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Version 0.7.0.45 (November 20, 2024)
Fixes

• Potential fix for audio issues
• General Performance improvements
• Fixed an issue with controller navigation in newly added options
→ HUD Scaling
→ Crosshair Scaling
→ Important Notifications Toggle
→ Difficulty Setting
• Fixed localization issue where language selection would not save upon closing/opening the game
• Fixed localization issue with monster names displaying incorrectly
• Fixed an issue with Bestiary placement in E2M8
• Fixed an issue where player could jump over the bars to the bestiary secret in E1M1
• Fixed an issue where the Temporal Speed spell would make the player take no damage with extended duration upgrade

Balance

• Adjusted Shambler's Hitscan attack rate from 6s to 10s, which translates to
→ EASY -> 10s
→ STANDARD -> 9s
→ HARD -> 8s
→ HARDCORE -> 6s
• Buffed base Urd's SMG Damage 16 -> 20
Version 0.7.0.35 (November 13, 2024)
Performance Fixes

• Loading times significantly improved
• RAM usage decreased from 30 to 50% overall
• Loading Screen
• Added tips to loading screens (to be expanded)

Fixes

• Frost self-damage
→ Added invulnerability to Palmer against frost damage
• Shotgun Autofire
→ Added autofire to shotguns in EP1 - you can now hold the attack button to keep shooting.
• Winchester Rifle
→ Fixed an issue where ammo would not be taken away instantly, which allowed for ammo consumption exploits
• Akimbo + No-Reload
→ Fixed an issue where Autoreloader would not shoot when no-reload upgrade is bought.
→ Fixed an issue where Harvester would not shoot when no-reload upgrade was bought.
• Fixed an issue where cursor would pop up in loading screens
• Further Adjustments to Monster Physics (removed rigidbodies as they were not used and might have caused issues)
• Teleport VFX has been temporarily disabled

Accessibility

• Added HUD Scaling option to Preferences Menu, default is 1.0
• Added option to disable important notifications to Preferences Menu.

UI

• Moved experience bar to player status in bottom left corner of the HUD
Version 0.7.0.29 (November 08, 2024)
• Fixed a bug where weapon names would not update in Weapon Shop after purchase in Chapter 2
• Fixed localization issue for Urd’s description in Character Select in Polish language
• Adjusted Demoness, Wraith and Demonface physics - these monsters should not clip through the floor anymore.
• Added combo texts back to the Combo Display
• Fixed an issue where Barrels would not count towards Combo Meter
• Fixed an issue where secret character in E2M7 would be the same one as in E2M4
• Fixed an issue where firing the preloaded winchester would not be possible if magazine was empty
• Fixed an issue where ammo would be displayed incorrectly on Dual SMGs
• Fixed an issue where SMG reload was not needed when shooting
• Adjusted Lavaworm Boss Fight
→ Removed Monster spawning projectile, Lava Worm shoots a homing projectile instead
→ Added monster spawners on switch activation

Chapter 2 Rework

Overhauled and reworked Chapter 2, matching the quality and features from Chapter 1

Added HUB between levels to Chapter 2

• Added Stats & Perks Shop
• Added Weapon Upgrade Shop
• Added Spell Upgrade Shop
• Added Passive Upgrade Shop
• Added Bestiary Room

New SFX for Chapter 2

Revised the sound effects of Weapons, Monsters, as well as the Soundtrack.

Reworked Chapter 2 Arsenal

Revised all Weapons in Chapter 2, new arsenal consists of:

Kunai Dagger
→ Tribal Tomahawk
→ Tribal Spear

Revolvers
→ Buckshot Revolver
→ Magnum Pistol

Pump Action Shotgun
→ Winchester Rifle
→ Shorty Shotgun

Crystal SMG
→ Gatling Gun
→ Dual SMGs

Dynamite
→ TNT Charge
→ Firecrackers

Magic Crossbows
→ Magic Tripleshot Crossbow
→ Magic Ballista

Revised Chapter 2 Stats

• Strength
• Vitality
• Spirit
• Capacity
• Poison
• Crystal

Revised Chapter 2 Perks

Alongside pool of common perks, Urd has access to her individual ones:

