Version 0.4.0 is now LIVE for playtesters!
This is a big update that shakes up the game’s progression quite a bit.
⚠️ YOU WILL START OVER! ⚠️ I have refactored saving/loading code to make it easier to handle in the future. And I haven’t created a way to port older saves since there’s so many balancing changes that progression does not make sense with an old save.
This patch aims to rework how progression works. I made the enemies get a lot harder much faster, as the level cap is 1000. Material upgrades are cheaper to let you buy more equipment to face these new challenges, and changed some prestige prices to incentivize more prestige. You can also now get familiars to fight alongside you which will aid you in your fight.
Share your thoughts on how the new progression feels! Too easy, too fast, too hard… Some upgrades too cheap, expensive? Let me know!
I will try and rebalance considering the feedback I get. I’ve implemented systemt to help refunds for stuff you’ve bought if it changes its price if I do big changes.
✨ What’s new?
- Added language onboarding for first time users.
- Québec Language Localization (fr_CA)
- Spanish Language Localization
Gameplay
- You can now get familiars to fight alongside you for some meat.
- Incoming damage is split amongst the both of you.
- The familiar’s health does not regenerate HP. It has one life.
- Added initial game onboarding.
- Added an autoclicker prevention.
- Lamp now shows up and works in the UI when bought.
- Doors in the camp now are functionnal
- You can now spend some meat to extinguish the campfire.
- Now gives you 10% of your mat production of offline gain.
- You can increase this percentage in the skill tree.
- Level 1000 cap.
Settings
- Keys are now rebindable.
- New text size accessibility option.
- Disable flashing panels accessibility option.
- Disable numbers pop up particles option.
- Disable particles options for potential users getting lag at high attack speed.
UI
- Pausing the game actually pauses combat.
- There is now a pause button in the right GUI panel! You no longer need the keyboard to play the game if you just want to use the mouse.
- Main Menu animation
- You can now hold click to auto buy in the shop.
- More buttons have hover and click sounds to them.
- Prestige items now display more clearly when maxed out instead of just using the number being blue.
- Added a “You are here” icon to the map.
- You can now use arrow keys to up/down the spinbox to select which level you want to start at.
- Dropped items show up as new in inventory
- Changed Languages in drop down from locales to fully translated names and their percentages.
Combat
- Fancier death screen with stats on your run.
- Enemy health bar is now animated to show the damage you do to it.
- You can now pick up boons between levels. They only last for your current run.
- Damage Percent Bonus
- Attack Speed Bonus
- Defense Percent Bonus
- Regen Percent Bonus
- Evasion Percent Bonus
- Double Attack Chance
- Crit Hit Chance
- Vampire HP - Percent of damage dealt.
- Chance of reflecting some damage.
- Meat Gain Boost
- Exp Gain Boost
- Heal Familiar for 10 %
- Heal Self for 10%
- New Enemy: Undead Rogue.
Other
- You can now press “i” ( and rebind that key ) to toggle open the inventory, alongside “Tab”
- Added a feedback button to the game that opens a form that is linked to the discord’s feedback forum.
- Implemented Steam Rich Presence which now displays a status on your friends’ list
- Added emojis to print messages for easier visual parsing of logs.
- Updated Discord Rich Presence assets and presentation.
- Tracking new stats:
- Total monsters slain.
- Total Deaths.
- Total Familiars bought.
- Last save time and date.
- Total runs done.
- How much materials and meat spent in current run (would be used for giving it back to you if balances changes are needed)
- New loading splash screen.
- Added a stats screen to see your stats in your current save.
- Now saves combat entrance level in save file.
Demo
- Created a demo mode, caps at lvl 10.
- Added an end of demo screen.
⚙️ Changes
Prestige
- Changed max level look of skills.
- Prevents you from prestiging with 0 hemalith.
- New Skills:
- Familiar HP mult
- Familiar XP Mult
- Offline Gain
- Removed:
- Lamp Skill (It now drops as an item)
- Changed some code logic with how I’m handling materials and multipliers, should be easier to tweak and create less errors in code.
Equipment
Boots
I kind of forgot that this wasn’t capped, you could easily go over 100% evasion which resulted in not getting hit at all.
- Max Evasion: Uncapped → 50% cap
Chestplate
The chestplate felt very strong starting off, I want to promote putting some skill points on it before it becoming too overpowered.
- Max Defense: 95% → 75%
- Base Upgrade Effect: 1% → 0.1%
Combat
- Enemy Health Calculation : Base + Current Level Value → Base * Current Level Value^2
- Enemy Attack Damage Calculation : Base + Current Level Value → Base * Current Level Value^2
- Enemy Exp Value : Base + (Current Level Value * 0.2) → Base * Current Level Value^2
- Enemy Meat Value : Base + (Current Level Value * 0.2) → Base * Current Level Value^2
- Combat now formats enemies’ attack damage numbers.
- Enemy missed messages are no longer toast panels but rather spawn on the chestplate.
- Log messages and names of Bosses are now rainbow!
Enemies:
- Like a bajillion changes, see the before:
and after:
Materials
Hearing from testers how progression felt slow in the beginning, I’m lowering the prices of the upgrades to make early progression a little bit more fast, and to let you gain more material later on as you will need more of it with the harder enemies.
