Hoot up everyone, Patch 1.1 is finally here on Steam! This patch brings a lot of new tools to the table as well as a plethora of quality of life changes. So let's go over some of those new things together! I also want to talk a little bit about the future now that the patch has been released
New features
New moves
A big thing for this patch was to give each character a set of new moves they can unlock via sigils. From new heavy attacks with Divico to parry follow-ups or rising kicks with Renart and new burst and aerial options for Nammeios. These moves were designed to add both combat and movement options for everyone. In addition, costumes will now also have custom attacks (when you press down + attack while on the ground). These can be very powerful and open up new opportunities that would not've been previously possible for certain characters.
Cooking
When you reach the campfire, you can now spend a bit of money on the new cooking mini-game. Work alongside Bob and his boblings to make sure your meals are made just right! Your entire team will get a boost to their stats if you are succesful, and you will finally prove that at least one of the three dinguses is capable of cooking If you score a perfect meal, your stats will increase even higher! This should help players to reach the "true ending" a bit more easily and just make multi-character runs a bit more fun in general.
Korrigan
In your future encounters, you might hear a strange humming in the middle of the chaos of battle. That could very well be a Korrigan! Korrigans are mischievous creatures who carry a great amount of riches. However, they are also skittish and won't stay around for long once you spot one. Whack one around enough and who knows what treasures it will drop. But do not think they are defenseless, as you might end up yourself in the middle of a furious tiny tornado.
New Treasures
31 new items were added to the game, including new character-specific items, food, Bob knick-knacks and team artifacts. Other existing items have also been reworked so they can have more value during a run (snaz time now gives +1 dex! You have NO excuse not to get it !!) My compatriots will be happy to know Raclette has finally been added as a food item.
Boss Rush
A surprise little addition! Due to the popularity during conventions, we decided to add a small extra boss rush mode! Once you beat the game once, you will have access to the boss rush in the main menu. All you will have are whatever base stats and costumes you might've unlocked and a random summon. The boss rush will also have access to the same difficulty levels as the base game.
New Sigil Menu
After getting some feedback, we have reworked the sigil screen. It will now indicate what you need to do in order to unlock certain upgrades (as it was too cryptic before). This should help out the completionists out there who were a bit lost in their endeavour to 100% the sigil board! We also changed the toggle so you can now order per character.
And more!
There's a bunch more smaller things in the update (such as Brazilian Portuguese being added as a language!) but we'll let you skim over the patch notes and experience them for yourself :)
Announcement on what's next
With the release of this patch, I also wanted to make an announcement in regards to the future of Helvetii. So let me quote myself for a moment from another community post. [quote] "Hey everyone, Hoot here! I am happy to announce that we're finally releasing the 1.1 patch for Helvetii. I apologize for the time it took, but I hope you will find new enjoyment in the game. There are many new features including new moves, items, a new campfire minigame, a new sneaky enemy and that's not even counting the many changes, buffs and quality of life additions. In addition, we've also added a proper boss rush as a result from the popularity it had during our recent shows! We are looking forward to see people take on this new challenge. The patch is coming out this week on Steam, and will come a bit later on consoles once we get past certifications. The wait shall not be long! With all this, I also wanted to announce that, sadly, this will mark the end of development for Helvetii. Initially, I wanted to make another patch after this one but sadly circumstances made it so that we cannot pursue that extra mile due to lack of funds and personal burnout. This project has been very long and while I am incredibly happy with the result and the reception, it is time for me to move on to other things. However, I am not done making games and I am currently working on new ideas. I don't know when they will be ready to show as I don't want to do the same mistakes of promising too early again (lol). However I am very excited to eventually show what I am cooking and hope to bring you even weirder worlds with acrobatic action! Thank you everyone for your support. I hope to see you all again soon!"[/quote] I know this might be a bit disappointing as some (including myself) really wanted to see a 1.2, but I thank everyone for their understanding. I thought it better to be upfront about these kind of things to not leave anyone in the dark. With that said, we will obviously keep an eye for major bugs here on Steam and will continue to monitor the community forums if anyone needs help :) Now with everything said, I hope you will enjoy the new content in this patch! It was with your support that we could get this far and I'm very proud we could make Helvetii just that little bit extra special And of course, happy holidays ~ ! - Hoot
[ 2023-12-21 16:59:48 CET ] [ Original post ]
ver. 1.1.0 patch notes
New Features
- A new cooking minigame is available on the camp site. Pay Chef Bob to cook various meals that can give a stat buff to the whole party!