• Poison Cloud
• Poison Aura
• Crystal Blast
• Crystal Aura

Revised Chapter 2 Spells

• Temporal Speed
• Crystal Spell
• Poison Spell

Revised Chapter 2 Spell Upgrades

Temporal Speed
→ Melee Master
→ Duration Increase

Crystal Spell
→ Unstable Crystals
→ High-speed Crystals

Poison Spell
→ Grand Opening
→ Cloud Control

Revised Chapter 2 Passive Upgrades

Passive Upgrades are commonly shared between all Chapters

Added Rune Tasks for Chapter 2 Weapons

Urd can augment her weapons with either Poison or Crystal runes.

Revised Chapter 2 Levels

• Most levels received updated and balanced encounters
• Moved Lava Worm boss from E2M11 to E2M7
• Reworked E2M12 Final Boss Fight mechanics
• Reworked area where Lava Worm boss was in E2M11

Chapter 1 Changes

Reworked Chapter 1 Spells
• Frost Spell replaces Phantom Palmer
• Fire Spell replaces Ammo Refill

Reworked Upgrades for Spells

• Frost Spell
→ Ice Bolt
→ Ice Storm

• Fire spell
→ Extended Flames
→ Extended Range

New SFX for Chapter 1

• Revised Weapons Sounds
• Revised Monster Sounds
• Revised Audio Balance and Mixing

Game Difficulty

World Difficulty Level
• World difficulty level increases after completing M7 of each chapter.
• Increased world difficulty level allows Elite monster variants to spawn.

Elite Monsters

• These monsters have a chance to appear on the increased world difficulty level.
• They move and attack faster and have higher health pool.

Game Balance

• Balanced monsters and difficulty levels

Difficulty Levels

• Adjusted difficulty levels

Weapons

• Reworked the magazine logic
• Magazines now show real magazine ammo
• Ammo is not subtracted from the ammo pool when shooting, only from the magazine

Visuals

• Added Emission Maps to active Upgrade Stations
• Added Emission Maps to doors for better visibility
• Added SSAO effect around sprites, when SSAO is enabled
• Added Visual Hint for explosive projectiles displaying their hit radius

UI

• Overhauled Chapter 1 HUD
→ Palmer's Mugshot is still in the works, therefore new HUD contains an outdated icon
• Overhauled Chapter 2 HUD
• Revised all menus visually

Gameplay

Coyote Time

• Coyote time got an update and works more accurately!

Loading Screen

• Added new loading screen between Buckshot Software and Main Menu to prepare the assets for the game

AI/Monsters

Flying Monsters Rework

• Flying monsters now actually fly (kinda)

Bugfixing

• Fixed over 120 bugs total found during past months
Version 0.5.5.35-1 (July 24, 2024)
• Fixed an issue where the Heavy Rifle would be too loud
• Fixed an issue where lava would not deal damage below the bridge after Rocket Launcher pickup on E1M6 (reported by Kharn)
• Fixed an issue where player could get stuck in a place in the beginning area of E1M6 (reported by Kharn)
• Added invisible walls for the waterfall area near the end of E1M6 (reported by Kharn)
Post edited November 21, 2024 by Berzerk2k2
So, I kinda don't know where to throw this. I was convinced I'm going to buy PW2 from the moment I've heard you're creating it. The demo had lots of potential so I bought early access as soon as possible.
I've had some issues that could be divided to probably personal problems and objective problems.
Subjective:
- both rifle variations feel the same way when it comes to effectiveness and accuracy.
- automatic shotgun is absurdly and powerful... i mean, when dual wielding it could melt through some of the bosses within seconds.
- music is barely noticable, although final boss and the level before it were really really good.
- some secrets seemed impossible to find. I knew that in first map there were two secrets - golden armour and green orb hidden behind bars. I "licked" every wall ect. many times and still couldn't find it. - either I'm blind, it's neatly hidden or hidden too well. The problem is that you can tell there is a secret but can't get it even if you spent 15 minutes looking around the area.
- I ended up with barely enough ammo to beat the giant skeleton boss. But it might have been purely my fault.
- achievements are just absurd. killing necromancer a hundred times means just filthy grind, such thing shouldn't even be there.
- necromages are unfair opponents. combining ignoring armour, whole barrages of shots that can efficiently follow you make for the most frustrating part of this game.