Material Level
Cost Multiplier: 100x → 50x
Click Upgrade
- Base Price: 7.5 → 1
Mouse Upgrade
- Base Price: 1 → 0.5
Rat Upgrade
- Base Price: 50 → 25
- Effect: +0.5/s → +1/s
Zombie Upgrade
- Base Price: 500 → 250
- Effect: +2.5/s → +5.0/s
Skeleton Upgrade
- Effect: +5/s → +10/s
Brute Upgrade
- Base Price: 500 000 → 250 000
- Effect: +25/s → +50/s
Golem Upgrade
- Base Price: 5 000 000 → 2 500 000
- Effect: +75/s → +100/s
Prestige
Meat Gain Mult
Cost Multiplier : 5x → 6x
Max Level: 50 → 5
Death Loss Reduction
Cost Multiplier : 5x → 2x
Hemalith Gain Mult
Max Level : 50 → 5
Exp Gain Mult
Cost Multiplier : 10x → 2x
Max Level : 50 → 10
Level Health Mult
Cost Mult: 10x → 2x
Max Level: 50 → 10
Base Storage Mult
Max Level : 10 → 3
Material Global Gain Mult
Cost Multiplier : 100x → 2x
Max Level : 10 → 5
Material Click Value Mult
Cost Multiplier: 100x → 10x
Max Level: 10 → 5
Global Equipment Multiplier Skill
Base Cost: 5H → 0.5H
Cost Multiplier: 100x → 2x
Max Level: 100 → 15
Effect: +1.0x → +0.2x
Material Production Multiplier
Max Level: 100 → 5
Material Level Cap Upgrade
Base Cost: 100H → 10H
Sword Multiplier Skill
Base Cost: 5H → 0.5H
Cost Multiplier: 100x → 2x
Effect: +1x → +0.5x
Max Level: 100 → 15
Helmet Multiplier Skill
Cost Multiplier: 100x → 20x
Max Level: 100 → 5
Chestplate Multiplier Skill
Cost Multiplier: 100x → 7x
Max Level: 100 → 5
Leggings Multiplier Skill
Leggings have been feeling a bit underpowered so I’m raising its effectiveness and lowering the price to encourage its use.
- Effect: 1x → 10x
- Cost multiplier: 100x → 2x
- Max Level 100 → 10
Boots Multiplier Skill
Boots get very powerful very quickly which is why I’m capping the skill.
Cost Multiplier: 2x → 10x
Max level: 100 → 5
Misc
- Refactored Saving/Loading code.
- Meat loss on death is now formatted.
- Prestige, game reset state and Saved Settings now save in a different folder, this way they won’t be saved by Steam Cloud. This should prevent the game from loading a higher resolution from your computer to your steamdeck, for example.
- Russian font change and sizing now is better handled, text is now clearer and scaled correctly across the game.
- Changed how prestige hover info works, to prevent overlapping.
- Prevented autosave from happening while prestiging to prevent weird saving behavior.
- Updated Localization
- Game build is now encrypted.
- Moved stuff around a bit in the map.
- Updated camp bg sprite.
- Changed Health Potion styling to remove the divider which was causing issues on different text sizes at certain languages.
- Changed how settings are stored and loaded. Serializing to json instead of using resources. Settings initializing to null/0 while not having values should be fixed with this!
- Changed tween variable references in combat and Materials which should hopefully prevent increasing memory usage by creating new nulls every time instead of reusing one singular Tween
🐛 Bug Fixes
- Base Combat “Exit at” Spinbox value is now 1 instead of the default 100 which was leftover from when I used to calculate depth in 100m increments.
- Helmet mini prestige (x10 damage, reset attack speed.) Is now tracked and reset correctly on prestige.
- Now checks to set the chestplate upgrade back to available if it’s under the cap (Should hopefully fix the prestiging issue where you can’t purchase the chestplate upgrade until game is restarted.)
- Player panic state is now correctly happenning at 10% health as opposed to 30% health.
- Player Health gets recalculated when launching a new save instead of keeping last value.
- Changed how prices were calculated, from ((cost * cost_multiplier) * level) to cost * pow(cost_multiplier, level) which should give the desired price calculation.
- Fixed boolean settings not being loaded correctly.
- Saves now show correctly translated strings for “lvl” after changing the language.
- Removed focus modes from buttons which should prevent the buttons from eating click inputs on deck.
- Fixed item display logic which made it incorrectly display certain items as other ones.
- Fixed campfire not turning back on after exit to menu.
- Save button’s “No data found” is now localized.
- Changed way of setting vsync setting. Should work better.
- “Level” on the combat screen is now localized correctly.
- No longer toggles map, inventory and lamp inputs if you’re in the settings menu or in main menu.
- Stairs first time description going by too fast.
- Stairs String not translating after first time.
- Exit to main menu is now prevented while in dialogue to prevent weird overlapping.
- Now caps max player health every frame instead of every second.
- Starting level input is now set while typing instead of having to un-focus it for it to be set.
- Material max level is correctly calculated now.
- Fixed quit to menu button styling while disabled.
