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RitualRX
Paden HouckDeveloper
Paden HouckPublisher
2025Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
No user reviews (0 reviews)
Beta 0.7.0

Additions

  • First draft of Act I\'s final narrative, including new levels

    [/*]
  • First pass of the rework for the Prowler\'s bossfight

    [/*]
  • Added cultists with body armor

    [/*]
  • Added new system to consistently distribute weapons/equipment across each floor

    [/*]
  • Added a button to the main menu that allows for the quitting of the game

    [/*]
  • Added directional arrows that will point to remaining enemies once 5 remain

    [/*]
  • Conversation Cutscenes can now be skipped if you previously completed them

    [list]
  • Skipping cutscenes may create unintended sequence errors, and will skip any forced actions as a part of the scene (i.e. starting a level) please report these if you encounter them

    [/*]
  • You will have to replay cutscenes to have them count as completed regardless if you completed them prior to the patch

    [/*]
[/*]
  • Conversation dialog can be sped up by clicking

    [/*]
  • Dialog options selected previously (whether in a prior playthrough or in the same convo) appear grayed out

    [/*]
  • Added various dialogs between cultists that can be listened in on in key levels

    [/*]
  • Overhauled the dialog rendering system to use Unreal\'s rich text widgets

    [/*]
  • Added explosions

    [/*]
  • Added new Items:

    • Chainsaw: Hold to saw, consumes fuel and has to rev-up

      [/*]
    • Frag Grenade: Turns things into not things

      [/*]
    • Terminus: Lever-action shotgun used by Malone/The Bartender

      [/*]
    [/*]
  • Gave each playable character a unique car

    • Characters can only unlock/use their car

      [/*]
    [/*]
  • Reimplemented Stress

    • Stress was a mechanic that was lost when all human/cultist characters were reworked

      [/*]
    • Stress triggers when reaching 1 hp left and increases movement speed

      [/*]
    • Stress is lost when the combo ends

      [/*]
    [/*]
  • Added placeholder animations for fanning the magnum (Firing quickly)

    [/*]
  • Added/upgraded Roadkill(Bartender, Malone)\'s character to the new framework for player characters

    [/*]
  • Added new sounds for throwing items

    [/*]
  • Added new compression fx to gunshots and hits

    [/*]
  • Thrown items now have tracers

    [/*]
  • Updated the layout of the diner, with adjusted bathroom and roof access

    [/*]
  • [/list]

    Changes

    • Thrown items now target the enemy closest to the player\'s aim rather than the closest distance.

      [/*]
    • Removed the trauma kit in the diner\'s bathroom and replaced it with the ability to wash one\'s blood off

      [/*]
    • Trunk loadout items are now marked as hidden until specific levels are completed, making options available as the campaign progresses

      [/*]
    • Character state is now saved to disk after beating a level/entering a level transition and will be loaded correctly when re-launching the game. (The character you\'ve selected will remain as such after closing the game)

      [/*]
    • The Prowler can now start a new tail attack as soon as the last one finished its \'throw\'

      [/*]
    • Cutscenes now offset the camera so the speaking character is visible in the empty space of the screen

      [/*]
    • Rook can now grab standing enemies if they are facing away from him

      [/*]
    • Enemies taken hostage by Rook now have a larger damage radius

      [/*]
    • Overhauled Rook\'s portrait images

      [/*]
    • Characters are no longer automatically thrown back on death (The damaging projectile applies the force)

      [/*]
    • Blunt melee attacks now apply appropriate force to enemies

      [/*]
    • Projectiles now apply appropriate force to enemies

      [/*]
    • Guns now apply physics recoil to characters that shoot them

      [list]
    • Firing a gun will push you away from where you shoot

      [/*]
    • High-caliber guns will nearly stop your movement while firing to brace the recoil

      [/*]
    [/*]
  • Knocked-down cultists now have a unique animation for being stunned

    • Should make it easier to recognize enemies that are still alive

      [/*]
    [/*]
  • When using a two-handed melee weapon, tapping primary attack (and not fully charging the attack) will instead trigger the alt-fire bash

    [/*]
  • Enemies that are unarmed and cannot find a weapon will back away from the player

    [/*]
  • Enemies will now try to maintain a certain distance to their target, backing up if it is too close

    • Should help with enemies dogpiling the player, this effect is most noticeable on enemies with guns as they will maintain a much further distance.

