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Hi, I've become aware of some technical issues with my games Blessed Surface and Ufflegrim due to the aging version of the game engine they run on. There are issues on fairly common setups where the games may run at a low framerate, or not at all. In the next few days, I will work with Valve on options for temporarily removing the games for purchase while this issue persists, while not affecting existing owners and leaving the soundtracks available for sale. If possible, I would like to make the games still available on an invite basis, for anyone curious about some broken old games or interested in helping fix them. But I'll have to ask Valve what's possible. I don't have a lot of time for game dev any more. I'm afraid I don't have an ETA on fixes, so I'm taking this measure to make sure nobody feels ripped off by a nonfunctional product in the meantime. I've also been slowly working on the 3d, first-person spiritual successor to Blessed Surface, which takes up most of the spare time I do have. I intend to release a store page and trailer for that very soon. Subscribe to my youtube channel if you'd like to see it: https://www.youtube.com/@CorpseKingReki To any who've showed interest in my games over the years, thanks for the support.
Reki here. I like to release updates around the winter sale to show my appreciation to everyone who's playing the game. Didn't have as much time this year, but I've managed to put together an update with a fair amount of content, quality of life, and some endgame stuff. Please enjoy, and let me know in the discord if I broke anything! https://discord.com/invite/DWz6kxt NOTICE: Linux version will be delayed. Keep an eye on your Steam downloads for its release.
Reki here.
I recently completed my own playthrough of Blessed Surface. I hadnt really been able to do a full playthrough before because I was always testing individual sections of the game. I found a couple things that I never fixed, so I fixed those broken things, added new content, and did some balance.
Welcome to the Gunsmith Update.
Reki here. Originally this was supposed to be a bugfix update, but working on bsurf relaxes me, so I added a lot of stuff. Update includes a pantheon of over 20 gods, endgame content, and more. Patch notes below, dev notes and images below that.
FEATURES:
- Added god shrines scattered all over the world, each with a unique new passive.
- Giga bosses now drop giga coins, which you can trade in for prizes.
- Added a scavenger hunt.
- Added an endgame scavenger hunt.
- Added a new random event to the Passages.
- Comets now drop orbs that summon another comet of the same color when consumed.
- Theres now an option for attack direction to be based on cursor position.
GAMEPLAY TWEAKS:
- Improved autotargeting of numerous projectile sources to not target your pets or friendly ghosts and be a bit more intelligent in general.
- Ancestor of Dust finisher now creates a stationary rune instead of dealing contact damage
- Adjusted Salt Dagger speed, timing, knockback, and hitbox to be more usable.
- Luck now displays any bonuses to itself in inventory.
- The Ancient Peach now removes status effects when consumed. Just to give this tutorial item a little character building potential.
- Marked a bunch of non damaging status inflicting stuff to count as player projectiles.
- Luck buffs last longer now.
- Magnetic buff is removed from your pet if it happens to get it, since its horribly annoying and not uncommon with a certain new feature.
- Sleep is also now removed from pets so they dont get stuck somewhere.
FIXES:
- Fixed an issue with luck not counting itself properly for a certain encounter.
- Fixed an item that was accidentally left at level 1000 by default.
- Fixed some issues with chests not saving item level properly.
- Fixed animations bugging out when swapping corpses during a secret finishing move.
- Grass no longer wiggles when you stand at its edge.
- Fixed certain blocks clipping the player and sending them through the ceiling on game load.
- Fixed bugs and crashes with dialogue and sleeping.
- Improved frozen debuffs ability to slow certain creatures.
DEV NOTES:
Its been real nice to come back after finishing and releasing my other game, Ufflegrim. After working on a turn-based game like that, going back to my roots feels good. I like how Ufflegrim turned out, but theres just so much more you can do when you arent limited by grid based movement or turns. Its literally having a hundred times the space and time to develop mechanics with.
The focus of this updates content is on making the world worth exploring again. There were already systems like monster hearts to keep you searching around, of course, but this update features a lot of stuff placed in specific locations. There are a lot of odd little nooks in Blessed Surface that dont normally get visited because theyre out of the way. This update attempts to put a little something in all those neglected spots.
