Finally! We made it.^
Thank you so much for being here with us as we release our demo and first official patch for it. It includes a lot of co-op and UI improvements (especially for Player 2), new UI screens, a ton of new VFX, more waves, new enemy types, new 3D models, and a lot of fixes. This will be the first patch of many as we prepare for our Early Access release. We plan to upgrade and expand the game in every way we can. If you do have a chance to play the demo and you have an extra moment, be sure to let us know what you'd like to see in future updates and what didn't really feel great for you. We really want to know if we are on the right track. Thank you again and we hope you enjoy our game.^
Patch Notes - Demo v0.5.0
These patch notes cover all of the changes that were made in the last week. We are excited for you to try them out.^
New
VFX
We'll continue to improve our particles over time, including the visibility and clarity. If anything stands out that you feel needs a change, please let me know.
New Revive Particle.
New Shield Break Particle.
New Health Booster Particle.
New Stamina Particle.
UI
These screens and new icons should add a lot of clarity to gameplay.
New End Game screen.
New Controller Layout screen.
New Keyboard Layout screen.
New Intro Storyboard screen.
New Entry screen on first load-up.
New Deputy Skill Icons.
New Upgrade numbers now visible for Main Hero, teammates, and sidekicks.
Models
We'll continue to upgrade all of our models over time as they are completed. If you see anything that doesn't fit, just let us know and we'll prioritize it.
New Gold Coin 3D Model (Matches UI element).
New Tree Log.
New XP Crystal.
New Shotgun for Derek.
New Sniper Rifle / Rocket Launcher / Stun Gun / Assault Rifle for Derek's backup.
Enemies
We really wanted an enemy of a new class (The first of many) who could really take a hit. This little guy is very slow and won't attack you but can protect his allies from being targeted. This enemy is also taunt-immune.
New Death Enemy
Changes
World
We didn't really like that there were so few trees around the map and that you couldn't really see your conquest of resources so we're changing things up a bit.
Trees and Gold Mines are now more numerous and widespread in clusters
We've simply taken 1 tree that was worth 100 wood and split it into 5 trees worth 20 wood so balance is unchanged.
Trees now leave a stump behind when cut down.
Health and Stamina boosters are 2x larger.
Player and Sidekick Balance
Player resource management should be something that isn't a priority but does exist in the back of their mind. We've seen players able to farm resources during a wave and immediately jump into battle without any consequences. So we wanted to poke at that a bit.
Sprint cost increased from 0.2 -> 0.35 per second.
Farming Gold and Wood now takes stamina.
Derek's backup health increased from 20 -> 30.
Enemy Balance
We're tweaking one of our favorite enemies (The Nightmare) so that when this lieutenant touches the map, there is a threat from far.
Nightmare movement reduced from 300 -> 150.
Nightmare vision range increased from 1200 -> 2400.
Nightmare attack intervals increased from 4 seconds -> 2 seconds.
UI
Many UI resources are smaller to take up less screen space.
Removed "123" placeholder text from Create Session.
Removed old popup on game launch.
Removed stroke from circle and letters of P1 / Circle in game.
Fixes
Please note that any fixes labeled with (?) are potentially still occurring. If you do see these issues happening, please let us know with any other information you can give us.
Fixed stones on path being too high.
Fixed border on Pal Upgrade screen being too high / distorted.
Fixed default key bindings to match initial Controller and Keyboard screens.
Fixed upgrade numbers showing before an upgrade was purchased.
Fixed sidekick UI being hidden.
Fixed Player 2 UI disappearing in certain situations.
Fixed Player 2 not seeing Tutorial and Keyboard / Controller screens at least once.
(?) Fixed Player 2 not being able to see Derek's police car.
Fixed villagers tossing a bucket instead of a resource when returning to the crystal.
Fixed villagers jittering when being pulled by the Player.
Fixed Derek jittering when being pulled by the Player.
(?) Fixed Player 2 seeing Derek's Ultimate rocket facing weird directions.
Fixed Player 2 seeing no stump after a tree falling.
Fixed Player 2 seeing white circle under own feet.
Fixed Player 2 seeing Player 1 with a white circle under their feet.
Fixed Player 2 seeing "P1" over their head.
Fixed Controller / Keyboard layout not showing on first load.
Fixed Tutorial Layout not showing on first load.
Fixed anchors on the Create Session screen.
Fixed the anchors on the Tutorial screen.
Fixed the anchors on the "Thanks for Playing" buttons.
Fixed the Battle Upgrade screen starting with a sliver of progress for all upgrades.
Fixed Dev windows showing up in settings in packaged games.
Fixed Reroll being extremely quick (is back to 2 seconds).
Fixed Rerolls displaying the incorrect amount.
Fixed Pal upgrades not being an option.
Fixed first wave starting with only 4 seconds (Now 15).
Fixed Return to title screen not working.
Fixed worker stopping all movement when reaching player, even when player moves again.
Phew! That's everything. It's been a very exciting and motivating week and we look forward to all of your feedback and support going forward. If anything looks odd, suspicious, or just plain wrong, please let us know (especially for co-op). If you really enjoy any particular elements of the game, let us know that too and we'll expand on them. We'll patch this demo often so keep an eye out for updates.
^^

