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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hey guys, as you may have noticed, Hack n Slash has a new lower price and bundle option to celebrate today's release of Spacebase DF9. It's fitting, as these games shared a journey from our community-voted Amnesia Fortnight game jam, to being funded by Indie Fund and friends, to becoming Steam Early Access titles, and now being finished games. So if you haven't already grabbed Hack n Slash, you can now do so for the lower price of $13.37 or as a bundle with Spacebase DF9 and both games' soundtracks at $24.99. And as a token of our appreciation to those who supported these games early, anyone who already owns Hack n Slash will be getting a copy of Spacebase for free and vice versa. ENJOY!!
Hey guys, as you may have noticed, Hack n Slash has a new lower price and bundle option to celebrate today's release of Spacebase DF9. It's fitting, as these games shared a journey from our community-voted Amnesia Fortnight game jam, to being funded by Indie Fund and friends, to becoming Steam Early Access titles, and now being finished games. So if you haven't already grabbed Hack n Slash, you can now do so for the lower price of $13.37 or as a bundle with Spacebase DF9 and both games' soundtracks at $24.99. And as a token of our appreciation to those who supported these games early, anyone who already owns Hack n Slash will be getting a copy of Spacebase for free and vice versa. ENJOY!!
Woohoo, we just won the big Grand Jury award at Indiecade!! Thanks so much to you the community for helping make the game what it is today. It's a super weird one and the feedback and support you lent us during Early Access was key to the game's success. Hopefully this will help bring some more folks into the game and the world of programming and lead to more crazy mods in the workshop community!
Woohoo, we just won the big Grand Jury award at Indiecade!! Thanks so much to you the community for helping make the game what it is today. It's a super weird one and the feedback and support you lent us during Early Access was key to the game's success. Hopefully this will help bring some more folks into the game and the world of programming and lead to more crazy mods in the workshop community!
This is a minor bugfix build that fixes some security holes in the Hack 'n' Slash mod support. Special thanks to SmashManiac for identifying and disclosing the issues!
This is a minor bugfix build that fixes some security holes in the Hack 'n' Slash mod support. Special thanks to SmashManiac for identifying and disclosing the issues!
We've just published a new patch for Hack 'n' Slash with a collection of bugfixes.
$HOME/.local/share/doublefine/hacknslash
We've just published a new patch for Hack 'n' Slash with a collection of bugfixes.
$HOME/.local/share/doublefine/hacknslash
Hack 'n' Slash is Now Available on Steam and is 33% off!*
Hack n Slash is a puzzle action game about hacking -- reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the games code! After a successful Early Access period, the game is moving to full release!
And remember, the only way to win is not to play...by the rules!
*Offer ends September 16 at 10AM Pacific Time
And we’re live! We’re very proud to be shipping the full release of Hack ‘n’ Slash. When I had the weird idea for a game about hacking and pitched it during Amnesia Fortnight in 2012, I had no idea the concept would excite so many people, and I certainly didn't expect that we’d get to turn it into a full game. The Early Access community has been a huge help to the game as well; you all provided fantastic feedback and found really clever ways to break the game. This game wouldn't have been possible without all of you.
And were live! Were very proud to be shipping the full release of Hack n Slash. When I had the weird idea for a game about hacking and pitched it during Amnesia Fortnight in 2012, I had no idea the concept would excite so many people, and I certainly didn't expect that wed get to turn it into a full game. The Early Access community has been a huge help to the game as well; you all provided fantastic feedback and found really clever ways to break the game. This game wouldn't have been possible without all of you.
Today we're ready to roll out Steam Workshop integration for testing! Details below. Please post feedback in the forums!
/Hack 'n' Slash/Mods//Patch.lua
The stub file will have some documentation comments at the top describing the functions you have access to from the patch. You can also clone existing mods and look at their patch scripts to see how they work.
Today we're ready to roll out Steam Workshop integration for testing! Details below. Please post feedback in the forums!
/Hack 'n' Slash/Mods//Patch.lua
The stub file will have some documentation comments at the top describing the functions you have access to from the patch. You can also clone existing mods and look at their patch scripts to see how they work.