Theres a new character building element in the form of god shrines, there are new secrets to find, lots of new endgame content, and a good amount of balance, tweaks, and bugfixes. Including one fix that was preventing a somewhat significant piece of endgame content from being accessed. Oops.
Anyways, I'm not sure where things go from here, but I'll probably continue to make games as my hobby, whenever I find time. After Ufflegrim, I'm pretty tired and I don't think I'm going to release anything for a while, though. On top of other life matters, I'd like to take my time to learn 3d game dev. My next major release will likely be a first-person successor to the ideas I explored in Blessed Surface. But who knows, there could be something before that.
If you'd like to keep an eye on my progress, feel free to join the discord where I post fairly frequent updates in the news section: https://discordapp.com/invite/DWz6kxt
Take care of yourself.
Reki here. I think of the titles for these updates on the spot as I write the patch note announcements. So don't get your hopes up, there isn't a pantheon of 20 immortals with complex, multi-phase boss ai for you to slay. There are a lot of new items and achievements though!
This is the development cycle of bsurf. As I fix issues from the previous patch, I can't help adding some more content, and thus more issues, inflating what was meant to be a small bugfix patch to a larger one. This way, even though the game isn't very popular, it can get some frequent content updates, depending on how long it stunlock combos me into developing more. I think I'm breaking out of the combo for real this time, though.
Thanks very much to anyone who's had fun with the game. While some may say it's not even worth 50 cents, I know that's not remotely true thanks to those who loved it and swapped stories about interesting things happening in their world. I designed this game to give the player stories to tell, so nothing makes me happier. Of course, there are actual critiques out there I'll always accept as valid, but for now, the game should be in pretty good shape for players capable of mastering it.
That's all outa me. Enjoy the update.
Reki here. Like last patch, I've sniffed out more bugs and added a couple new items. In other news, Blessed Surface is now on itch.io, DRM-free. The version of Blessed Surface on Steam is also technically DRM-free, but due to certain Steam related functions, won't run without it. The itch version is a good option for anyone that has issues running Steam for any reason. Just a simple zip containing the game. https://ckrekii.itch.io/bsurf Same price and Operating System support as the Steam version. Only differences are that achievements, cloud saves, and multiplayer are not available, since they all use Steam.
Reki here. Got fixes and stuff for the big update the other day, as well as one new item. I messed with the save directory a bit, please let me know if it freaks out and deletes your save or anything. Also, Steam Cloud saves are now active on Linux. Discord: https://discordapp.com/invite/e73QHcX PATCH NOTES: - Old One-Eye now drops something pretty good. - Increased rarity of magnetic and loaded on ravenous creatures. - Fixed loaded status effect bullets shooting far from their origin. - Added a tooltip to explain the Calamity Card system when hovering over a card to toggle. - Fixed a crash with Hunter of Eyes finisher. - Fixed a crash with Foomie Heart passive. - Reduced population of Globins in Skungus Wilds. - Added fullscreen options. - Fixed windowed resolution going greater than display. - Resolution and fullscreen options now initalize at start menu. - Put save files in their own folder so they arent in a big mess next to the exe. - Set up Steam Cloud for Linux. As mentioned in a previous update, the game's price has increased. I hope the support I've given the game is enough to warrant it. If one is to judge value by playtime, the longest playtime I've seen anyone have of Blessed Surface is over 200 hours. Most definitely won't play that long, but it's totally possible, with the sandbox elements of the game. If any more bugs comes up, I'll do my best to fix them. Hopefully will have other news to share soon. Focusing on Ufflegrim and other projects for now. Till next time!
Reki here. The Linux version of the Exchange Update is out! Sorry for the wait. Its important to me to keep a this version up to date, as I use a lot of open source software myself. I worked day and night to fix the very strange Linux specific issues with the update. Patch notes are here. If any issues persist, please visit the discord for help: https://discordapp.com/invite/e73QHcX Ive also noticed on my 10 year old Linux machine that performance is much better after the optimizations I did. If youve had issues maintaining a stable 60 fps, I hope this helps. See ya next time.