      [/*]
    • This should also make sneaking up on enemies more important as they\'ll be harder to chase down once they\'ve spotted you.

      [/*]
    [/*]
  • Breaking open doors is now quieter and alerts less enemies

    • Previously, entire rooms would be alerted upon opening a door, removing any need to enter the room before clearing it of enemies. Combat should be much more interesting now with less enemies rushing to your location instantly.

      [/*]
    [/*]
  • Adjusted Overdrive\'s 2nd floor to provide more cover to the central office space in order to make pushing that area more viable

    [/*]
  • The Prowler no longer coughs blood in the intro to a level

    [/*]
  • The first gang member in \'Overdrive\' always starts with body armor

    [/*]
  • Moved the pipe in Overdrive and added a pistol to the starting area

    • The goal of the above 2 changes is to provide some light tutorialing for body armor, balance is still being worked on

      [/*]
    [/*]
  • \\[Technical] Vehicles can now be locked

    [/*]
  • The engines of cars must now be started and headlights are only on while the car is running

    [/*]
  • Adjusted \'High Rise\' to smooth out level flow

    [/*]
  • Added some new routes to the Mall and adjusted props to make some areas less constrained

    [/*]
  • Updated the first-half of the tutorial level to only have one-handed melee weapons

    [/*]
  • Neon Bars now break when performing an execution (But execute much faster and in one-hit)

    [/*]
  • Reduced the shotgun\'s muzzle velocity (3000-4000 > 2750-3250)

    • Shotgun was very overpowered compared to other weapon options, range was reduced to keep its overall power but make it worse at long range-multikills

      [/*]
    • For reference, the old muzzle velocity/range was on par with the rifle\'s

      [/*]
    [/*]
  • Enemies now remain knocked down for an additional second

    • Executions should now be more useful as waiting for an enemy to begin standing up is always slower

      [/*]
    [/*]
  • Updated the bar environment

    [/*]
  • \\[Technical] Characters placed in-level (i.e. used for cutscenes) can now be referenced as playable characters

    [/*]
  • Rook\'s car will now properly disappear after switching to the Prowler in \'Night Prowler\'

    [/*]
  • Cultists with melee weapons will no longer rush towards a target and instead back away if they can\'t safely make it to them (i.e. the target is across a chasm)

    [/*]
  • [/list]

    Fixes

    • Fixed being able to sequence break and enter the bar before completing the story events that reveal it as a location.

      [/*]
    • Fixed a bug where in some cases player characters would not receive the \'player\' state and could be knocked-down.

      [/*]
    • Fixed camera pixelate shader not having its pixel rotation updated in all cases, leading to jittery pixelation during screenshakes

      [/*]
    • Fixed cultist character damage radius\' using a legacy physics material (And not registering as flesh)

      [/*]
    • Fixed ground friction not changing correctly for knocked-down/dead characters

      [/*]
    • Fixed being able to kill yourself by diving down the stairs

      [list]
    • Dont test that IRL though

      [/*]
    [/*]
  • Fixed being able to become \'invisible\' to enemies by walking against sloped walls

    [/*]
  • The gang outside in \'Overdrive\' now react to being shot/damaged

    [/*]
  • Fixed the Prowler\'s tail having an unexpectedly strong impact on their movement

    [/*]
  • Fixed the wrong music being displayed for the Mall level

    [/*]
  • Fixed the Rifle being unable to unload empty rounds

    [/*]
  • Potential fix for cultists with melee weapons getting their ai locked when picking up a new weapon and their target is within range

    [/*]
  • Fixed heavy blast attacks not being able to deal lethal damage

    [/*]
  • Fixed being able to deactivate items while performing an execution (even if the item hadn\'t been activated)

    [/*]
  • Fixed a state error that could occur if you died while executing an enemy and didn\'t release the execute button before respawning

    [/*]
  • Fixed held item not deactivating after finishing the prowler\'s boss fight

    [/*]
  • Fixed being unable to open the pause menu after signing a contract or other circumstances

    [/*]
  • Fixed Escape not closing certain menus correctly

    [/*]
  • Fixed the Prowler\'s tail clipping through the floor in the intro of \'Night Prowler\' on occasion

    [/*]
  • Fixed the health bar updating incorrectly when being updated continuously, notably while playing the Prowler.

    [/*]
  • Thrown items no longer collide with low props

    [/*]
  • [/list]

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