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Hello, players! We had some bug fixes lying around, which we had not yet gotten around to uploading. So here you have version 1.1.6:
Hello. Once again, we bring a small update (actually, two in one, as we discovered a small issue that we rectified before uploading the previous version). The most important bit is that now the first person camera used by specific equipment will, by default, be rotated with the camera controls, instead of the movement controls. That means, by default, with the mouse or the right analog stick. Another relevant change involves fixing the explosion sound of an attack by B-DSS and the Super Elite bots, which was not configured. We have also made some small changes to configurations and code, to improve memory management a little bit. The difference is not that noticeable, but should avoid some stuttering in low-spec PCs. And we leave you with the changelog: Version 1.1.5
Hello. Once again, we bring a small update (actually, two in one, as we discovered a small issue that we rectified before uploading the previous version). The most important bit is that now the first person camera used by specific equipment will, by default, be rotated with the camera controls, instead of the movement controls. That means, by default, with the mouse or the right analog stick. Another relevant change involves fixing the explosion sound of an attack by B-DSS and the Super Elite bots, which was not configured. We have also made some small changes to configurations and code, to improve memory management a little bit. The difference is not that noticeable, but should avoid some stuttering in low-spec PCs. And we leave you with the changelog: Version 1.1.5
Hey A small fix for an issue introduced in the previous one, making Slash unwilling to initiate combat in the tutorial or if you hit it in the city or later. Plus, a small fix for the leaderboard, which could get stuck if the connection to Steam servers failed. We hope you enjoy the game and these bugs did not cause too much trouble.
Hey A small fix for an issue introduced in the previous one, making Slash unwilling to initiate combat in the tutorial or if you hit it in the city or later. Plus, a small fix for the leaderboard, which could get stuck if the connection to Steam servers failed. We hope you enjoy the game and these bugs did not cause too much trouble.
This is mostly a bugfixing patch, but we have sneaked a couple of improvements to enemy AI. As an extra, we've also made the encounter with COPGORE shorter. Now, three impacts should be enough to defeat it.
This is mostly a bugfixing patch, but we have sneaked a couple of improvements to enemy AI. As an extra, we've also made the encounter with COPGORE shorter. Now, three impacts should be enough to defeat it.
Happy new year from the aheartfulofgames team! We want to apologize for the bugs we introduced in the endless dungeon update. We focused a bit too much in that part of the game and the test runs we made of the story mode were subpar. Making things worse, we had already seen most of those problems when releasing Heart&Slash in other platforms, but thought they were either platform specific or affecting more recent versions of the tools we use. We were mistaken and your game experience was affected by that. We're sorry. This release includes Win64, Win32 and Linux. Mac builds will be uploaded once we return to our normal lives.
Happy new year from the aheartfulofgames team! We want to apologize for the bugs we introduced in the endless dungeon update. We focused a bit too much in that part of the game and the test runs we made of the story mode were subpar. Making things worse, we had already seen most of those problems when releasing Heart&Slash in other platforms, but thought they were either platform specific or affecting more recent versions of the tools we use. We were mistaken and your game experience was affected by that. We're sorry. This release includes Win64, Win32 and Linux. Mac builds will be uploaded once we return to our normal lives.
Hi, all! Today we are finally releasing the Endless Dungeon mode of Heart&Slash. Follow Slash in its eternal struggle to escape from QUASSY's grip. It might be a never ending fight, but doesn't mean you can't have fun trying! This new mode is available to all players, and will pitch you against a maze of rooms, filled with ever stronger enemies and less and less equipment to support you. The deeper you get, the more scarce your resources. Use every trick and exploit every weakness, and climb to the top of the rankings! This mode will be released on consoles soon, so all our fans can expect to enjoy it in the future.
Hi, all! Today we are finally releasing the Endless Dungeon mode of Heart&Slash. Follow Slash in its eternal struggle to escape from QUASSY's grip. It might be a never ending fight, but doesn't mean you can't have fun trying! This new mode is available to all players, and will pitch you against a maze of rooms, filled with ever stronger enemies and less and less equipment to support you. The deeper you get, the more scarce your resources. Use every trick and exploit every weakness, and climb to the top of the rankings! This mode will be released on consoles soon, so all our fans can expect to enjoy it in the future.
We're publishing a small update to fix an issue with the leaderboards: the first time they were opened, they could stall indefinitely when requesting friends information. It should work properly now. And also, a reminder that once the Endless Dungeon mode comes out of beta, we will reset the leaderboards. There have been a few ups and downs in difficulty, so it's fair to start with a clean slate. Have fun!
