supported me and the project along the way, I absolutely wouldn't have made it to a full release without your input. I'm proud of what I've done here, and it's all thanks to you! With that aside, let's move on to what the 1.0 release actually entails. If you're looking to experience everything blind, look no further!
Patch Notes
- Added the fifth and final world, along with it's associated boss, and the ending!
- Added a new minigame as an alternative to Beekin Outposts, with a new associated NPC. Levels will have one or the other, but not both.
- Added particles for most player buffs, similar to how status particles on enemies work.
- Added 2 more Legacy trees, unlockable via Ishta as chakras.
- Added 1 more chakra aside from the above two, which helps build out Legacy trees
- Added 3 new items; 1 new artifact, 1 new cursed item, 1 new legendary unlocked via achievement
- Rewrote some dialogue
- Reworked Geogem of Carnage, it now doubles crit damage for the floor instead of combo count.
- Reworked Falcon legacy; it no longer disables your dash attack, but the stat multipliers only apply to the punch itself.
- Reworked Dreamskate; no longer makes on-dash affects apply to all enemies in addition to the first, now heals you when dashing through an enemy.
- Adjusted damage calculation for Domesticated Black Hole, it now deals less damage to bosses and no longer ignores damage calculation
- Adjusted attack targeting for the Architect fist blocks, they now align to the world grid
- Adjusted a number of enemy stats slightly, geared towards making World 4+ enemies a bit tankier
- Adjusted stun to no longer affect bosses (it just broke too many things)
- Fixed Blindside ignoring status immunities
- Fixed Phantom Flurry chaining off itself
- Fixed a rare crash in the case of a player having more Gem-Forger Rods than tiles in the room
- Fixed a number of enemies failing to stop moving and animating when the game was paused mid-attack
- Fixed some item and Geogem tooltips being inaccurate or outright wrong
- Fixed some incorrect calculations with crit damage (oops)
- Fixed how Barrier is handled internally, and it damage-gates when broken now (overflow damage won't transfer to health)
- Fixed player hitboxes being inconsistent across various animations
- Fixed a number of room layouts having incorrectly-placed objects
- Fixed Demon Pact chance being incorrectly applied to bosses (it's now lower than normal enemies, and only possible with more than 30 curse)
- Fixed a bunch of other minor things too small to list, probably
Welcome to DASHPUNCH, after 3 years in development, hopefully it will have been worth the wait!