Reki here. Its a pretty big update. Theres a new item type, overhauled npc dialogue system, a new boss, a new miniboss, a new creature, tons of new effects on existing items, etc.
As usual, the Discord is the best place to go for technical help or discussion: https://discordapp.com/invite/e73QHcX
NOTICE: The Linux version of this update is having crash issues. I will do my best to release it at a later date. Apologies.
Reki here. It hasn't been too long since the Redemption Update, and I've been busy finding bugs and crashes to fix. While I was at it, I took the opportunity to change some other things I wasn't happy with, and it quickly spiraled out of control into another large size update.
This also means that fixes will be delayed till that update is released. If you have any technical issues with the game, please ask other me or other players about it in the discord: INVITE HERE
In the meantime, here are some highlights of what's coming.
Reki here. Todays patch focuses on bringing more weapons up to par, as well as continuing to fix any issues from the big update. Still looking into reports of hearts not giving abilities. This will be the last of this round of patches aside from any critical fixes or community requests. Im very tired, but happy with how these game updates turned out. Hope you have fun with the weapon buffs from this patch.
Reki here. This patch fixes a few bugs with the update and makes the key system a lot more convenient. I have more minor fixes and balance tweaks coming, but I wanted to get this patch out earlier since it solves a few key issues. Hope it helps! Im hearing reports of a bug where eating hearts does not give their abilities. If you have any information on this bug, please let me know in the Discord server, as its proving very difficult to replicate and pin down. Other bug and crash reports are also welcome there. Join the Discord
Reki here. Welcome to...
Reki here as always. I've done some playtesting recently and decided that the game needed a few crucial balance tweaks. This patch should make for a less tedious experience overall, as well as adding some interesting encounters in the form of ravenous monsters.
Reki here as always. Just a quick notice that there was an issue with achievements for the Wall area that has been fixed. If you've already done those achievements, you can simply toggle your corresponding Calamity Cards on and off and you'll be granted them. Sorry for the inconvenience. Cheers.
Reki here as always. I got a lot to go through today, so here's a table of contents. Pretty wild.
Reki here. I've been busy, but bsurf ain't dead just yet.
The Revival Update is nearly ready. The idea is to cram as many of the things that didn't make it into the release patch as possible into the game. We're talking new content, balance, fixes, and polish.
Along with that will come a Linux version. As someone that uses a lot of open-source software, it's good to finally be able to support operating systems of the sort.
Finally, you can expect other announcements about the future of Corpse King Games, and some other events to liven things up.
I'm aiming at sometime next week for all of this.
Until then.
Reki here, at last. It's arrived, the final version. Ahh, what to say...
Reki here.
Reki here as always. It's been a little while since the last progress report. I wanted to write another just so it doesn't look like I'm slacking off or have abandoned the game, so here goes. First, a reminder of why there are only written updates at this point instead of actual patches. With most of the content completed, release isn't too far off. During this time, I'm working at 200% to cram in every last bit of polish, last minute content, etc. to get the game done in time for the unannounced date I'd like to release on. I'll also need to work on a release trailer, as well as seeing if I can port the game to other operating systems. Lots to do, hence the decision to not update the game more till final release. Can't afford to worry about whether I've left in gamebreaking bugs in smaller patches at this stage, we'll do it all at once.
Reki here as always. This will be just a little report to set expectations on what you can expect for the release update, as well as going over the current state of development.
Reki here. As promised, the Overhaul Update is here. My army of imps gave their lives to deliver this update. Every single one of them. But it was well worth it. Bsurf is in better shape than it ever has been. ... I mean, it should be after every update.
Check out the update trailer!
https://youtu.be/HgYbVeDN8zI
The focus of today's patch is on combat, adjusting it to be easier to learn and less punishing. There is also a new tutorial that should make getting into the game a breeze. Of course, that's not all, there's lots of new content too. Among other things, every boss now drops a weapon and a gunner, perfect to test out the combat changes. One thing to note, bosses will be a bit harder because armor points are no longer a thing. I intend to add a few minion creatures to each boss that you can kill for health to resolve this.
