(Demo) v0.3.32 - Hotfixes
[ 2024-04-21 22:47:34 CET ] [ Original post ]
- Fixed an issue where some Chinese characters were missing.
- Fixed an issue where On-Screen Particles would throw errors, causing performance issues.
- Fixed an issue with the Rewards Controller that would sometimes throw an error, making the game unstable.
(Demo) v0.3.31 - Fixes, Improvements and Stability
We made some improvements to the net code related to player position sync. It now relies on remote server frames and should be much more stable and way less jittery.
Players can now see how much time is left for other players.
The biggest thing this patch brings are the many small fixes related to issues we discovered after launching the demo. Here's the list of what to expect.
[ 2024-04-21 20:27:06 CET ] [ Original post ]
Welcome to Hours After Midnight v0.3.31 patch.
List of changes:
- New player position interpolation.
- Various other bug fixes, QoL and stability improvements.
Position Interpolation Improvements
We made some improvements to the net code related to player position sync. It now relies on remote server frames and should be much more stable and way less jittery.
Other Players Timeout
Players can now see how much time is left for other players.
Performance and Stability
The biggest thing this patch brings are the many small fixes related to issues we discovered after launching the demo. Here's the list of what to expect.
- Improved navigation behavior when Reward UI (Chests or Abilities) pops up so that it will wait until player releases all keys. This is to prevent from instantly selecting the skip button the moment the UI appears.
- Buttons for Leaderboard, Achievements and Home Instance are no longer visible.
- Increased light radius by 15%.
- Players on steam can now host LINK-based games by default. Previously, steam players could only join LINK games.
- Player title font has been updated as well as its readability (it now generates soft shadows).
- Player title is no longer obscured by the environment.
- Improvements to synchronization across the network of hero statistics (in-game).
- Fixed an issue with lobby chat that would invoke Ready button the moment you hit enter while typing.
- Fixed an issue with world generation that would count disconnected or not fully initialized players, generating content that is not visible to any player.
- Fixed an issue with Damage Zone (Lighting Strikes or Armageddon Zones) where only host would receive damage.
- Armageddon now spawns and deals damage faster.
- Fixed various issues that would cause the game to throw many errors each frame, making the game unstable or run really slow.
v0.3.30 - Hotfixes
[ 2024-04-18 22:38:02 CET ] [ Original post ]
- Fixed an issue with reward selection UI, where the player could get stuck on the Chest Selection Screen.
- Fixed an issue where Player Movement would sometimes throw many errors on player spawn while Hero Statistics are not yet loaded.
- Temporarily disabled experimental multi-threaded particles option due to stability issues.
- Various small adjustments to error/warning logging or handling unexpected disconnections.
v0.3.29a - Gameplay, UI/UX Improvements and More
Some of the UI improvements we've made in this update include the introduction of Tooltips. Now you can hover over Items, Abilities, Buffs or some of the Options Settings and they will display additional information. This improvement is especially good for Abilities and Items because now instead of pausing the game to look at the statistics of your rewards, you can just hover over the icons on the fly. As for the Options Settings, right now only a few - the most confusing ones have tooltips but in the future updates more options will include the additional explanations.
This is another major update of this Patch. It improves the UI of the Reward selection process. The previous version of the UI tried to show both the currently owned rewards and the new ones to choose from at the same time. It was prepared for our initial vision of this system which was to allow for much more than just selecting the new stuff. However, after the first wave of play tests we've received enough feedback to decide to change the idea a little bit and evolve it into something better. Thanks to that decision the UI is simpler, more intuitive and is utilizing the screen space in a more optimal way. While switching tabs gave us a possibility to keep both windows (possessed items/abilities and the ones to choose from) in the same place seemed to be quite convenient, the switching itself was not as such. After the changes, the user experience has improved greatly as it's still possible to compare things, but without having to take additional steps to do so.