We're publishing a small update to fix an issue with the leaderboards: the first time they were opened, they could stall indefinitely when requesting friends information. It should work properly now. And also, a reminder that once the Endless Dungeon mode comes out of beta, we will reset the leaderboards. There have been a few ups and downs in difficulty, so it's fair to start with a clean slate. Have fun!
New update for the Endless Dungeon. Mainly, the leaderboard is much easier to understand now. We've also adjusted difficulty a little, actually making the hardest enemies, Heartless, less common. In detail, this is the changelog:
New update for the Endless Dungeon. Mainly, the leaderboard is much easier to understand now. We've also adjusted difficulty a little, actually making the hardest enemies, Heartless, less common. In detail, this is the changelog:
After quite a long time since the previous update to the game, we're here to upload a new build of Heart&Slash' endless dungeon, and confirm its upcoming release outside the testing branch. For the time being, if you want to be part of the testing team, enter the code 4eWasASk8terBoy in the Beta tab of the game and then select the endless_test branch. In this patch, we've worked on fixing bugs and improving balance and stability of the mode. If you read the changelog, you'll see this:
After quite a long time since the previous update to the game, we're here to upload a new build of Heart&Slash' endless dungeon, and confirm its upcoming release outside the testing branch. For the time being, if you want to be part of the testing team, enter the code 4eWasASk8terBoy in the Beta tab of the game and then select the endless_test branch. In this patch, we've worked on fixing bugs and improving balance and stability of the mode. If you read the changelog, you'll see this:
After quite some time, we've finally managed to lock the endless dungeon mode down to something we think is close to our original idea. It's still in development, of course, so we'll keep updating the beta branch with changes and fixes, until it works as expected. In this first update we're introducing a new type of enemy (not yet in the codex): Heartless, a version of Heart which does not feel the same way towards Slash. They will be special enemies found regularly, with varied equipment. We've also tweaked the length of sections and adjusted the difficulty. The number of enemies and their speed scales a little slower now, so a whole cycle is relatively achievable. We've also fixed a couple of issues which might cause a room to remain shut after all enemies were defeated. In future updates we intend to introduce a finished version of the Heartless challenge room, further tweak stuff and teach Dogbot how to climb a set of stairs. Translations will come at a later time. Heartless also needs to be a little easier, or appear in lower numbers, but we need to do further tests. And, of course, if you find any issue, let us know. We'll create a thread in the forums, so you can report problems and propose ideas.
After quite some time, we've finally managed to lock the endless dungeon mode down to something we think is close to our original idea. It's still in development, of course, so we'll keep updating the beta branch with changes and fixes, until it works as expected. In this first update we're introducing a new type of enemy (not yet in the codex): Heartless, a version of Heart which does not feel the same way towards Slash. They will be special enemies found regularly, with varied equipment. We've also tweaked the length of sections and adjusted the difficulty. The number of enemies and their speed scales a little slower now, so a whole cycle is relatively achievable. We've also fixed a couple of issues which might cause a room to remain shut after all enemies were defeated. In future updates we intend to introduce a finished version of the Heartless challenge room, further tweak stuff and teach Dogbot how to climb a set of stairs. Translations will come at a later time. Heartless also needs to be a little easier, or appear in lower numbers, but we need to do further tests. And, of course, if you find any issue, let us know. We'll create a thread in the forums, so you can report problems and propose ideas.
The long awaited, Kickstarter final stretch goal, ENDLESS DUNGEON MODE is almost here!
We are just adding the finishing touches to the score system and fixing bugs with well, the endless dungeon generation.
We've also added leader-boards, so you'll be able to compete with other players to reach the top (currently held by our very own ELIDEB).
More details coming soon!
The long awaited, Kickstarter final stretch goal, ENDLESS DUNGEON MODE is almost here!
We are just adding the finishing touches to the score system and fixing bugs with well, the endless dungeon generation.
We've also added leader-boards, so you'll be able to compete with other players to reach the top (currently held by our very own ELIDEB).
More details coming soon!
Happy New Year 2017 Today we're releasing a patch with changes to the game's ending, high resolution improvements and other improvements. We hope you like it!
Quick patch! Thanks for all people who have reported the errors in the third level. We have finally managed to find the root cause of the remaining issues, so we expect no more serious issues in that regard. We have also introduced a quick fix for the UI, which did not render properly in very high resolutions (4K and such). Have fun!
Hell-o to all of you! We bring a new patch today, featuring a couple of smaller fixes and a request from our players.