In-game menu There’s a new in-game menu that opens when you press [noparse][Esc] on the Keyboard or [Start] on a 360 controller.[/noparse] It lets you adjust the (new!) user settings, and provides the single most requested feature: a way to quit from inside the game! System settings The game now automatically stores system settings. These include keyboard control mappings, fullscreen/resolution settings, and audio settings. Keyboard controls You can now remap the keyboard controls from the game menu. Remap to your heart’s content! Be careful when remapping the buttons for “Select” or the navigation controls - all changes are immediate. Settings From the settings menu you can toggle between fullscreen and windowed mode. The game automatically saves your windowed resolution as you drag the window, and always runs at display native resolution when you go fullscreen. From here you can also control your audio settings, adjusting either the master volume or the volumes for the individual sound categories. Optimizations and compatibility This build contains a lot of optimizations and compatibility fixes. It addresses several issues with load times and crashes to desktop on certain hardware. One major change we made is that we now store textures using a different compression method. We initially shipped with PNG files for all in-game textures, not because this is the ideal choice for a game, but because it allows you to poke around the game’s directories and easily look at or mess with all of the the game’s textures, which was important to us. Unfortunately, PNG’s are a kind of bad choice for a runtime format because they decompress to 32 bit-per-pixel textures in memory, so - for example - a single chunk of background terrain takes up 4 MB in video memory. This is a killer in terms of memory foot print and, on some systems, performance. Typically modern games load textures into one of the S3TC compression formats. This is a much more efficient texture representation that modern graphics cards support natively. We switched to doing this for Hack ‘n’ Slash and it makes the game run a lot more smoothly across a wide array of hardware. Unfortunately, using one of these formats makes it harder to mess with the files on disk. We even experimented with loading the PNG’s and then converting them to an S3TC format at runtime, but this increased load times too much on older systems. We want to make sure it's still possible to mess with the textures with off-the-shelf tools, though: the most efficient texture file format that our engine supports is proprietary to Double Fine, so we didn't use that. Instead, Hack ‘n’ Slash’s textures are stored in the DDS format, which is not incredibly common, but you can find plugins for graphics programs and converter tools online. Furthermore, DDS files are not optimally compressed on disk, so we actually take an additional step of gzip compressing the textures to make the disk footprint as small as possible. So you’ll see that the texture files end with the .dds.gz extension. But tools like gzip and imagemagick will let you convert to an easier-to-edit format. The game engine still supports (and prioritizes) PNG files. You can still a create a PNG with the same name and put it in the same directory as the texture you want to override. It will automatically override it. We'll also continue to support PNG files when we roll out Steam Workshop support. The good news is that, even though the patch is large, the game will now take up substantially less disk space on your computer! Bugfixes Lots of small content bugfixes went into the game with this build. More to come! Please keep the bug reports coming! We’re cataloging and addressing them as quickly as possible.
In-game menu Theres a new in-game menu that opens when you press [noparse][Esc] on the Keyboard or [Start] on a 360 controller.[/noparse] It lets you adjust the (new!) user settings, and provides the single most requested feature: a way to quit from inside the game! System settings The game now automatically stores system settings. These include keyboard control mappings, fullscreen/resolution settings, and audio settings. Keyboard controls You can now remap the keyboard controls from the game menu. Remap to your hearts content! Be careful when remapping the buttons for Select or the navigation controls - all changes are immediate. Settings From the settings menu you can toggle between fullscreen and windowed mode. The game automatically saves your windowed resolution as you drag the window, and always runs at display native resolution when you go fullscreen. From here you can also control your audio settings, adjusting either the master volume or the volumes for the individual sound categories. Optimizations and compatibility This build contains a lot of optimizations and compatibility fixes. It addresses several issues with load times and crashes to desktop on certain hardware. One major change we made is that we now store textures using a different compression method. We initially shipped with PNG files for all in-game textures, not because this is the ideal choice for a game, but because it allows you to poke around the games directories and easily look at or mess with all of the the games textures, which was important to us. Unfortunately, PNGs are a kind of bad choice for a runtime format because they decompress to 32 bit-per-pixel textures in memory, so - for example - a single chunk of background terrain takes up 4 MB in video memory. This is a killer in terms of memory foot print and, on some systems, performance. Typically modern games load textures into one of the S3TC compression formats. This is a much more efficient texture representation that modern graphics cards support natively. We switched to doing this for Hack n Slash and it makes the game run a lot more smoothly across a wide array of hardware. Unfortunately, using one of these formats makes it harder to mess with the files on disk. We even experimented with loading the PNGs and then converting them to an S3TC format at runtime, but this increased load times too much on older systems. We want to make sure it's still possible to mess with the textures with off-the-shelf tools, though: the most efficient texture file format that our engine supports is proprietary to Double Fine, so we didn't use that. Instead, Hack n Slashs textures are stored in the DDS format, which is not incredibly common, but you can find plugins for graphics programs and converter tools online. Furthermore, DDS files are not optimally compressed on disk, so we actually take an additional step of gzip compressing the textures to make the disk footprint as small as possible. So youll see that the texture files end with the .dds.gz extension. But tools like gzip and imagemagick will let you convert to an easier-to-edit format. The game engine still supports (and prioritizes) PNG files. You can still a create a PNG with the same name and put it in the same directory as the texture you want to override. It will automatically override it. We'll also continue to support PNG files when we roll out Steam Workshop support. The good news is that, even though the patch is large, the game will now take up substantially less disk space on your computer! Bugfixes Lots of small content bugfixes went into the game with this build. More to come! Please keep the bug reports coming! Were cataloging and addressing them as quickly as possible.
Hack 'n' Slash is Now Available on Steam Early Access!
Hack n Slash is a puzzle action game about hacking -- reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the games code! The game is in Early Access so that you can help us improve it before its finished. And remember, the only way to win is not to play...by the rules!
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