Objective:
- some walls were just textures, you could walk through them. it's not problematic but it obviously shouldn't happen.
- loading time is longer than in doom eternal on my pc. either weird bug or optimization issue.
- magic want with electrical upgrade had the beam offset, it forces it to be short/medium ranged weapon.
- somehow in just a day of playing saves took more cloud space than 300MB. since all saves are not deleted and take apparently lots of space, it's a problematic combination.

I think these are all the negatives I could find and tried to be as critical as I could be. Apart from that I absolutely love this game.
Version 0.5.5.30 (June 13, 2024)
• Fixed a hole in E1M4 that the Player could fall into (reported by Kharn @Steam)
• Fixed an issue where the Player could become stuck behind a mushroom on E1M3 (reported by Umbaupause @Steam)
• Fixed an issue where the frost rune would always apply to a Staff projectile (reported by PrediN@ter) issue was also affecting Cannon and Rocket Launcher
• Fixed an issue where Akimbo could not be disabled using the ability button
• Fixed an edge-case save/load error where some data would not save correctly
• Adjusted base 0% -> 20% chance and 2% growth per stat point - for Rocket Launcher and Cannon (and their upgrades) to compensate for less frequent triggers in a regular playthrough
Version 0.5.5.25 (June 7, 2024)
Experience System
Experience Sources
• Treasure items
• Killing monsters
→ EXP amount is multiplied by combo multiplier

Stat System

• Points are gained with each player level earned
• Players can find extra Stat Tokens throughout levels

Available Stats:

STRENGTH
• Improves melee damage
• Increases stamina recovery time

VITALITY
• Increases max health

SPIRIT
• Increases max mana

CAPACITY
• Increases max ammo carried

FIRE
• Increases fire damage

FROST
• Increases frost damage

Perk System

• Each 5 player levels grant 1 additional perk point
• Directly connected to Stat system with logical requirements
• Players can find extra Perk Tokens throughout levels

Available Perks:

• Supply Magnet
Attracts items from small distance
• Ghost
→ Allows moving through enemies

• Combo Retainer
→ Doubles the base combo timer

• Headshot Expert
→ Headshots can cause an explosion

• Fast Switchup
→ Reduces weapon switch time

• Sprinter
→ Increases maximum run speed

• Deadly Frost
→ Freezing enemies also hurts them, dealing 30 damage

• Cold Mist
→ Destroyed frozen enemy has a 35% chance to leave a freezing mist that will linger for 5 seconds and freeze enemies in a 5 meter radius.

• Fire Trap
→ You gain 10% chance to trigger Flame waves around you whenever you receive damage.

• Fire Boost
→ Your weapons gain 10% chance to set monsters on fire

• Tough Shell
→ Reduces explosive damage taken by 70%

Palmer's Arsenal
Weapons are upgradeable in the HUB, using upgrade tokens which are found in the levels

• Added Altfire upgrades as separate upgrades to all weapons, base cost of each altfire upgrade is 2 tokens.

Claymore

• Titanium Core
→ Lighter Sword, less stamina usage
→ Altfire - Executes enemies below 50% health

• Magic Sword
→ Deals magic damage
→ Altfire - Casts a magic wave in a 90 degree angle

Rifle

Heavy Rifle
→ Lower firerate, progressive recoil, higher damage, bigger magazine
→ Altfire - Short explosive burst which consumes more ammo

Semi-Auto Rifle
→ Slow, semi-automatic firearate, more precision, high damage
→ Altfire - Scope with a railgun

Super Shotgun

Auto Shotgun
→ Fires automatically
→ Altfire - Double shot: consumes more ammo but fires twice

Harvester
→ Has 6 barrels instead of 2
→ Altfire - fires all barrels

Cannon

Super Cannon
→ Has Additional Penetration
→ Altfire - projectile strength charging