- 31 new items, included new character specific artefacts, food, general treasures and Bob curios have been added to the game
- Added new unlockable moves for all characters in the sigil menu
- Each costumes will now have unique sub-attacks (down + attack on the ground). Note that some of the items have been replaced with new costume specific items.
- You may encounter a new enemy in your travels: the Korrigan! Whack em before they run away and you could get a very nice prize ~
- A new boss rush mode will appear in the main menu as soon as the game has been completed once (when hard mode gets unlocked)
- Brazilian Portuguese localization has been added
- A handful of new rooms have been added
General Changes
- The Sigil screen has been reworked. It will now show you currented unlocked (but not acquired) sigils, acquired ones, and locked sigils will also show you what you need to do to obtain them. The toggle now toggles the characters instead.
- Various stat and price changes applied to some of Bob's food items
- Bob now has random hints for you when talking to him
- Added small alert sounds when overlapping with chests, altars or shops
- Added support for Steam Deck buttons
- Visual update to the mouse buttons to help differentiate them
- Changed look of status effects to make them more readable
Character Changes
- Added more "Combo branches" inputs, meaning being able to continue actions after accidentally falling off a platform while attacking
- Charged attacks now reset air combos and can all be dash cancelled. It takes also slightly longer for the charge to start (12 more frames)
- Made a few Divico hitboxes a bit more consistent and added more early cancels into other attacks (such as air heavy into stomp)
- Changed the enemy pushback on Divico's final heavy stab to avoid the enemy flying all over
- Unyielding stance: Getting hit while doing strong attacks with this item will no longer reset the combo meter
- Renart's super attacks can chain faster into regular combos
- Treacherous Reach has an added guard break effect on Renart's Down+ ground attack
- Snaz time now also gives +1 dexterity
- Nammeios's burst has its base cost reduced to 20 (from 30)
- Nammeios's charged attack (tornado) will now delete projectiles
- Nammeios air dash attack will systematically reset Caros's position
- Nammeios's Spirit Walk Item now gives +5 agility when powered up
- Reduced the damage scaling of Toutatis's left ability
Enemy Changes
- Guarding enemies have been changed slightly, as now hitting the shield enough time will also trigger a guard break. However, if you wait too long, they will use a critical attack after guarding for a few seconds
- The ogre's whirlwind attack now will knock away all enemies in proximity
- Mask of Want's attack out of guard is faster
- Blight demon's HP has been increased
- Blight demons's hitboxes have been adjusted and will miss the player less often. All their attacks have a chance to bleed
- Some of Octavius's attacks have seen its damage slightly boosted as well as his health
Fixes
- A slight delay has been added between when you open the chest/activate an altar and are able to pick up an item/forge a pact to avoid accidental instant pick ups
- Further general optimization
- Fixed some faulty music and ambiance swaps
[ 2023-12-21 15:29:06 CET ] [ Original post ]
- Fixed a bug where Toutatis's "Lower damage on low health" passive wasn't working - Fixed a bug where Belenos' "You take less damage" passive wasn't working - Fixed Belisama's spears not scaling with dexterity - Players are now invincible during summoning, to avoid being interrupted by attacks - Turbo mode can now be unlocked after beating frenzy. Don't worry, you don't have to beat it again if you already did before the patch came out. - Toutatis's damage has been increased on L2 ability - Some sigill costs have been reduced
[ 2023-02-10 11:38:57 CET ] [ Original post ]
Hoot up, everyone! Only two weeks left until the release of Helvetii. I'm both pretty excited and nervous, to say the least. With the 3rd of February looming over, I wanted to take some time to talk a bit about our plans up to the release of the game as well as what's in store for the immediate future (and maybe slightly beyond), i.e. patch 1.1 and beyond.
Demo end and post-release support
First of all, a week from now we will be taking down the Helvetii demo. Beta access will also be revoked at that point for the private testers. The reason for taking down the demo is pretty simple: taking care of all the versions of Helvetii (not just on Steam, but consoles as well) is a not-insignificant-amount of work for a small team such as ours. So having to update the demo as well would be a bit much for us. You might ask "Why not leave it as is?". It is simply because we think the demo would not be a good representation of the actual product anymore. Even now, the release version already has a bunch of fixes compared to the current demo. I understand that some people might be disappointed as they like being able to test a product before buying it and I get it. But our ressources are pretty limited as is. With that said, and to be fairly blunt, the steam refund system is there if you need a demo of the game and aren't sure about your purchase. Once release hits, we will prioritize our efforts on keeping an eye out for any sort of major bugs and early feedback, in case we need to readjust some things first. We also have the physical Kickstarter rewards to wrap up and send. Other than that, we'll keep a rather low profile during these first few weeks. Don't expect anything major during that time period. However, I will continue to use Steam news to keep you all in the loop when I have significant updates to share. Speaking of which
Working on 1.1(aka "The Cooking Patch")
Okay, here's the real meat and potatoes (in more ways than you think). We have at least a couple patches planned for the future of Helvetii (1.1 and 1.2). Both of those will serve to add a bit more content as well as addressing some core issues that we couldn't really address before release. Notably, we want to add a bit of flavor to the runs, continuing to improve the flow and feel of combat and giving extra options to players over time. Of course we won't be able to do everything at once, but we have laid out some things we want to work on for these first two patches. As for an ETA of their release: none for the moment. My hope is "not too long", as some of the visual content for the first patch has already been done. My hope is to have 1.1 done before the middle of the year, and then 1.2 on the second half of 2023 at the most. As for what will be in the first patch....