Before today's patch, I would have been hesitant to recommend bsurf. "Wait until the Early Access is a little further on", I would've said. Now, I think it's reached that "further on" state. I really hope everyone has a good experience with it. Thanks to everyone who's supported the game and helped it improve.
Unless anything comes up, this will probably be the last update before final release. You can expect a big patch on that final release, adding the rest of the monster hearts, many more sound effects, any loose bits of content or polish, and the ending.
Please enjoy the update. There's still a bit more to come.
Reki here. While the update isn't quite ready yet, I wanted to jump in and give a quick report on the state of things.
Reki here. Please click here to take the Combat Overhaul Survey Combat has been an issue in Blessed Surface, for a long time. It's a system that I was satisfied with, but is simply too unintuitive to teach new players. I believe it to be the number one thing holding back Blessed Surface from being enjoyed by many. After all, it doesn't matter how many new features, it doesn't matter how much fun stuff I add, if many players open the game and instantly despise the way combat works. I want to save this game I've worked so hard on. I don't want people to regret spending even the cost of a lunch on it. I don't want to be worth that little. Thanks much for taking the time to fill out my survey. After this, once I've made adjustments, I'll see where we're at, and if I need to make further changes.
Reki here. I've been setting booby traps all over my house for the holiday season, but finished that in time to release an update here. It's been a while, but don't think for a second that I'm not working on the game, even if updates are no longer weekly. That decision was purely so I could deliver fatter updates like this one, that complete a feature.
Getting into it, the meat of this update is the completed Curse Card system. They are now called Calamity Cards, with each having a unique challenge to complete. Once that challenge is complete, you'll be able to toggle them on, activating a difficulty modifier and granting you a boost to your luck level.
Other than that... invasive species have been tweaked to make for a better late-game experience, there's a new monster heart, a few new random events, various polishing tweaks. The soundtrack is now in stereo, so the file size will be a lot bigger.
Please enjoy the new challenges. Plenty more content and balance to come before the game's end.
Reki here. I think I'm a weekly update or two behind. The reason for this is that the bulk of content for the game is complete, and the remaining work is mostly stuff that will take longer and require more design work. The holidays have also been a factor in delays. Regardless, I am still working on the game, and will continue to do so until it is finished. From this point on, however, updates will no longer be weekly. They will be released once chunks of content are finished and I am satisfied with them. I'll break down what remains, in the rough order I'm going to develop them in:
I believe that's all. Once all of that is done, I'll be happy with, and proud of the game, having delivered everything I've promised. Thanks for all the support through Early Access.
Without further ado, the patch notes. This week is mostly new npcs and fixes for a couple annoying bugs.
CONTENT:
- Added 8 new NPCs.
- Added a bar showing your cooldown before attacking if you miss an attack.
- Added music to Dawn.
GAMEPLAY TWEAKS:
- Connected every gravestone to another via portal.
FIXES:
- Fixed unfinished and nonfunctional Curse Cards showing up.
- Fixed certain texts repeating their scrolling animation when button pressed again.
- Fixed hearts not displaying their blood type.
Reki here. Just a quick note that multiplayer is now fixed. So sorry it took so long for me to notice it was broken by the removal of the old tutorial. In case anyone does not know how to access the multiplayer, I stickied a post in the Steam Discussions with a quick summary of everything. Hope you're enjoying the weapon level update!