Cartier
→ Fires multiple smaller cannon Projectiles
→ Altfire - projectile spread charging

Rocket Launcher

Grenade Launcher
→ Fires parabolic grenades
→ Altfire - fires a Cluster Bomb which consumes more ammo

Mortar Launcher
→ Big, slow parabolic projectiles
→ Explodes on impact
→ Altfire - Multiple projectiles with less accuracy

Staff

Beam Staff
→ Fires Beam of energy, requires precision
→ Altfire - Releases a charged Lightning Ball

Atomizer Staff
→ Fires short-ranged spread of magical spray
→ Altfire - Releases 40 small projectiles in a 90 degree cone

Rune System
Runes allow you to enchant your weapon with an element, for Palmer it's either fire or frost.
Enchanted weapon has a chance to deal fire/frost damage respectively, with chance increased by improving Fire/Frost statistics.

• Added Rune Quests
→ Each weapon has two runes which require certain objectives to unlock

Palmer's Abilities
Palmer's Abilities are now upgradeable through Upgrade Tokens which can be found in the levels.

Akimbo
Allows you to dual wield currently equipped weapon

• Project Rambo
Increased maximum akimbo time

• No-Reload
Removes reloading while in Akimbo mode

Phantom Palmer
Taunts Monsters, taking their aggro

• Explosive Phantom
Taunts monsters and explodes on timer

• AOE Phantom
Taunts monsters and deals AOE damage over time

Ammo Refill
Ammo Refill boosts the damage of your current weapon for the size of single magazine. It also generates an additional sound effect and visual effects when shooting.

• Added new Ammo Refill sound effect when firing
• Weapon will glow red when firing and ammo refill is active
• UI will show remaining boosted bullets
• Boosted shots will leave faint red trails.

Upgrades
• Large Ammo Refill - For currently equipped weapon
• Small Ammo Refill - For all weapons

Passive Upgrades
Passive upgrades unlock after defeating the miniboss in E1M7, and can be purchased with passive upgrade tokens.

Attack

• Aggressor
Max HP is reduced by 10% but you deal 10% more damage

• Anger Management
Every time you get hit your damage is increased by 5% for 5 seconds. Damage and duration stacks up to 20 times

• Super Combo
Combo meter drains twice as fast but each level grants stackable +10% damage buff

• Sadist
All bleed effects have 100% longer duration. All weapons have 5% bleeding chance.

• Berserk
Deal +90% damage when below 30% max HP. Deal additional +10% damage when below 10% max HP. Deal -10% damage if above 70% max HP

Defense

• Defense Boost
+10max HP, +20 max armor

• Fortification
Maxing out armor points grants 100% damage absorption for the next +25 damage points per armor tier

• Stabiliser
Your HP will be slowly deducted from your health after taking damage.

• Limit Break
When your HP drops below 10% refill all stamina and mana and grant invulnerability for 5 seconds.
→ Activation resets your combo meter.
→ Maxing out combo meter will grant another limit break.
→ Can occur once per 120 seconds

• Spiked Armor
Melee attacks will hurt monsters back dealing 15% damage and also +30% chance to inflict bleed.

• Reflective Armor
+25% chance to receive 20% less damage from ranged attack and bounce it back where it came from.

• Fast Metabolism
All healing is increased by + 15%. Max HP is reduced by 10%

Magic

• Magic Boost
+20% mana

• Mana Leech
Convert +10% of all healing items and lifesteal into mana.

• Soul Collector
Monsters drop small mana refills

• Life Leech
10% chance to steal 5hp from monster on damage

• Fast Charge
Instantly recover cooldown on all Utilities after reaching 60x combo.

• Eco Round
5% chance to not drain mana on usage.

• Cooldown Reducer
Shortens cooldown by 2s on all cooldown altfires.

Passive Upgrade Tokens

• Available from HUB 7 after E1M7
• Removed Passive token drops from minibosses
• Added Passive Tokens to E1M7
• Adjusted Passive token pricing mostly to 2 per passive upgrade.
• Added notification after killing Necromant that upgrades will now be available in HUB.

