





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Thank you for your bug reports!
This update is close to our hearts because as we've watched all the streams and videos players have shared this week it's become clear that ammunition shops should be a source of chaos, havoc, and cacophony.
To support this deep-seated desire from the community, we spent all week adding in deep explosion logic to the game and oodles of explosives to ammunition shops.
All bottles and weapons in the game now explode with unique sounds and visuals, pushing around other physics objects and lighting nearby objects on fire.
We've also added powder kegs, which are an order of magnitude more powerful than bottle and weapon explosions.
Bottles and powder kegs have been added in to the procedural generation, so you'll hear them naturally as you set buildings around town on fire.
This update is close to our hearts because as we've watched all the streams and videos players have shared this week it's become clear that ammunition shops should be a source of chaos, havoc, and cacophony.
To support this deep-seated desire from the community, we spent all week adding in deep explosion logic to the game and oodles of explosives to ammunition shops.
All bottles and weapons in the game now explode with unique sounds and visuals, pushing around other physics objects and lighting nearby objects on fire.
We've also added powder kegs, which are an order of magnitude more powerful than bottle and weapon explosions.
Bottles and powder kegs have been added in to the procedural generation, so you'll hear them naturally as you set buildings around town on fire.
Thank you to @gc_danny and @Gearomatic for the help with bug testing. What we are working on in the future: - Optimisation of new map - Fixing various visual bugs in the new map - Adding mechanics (upgrades, collectibles) - Various player bug fixes - More settings options (music volume, resolution) - Doors on buildings Added: - Tutorial - Main menu - PostFX - Level bounds to town_one (raspberry) - Rough draft of town_one, added buildings, flame engine, player, collectibles, UI canvas, steamworks manager, steam object managers, easy save 3 manager, and mission manager objects to scene. - Volumetric clouds - Ambient sfx - button sounds to the main menu - Added fire and rigid bodies to numerous plants, cacti, and props at the scene - Added ragtime piano music by clicking on piano - New paths - V-Sync - Mouse sens Changed: - Updated controls - Changed font size and coloring of early access text in menus - Reduced player punch distance - Switched color space to linear - Change the default volume to 30% - Extend level bounds to fit new buildings - Delay the player in some way from finding missions, further from starting mission boards - Update the tutorial with new instructions in the main game scene - Darken all UI menus to 225 - Create FSM template for each FSM - Increased player radius to 0.6 to reduce visual clipping issues with getting too close to meshes - Make space around the character controller larger so the player doesn't clip through the doors and similar - Increased flame vfx to 0.35 in Flame engine - Removed achievements for starting the game - Added clear Preview notices to Upgrades and Collectibles menus - Escape method after missions changed to train - Made train platform box collider instead of mesh collider - Make it so you can leave town by punching the train - Changed lanterns to candles - Complete Skybox revamp - Add Info message to train "Left Click to Escape" - Explained ash in tutorial - Turned up lighting - Properly stacked barrels - Changed coffin to box Bug Fixes: - Prevent Mission escape message when playing on level start - Train is now stealable - Outhouse door no longer turns green when opened - Various optimizations - Boring bug fixes - The game will now autopause when the player tabs out - Old flame shaders got updated to more modern ones - Player no longer gets stuck in the air controller - Improved player look - Player no longer punches when crouching
[ 5971 ]
[ 1959 ]
[ 1817 ]