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1000 Cuts: Jomaku
Banjo Toad Studio Developer
Banjo Toad Studio Publisher
2024-03-08 Release
Game News Posts: 6
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Public Linux Depots:
  • [0 B]
Update #2 - Dodge and Parry Buffed

Ahoy friends! Before we get into the most recent batch of changes, here's a huge thank you to everyone who's given us feedback, suggestions, and pointed out bugs etc., we couldn't do it without ya! This changelog covers a number of small hotfixes we've rolled out since Update #1, in addition to some big changes we've pushed out in the linked build. We're a very small team of devs, but we try to roll out bugfixes and improvements as fast as we can ! So keep your suggestions coming :- ) P.S. - Here's your weekly reminder to wishlist the full game and follow our pre-launch Kickstarter page.

Big Picture Changes


  • Massive buff to the dodge
  • Improved responsiveness for Parries and Attacks
  • Increased variety of enemy responses to player behavior
  • Numerous bugfixes and quality of life changes

Player Combat Changes:



Players can now dodge forward in addition to the original backward dodge. To dodge, either press the parry button while moving or press the parry and move buttons simultaneously. When in the unprepared stance, you'll automatically turn to face the direction you're dodging. When prepped, you can dodge and maintain your orientation by holding the back button, or dodge and turn around simultaneously by tapping the back button, just like regular movement while prepped.
In addition (and perhaps against our better judgement), we've added limited I-frames to the dodge with a timing window comparable to the perfect parry.
Players can now turn around between a parry and riposte, and between the first and second attack in a combo. This is especially useful in situations where multiple enemies are attacking you from both directions.
As you can see, you can chain the forward dodge with the new turnaround attack for a pretty devastating combo.
We've decreased the amount of time players are "locked in" to combat-related cooldown and recovery animations. In addition, players can now cancel out of transition animations by moving for a more fluid experience.
We've also smoothed out the (cancelable) transitions for the parry and dodge, especially when returning to the unprepared idle stance.

Enemy Behavior Changes:


Based on player feedback and reviewing some of the playthroughs on YouTube and Twitch, we've made a number of tweaks to the enemies in Jomaku. Many of them are small, relating to timing or animations, but there are two "major" behavioral changes to note. With the addition of the forward dodge, certain enemies are now faster at realizing the player is behind them and will react accordingly. This is especially true of higher base-difficulty enemies.
In addition, enemies now "see" if the player is sprinting or walking toward them and will adjust the distance at which they initiate an attack accordingly. While this does increase the difficulty of enemies overall, we think it'll encourage players to find engaging solutions to the problems they face with each new enemy type. We also gave the player a pretty big buff in this update, so it felt right leveling the playing field a bit.

Bugfixes & QoL:


  • Fixed bug causing the Blacksmith to respawn if the player re-enters the Forge from the Kitchen
  • Fixed bug causing bosses to remain defeated if you die before saving your progress
  • Fixed bug causing the player to not respawn correctly after dying to blunt damage
  • Improved levels for numerous sound effects based on player feedback
  • Increased variety of set design in Hallway areas
  • Fixed miscellaneous spelling and syntax errors throughout the dialog
Well that's all for now folks. We have a couple more "Big" updates planned for Jomaku in the next couple weeks, so stay tuned and keep that feedback coming! It's a huge help to us when you find new bugs / suggest potential improvements. Your review could become a highlight in our next big update!

Coming Soon:


  • Updated dialog system with more consistent inputs
  • Upgraded Settings Menu with more accessibility options, audio and video sliders, input remapping
  • New Music!
  • Localization
Have you followed and wishlisted the full game on Steam?
Are you following the pre-launch Kickstarter page?
Got questions or bugs to report? Want to learn more about indie game development? Are you a Content Creator looking for our press kit? Stop by our socials: Discord + Instagram + TikTok + Press Kit


[ 2024-04-02 01:16:04 CET ] [ Original post ]

Jomaku (除幕) "Curtain-raiser" a short act or monologue to introduce a longer kabuki play. A preview.

1000 Cuts: Jomaku is a 60-90 minute proof of concept experience of One-Thousand Cuts, with a short tutorial, plenty of exploration (over a dozen hidden pettable cats, an optional boss, bonus lore drops, three alternative video modes), unlockable upgrades, a three-phase final boss, and multiple endings based on which moral route you choose.

Combine instant-death combat with unique special abilities and environmental hazards to devastate your enemies, or die trying. Strategize efficient solutions or overwhelm with brute force as your slice your way through the Army of One-Thousand, one cut at a time.

Discover and fight a deadly collection of challenging bosses on your journey. Master each of their martial art styles to unleash powerful combat techniques on your enemies. If you can defeat them, that is.

Find hidden lore throughout a rich, dark fantasy Edo Japan. connect the shattered pieces of this expansive world, inspired by real Japanese history and folklore.

The time of the samurai is coming to an uncertain end. Exiled as a child by his father Hidetsugu, young Hiroyuki has grown up training at his Uncle Jiro's secluded dojo, hoping one day to prove himself worthy enough to return home. Now caught at the center of a hostile takeover within his clan, Hiro is torn between loyalty and honor.

Hiro has to choose: side with his father and kill his friends and Uncle Jiro - the only real family he's ever had - or side with Uncle Jiro and attempt to face down the fearsome army under his father's control. It only takes one cut to kill, but what is one man against the Army of One-Thousand?



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