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Clairvoyance
P4 Studios Developer
P4 Studios Publisher
2024-08-29 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Public Linux Depots:
  • [0 B]
Alpha 1.15 release

Alpha 1.15 - Aesthetics focused update Developer commentary: This update was developed very over the course of a few very hectic months of my life. I don't want to get into the details, but in short my living situation became uncertain. If you're reading this, that means I've successfully finished what I would consider a major update and pushed it live, yayyyyyy The general focus for this update is supposed to be aesthetic improvements, but in reality it's more of a hodgepodge of random stuff. HOWEVER I do believe a lot that random stuff is quite cool and great additions to the game. I'm quite satisfied with how a lot of it turned out. The new bloom and lighting effects are probably the highlight (lol) of the update, but my personal favorite change was the addition of these new fighting move icons that show up in the move map editor and in game next to the sector indicator. -Dan

    Combat


    Visual -Added icons next to sector indicator in game to indicate which moves are currently seleted to execute -There is a glow behind the icon. Blue means ready to use, red means not enough energy -Decreased ragdoll velocities on death -Damage particle actually goes in the direction associated with the hit instead of a random one -Intimidation success no longer wins the level immediately, but rather has all enemies run away and stop spawning -Health and energy bars now glow according to how high the values are Functional -Lifesteal buffed from 0.75%+0.25(LVL-1)% to 1%+0.5(LVL-1)% -Blocking -Should now only affect the direction the fighter is facing -Block damage mitigation buffed from 50% to 66% -Knockback is now reduced by the same percentage that damage was reduced, for any reason. -Block perviously reduced knockback by a flat 66% -Wing Chun invulnerability previously did not reduce knockback at all -Added blocked damage floaty text color (grey) -Fixed jab attack area direction and position -Previously was too high angle and spawned too far forward -Updated animations: push kick, flying kick, knife slash, knife stab -Slightly increased staff thrust attack area size -Enemies -Nerfed monster HP from 3000 to 1500 -Nerfed heavy boss HP from 1500 to 1000 -Both those enemies just took way too long to kill -Heavy boss AI tweaked to use more slams if the player is close and more strikes if the player is far -Jab now has slightly less range, and the attack location is more standardized

    Lighting


    -Slightly darkened global lighting so light effects can be visible -Added slight bloom to everything but UI -Added lighting effects to: -Gunshots -Most particles -Attack areas -Enemy attacks now slightly glow. -The more powerful the attack, the stronger the glow -Reduced saturation for all enemy colors -If they're too bright, they'll start glowing due to the new lighting.

    Audio


    -Fixed hit sound effects only sometimes playing -Multiple new tracks -OST are on the Youtube channel -Added some previously unused OST to the game -Adjusted main menu track

    Misc visual stuff


    -Added a casual running/walking animation for when there are no more enemies -Added a background for security room/keycard room -Changed floaty text font and styles -Adjusted map node info display -Added icons in the style select screen editing menu -Updated fonts for most text assets -Updated generic lab hallway parallax background -Fleshed out descriptions for all player stats -When something is not unlocked, added text to show how far you are into the unlock -Added some link buttons to the main menu

    Bugfixes


    -Fixed arcade mode win infinite loop -Fixed enemy walking animation glitch where their legs would stretch really far -Should have fixed arcade mode sometimes having enemies hit you in the checkpoint screen -Removed intimidation check from happening in arcade mode -Fixed update log text going into the header -Fixed combat stim effect having double its intended particle count -Should have fixed the monster and heavy boss AI -If after this I still get reports of them standing around doing nothing, I'm just straight up rewriting that thing -Fixed fighter particle system sometimes jumping around the screen -Elbow no longer attacks twice -Pressing ESC on main menu now closes submenus -Gene mods now properly add levels when getting them as a reward after the first -Enemy fighter render layers should be more properly sorted

This game is still very early in development. Expect consistent bugfixes for the near future!

WARNING: While in this early development state, save data is not guaranteed to be preserved in future updates

CLAIRVOYANCE

A love letter to 2000s stick figure fighting animations such as Xiaoxiao and games like Electric Man 2, Clairvoyance stands on the shoulders of giants from a bygone age. As a single-player 2D sidescrolling PvE roguelike fighting game where you can see a split second into the future, it aims to have you feel like a martial arts master while taking on multiple enemies at a time.

YOUR BODY IS WEAK, BUT YOUR SPIRIT IS STRONG

The player has identical stats to the swarms of enemies. Brute force is not an option. However, due to your clairvoyance, you can see enemy attacks coming before they land. This allows you to feasibly battle large groups of enemies at once by planning your actions instead of relying purely on muscle memory or remembering attack patterns.

NO ROOM FOR MISTAKES

Combat exchanges are short and lethal. There is no emphasis on juggling or extensive combo memorization. Being able to take 5-6 hits is already on the higher end of durability, and death in 1-2 hits is not uncommon, especially with powerful strikes to the head, which has the highest damage multiplier of any body part.

UNIQUELY FUN GAME MECHANICS

A high degree of control is given over your body. You can bob and weave around enemy attacks in ways traditional fighting games have never allowed you to!

Attacks are decided by your stance instead of directional input, and can be custom mapped. For example, leaning low + kick might launch a knee strike, while standing tall and leaning forward can launch jabs. Some moves can only start their animation in one stance and end in another. This makes it faster or slower to transition between certain moves, unlike the directional input system.

FIGHT YOUR OWN WAY

-Multiple martial arts styles, each changing up how you approach every fight!
-Highly customizable movesets
-Multiple weapon types
-Multiple characters, with unique stats
-Powerful upgrades to obtain in-game, ranging from explosive strikes to lifesteal


GAMEBILLET

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MacGamestore

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