Reki here. Instead of working on more urgent things, I couldn't resist developing some extra features that I've been excited about. I'll get right into explaining those, no centaur jokes this week. Not that I've ever joked about centaurs, they're a very serious threat, after all. Each corpse now has a fixed luck stat, which affects how often you see albino creatures, golden creatures, and key-holding creatures, as well as a few other bits like eggs. Ones with more difficult to use finishing moves tend to have higher luck to make up for it, while the strongest ones will have very little. Hopefully, this will introduce more reasons to use different corpses. Weapons now have levels. They start at zero and gain xp every time you hit something with them. Higher levels will reduce the attack cooldown for missing an attack. While that system is in place to reward accurate, high-speed attacks, the levelup system should be a well fitting counterpart to it, rewarding you long-term for landing many attacks over your career, opening new potential. There is no level cap, but the effects of leveling will end at level 100, where your weapon will no longer have any cooldowns. Lots more cool stuff to come. Please enjoy this week's update. CONTENT: - Added weapon leveling system. - Added corpse luck system. - Added an unused creature to Skungus Wilds. GAMEPLAY TWEAKS: - Text now quickly scrolls in instead of appearing all at once. - Renamed Dustyhag Mine to Sootyhag mine, to better fit its industrial theme and distinguish it from the Holy Cathedral of Dust. - Adjusted Garden-Drone's attack. - Golden and key monsters now spawn anywhere. - Buffed Demon Bulwark directional attack. - Priko Heart trigger jars no longer count as monsters. - Plague-Blocking Shield now displays a goo in the direction that it is equipped to, while blocking. FIXES: - Fixed crash involving keys. - Fixed a couple bugs with tentacles. - Fixed some crashes and bugs with holding down wield mode to swap equipment. - Rowus more reliably damage you instead of just changing direction. - Fixed some bugs with Boggot Heart undead.
Reki here. This update is very late in the week since I've been barricaded in a shed, hiding from the recent centaur invasion. Their hooves were cruel, but I was able to escape at the last moment. However, some stuff for the game that won't be in this update has eaten all my time, so I only had three minutes to cobble together and release this update in its entirety. That other stuff is still ongoing, so there probably won't be an update next week. Anyways, on to this update's features:
The largest amount of work this week went into decorating the world with a tileset of clutter objects. In other words, there is a lot of trash scattered about now. There is still some work to be done with transitions into other areas being inaccurate.
Next up, a bunch of hearts were added or tweaked. There are some truly weird ones that I hope will be a lot of fun. Actually, they're all weird.
That's mostly it this week. I'll go ahead and say what the other stuff I'm working on I mentioned is.
- First off, I have to put together a new trailer for the game since the two I'm currently using are old, and really old.
- Next, I'm planning on adding a weapon leveling system. I've long been jealous of games with levelup systems to encourage you to fight and progress.
- Then, I need to add many more curse cards to the game, each with their own unique challenge and difficulty modifier.
- Finally, I've felt for a long time that the game lacks anything worthwhile to keep collecting long-term. I'm thinking of adding a new type of collectible item you can buy with gold coins. More details on that when I make sure my idea works well. I promise nothing.
CONTENT:
- Added clutter visuals.
- Added a sound for critical hits.
- Added Meat-Imp Heart trigger.
- Added Bellscum Heart trigger.
- Added Priko Heart trigger.
- Added Grimmit Heart trigger and passive.
- Added Plonker Heart trigger and reworked passive.
- Added Dubble Heart.
- Added Scrapheart Heart Heart.
- Added a new random event to Belly of the Comet God.
- Added a light visual effect to various objects.
- Added text displayed when you die, noting the amount of bosses left in the world. This number will not be accurate for preexisting saves, but may be corrected by reviving bosses.
- Updated Skungus Wilds boss battle with new attacks and balance.
- Updated Bakyarl Prison boss sprites.
- Added text to potion delivery cats.
GAMEPLAY TWEAKS:
- Buffed Pudon Heart trigger.
- Bells of the Cemetery now only require 3 hits to break.
- Adjusted Spindle of the Waxing Sun to make it easier to juggle more types of enemies.
- You can now swap out your equipment for those in your storage by holding down wield.
- Gunners on auto-mode aim through walls now.
FIXES:
- Fixed spirits crashing the game if you started the game touching one.
- Fixed a bug where bleed would stop you from jumping temporarily.
- Fixed inconsistent knockback with player melee attacks.
- Monsters that don't require a finishing move to kill no longer die and drop pickups if not damaged by the player.
- Damage that deals no knockback no longer removes existing knockback.
- Tikes no longer damage each other.
Reki here. Last week, I think I promised a new font for the game, and music. Music is here. New font, changed my mind. Changed some colors and stuff of the current font to make it more readable instead. Music is still a WIP in some aspects, in general I think it is too quiet at the moment. Also, the file size will be much bigger because of all the audio files. Next week will hopefully be a fat content update. More curse cards, more monster hearts, more everything. Till then.