Level Design

• 1st HUB will only allow to improve perks and stats
• 2nd HUB will additionally allow to improve weapons and utilities
• 7th HUB will unlock passive skills
• Staff is now found at level E1M2, before Miniboss fight
• Rocket Launcher is now found at level E1M6, before Pillar which drops down, after the bridge.
• Replaced Staff secret in E1M5 with Rocket Launcher

Level Rework

E1M1
• Fixed Navmesh issue on e1m1 in the corridor leading to the Armor room staircase.
• Adjusted fences near the yellow door on E1M1
• Player should not block on them anymore (reported by ii7av3)
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked visuals
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M2
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M3
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M4
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M5
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M6
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M7
• Added Health and Ammo Items to the level
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M8
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Moved assassin in E1M8 after Red Key to the corridor instead of the Altar
• Moved Succub and Bugdemon inside wall near Holopalmer ability
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M9
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M10
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M11
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters
• Added Passive token points
• Added Treasure items

E1M12
• Reworked visuals
• Removed multiple wave monster spawners which would wait until a spawned monster is dead.
• Reworked lightning
• Reworked flow in certain areas
• Reworked encounters

HUB
• Reworked Weapon Shop Interface
• Reworked Stat Shop Interface
• Added Spell Shop Interface
• Added Passive Upgrade Shop Interface
• Added Character Status UI under "I"

UX

• Added notification for quest start, cancel and finish
• Added outline to interactable objects such as doors, buttons, stations and tutorials.
• Added interaction prompt to disabled upgrade stations, with respective descriptions.
• Added current Rune Task progress to the main upgrade weapon screen. If the task is active, it will display task as x/x instead of x.
• Added Magazine Ammo counter which also represents if Ammo Boost is active.
• Added Discord Button in Main Menu

UI

• Added visual background for ammo display
• Added player statistics screen
• You can check your stats, perks and skills under a designated screen for player character information.

Weapon Balance

Semi-auto Rifle
• Reduced damage from 40 to 20 per shot (60 per burst instead of 120)
• Increased burst firerate from 80rpm to 100rpm

Assault Rifle
• Changed base rifle ammo from 300 to 150

Super Shotgun
• Changed base shotgun ammo from 60 to 30

Claymore
• Adjusted Titanium Core Execution projectile speed from 100% to 200%.
• Increased base stamina by 100%

Cannon
• Buffed basic Cannon damage from 120 to 160
• Changed base cannon ammo from 30 to 20
• Reduced Heavy Rifle Akimbo bullet spread increase over time
• Reworked Cannon Penetration logic.
• Base cannon will now penetrate small monsters, and the cannonball will crush on impact with walls.
• Cannonball looses 30% damage on each penetrated monster.
• Increased Cannon firerate from 30rpm to 60rpm
• Adjusted Cannon and Rocket Launcher timer before first shot on enabling akimbo to avoid situations where weapon feels like its broken

Atomizer
• Nerfed Atomizer staff damage per projectile from 15 to 5

Mortar
• Reworked Mortar Projectile Trajectory. It will now initially be very fast and loose it's speed over distance.
• Increased mortar projectile falling speed

Monster Adjustments

Pigdemon
• Increased Pigdemon walking speed from 5m/s to 8m/s

Cacobot
• Increased Cacobot health from 70HP to 140HP

Bugdemon
• Increased Bugdemon health from 120HP to 180HP

Turboknight
• Decreased Turboknight's base rocket damage from 15 to 10

Assassin
• Increased Assassin's Melee range from 2m to 3m
• Increased Assassin's Damage from 15 to 25
• Increased Assassin's movement speed by 2m/s

Boney
• Reduced Boney max attack distance
• Synchronized Boney's hitscan shot with animation a bit better

Weaver
• Decreased Weaver Spider projectile speed from 70m/s to 30m/s

Knight & Turboknight
• Reduced Knight's and Turboknight's Rocket Blast damage by 50%

Human
• Removed Human Scream

Ghoul
• Increased ghoul check timer to be every 3s not every 1s

Skelly
• Fixed Skelly stuttering when moving

Pigdaddy
• Increased frost resistance from -350% to 0%

Human Rework

• All humans will be identical over all Chapters.
• Humans now have one model per gender.
• Both genders present identical functionality.