Among the UI/UX improvements, there were also some improvements to the Pause menu. This one is not as impactful as other changes but is still worth to mention as it hopefully improves the readability of the Player Statistics. Adam: On a personal note, this specific UI element proved to be more challenging for me than the others, mainly because of so many possibilities for putting the rewards and stats information, while at the same time keeping the layout in a way it wouldn't make the player feel overwhelmed by the sheer amount of data. Another idea was to create additional panels to help separate character information, but these could quickly become problematic while increasing the overall complexity. The current layout seems to be the best of all ideas so far, but it doesn't mean it can't be further improved in future updates.
Until recently, the game introduced only one objective-based level, which included all of the monsters and mini-boss the demo has to offer. While the gameplay itself was already very well balanced, the map was quite difficult for novices, as they could be easily wiped out in the first minutes of the game. With the current knowledge and feedback in mind, we decided to implement additional 3 map levels that would allow the player not only to have more content to play through, but also to have an easier start. They also have an additional description which makes an introduction to the game lore. The maps go as follows:
Although the full leaderboard system is still a work in progress, some of its features are already finished, and now each map level contains your personal best score. The score is available while selecting the map you want to play. The score is calculated based on various factors such as how long you survived, how rare items your character had, how many enemies have been defeated, etc.
We've added an extra option you can select for any map level. When Hardmode is enabled, it reduces health regeneration effects by 50%, removes the Rebirth ability from the rewards pool and disables the Reviving mechanics. When enabled it also increases the amount of final scores you get per run. We plan to make this game mode more rewarding in the future, when more content will be added to the game.
Many small things have been fixed or improved in this patch. Among those changes, you can find things such as:
[ 2024-04-18 16:06:01 CET ] [ Original post ]
Welcome to Hours After Midnight v0.3.29a patch.
List of changes:
- Added Tooltips.
- Added Hardmode.
- Update for Gamemodes.
- Update for Leaderboard/Scoring system.
- Update for Chest/Ability reward UI.
- Update for Pause UI/UX.
- Various bug fixes, qol and stability improvements.
Tooltips
Some of the UI improvements we've made in this update include the introduction of Tooltips. Now you can hover over Items, Abilities, Buffs or some of the Options Settings and they will display additional information. This improvement is especially good for Abilities and Items because now instead of pausing the game to look at the statistics of your rewards, you can just hover over the icons on the fly. As for the Options Settings, right now only a few - the most confusing ones have tooltips but in the future updates more options will include the additional explanations.
Chest/Ability Reward UI Update.
This is another major update of this Patch. It improves the UI of the Reward selection process. The previous version of the UI tried to show both the currently owned rewards and the new ones to choose from at the same time. It was prepared for our initial vision of this system which was to allow for much more than just selecting the new stuff. However, after the first wave of play tests we've received enough feedback to decide to change the idea a little bit and evolve it into something better. Thanks to that decision the UI is simpler, more intuitive and is utilizing the screen space in a more optimal way. While switching tabs gave us a possibility to keep both windows (possessed items/abilities and the ones to choose from) in the same place seemed to be quite convenient, the switching itself was not as such. After the changes, the user experience has improved greatly as it's still possible to compare things, but without having to take additional steps to do so.
Pause UI/UX
Among the UI/UX improvements, there were also some improvements to the Pause menu. This one is not as impactful as other changes but is still worth to mention as it hopefully improves the readability of the Player Statistics. Adam: On a personal note, this specific UI element proved to be more challenging for me than the others, mainly because of so many possibilities for putting the rewards and stats information, while at the same time keeping the layout in a way it wouldn't make the player feel overwhelmed by the sheer amount of data. Another idea was to create additional panels to help separate character information, but these could quickly become problematic while increasing the overall complexity. The current layout seems to be the best of all ideas so far, but it doesn't mean it can't be further improved in future updates.
Map Levels Update
Until recently, the game introduced only one objective-based level, which included all of the monsters and mini-boss the demo has to offer. While the gameplay itself was already very well balanced, the map was quite difficult for novices, as they could be easily wiped out in the first minutes of the game. With the current knowledge and feedback in mind, we decided to implement additional 3 map levels that would allow the player not only to have more content to play through, but also to have an easier start. They also have an additional description which makes an introduction to the game lore. The maps go as follows:
- Cemetery Outskirts - 10 minutes trial and does not include the hardest enemies.
