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RitualRX
Paden Houck Developer
Paden Houck Publisher
2025 Release
Game News Posts: 10
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Patch 0.6.0

Prowler Rework


  • 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

Rook Updates


  • 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

New Content


  • 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

QOL


  • 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

Changes


  • \[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

Fixes


  • 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


[ 2025-07-09 21:28:50 CET ] [ Original post ]



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