Stats
• 100HP
• No resistances to damage types
• Can be set on fire, same as all monsters
• Can be frozen, same as all monsters

Human-specific behaviour:

Alive Stances

Scared Stance
→ Run
→ Idle

Normal Stance
→ Run
→ Idle

Attack
→ Humans don't attack, instead they move around.

On Death
→ After 2 seconds corpse transforms into:
• Ghoul if Male
• Vampy if Female

Interactions

• Scared stance will enable for couple of seconds when attacked.
• They will run around in scared/normal stance depending if it was attacked.
• Monsters will attack humans only if they can see player but have no path towards the player.
• Check for human will only happen every couple of seconds to avoid ping pong effect between player and human.
• Monsters spawned from humans do not count towards total monster count in intermission screen and player stats screen.
• Monsters spawned from humans count towards combo like normal monsters.
• Monsters spawned from humans count towards rune quests like normal monsters.
• In general monsters spawned from humans should act like normal monsters spawned by monster spawners.

Bestiary

• Added Important Notification to Bestiary Pickup

Fixes over the course of the Playtest

• Fixed runes not saving properly
• Mana souls now will disappear 5s after dropping
• Stat description will now show percentage of next level instead of current
• Adjusted Headshot sound volumes
• Adjusted Burst Rifle sniper shot volumes
• Fixed max stamina calculation in Character Status
• Fixed game starting with 2 weapon upgrade tokens
• Fixed rune task duplicating on save load
• Fixed ceiling in HUBs
• Fixed passive upgrade notification color from yellow to red
• Fixed an FPS issue with spider path calculation, visible for example in E1M7 at beginning.
• Fixed an issue where spiders would constantly land and would not attack
• Fixed spirit mana values increase display in Stat Shop
• Fixed strength stamina regen rate values increase display in Stat Shop
• Fixed Capacity values display in Stat shop
• Fixed ammo display in Character Status
• Fixed an issue with SensesAI generating too much garbage and influencing performance
• Fixed an issue where akimbo would reload with no reload upgrade
• Fixed secret gate in e1m4 trigger too early
• Fixed active quest transfers to the new save
• Fixed an issue where any ammo could go below 0
• Fixed an issue where shop currency would not update in Skill Shop
• Fixed nullreference error on game load, connected to old Wargression Magic upgrades
• Fixed Phantom Palmer AOE daggers playing when he's dead
• E1M1 - removed 3 monsters which influenced monster count, but were not in level.
• E1M4 - fixed boney and skully spawning inside wall near Holopalmer ability
• E1M9 - fixed moving platform applying damage to player for no reason
• Improved performance issues related to Localization
• Improved performance of shops when opening them
• Fixed Holo
• Palmer lagging the game in some cases
• Fixed Titanium Core execution altfire upgrade. It will now play proper animations, and execute enemies that are at or below 50% health.
• Fixed an issue where Passive and Weapon upgrade points would not save correctly.
• Fixed an issue where after buying Combo Retainer Perk, the combo timer would double with each save reload.
• Fixed an issue where Necrogirls would not resurrect nearby monsters.
• Fixed an issue with vitality stat and health overcharge.
• Fixed Burst Rifle having one burst too much per magazine.
• Fixed E1M1 shotgun even trigger sticking out into the room thus triggering an event too early in some cases
• Fixed an issue where Character Status would not load properly and display incorrect stats and lack of perks/passive upgrades.
• Applied a lot of performance fixes to monsters and their CPU usage
• Added replacement of old path by new path in path request calculation for monsters to improve their calculation speed.
• Reworked monster pathing a bit, to offload the CPU. This could result in more interesting behaviour for monsters.
• Improved monster pathing performance
• Fixed an issue where monsters would spawn dead
• Fixed an issue where cannon manual reload would not work (reported by Dwailing)
• Fixed an issue where cannon would not do a background reload (reported by Dwailing)
• Improved Utility Shop UI readability
• Fixed an issue where player would get stuck on geometry in certain moments, especially near walls
• Fixed an issue where invisible wall on E1M1 would not disappear after yellow key unlock
• Fixed an issue where stat and perk points would be displayed incorrectly on 21:9 displays (reported by 3dioot)
• Fixed an issue where game would drop FPS on saveload in some cases
• Fixed placeholder description on Magic Blade
• Fixed a crash issue
• Fixed rune selection disappearing in some cases
• Fixed an issue where monsters would not look for path after save reload
• Fixed button placement in 21:9 resolutions on new upgrade screens
• Fixed an issue where weapon would disappear from screen
• Adjusted boney aim frame to better depict aiming
• Buffed Jolopalmer health from 60 to 300
• Added 1 upgrade token to e1m2 before falling through floor
• Fixed spider jump reset bug
• Removed damage from headshot expert
• Moved various stuck monsters in geometry in E1M8 near Holopalmer ability
• Moved stuck monsters in geometry in E1M6
• Fixed monsters animations after save/load
• Player cannot damage Phantom Palmer now directly with weapons.
• Fixed Secret Dead Characters showing Interaction prompt
• Fixed Keys UI animation
Version 0.5.4.34 (May 10, 2024)
• Fixed an issue where monsters would aggro too early/before detecting the player
• Improved Turboknight's AI
• Buffed basic cannon damage from 160 to 200
• Buffed basic cannon projectile speed from 40m/s to 60m/s
Version 0.5.4.27 (April 30, 2024)
UI

