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The Prowler now automatically enters executions after tackling
Rewrote the Prowler's tail stab ability from scratch with various improvements
When performing the attack, the character will spin to give it more reach
When a save is loaded the ability correctly removes attached enemies
Replaced the Prowler's default unarmed weapon with Claws
Similar to the default fists, kills instead of knocking enemies down, you'll have to get creative to set up executions now.
Lowered the amount of blood spray created when executing as the prowler
Too many overkill executions caused too much of a performance hit, this should help with that
Adjusted the physics construction of the Prowler's tail to avoid collision issues
Fixes acceleration issues when diving over physics props
Added Rook's active ability: Hostage Grab
Pressing the ability button while near a standing enemy will grab them and use them as a shield until they die.
Pressing the button again will snap their neck and drop them
Added some new tracks from WITCHA!
Added new level: the mall
Largest level (and most challenging) of the arcade campaign
Added a new class of weapon, one-handed melee.
One-handed melee weapons are far lighter than two-handed and have no charge up time, swinging instantly upon clicking. This increased dexterity comes at the cost of range, power, etc.
Added nails as a new ammo type/projectile
Added new weapons:
Knife: One-handed bladed melee weapon
Cleaver: One-handed bladed melee weapon. Slower than a knife, but has more coverage
Wrench: One-handed blunt melee weapon
Crowbar: One-handed blunt melee weapon. Increased range and swing speed, but slower recovery time.
Sledgehammer: Two-handed blunt melee weapon that can break walls
SCAR: Fully automatic medium caliber rifle
Nailgun: Safety removed, shoots nails
Rebuilt the dialog system from the ground up
Read dialog at your own pace, fast forward, etc.
Branching conversations
Added several new cutscenes to the campaign, reworked all existing cutscenes
Alt-fire for two-handed weapons has been implemented, right-clicking with any two-handed weapon does an instant bash that knocks enemies to the ground. This alternate move does not interfere with charging or swinging the weapon so you can combo it to take on larger groups.
\[WIP] Added an alt-fire to the hunting rifle that scopes in
Added animations for racking the slide on most handguns
Added BLOOD currency, getting new high scores in levels earns you blood which can be spent on various unlockables.
Blood is calculated based on your highest achieved score, beating a level the first time earns max blood, but any completion afterward only earns the increase in the highscore.
Weapons can now be unlocked and equipped to the trunk of the car, any level that starts with a car will have the item saved in the trunk
This is the first implementation of this system, so currently all weapons are available for purchase from the get-go
Added a controls reference tab to the settings menu
This currently only shows the default controls, but will be updated to allow keyremapping
Changed control scheme slightly, right-click is now alt-fire, middle-click is character ability (previously both were right-click)
Added dynamic cursors for most item classes
Checkpoints are now created upon completing a level
Previously, if you somehow died after clearing a level but before switching floors, it would reset the floor but still allow you to leave.
Added a restart level button to the pause menu
PRESS R TO RESTART HARDER
Locked levels are now visible in the contract menu with a tooltip for how to unlock them
Completed levels display their achieved rank on their polaroid in the contract view
\[Technical] Reworked how contracts and levels are saved
This new system is far more robust than the one previously used in the demo.
Unfortunately saves prior to this patch will not be compatible.
\[Technical] Reworked how music data is stored
Implemented new system for cultists weapon randomization
Reworked tutorial
Reworked changing characters in the bar
Arcade Cultists now have a small chance to spawn with SMG's, Nailguns, Knives, and Wrenches
Added 'Slashed' score type for bladed weapons
Adjusted the animations for charging two-handed melee
The first pass of these animations were too subtle to quickly identify in actively gameplay, with these more exaggerated animations it should be easier to tell when your attacks are ready.
Updated the description text for several levels
Added sounds for thrown bladed weapons killing enemies
Added blood now smears as you move when killing several enemies in close-quarters
Moved the window next to the primary entrance on 'Killhouse' to prevent enemies from immediately pursuing the player.
Removed the destructible walls in 'High Rise' since they led to some shader issues and didn't add much gameplay wise.
Taking damage now awards a fixed amount of blood that is determined based on how many hits have been taken previously
0-1 hits > 3 blood
2 hits > 2 blood
3+ hits > 1 blood
Reworked unarmed weapons (Fists, claws, etc.)
Improved animations, response time, and utility
Kicking a door now creates a time-slowing effect
Fixed an issue where enemies could not respond to sounds properly
Fixed enemies being pushed out from under the player when being executed
Fixed being able to move while doing an execution by charging a melee attack before starting the execution
Fixed high-caliber bullets not creating blood sprays when penetrating targets
Fixed a bug that prevented enemies using melee weapons from being able to swing while pursuing a target
Enemies are even more skilled now at using their melee weapons.
Lowered the default unreal lighting quality to 1 (increasing it has no graphical improvement, thus unreal was using far more resources to render simple lights)
Fixed melee projectiles spawning significantly more bloodspray particles than intended, increased the particles in a single spray slightly to compensate.
Fixed some blood spray particles colliding instantly upon spawn and thus not being as visible as intended
These last few fixes should greatly improve performance by about +20FPS
"Drag to sign" text on the contract pen no longer prevents the selection of the pen
Fixed breaking glass at the start of 'High Rise' starting the level early
Replaced navigation modifiers at several entrances to now discourage enemies from roaming outside instead of being incapable of pathing outside
Cultists will not pursue sounds that they can only reach by exiting their building
Characters can no longer use their special ability while in the diner
Fixed health bar hearts not resetting correctly when regaining health
Items can no longer be picked up through walls
Executions can no longer be performed through walls
Returning to the diner as a different character than the one previously selected in the diner will now automatically update the player's selected character
This should resolve some meta-data related issues when changing characters (i.e. rook's name being displayed when the prowlers should be shown instead)
Fixed the Prowler's tail from occasionally colliding with bullets and blocking sound checks
Fixed animation desync in the handgun firing animation
Potential fix for a crash relating to killing an enemy while knocking a door into them
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