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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hello everyone! I'd like to share an update regarding the current state of Forebloomed, as well as give some insight on where I'm currently at. As of right now, future updates for Forebloomed are on indefinite pause for the foreseeable future. I know this may not be the most desirable thing to hear, particularly after we shared a roadmap for future planned content. The simple reason for this decision is that game development requires a LOT of free time to successfully maintain, and, at the moment, I just do not have that time. As it stands, I do not think it is likely that I will be returning to Forebloomed anytime soon. There's a small chance I might, but I strongly anticipate that any time I might have for game development in the near future is more likely to be focused on something new instead. I'd like to thank everyone in the community for supporting the game and sharing their enjoyment of it. Your support has made so many of my days even brighter! I'm very happy to answer any questions regarding this game or future projects if you have any to ask, so please feel free. Otherwise, thank you all, and I hope to see you soon! - Cloudy Games
Fixed softlock in character select menu with gamepads Fixed bug with world objects not spawning in correct proportions Changed around a lot of the world object frequencies Fixed Colossix not using the correct sprites Fixed bug where enemy bullets didn't have any particles Increased Colossix difficulty Increased distance between body segments of leviathan Changed how the dummy DPS calculations work to be more smooth Changed how the dummy DPS text looks again to be more readable Fixed dummy DPS text having wrap-around Fixed Membership chests spawning on recyclers Fixed "Landlord" cosmetic unlock not working Fixed familiars switching alt forms seemingly randomly Changed help messages to now smoothly change from one message to another (A bit experimental, let me know if it's too distracting) Baby carrots now reduces/increases spread between multiple shots Fixed Toxic Lasers unlocking too early Fixed Solana's keys being destroyed between stages Changed status effect descriptions to be clearer Changed onions description to be clearer Changed Baby Buds description to be clearer
The roadmap for the game is now available
These are 3 major updates I'll be working on from now on with the goal of improving the overall gameplay loop and increasing the amount of content to see in the game!
The plans that are set up already are really exciting and I can't wait until I can start working on them!
In the meanwhile I'll keep fixing any issues that may come up and get controller support fully working
Also, thanks for the amazing launch! It really surpassed my expectations!
And a special thanks to everyone who gave a positive review for the game. You all made my day!
Fixed Wallum Toad not spawning New roadmap in the extras menu Made dummy "DPS: X" text float above him & changed color to black & moved it up the layers Fixed certain characters being unable to shoot with a controller Fixed bug when returning from the character select with a controller Fixed familiars attacking Wallum Toad when invincible Fixed Swains boomerang not disappearing from their hand when thrown Moved blood pool splatters down a few layers Shrunk dummy red DPS text by 0.5x Fixed dragonfly nests not working Added layer ordering to topiaries Fixed bug where the same item appears over and over Improved familiar pathfinding Improved pest pathfinding Optimised pathfinding Modified knockback amounts on all enemies Put a slight glow on a few objects/pests
Fixed bosses refusing to die and blocking the trapdoor Fixed BFF achievement not working Fixed world map not working correctly in shops Fixed jellyfish bullets homing onto player if the jellyfish dies Nerfed jellyfish Halved the scaling speed of boss hp in Cycle 2+ Made Solana statue emblem placement persistent across runs Fixed visual bug with the "achievement unlocked" UI text Made item description text less squashed Removed Walnut from the shop pool Made it so seeds are never decimal numbers Reduced length of garbled text in the portal room Removed unintentional indentation in one of the dialogue lines of the shopkeeper Fixed camera issues in the portal room
Fixed "Otherworldly" achievement triggering for getting a boss familiar item Fixed "Perfect Day" being able to trigger in a shop Fixed Concheror boss theme not playing Stopped pests being affected by status effects while the game is paused Improved familiar pathfinding. Still not perfect though, I will improve it further in a future path. Removed the shadow from Concheror Removed boss names from cosmetic descriptions Fixed certain credits links not working Made Concherors aim attack unaffected by confusion Increased the Immortal Snails size slightly Buffed Jacks rocket damage by +1 Increased seperation of World Objects Fixed visual seam in light beam rope Increased blood pool collider Fixed crystal collider being off Nerfed Alt Katydid HP Reduced hard mode difficulty, bosses now drop 1 heart instead of none Reduced Katydids bullet range Fixed some visual errors that can be seen on the edges of the shop/loop room Fixed NPCs not being interactable with controller Reduced shop hearts cost slightly
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