CONTENT:
- Added music.
- Added 9 new fruits across the world.
- Added new random event to Fossil's Basin.
- Added new random event to Dustyhag Mine.
- Added new random event to Holy Cathedral of Dust.
- Flooded Passages giga boss is now magnetic.
- Comet God giga boss now does damage with water spouts.
- Added information on various mechanics.
GAMEPLAY TWEAKS:
- Souls now refill your health to three.
- Changed the background and color of game's main font and added shadows.
- Buffed Bell-Mankyu Heart passive.
FIXES:
- Probably fixed NPCs getting lost forever. Saves from before this fix will need manual adjusting, as those NPCs are still marked as in use even though they aren't.
- Souls, gold coins, and other items now come to the player when stuck in the walls.
- Fixed some bugs with chests failing to keep track of which items were in use.
- Fixed native fish in Dustyhag mine not replenishing its population due to a typo.
- Fixed Flooded Passages boss taking up an ecosystem monster slot and being replaced by other monsters when all slots were full.
- Fixed Curse Cards being completed without actually killing bosses.
Reki here. Today's update is the beginning of an effort to give the game some more direction for the player. That effort, I call "Curse Cards". You can find Curse Cards as drops from enemies. You can then view them in equip mode. Each has a unique name, and will list a challenge for you to complete. Once you have completed the challenge, you can toggle the card on and off and it'll add a difficulty mod to the area.
At the moment, there are only cards for killing bosses, one for each area. The difficulty mod of all these is to unlock the "giga" mode of each boss. Giga mode triples the boss's health, gives it new attacks, and changes its color. Only the Krunki Garden giga boss is fully complete at the moment, the rest do not have additional attacks yet. Rest assured, they will all be given a brutally challenging, but fair giga mode.
In other news, I have obtained all the software necessary to make fonts, so expect at least one new font to be added to the game at some point, created by me, one more suitable for the game's small resolution than the current one with weird thick lines. Also, I intend to begin adding the soundtrack to the game next week no matter what, please look forward to it.
Happy Halloween!
CONTENT:
- Added Curse Cards to every area.
- Overhauled all boss text.
- Dramatic screen darkening effect added to all boss intros, and removed the same effect from Bandit Warlord encounter.
- Added Stemmie Heart.
GAMEPLAY TWEAKS:
- Merged all potion delivery cats into one that drops a random potion, as they were simply too widespread.
- Pet now snaps into position upon entering equip mode.
- Pet will now drop the item it was carrying upon death.
- You can now block during regular attacks, or cancel into a finisher.
FIXES:
- Made crosshair collision smaller so it doesn't touch multiple buttons in menu.
- Fixed a crash with Boggot bullets.
- Priko Heart passive tail no longer disappears between areas.
- Updated code involving fire effect spreading.
- Fixed some bugs involving reviving bosses.
- Fixed a bug with bouncy status effect bouncing you while midair.
Reki here. Now that a lot of irritating things are finished, it is time to add and polish content. This update is pretty big, I'll try to summarize the important changes... The final area is accessible, there are some new monster hearts and revamped old ones, some new creatures in various areas, changing your color with scraps looks a lot nicer, and the one-button directional attack option now works with dual wield mode. Uhh, I think that's all the major stuff. The game's in a better state than it's ever been. For the future, a soundtrack is still coming, I'm planning on a feature to give proper objectives, and of course, just more of everything. Please enjoy the update.
CONTENT:
- Finished basic level design of Dawn and added creatures. Three of these were repurposed from the old tutorial, two are brand new.
- Added an unused parasite to Skungus Wilds.
- Added an unused parasite to Belly of the Comet God.
- Added a new fish to Dustyhag Mines, and a water section for it to spawn in.
- Rorus now jumps and moves back while shooting.
- Pudon Heart trigger now fires a projectile to apply its status effect.
- Pingpi Heart trigger now creates a projectile destroying circle.
- Boggot Heart undead and ghosts now die after a while. The undead also knock the player and creatures upwards.