Welcome to a new patch. This time, we're doing mostly bugfixing. The most important affects level 3, to which we have mda some modifications, trying to solve issues affecting modules which never appeared after an arena, or the current module going away, taking the player with it. We have used the chance to tweak some rooms, making them easier to navigate. We have also fixed an error cause by the water in the second level. It lead to some leaked memory, which might be the cause behind some player's having the level failing to fully load. We're still investigating if there are any other factors at play. The full list of changes is:
Another week, another patch. This is a small one, only affecting Linux. We have managed to find and fix the cause of the crashes many players got when starting the game. We're very grateful to all testers who helped reporting the problems and testing the different fixes we attempted. This patch also includes a small fix for the Beatstick, which will be propagated to other platforms as soon as we fix a serious issue currently affecting the third level of the game. Until the next patch is up, we recommend not using the beatstick if possible in Windows or MacOS X.
We have just uploaded a new patch for Linux and Windows. The most important changes are fixes to the third level. The events in which geometry vanishes, making it impossible to continue progressing, should be fixed. We have also enabled support for 21:9 resolutions (and others), increased the safe zone for people playing on TV sets and fixed some issues with the minimap. We have some pending issues regarding the third level and crashes in Linux. We're looking into them and will release a new patch when they're fixed. MacOS X builds will be uploaded when we can. Thank for your support!
Hello!
The first time Heart&Slash went public, it was to ask our fans for help in bringing this dream to reality. We did a crowdfunding campaing through KickStarter, which we completed successfully.
As part of the campaign, we had several rewards for those willing to participate, one of them being a digital artbook. We are starting to work on it and the aim is to show how we've moved from our original ideas to the final version of the game you are playing now.
But since the release of the game we've seen such great fanart on twitter, Steam, mail and other channels that we came up with a new idea: why not include some of it in the art book? If it's supposed to show how the game has evolved, our players' interpretation of it is the final step. How you view Heart, Slash and the other characters is a part of this journey. And a very interesting one, too: we've seen re-imaginings of our robots that we never even considered a possibility, but loved the moment we saw them.
If you want us to include your fan art in the book, send it to us. We'll select our favourites and include them in it. Those we select will receive the artbook, even if they did not take part on the crowdfunding campaign, and a Steam key. If you don't have the game, you will be able to enjoy it for free. If you already have it, you can send it as a gift to a friend or do as you please.
What are you waiting for? Send your best hi-def Heart&Slash fan art to info@aheartfulofgames.com, indicating that it is for the Artbook.
Thanks to all those who participate!
Legal notice:
As always, there is some legal stuff we need to be careful with: by sending the artwork to us, you grant us permission to reproduce it in the digital artbook. You also grant us permission to feature it in social networks or webs. Everywhere it is used, however, we will make sure you are acknowledged as the author.
If we think a change in the wording or the legal requirements is needed, we'll update this announcement. Also, we will send you a confirmation mail, so we can make sure we're using the artwork with your consent. And, finally, those who send us art are declaring themselves as authors of said art. Any legal issues that might arise regarding authorship will be directed to whoever sent the art.
The time has finally come. Two and a half years since we officially started working on the project, Heart&Slash is released on PC. It's been a long journey, including a successful Kickstarter, lots on iteration on the different ideas on how to properly tell Heart's journey and, most of all, lots of work. The release comes with the addition of the soundtrack as optional DLC. We are very proud of the final form the game has reached. Thanks to the feedback from our backers and Early Access players, we think we have managed to reach a level of polish we wouldn't have otherwise. So far, the Steam reviewes are there to back this impression. We hope it will remain the same and new players will enjoy it as much as we have creating it.
Hi. Quick update with fixes implemented during the weekend.:
A new update, in preparation for Tuesday's Early Access end. This time, we bring a much needed review of how heads work, some changes to COPGORE and balance improvements.
Hi. With yesterday's update a bug crept into the input system. We didn't notice because it was settings dependant, and our settings were, unfortunately, correctly set. A fix has been uploaded for the issue and should be live now. In the changelog, present in the installation directory, it should be listed as version 0.9.5. However, some settings will still lack some of the new configurations, making menu navigation harder than it should be. We recommend removing the game's settings file for the controllers you're using. They are located in: The files to delete are:
Hello, all. The date at which Heart&Slash will be released is close now! We have come a long way since we started the Early Access, and lots of things have improved. We hope you enjoyed the journey. Heart&Slash will come out of Early Access and be officially released on PC on 9 August 2016. The moment the game is released the price will drop to $15. As we have explained in the Early Access info, the current price was set to remain fair to our Kickstarter Beta backers, but it was never intended as the final price. If you want to play the game, but not RIGHT NOW, you can wait a little more than a week and get it cheaper. Together with the game we will release the Soundtrack, composed by Michael Chait, for $10, and a Heart&Slash + OST bundle for $20. All of these will have a one week discount of 10% starting the day of release.