- Cemetery Main Road - 15 minutes time trial with fewer Elite enemies and a new monster.
- Deep Forest - 17 minutes time trial with fewer Elite and Champion enemies and a new monster.
- Haunted Graveyard - 20 minutes trial that has everything including the mini-boss.
Leaderboard & Scoring
Although the full leaderboard system is still a work in progress, some of its features are already finished, and now each map level contains your personal best score. The score is available while selecting the map you want to play. The score is calculated based on various factors such as how long you survived, how rare items your character had, how many enemies have been defeated, etc.
Hardmode
We've added an extra option you can select for any map level. When Hardmode is enabled, it reduces health regeneration effects by 50%, removes the Rebirth ability from the rewards pool and disables the Reviving mechanics. When enabled it also increases the amount of final scores you get per run. We plan to make this game mode more rewarding in the future, when more content will be added to the game.
Fixes, QoL and Improvements
Many small things have been fixed or improved in this patch. Among those changes, you can find things such as:
- First startup localization fixes - The game now handles language selection better.
- First-time video settings - The game now evaluates the capabilities of the device and can automatically enable or disable options such as High-Quality Rendering which was previously always disabled. Most modern devices and especially Desktops can run this game just fine so you will most likely find those options Enabled most of the time.
- Small adjustments to enemy sprites - Some color adjustments and small visual tweaks were made to enemies in the hope of making them blend less with the environment.
- Fixed an issue with drawing Hero icons across multiple UI panels.
- Due to the addition of the Hardmode option, the game mode option panel is now always visible regardless of starting single-player or multiplayer mode.
- Fixed an issue with floating projectiles once the enemy gets killed and Gore is Enabled.
- Improved FX of panic modifier to make it more noticeable.
- There is now a small delay once the game is over so that the final player death animation is now visible in singleplayer.
- Along with the scoring system update, more info is now drawn on the Game Completion screen, such as Total Damage Dealt.
Hours After Midnight
Just Enough Methods
Just Enough Methods
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 4
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/2105890 
Hours After Midnight is a game where you take control of one of the heroes who swore their revenge on Rettam'diov - the Consumer of Worlds for their fallen homelands. Survive everything your enemy throws at you in this roguelike survival adventure! Collect gold, find new allies, craft and upgrade your powers, and destroy all the evil that haunts your new home!
Features
Who are we?
We are a small group of 3 people, one programmer and two artists based in Poland.
Game development was always something that we’ve been doing for a long time and now, our first game finally comes to life.
Features
- Online Cross-Platform Co-Op: PC or mobile, it doesn’t matter - everyone can connect!
This feature allows you to create a session on Mobile or HTML5 (Web Browser), so anyone with your lobby ID can join (including PC). It also implements and allows for standard PC online Co-Op through Steam. - Procedural Maps: The game features procedural world generation which prevents maps from quickly getting boring.
- Deity System: Unlock and choose one of many unique Deities available in the game that can bless your run, each offering different bonuses for a price.
- Elemental Damage: Explore a special damage system with 10 unique elements, fostering countless useful combinations. Strategize and adapt your approach based on elemental strengths and weaknesses.
- Items and Abilities: A lot of unique items and abilities allow for making every run to feel different - not only because of the general variety of tools, but also because each class has its own set of abilities in addition to the general ones.
- Boon/Buffs (Status effects): Collect buffs that may sometimes appear on the map. You can also build your characters around them to empower your abilities and support your allies.
- Achievements: The game implements an Achievement system that allows you to complete collections, unlocking special items, characters, and deities for your future runs.
- Dynamic Events: A special, condition-based event system that affects the whole map from time to time, making it more challenging to survive but also rewarding if you’re lucky.
Who are we?
We are a small group of 3 people, one programmer and two artists based in Poland.
Game development was always something that we’ve been doing for a long time and now, our first game finally comes to life.
MINIMAL SETUP
- OS: SteamOS Holo
- Processor: 2.8 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Vulkan CapableNetwork: Broadband Internet connection
- Storage: 1 GB available space
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