- Winged-Ruru Heart trigger and passive overhauled.
- Biter Heart trigger now has a unique visual.
- Added Amu Heart.
- Added Boofrog Heart.
- Added Poi Heart.
- Further improvements to albino visuals.
- Changing your color with scraps now properly hue shifts. This means that those color changes will be as balanced looking as the original colors were.
- Added pumpkins to halloween event areas.
- Tutorial now shows controller prompts when applicable.
- Familiar Shrine now has unique tiles.
- Equipping a key now displays a needle pointing to the correct area to use it.
GAMEPLAY TWEAKS:
- The directional attack option now works in dual wield mode in addition to single.
- Monster projectiles will now hurt other monsters that aren't the intended target.
- Pudons will receive the spiky status effect if they try to grow another spike when all 3 are already grown.
- Items will now disappear after being offscreen too long.
- Maffpap Heart trigger buffed.
- Bootle Heart trigger buffed.
- Wumworm Heart trigger now only deactivates when you press jump.
- Added some measures to stop status effects from spamming sounds and notifications when quickly applied and removed.
FIXES:
- Cornet shouldn't get stuck biting any more.
- Fixed small water puddles not splashing.
- Otimized code for spawning cells as it was some of the oldest in the game.
- Thorns now show status and damage particles.
- Fixed crash when involving pet's inventory being open when entering a different area.
- Made blocking more consistent for both the player and enemies.
- Fixed some leftover code in the tutorial that was sometimes stealing weapons and armor.
- Marked a ton of stuff as enemy projectiles so they work with interactions.
- Fixed Ultimate Weapon Strend getting stuck in the floor after being revived.
- Probably fixed Ultimate Weapon Strend somehow spawning tons of spinning platforms upon death.
- Fixed Priko not dropping its heart.
Reki here. As promised, there was no update last week. There almost wasn't one this week as well, since I was enjoying myself reading my extensive vampire romance novel collection and forgot about it. However, I managed to desperately cobble together something at the last minute. It is the largest update I've done thus far. Lemme break it down. The main new feature is the new tutorial. The old tutorial area is totally gone. I hated it and I deleted it. You just start in Kiriki Garden now. It explains the basics of combat and item management. It still needs some polish and doesn't go over absolutely everything, but there's more to come in future updates. I hope that new players will at least be able to survive. The other major thing is the halloween event. It will run through the rest of October. Other than that, there are a ton of tweaks that I hope will make for a better general experience. A lot of undocumented or background changes. Some of them very major, very secret things. For instance, the final area is starting to be built, and you can even see a little bit of it, though it's been left not accessible for the most part. And a DJ ai is being built to handle playing music in an intelligent way for when the soundtrack is ready enough to begin adding. Very secret. Anyways, I'm sure there are some bugs with such a big update, so I'll leave it there and get back to work. Please enjoy. CONTENT: - Added a new tutorial. - Added an event for Halloween. - Grong-Sages were probably the most boring and dumb creature in the game. All they did was walk around and grow grass, but you could barely even tell that was what they were doing. Their ai has been entirely redone, and their sprites expanded upon. - Added a new armor to Belly of the Comet God. - Added a new armor to Bakyarl Prison. - Bakyarl Prisoner renamed to Yellow-Weight Prisoner, finishing move buffed with shockwaves and gravity adjusted. - Archive Scholar finishing move no longer drops you to the ground, and raises more spikes. - Comet Green finishing move now throws another needle behind you. - Bandit Warlord finishing move now damages all through the attack, not just when it lands. - Added description to Iron Bruiser. - Added a new NPC. - Added a random event to Kiriki Garden to re-obtain starting equipment in case it is lost. - Added a new weapon to start the game with alongside Boon. - Re-distributed all the items from the old tutorial across the world. - Albino creatures look a bit nicer now. GAMEPLAY TWEAKS: - Sources of status effects have been adjusted to only apply the effect once in some cases, and will emit blue particles. - Plague Shield goo size increased slightly for better visibility. - Friendly fire has been removed on most, if not all creatures spawned by the ecosystem. This was mostly a case with projectiles. This will make a lot of creatures much better pets. However, as a side effect, monsters won't be able to hit each other by accident any more. Will be further adjusted in the future to allow friendly fire on other monsters again. - Player is now damage immune during any finishing move. This may change, but was done because some finishing moves have the player make contact with enemies, not meshing well with contact damaging enemies. It was applied to all of them to set even expectations across the board. - Boibe population cap increased to 16 because I like them. FIXES: - Fixed an issue with delivery cats not dropping potions. - Fixed some bugs with sleep status effect not resolving correctly.
