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2 new playable characters, visual and performance improvements, Save/Resume system and many more balance and quality of life features have just been added to the game!
With the release of v1.2.0, the demo has been massively updated with all the quality of life features that have been developped this past few months.
This small patch follows the release of v1.2
Every 3 attacks, your base attack causes each enemy hit to release a lightning projectile dealing 50 damage
This trinket replaces the Lightning Arrow trinket when playing the Warrior.
Knockback sytem has been entirely reworked.
Auto Attacks now correctly push back enemies when enabling this skill.
Correctly factors in the "mass" of the enemy (an Elite enemy will travel less than an Imp during knockback).
Lightning Projectile now correctly bounces between enemies.
Lightning Projectile speed increased
Reminder: Any lightning damage can "Shock", spawning a small lightning projectile dealing your shock damage as lightning damage. Thor's Diary, Lightning Arrow and Stormbreaker create lightning projectiles as well. Lightning Projectiles bounce between enemies, loose 10 damage each bounce and continue to bounce between enemies until there is no damage left to deal. Increasing Lightning Damage will ultimately increase the number of bounces.
A bit confusing I know, I need to find a way to make it more clear in-game.
Let me know what you think!
Astrow
TLDR:
Warrior and Mage have been added as playable character, the Ranger has new model and animations.
Save/Resume system to continue a run where you left.
Demo updated, new trailer.
Performance optimisations.
Visual polish
The Warrior has a playstyle more suited around physical damage. With a slower attack speed but huge scaling damage. His range can be increased with upgrades, talents and a trinket.
Deals 150 Physical damage in a cone
+100 Maximum Health
+1 Health per second
New Upgrade : +10% Attack Size
Talent Change (only for Warrior): "Bounce and Pierce deal 100% of base attack damage" is now replaced by "+30% to base attack size"
The mage is played around elemental damage. He has a slower early game, but the best scaling damage in the game, for devastating end-game.
Projectile dealing 50 damage, cycling between Fire, Lightning and Ice.
50% of physical physical damage bonuses are applied to elemental damage.
With his projectiles, range, bounces and pierces, the Ranger is the safest character with a well rounded arsenal to tackle the game.
+10% Movement speed
+5% Critical chance
The game will now automatically save the run progress when reaching a Shop.
A "Continue" button has been added to the main menu to load the available save file.
Many improvements have been made in the background to make the game run smoother, especially for ultra endgame.
Enemy on-death projectiles and animations have been optimised.
Gold spawn animation optimised.
Hitbox increased to suit the close range playstyle of the Warrior
Exit portal size has been increased.
Challenge: Reworked the visual effects around the rune stone.
Exit portal size has been increased.
Floating eyes will have their speed increase over time.
Boss is no longer affected by Slow / Freeze.
Exit portal size has been increased.
Added a visual effect when hit by physical damage.
Light Radius upgrade has been removed.
Base light radius increased.
Added a reroll button. Rerolling costs x1 "Upgrade Shop Scroll", rerolling the pool of items displayed and setting the upgrades price back to 0.
Reroll now correctly costs x1 "Blood Shop Scroll"
Name and description text size have been increased, and will dynamically decrease depending on the length of the text.
Added a trail slider to every healthbar to better visualize the chunk of health that was removed.
Visual improvements
Added some extra floor visuals under each event.
Ancestral Claw : added +10% to base attack size
Select your character in the main menu by pressing Tab or using the shoulder buttons (L1/R1) with a controller.
Upgrade buttons redesigned, to preserve the original aspect ratio of the images.
I hope every one will enjoy this patch, feel free to reach out to me if you have any input to give on those changes.
Thanks again to anyone playing the game!
Astrow
Hello everyone,
Even though the game still waits to perform the Steam Deck compatibility test, after multiple tests accross different Decks, the game fully runs from beginning to end with full controller support. Also, since the game has a linux native build, it works out of the box. If you encounter the issue where the game doesn't start or any Cloud Sync issues, Steam might be downloading the game with Windows proton compatibility. To fix this problem you can manually select the Linux Native build from the Settings->Compatibility option on the game. If you encounter any other issue that I missed while playing, make sure to notify me in this thread so I can fix it right away. Thanks for your support! Astrow
I wanted to pass this fix with the next big update v1.1.0, but the sooner it is live, the better.
Small edge cases and rare issues have been identified and fixed in this patch.
First patch note since the release, mostly to fix some UI issues and various issues that were found by players.
[previewyoutube=yD4hfMO09sE;full][/previewyoutube]
The date is set and the game will be officially available the 23rd of October. For the occasion, a new trailer has been made to introduce a few bosses, new graphics and animations and some of the environments that will be present in the game. [previewyoutube=yIg1FmrpEG0;full][/previewyoutube] As previously announced, the public demo will be back for the Steam Next Fest happening early October, with all the features the full release will have. We really hope the game will match your expectations, and we will continue working on it after the release to add the content that we didn't have time to include before the release. Don't forget to wishlist the game to help it grow or if you want to follow the development and updates. If you wish to follow the development more closely, weekly updates are published on Astrow Games' Discord server
After a few months of the demo available for everyone, we decided to remove it from Steam for the remaining duration of development.
As the development of the game is faster than ever, we no longer have the time to update the demo every week to match the new QoL features, animations and trinkets that were added to the full game.
We decided that we will bring back the demo for the Steam Next Fest of October, with all the major features that are beeing developed, to really match the experience of the full game.
Here's a sneak peek of the second boss that will be present in the next update.
If you want to follow the development of the game, please join the discord at :
https://discord.gg/cXDnxMbyzc
Hello to you, reader of this announcement! The full release is still planned for October, and we will be ready for a full experience of The Nightwatch by then, fully tested and balanced for you to enjoy. The sandbox version of the demo was "fine" to try and have a taste of what the game is, but the content is very limited and doesn't offer any real objective. Not much from the full game has been communicated except on the Discord server, and I'm here to try and resolve that by listing what is already done, what is worked on and what is still planned. I will be saying "we" during this article, but as many know I'm the only developer planning and working on the game.
As the development of the full release continues, the demo has its first catch-up update to include many quality of life features that are already part of the final build. The important part of this update is to give the player more information, in example : - Visual representation of all the keyboard/controller shortcuts (you can find it in the settings menu) - Tooltips and animations to display scrolls and where the inventory is located - More shortcuts for keyboard and controller Some visual updates like : - Scene transition animation - Scroll pickup animation - Player light radius sharpened - Upgrade selection improved And of course gameplay and content update - Blood shop now has its own item pool with special theme items - Portals now knockback enemies when spawning - 1 new trinket If you want to know more about the full release, weekly updates are posted on the Discord channel https://discord.com/invite/cXDnxMbyzc Come discuss the game with us, all ideas or feedbacks are welcome.
The Demo is out ! https://store.steampowered.com/app/2817910/The_Nightwatch/ After weeks of polishing, it is now ready for the Steam Fest of Endless Replayability starting the 13th of May. Come try it out and give us your feedback, it will help us improve the rest of the development, as we will continue to work as hard as we can until the release. For the full content of the game, we are currently working on implementing objectives and bosses, now that the base is solid, and will be even more thanks to you. May you survive the night.
40 upgradable items
9 talent trees
3 endgame bosses
30 objectives
Normal and Hard difficulty
- Specialize your character with build-defining talent trees and unlock your true potential
- Explore to find chests, shrines and other events in the randomly generated rooms of the wizards' tower
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