Hi all, today we are bringing the first significant patch that resulted from us releasing to consoles. As you might have noticed, console release brought in our first press reviews. While we are happy with the overall reception (we are a very small game and accept our limitations) there were a couple points that almost every reviewer raised, even those who really liked the game. Moreover, now we have a larger playerbase to receive feedback from, and some of the players' complaints overlap with those of the reviewers. Thus, we've been rushing through some sorely needed fixes to those issues, in the hope of bringing up a new patch that addresses (but doesn't cancel) some of those issues.
Hello, all. We have recently released the game on other platforms. This is great for us, but also good for you. New issues have been brought to our attention, which will help us improve the game. For starters, we bring a series of adjustments and fixes for the game. A difficulty balancing for the first section of the game and the City is the most noticeable, but there are other improvements under the hood.
As many have already noticed, Heart&Slash has been recently released on consoles worlwide. Obviously, that triggers some questions regarding PC and why it is still not out of Early Access. We'll try to answer some of those doubts with this post.
Hi! Today we are bringing an important update to Heart&Slash. For a long time, the layout of the city & sewers level has not been completely to our liking. The city part felt too long, boss placement was too arbitrary and there was not much sense of progression in the level. We were always thinking of ways to fix these issues. However, we were also afraid of implementing any of those fixes while we were making other considerable modifications in the rest of the game. Things could break, and the cause might not be evident if we had too many moving parts in the game code and configuration. But the game is a lot more stable now and we are focusing on bugfixing, so we had the opportunity to try different things out. After a week of tests, modifications, crashes and head scratching, plus a couple of weeks of internal testing, we are confident that the new version is a lot better. So, what have we changed? For starters, the general layout is now closer to our original idea. The city and sewers are built in smaller sections of under and overworld. Once each section is completed, it can connect to the next set, which can be, once again, under or overworld. What this means is that, in order to progress through the level, you are more likely to have to go into the sewers and back into the city from time to time. And we have a little more control over which rooms are generated as you progress. The second improvement is that the chances of getting to fight either HERBIE or COPGORE are pretty much the same. In fact, it is quite common for both to spawn in the same level. Previously, COPGORE rarely spawned, because of how it's connections were configured. With the new sections approach, their rooms work exactly as FRANK-Y and B-DSS's in the factory level. Another important change is that there are now a lot less big city "rooms", so navigating through it is less repetitive. We have also made a better selection of which rooms appear in each section. The other big change is that the stat upgrade pickups that could only be found in the city are pretty much gone. We have left a couple floating around, but only those most significative. The number of crates spawning in the city and sewers has been reduced, too. You can still find lots of new equipment, but not as much as in the previous builds. You will have enough to recover hearts and optimize your build, but not as much as to always get exactly what you want. We think this changes make the city level much better, but we'll still look for ways to improve things. Let us know your opinion on this update! P.S.: Of course, there are some bug fixes in. The most important is that the repeater gun has been fixed and does no longer auto-fire when reloaded. We are also working on having Heart&Slash available in more languages and regions, but we cannot say anything else for the time being.
Hi. We have a good list of updates for today. We delayed this update in an attempt to include a couple of extra improvements, but they will take a bit more than planned. But they'll be ready for the next update. Regarding this one, we have a fix for excessive friction against walls, a few text fixes, upgrade balancing and input improvements.
Hello again! Today we bring even more improvements: better memory efficiency (again), fixes to gamepad configurations and a much needed fix to how the combat camera behaved. Let's check them one by one.
Ok guys, so, along with the usual small bugfixes adn QoL improvements, for this update we bring a fix a nasty memory leak issue we were having that was increasing memory requirements of the game for over 1GB. This was found during the porting process to consoles, that are more fickle than PCs and thus allow us to see problems much more clearly. It's the perfect example on how the process of porting is helping improve the PC version till the final launch!!!! This means the game should be now much more stable in systems that just meet our recommended specs. The game caps at about 2.6GB of RAM at the highest we have seen, so 3 free GB should be more than enough to avoid fatal issues now (before the fix, we could go up to 3.6 and maybe even touch 4GB in rare occasions). Other than that, we bring several bugfixes. Below I list most, but not all of the fixes:
Hello again. Some users were reporting issues playing our latest Linux builds. We haven't been able to replicate the problem, so we've tried generating new builds from a different development machine. Hopefully, this should fix the issues. Also, since this Linux build has been generated from our most recent development code, it comes with a few changes and improvements. The most evident ones are that we now display our publisher's and aheartfulofgames' logos at the start of the game. Also, to adhere to console requirements, we have removed the PRESS START text. We're very sorry, but having that co-exist with the console development would have been a considerable headache. And, for the same reasons, cinematics can now be skipped pressing any button. This change is quite minor. If Linux builds still fail to run, please get in contact with us. We've tested them on a Debian Stretch machine.