Quality of life/Upgrade screen improvements
One of the things we wanted to do ASAP is bring a few improvements to the user experience. Notably, we want to make the Sigils (aka the "Upgrade screen" on the character select menu) a bit more useful and comprehensible. The game has a lot of obtainable upgrades for individual characters as well as the whole team that people might not even know about. Not only that, but the current "toggle" option is pretty much not functioning properly, so we'll be fixing that. (Below is a mockup, so might see some slight changes)
[quote] Sigils will now be ordered by "Acquired/Unlocked/Locked", with the toggle being now for characters instead. More importantly, "Locked" will also show the unlock condition so that you know what to work towards. [/quote]
Item improvement and additional moves
Another point we want to improve is the uniqueness of items during run, especially character-specific items. Right now, you might've come across some items that would improve Divico's moveset for instance. Not just visually, but by adding extra effects or hits. We want to have a bit more of that extra flair across all characters to make runs feel a bit more unique for each character (regardless of the summons). This includes improvements/changes to existing items, as well as a bunch of new ones that will bring some new options for the characters. In addition, we will be adding a new move to every character's base kit, a "Dash-Throw cancel" (i.e cancelling your dash with a projectile attack). These moves will work a bit similarily to regular dash-attacks but will have a bit of a mana cost associated with them (since it's a projectile attack) and are designed towards a more "repositionning" role. Here's an example for Divico. Obviously a bit WIP and in our secret "testing stuff out" room.
[quote] Divico's cancel hits the enemy twice before turning and throwing an axe (which can also get you a wall bounce). Note that the mana cost only triggers on the axe throw after the jump, so savvy fighters could potentially jump cancel before it to save some mana.[/quote]. Moving forward, updating the moveset through items, base kit or even unlocks will always be on the docket as we think a lot of players enjoy having more tools to their kit.
Cooking!!!
And the one i'm the most excited for: ~COOKING~. Cooking will be a new minigame added to campfire scenes in-between levels (alongside the resting and dice game options).
[quote]Bob and the Boblings are ready to introduce you to Owl Cuisine.[/quote] Sitting on too many coins? Characters maybe a bit low on stats to get that perfect run? Well then, let Bob cook something up for you! This mini-game will allow you to spend some of your money to get some (hopefully) delicious meals that will improve the stats across your entire team. However, quality of said meals will rely on your own abilities to follow Bob's instructions... he's not about to cut those vegetables all by himself after all. I will be posting more about Bob's cooking minigame once we get closer to the release of the patch!
And more ??
Of course there are some extra things I'm keeping under wraps. Adjustments, combat tweaks, maybe some encounters... but I don't want to unveil everything just yet. As for 1.2, I will stay rather coy on that too. What I can say is that while 1.1 will focus more on individual characters, items and fluff, 1.2 will focus more on "Summons and encounters". I'll leave it at that for now ~ ---- In any case, hope you enjoyed this little sneak peek! And I hope you will enjoy the release of Helvetii as well. I am very excited to finally get this game into everyone's hands. Don't hesitate to post here if you have any questions regarding release or the game itself! In the meantime, hooting doooown.
[ 2023-01-20 17:42:49 CET ] [ Original post ]
Hey everyone! As part of Steam Next Fest as lead dev and artist Hoot will play the latest version of the game live, giving a breakdown of all the mechanics as well as the making of the game's art and history. We will be doing our second next fest stream on October 9th, showcasing more of the game (and possibly a hard mode run??) Join in to ask questions and discover some of the smaller intricacies behind the game!
[ 2022-10-04 21:24:41 CET ] [ Original post ]
Hey everyone! Join us during Steam Next Fest as lead dev and artist Hoot will play the newest version of the demo live, giving a breakdown of all the mechanics as well as the making of the game's art and history. There will be a stream both on October 4th and October 9th at around 9PM GMT+1 Join in to ask questions and discover some of the smaller intricacies behind the game!
