Developer postOriginal post (opens in a new tab)

Early Beta-3 and more achievements.

After quite some time and a lot of delays, we, however, are ready to please all of you with a new major update. Once again, there are many fixes and improvements waiting for you, but also a lot of new things! This time we'll try to refrain from a wall of text and just list what it is we've done.

  • Added an information about a save file. Now you can view the information about your saved progress and statistics on a level before saving again or loading the file.
  • The Personal Hell has become more balanced.
  • The Pandemonium level has been made brighter.
  • The "shooter" control scheme has becaome the default one.
  • The "accurate" HUD has been improved. There physical health bar has been added, and every other bar now has it's name instead of just saying "status".
  • The "Help" menu has been updated: it now contains a Personal Hell info.
  • Added new achievements and given a visual uptade to the old ones. However, not all of them has been fully tested. If you find a problem, we're looking forward to your feedback!
  • Fixed the bug that caused some monsters to keep moving even after death.
  • A few changes has been made to the design of the Wandering. They are the demons, not zombies, so we've changed their blood to a black liquid.
  • The AI of the Lanterns has been reworked.

The new AI of the Lanterns deserves a full explanation. Before this update, they've been just walking around the level, chosing the random waypoints. Quite often it lead to them getting into a corner and beginning to spin in one place. Now, their behaviour is going to be different.

So, what's new about it? Now, the Lanters have their zones in which they walk randomly, but the radius of those zones can change according to the siutation on the level. The system of path finding and moving is also new: it's a lot like the path-finding system for the playable character.

How does it all work? The center of the "patrol" zone of each Lantern is a place where it has spawned. If the player hasn't collected any of the keys yet, the "patrol" radius will be 1024px. The "hotter" the key in the player's inventory is, the smaller shall that radius becomes. Blue key - 512px, Yellow key - 256px, Red key - 128px. That means the radius is going to change each time the character collects or uses the keys. However, it all is going to change if the character is in Maniac Mode, because in that case, the center of the "patrol" zone for every Lantern will be the same - the character itself. Now, think for yourself.

Well, that concludes the news about our update. This is the penultimate of large Early Betas, and there'll be a lot of interesting things waiting for you in the next one, but we'll need time for that. We're eagerly awaiting your bug reports and we hope you'll have lots of fun experimenting with our game! Thank you for all of your feedback and support!