• Added graphics to Weapon Upgrade Shop
• Added graphics to Perks/Stats Upgrade Shop
• Added graphics to Utility Upgrade Shop
• Added graphics to Passive Upgrade Shop

Performance

• Applied a lot of performance fixes to monsters and their CPU usage.
• Reworked monster pathing to offload the CPU.
• Improved monster pathing performance.

Monsters

Weaver
• Decreased Weaver Spider projectile speed from 70m/s to 30m/s

Knight & Turboknight
• Reduced Knight's and Turboknight's Rocket Blast damage by 50%

Ghoul
• Increased ghoul check timer to be every 3s not every 1s

Boney
• Adjusted boney aim frame to better depict aiming

Skelly
• Fixed Skelly stuttering when moving

Pigdaddy
• Increased frost resistance from -350% to 0%

Phantom Palmer Ability

• Player can no longer damage Phantom Palmer directly with weapons.
• Buffed Phantom Palmer health from 60 to 300

Perks

• Removed damage from headshot expert

Cannon

• Increase Cartier damage per cannonball by 50%
• Increased Cannon firerate from 30rpm to 60rpm

Single Stage

• Turned off Single Stage until further rework is complete and functionality is up to standard

General Bugfixes

• Fixed an issue where selected updgrade's description remains visible when navigating through menus until selecting other element
• Fixed an issue where 'Altfire ready' is visible before obtaining Altfire
• Fixed an issue where secret cameos would have an interactive prompt
• Fixed an issue where purple goo debris would not despawn
• Fixed an issue where minibosses would sometimes freeze after losing player on sight
• Fixed an item spawner in a wall near yellow key on E1M5
• Fixed magic blade placeholder description
• Fixed protosatan's green spawn particle not disappearing
• Fixed an issue where monsters would not look for path after save reload
• Fixed button placement in 21:9 resolutions on new upgrade screens
• Fixed an issue where weapon would disappear from screen
• Fixed monsters animations after save/load
• Fixed Holopalmer fps drops
• Applied a fix to monsters pushing out the player of the world
• Fixed spider jump reset bug
• Fixed an issue where cannon manual reload would not work (reported by Dwailing)
• Fixed an issue where cannon would not do a background reload (reported by Dwailing)
• Fixed an issue where monsters would spawn dead

Levels

E1M1
• Baked new Occlusion
• Baked new navigation path for AI
• Fixed E1M1 crates clipping through fence near yellow key
• Fixed Navmesh issue on e1m1 in the corridor leading to the Armor room staircase.
• Adjusted fences near the yellow door on E1M1, Player should not block on them anymore (reported by ii7av3)