[ 2022-10-02 14:56:49 CET ] [ Original post ]
Hi there everyone!
Hoot here with a few updates concerning both the demo and upcoming events!
Updated Demo
FIrst off, we have recently updated the public demo with a brand new version, in anticipation of the next Steam Next Fest. The list of changes since last September would be too long, but just to list a few:
- Larger FOV and better enemy indicators (giving you a better view of what's surrounding you/about to hit you)
- Improved visuals and loads of optimization for weaker machines
- Tighter character handling (game's pace has been sped up across the board)
- All summons available
- Revamped encounters with normal and hard mode
- New tutorial
- Whole bunch of QOL stuff
- And of course, buttons/keys rebinding
Upcoming events
For those who want to say hello in person and/or try out the game in full, we'll be present at the two following events! Tokyo Game Show: From September 15th to 18th (public days on the 17th and 18th) As well as HeroFest 2022 (in Bern, Switzerland), from October 14th to the 16th We will be showcasing the game on the Switch for both events and just generally hang around and chill, as indie devs do.
[ 2022-09-08 14:47:16 CET ] [ Original post ]
Hey everyone!
A brief update to inform we've patched the demo a few times in the past few days to address some minor issues and tweak a few things that were pointed out to us. Thanks to everyone who has provided us helpful feedback!
On the most notable things:
- We've added a "Disable Screenshake" option in the game
- We've fixed some issues related to DS4 and DualSense controllers not working properly and showing the wrong inputs in the UI.
[ 2021-10-06 10:29:21 CET ] [ Original post ]
🎮 Full Controller Support
- [875.59 M]
Character-action set in ancient Swiss Gaul
Around a hundred years BC, all of Gaul is far from Roman control. In the lands controlled by the Helvetii, a Roman legion was subjugated by young warchief Divico, blessed by an ancient boon brought to him from parts unknown.
However, this victory came at a great cost, as soon the result of the war chief's pact would turn into a curse; an ever spreading rot crawling through his land, and slowly corrupting his mind and heart. Monsters and cultists start appearing throughout the land, and a shadowy figure makes his move, taking advantage of the chaos he helped create.
With the help of the trusted yet reclusive druid Nammeios and the curious half-beast Renart, Divico sets his journey to undo the source of the rot and restore what was lost inside him. Through his own martial prowess and powers conferred by the old gods, the fight ahead promises to be intense.
THREE UNIQUE CHARACTERS
A disgruntled war chief, a snarky fox or a wise druid. Three characters with their unique playstyle and special attacks that will help you dominate the legions of monsters.
Regardless of whatever items or summons you find, you will never be completely helpless in Helvetii. Regardless of power ups, your core moveset will always feel complete from the get-go.
EASY TO LEARN, HARD TO MASTER STYLISH ACTION
With a wide variety of abilities and situations, it’s not just about finishing the fight, but doing it in style!
Take your time to master each character with acrobatic combos, using the terrain at your advantage and mercilessly juggling your opponent for the highest ranks, and highest rewards.
THE GIFTS OF THE GODS AT YOUR COMMAND
Lost treasures, ancient burial mounds, curious owl shopkeepers and altars containing the essence of powerful gods await you, scattered across the land.
Harness powerful summons and obtain items that will give you even more options in a fight.
A PRECISE, VISCERAL EXPERIENCE SET IN A CAREFULLY CRAFTED WORLD
With a closed-in camera, carefully detailed 2D environments and an enchanting soundtrack composed by Dale North and sung by Emi Evans, get thrusted into intense combat scenarios that keep you close to the action
THE SECRETS OF THE GAUL
Discover the ancient Celtic world of the Gauls, mixed in with more unique legends from Swiss and Germanic folklore. Journey from yet untamed forests to abandoned villages overtaken by cultists, merciless snowy caps, underground tunnels and beyond...
We have now been working for a while on Helvetii from our humble studio here in Switzerland. Our primary goal is to share our love for precise and intense character action mechanics by making absolutely sure combat is fine-tuned and always enjoyable, mixed with the best art we can provide. This is a project we've been caring a lot for a long time, and we really hope our excitement will reach all the players out there!
We wish to thank anyone who shares our passion and decides to support and believe in us. Let's all do our best!
- Hoot and Ironbell, from Team KwaKwa
- OS: Any OS which can run the Steam client
- Processor: 2 GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Dedicated card with OpenGL 2.1 support
- Storage: 5 GB available spaceAdditional Notes: Requires a 64-bit processor and operating system
- Memory: 4 GB RAM
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