Reki here. Weekly update as usual. Next week, there will certainly be no update. Some good stuff in this one though. The last area boss other than the finale of the game, for one. Of course, some bosses still need polish, and I can think of one in particular that needs a larger overhaul, but in general I am satisfied with the variety of bossfights. I hadn't ever created a boss in a game before Blessed Surface. Well, I didn't create any games at all before Blessed Surface. But I think I've gotten more confident at making bosses. The first few times I tried, I wasted my time giving them huge movesets with hundreds of frames of animation, only to scrap most of the attacks. It's much more natural now, just planning a some moves and how the boss flows between them. Anyways, just polish, new tutorial, more random events and creatures, the soundtrack, and then the finale of the game. And I will consider Blessed Surface complete. There's still a lot, but the end is in sight. The first game I started working on. And other than cutting a few areas during the decision to enter Early Access and race to the end, I think it has become what I wanted to make. Thanks for the support. CONTENT: - Added Holy Cathedral of Dust Boss. - Added one new aquatic creature each to Kiriki Garden, Cemetery of Bells, Grom wall, and Bakyarl Prison, and adjusted level design to include some pools of water for them to spawn. - Plague-Blocking Shield directional attack has been overhauled. You can now block with it, then attack with your other weapon. - Battery slot visuals updated. - Added some sound effects. GAMEPLAY TWEAKS: - The falloff of sound effects has been adjusted. No longer should sounds be a huge amount louder when close to you, it's more subtle now. However, many effects require adjustment now, which will be done in future updates. - Damage is now capped on most things so that they can only deal damage every so often. Hopefully this means that poorly programmed damage sources doing hundreds of damage to creatures within seconds will no longer be a thing. - Buffed Grachi Heart. - Boofrog behavior updated. - Curse Charges now disappear on their own without any special curse equipment. FIXES: - Fixed that under certain circumstances, invasive species would get their populations set to 49 instead of being removed from the area. - Fixed inaccurate visuals when monsters heal. - Bosses behave a bit better when the player hasn't entered their arena yet.
Reki here. Still sick, but here's an update anyways. Totally gonna take next week off, for real this time. Thinking hard about new tutorial and Cathedral boss, but in the meantime, it's time to start filling the world with more events, landmarks, and creatures, and polishing any subpar existing content. Gotta start working on the finale of the game soon, too. While I do intend to fill this world with plenty of content, the end is in sight. It's a lot easier putting meat on a skeleton rather than creating a skeleton from scratch. There's a lot to do, but the scope has been set and it's very achievable. CONTENT: - Added 6 potions, each found in a certain type of random event. A certain one of these potions can be used to remove your familiar. - Added Blue Scrap. - Added Yellow Scrap. - Added Purple Scrap. GAMEPLAY TWEAKS: - Adjusted some level design at Cemetery of Bells, Belly of the Comet God, Flooded Passages, Dustyhag Mines, and Holy Cathedral of Dust. - Added a second gravestone to Flooded Passages - Hag Lamonte renamed to Crone Lamonte to avoid confusion with Dustyhag Mines. - Frozen status effect no longer freezes you in place while in water, just slows you like it would outside water. - Removed some daily bosses for now, to be inspected for visual/mechanical quality. The remaining ones were made rare events, up from uncommon events. - Removed all but one Well Shrine. - Vertical, downwards knockback no longer interferes with gravity. FIXES: - The effect that plays after eating a heart now releases the correct color of blood. - Fixed death messages appearing when the player wasn't actually dead. - Fixed a typo with consuming Red Scrap. - Fixed an issue causing the player to appear lighter colored than usual.
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