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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 #4 + Kickstarter is LIVE

Ahoy friends! Before we get into it, here's a huge thank you to the community for all your insight, feedback, and suggestions. We're a very small team of devs, but we try to roll out updates and improvements as fast as we can, so keep your suggestions and feedback coming :- ) We're also super excited to announce the launch of our Kickstarter campaign! This is a huge step for us, one we couldn't take without you. It's chock full of exclusive digital and physical rewards (that ship worldwide), with loads of content-rich stretch goals including localization, expansion areas, additional dialog options, and much much more.
The campaign runs from July 9th (today) until August 8th, but the early bird specials are limited (and already running low) so if you're interested in saving 30-40% on the game, better get over there quick!

Okay, but what about the update?


When we say this is a major update, we mean if you've played 1,000 Cuts: Jomaku any time in the last year, you played a different game. So different that if you had a save file before, we recommend you fire off a new game (you can skip the tutorial with the new Instant Action button). In addition to the huge changes we've made based on your feedback, this also covers a number of hotfixes we've quietly rolled out since Update #3.

Big Picture Changes


  • Total Player Artwork Rework, with New Animations
  • Massive Enemy Overhaul: New Art, New Behaviors.
  • Full Controller Support and Remapping w/ Accurate Icons + Gamepad Rumble (toggle-able)
  • Total Camera System Redesign
  • Combat QoL, Faster Respawning, Optimized Tea Distribution
  • Over 20 bugfixes reported by the community via survey and reviews

New Art


Implemented new art for Hiro, Jiro, Michiko, Dojo NPCs, and nearly all enemies across the board. New enemy art drastically improves readability of attack type, as well as aligns enemy attack styles with actual Kendo stances and kata. Enemy colors are also consistent with their attack style (and as a fun note to any history or Kendo aficionados among you, each color represents its associated kendo stance, from which the different attack patterns are inspired). Added more juice to make successful attacks and blocks read more clearly, dust particles kicked up by running, more environmental particles, atmosphere, etc.

Combat Overhaul


Player Changes:
  • Extended the dodge i-frames to last the duration of the dodge
  • Forward dodging now automatically turns the player around while in the prepared stance
  • While in the prepared stance, press the "Flip" button (default W on keyboard) to turn around. No more quick-tapping the back button to turn around. This allows players to turn around mid-combo, drastically increasing variety and player freedom in combat.
  • Missing the riposte timing after a successful parry no longer results in a cancelled attack input, it just fires the attack as soon as the block recovery is complete
  • The window for banking attack inputs is much larger. So long as the sword / bokken is not sheathed, the second attack will fire as soon as the current animation loop allows.
  • Upon death, press any input to instantly respawn
  • All non-combat cooldowns and transitions are now interruptible
Enemy Changes:
  • Bosses no longer have artificial i-frames before their attacks. If you land a hit on them, they'll go into their damaged state as soon as their current animation loop allows. NOTE: For One-Eye, the first window is still after his opening attack combo, so you can't cheese him.
  • Fire and other damage hazards now appear above all enemy sprites so players can always see
  • All non-boss enemy attack preparations, cooldowns, recoveries, and combo transitions have the same timing for each weapon type. (ei: the low-cut attack preparation is no longer slightly faster than the hi-cut).

UI Rework


All references to keyboard and controller inputs are now case-accurate icons, dramatically improving readability. Full support for Steamdeck, Xbox and Dualshock controllers. NOTE: We do offer partial support for Switch ProControllers. Inputs will work, though their icons may be inconsistent at times, especially when switching between Controller and Keyboard. Your mileage may vary. Streamlined "Interact" prompts now include the accurate key or controller button, with a kanji translation subtitle. Selected buttons in menus now increase in size, change in color, and glow slightly to better communicate exactly which button you have selected, which is especially useful for players on Controller or Steamdeck. Settings Menu Changes;
  • The Keyboard Input button automatically locks when playing on a controller, ditto the Gamepad Input button on keyboard and mouse.
  • Screen shake is now automatically enabled for new players
  • Each sound level is now automatically set to 100% for new players

Camera System Rebuild


Added more consistent camera movement to hallway areas. Camera motion is smoother across the board, especially when entering a combat zone. In addition, camera shake is now a toggleable option in the settings menu.

Bugfixes & QoL:


  • Fixed bug causing "black screen" upon entering or exiting certain rooms
  • Fixed bug preventing banked player attack input from firing after the completion of a block or jump
  • Fixed bug preventing remapped controls to change in-game, though all text references correctly displayed remapped input.
  • Fixed bug causing game crash upon entering certain rooms
  • Fixed bug causing offscreen enemies to respawn in cleared rooms
  • Fixed bug causing offscreen enemies to completely disappear in cleared rooms
  • Fixed bug causing some menus and screen overlays from "clipping" off the screen on lower resolution monitors
  • Fixed bug preventing certain enemies from entering the "staggered" state upon a successful perfect parry.
  • Fixed bug preventing players from interacting with buttons in the Pause and Settings menu while playing on a controller
  • Fixed bug causing oven hazards to aggro to player even in cleared rooms
  • Fixed bug causing players to remain in "dead" animation upon respawn
  • Fixed bug causing multiple UI windows to display at once upon awaking from resting with tea
  • Fixed bug preventing players from unlocking special abilities if they died having unlocked those abilities previously but not saved.
  • Fixed bug preventing the player from investigating defeated enemies
  • Fixed bug causing "death" screen to appear upon leaving a room
  • Fixed bug preventing destroyed lanterns from respawning upon player death
  • Fixed bug causing player to die even when jumping over low-cut attacks
  • Fixed bug causing some enemies to respawn in kitchen area when they should be dead
  • Fixed bug preventing some enemies from respawning in kitchen area when they should be alive
  • Fixed bug causing excess tea to remain in inventory after death
  • Fixed bug preventing custodians from respawning accurately
  • Fixed bug preventing players from [spoiler]executing or sparing[/spoiler] defeated bosses in the Honor route
  • Fixed bug causing enemies and NPCs to run in place upon player death
  • Fixed bug preventing players from [spoiler]investigating the Dragon's Fang as Uncle Jiro[/spoiler] at the end of the Honor route.
  • Numerous enemy behavior bugfixes
  • Many, many other bugs
Have you followed and wishlisted the full game on Steam?
Have you checked out our 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


[ 2024-07-09 21:22:19 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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