Ok, so after the holidays, we have been busy with the ports and further polishing bugfixing. The known issue list is getting smaller, although we still have a couple of outstanding issues we are having a hard time reproducing...
As we keep marching on with the ports, we are finding unreported bugs, and fixing them as fast as we can. Of course, we are also looking hard at those bugs you guys report here and fixing those as well. So this is primarily a bugfix update. Below is the list of bugfixes (most of them, some fixes might not be listed, since there were a lot):
Hello. As is the norm now, the new builds of Heart & Slash include several bugfixes, of diverse severity. Also, as usual, the MacOS build will have to wait a little bit longer.
We were expecting this to happen, but even then it doesn't make it better. The shift to Unity 5 introduced another blocking bug that was deemed major enough to merit a hotfix. We managed to fix some other less critical issues too.
Hi all, As you know from our previous update, we were expecting a couple nasty bugs to rear their head now that we moved to Unity 5. We have already fixed some of these bugs, so we are uploading a small hotfix. Linux seems broken in Unity 5, we are looking into it. Also, no Mac build yet. We will upload it tomorrow.
Hi all. Steam ate my previous post, so here we go again... It's been a long time since the last update, but that's because I didn't want to do another update until I could say that we are now CONTENT COMPLETE. That means the game is finished, and now looks very similar to how it will look in release (it's lacking bugfixing and polish). Of course, it's been a while, so we did work on many other things. So let's go through today's update:
Hi all, I know it's been a long time since the last public build, but I didn't want to do another update until we had all the game content in. That is, we got the final pieces of music and cutscene art into the game! The game is not looking very similar to how it will look at release, except for bugfixing and polish work, which is still needed. So, what's in this update?
Hi all, Today's update it's pretty big in many ways, so let's get started on what's new.
This week we are showing the game at Madrid Games Week, so progress has been all right but not spectacular. However, we managed to fix a good number of the new bug reported since the last update went live, although the elusive armors flying away bug has not yet been fixed (it's a tough one to find, since it works in our tools OK, but not when we build). BUGFIXES: Among others we have fixed: -Fixed a probable cause of framerate drop on level one. There might be other causes, though, so the bug might persist. Please let us know. -[r.kachowski] Xbox controller not recognized on Macs -Heart's bodyparts tended to dissapear on death. -Ice sword now has less particles. Still looks cool, lags less. -Lifter laser head keeps laser aim active when killed -[Abomination Jones] Backstabbing teleport -[Abomination JOnes] Some broken dialog (names being replaced by code strings). -[Eclipse husky] BDSS equipment needs to reset rotatio -[Abomination Jones] [Winter is better] Weapons still have visual issues when deactivating (weapons tended to appear when not held) -[Abomination Jones] Mech body pickup texture. -[Abomination Jones] Upside down sign in the city -Franky made less weak to elemental attacks. -[Abomination Jones] issues with Slash last Quest not working Anyway, we are back of to MGW to keep showing the game. We'll be back next week with the final pass to the third level. After that, we are planning on entering testing this month for PC!
Hello there! This weekend's is one of the last big updates left for Heart&Slash. We have released the two final extra characters, fixed lots of issues with QUASSY's final encounter and many other bugs. We've also added a new option to the graphics configuration to adapt resolution dynamically if framerate drops too much.
Hello there! This weekend's is one of the last big updates left for Heart&Slash. We have released the two final extra characters, fixed lots of issues with QUASSY's final encounter and many other bugs. We've also added a new option to the graphics configuration to adapt resolution dynamically if framerate drops too much.
August has been a little slower than usual thus far, but still a very productive month.
Hello all. Today we have a small update focused on fixing some of the bugs found in the last 2 weeks. This is what we have fixed:
Hey, The previous update included a bug with particle and shots pools. They would not appear and thus enemies would not shoot you (plus there where no ground particles). This was due to a strange bug (only happens in builds, not in editor) created during the pre Unity5 integration proccess. We have just uploaded a fix. Thanks!
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