E1M2
• Added 1 upgrade token to e1m2 before falling through floor


E1M6
• Moved monsters stuck in geometry in E1M6

E1M8
• Moved assassin in E1M8 after Red Key to the corridor instead of the Altar
• Moved various stuck monsters in geometry in E1M8 near Holopalmer ability

E1M10
• Fixed occlusion issues in e1m10

SFX
• Adjusted headshot sound

Human Rework

Human corpses transform 2 seconds after they die into:
• Ghoul if Male
• Vampy if Female

Interactions

• Scared stance will enable for couple of seconds when attacked.
• They will run around in scared/normal stance depending if it was attacked.
• Monsters will attack humans only if they can see player but have no path towards the player.
• Check for human will only happen every couple of seconds to avoid ping-pong effect between player and human.
• Monsters spawned from humans do not count towards total monster count in intermission screen and player stats screen.
• Monsters spawned from humans count towards combo like normal monsters.
• Monsters spawned from humans count towards rune quests like normal monsters.
• In general monsters spawned from humans should act like normal monsters spawned by monster spawners.
Post edited July 24, 2024 by Berzerk2k2
Version 0.5.4.9 (April 18, 2024)
Fixes

• Improved Utility Shop UI readability -> Added separators between upgrades and utilities and added text "Pick One"
• Fixed an issue where player would get stuck on geometry in certain moments, especially near walls
• Fixed an issue where invisible wall on E1M1 would not disappear after yellow key unlock (reported by Dwailing)
• Fixed an issue where stat and perk points would be displayed incorrectly on 21:9 displays (reported by 3dioot)
Version 0.5.4.8 (April 17, 2024)
Fixes

• Fixed an issue where game would drop FPS on saveload in some cases
• Fixed placeholder description on Magic Blade
• Fixed a crash issue related to camera
• Fixed rune selection disappearing in some cases

Adjustments

• Reduced Heavy Rifle Akimbo bullet spread increase over time
• Stability adjustments
Version 0.4.0.37 Hotfix (March 04, 2024)
Red Elf Hunter

• Sniper damage adjustment 30dmg -> 25dmg
• Burst projectile speed adjustment 50m/s -> 35m/s
• Sniper shot attack interval 7s -> 10s
• Burst attack interval 2s -> 3s
• Added focus loss on sight loss. Cooldown will apply for the sniper shot.
Version 0.4.0.36 (February 28, 2024)
Fixes

• Fixed world geometry collision detection
• Fixed issues where player would fall out of the world geometry for no reason
• Fixed issues where player would have no collisions with various objects
• Fixed monster hitbox collision detection and hitbox registration issues
• Fixed an issue where hitscan weapons would not hit monsters in some cases
• Fixed an issue where spawned monsters would appear with broken animations
• Fixed an issue where monsters would not detect the player due to pathfinding queuing issue
• Fixed an issue with monster pathfinding breaking in some cases
• Fixed an issue where monsters would not path correctly to the player
• Fixed an issue where the monsters would appear dead when alive
• Fixed Turboknight's animation freeze
• Fixed Cacobot's and Demonface's death animations freeze
• Fixed Cacobot's attack direction
• Fixed an issue where monsters would not drop from ceilings and cliffs. They may take a while but they do jump down especially if they lose player from sight.
• Fixed Demoness' attack rotation when flying
• Fixed Wraith issue when landing after jumping down from cliffs and heights
• Fixed gate collider being too small in E1M5, allowing exploit
• Fixed an issue where double loading would occur and freeze the game on the loading screen.

Improvements

• Increased item collection distance from 1m to 1.5m
• Improved blood and bullet hole decal placement
• Reworked item physics to reduce cpu overhead
• Reworked monster physics to reduce cpu overhead
• Items now only have physics when they are being dropped
• Improved monster AI to adjust it's path based on other monsters
• Pathing priority is decided based on the distance to the player, so that monsters are less likely to push themselves around.
• Improved monster player detection. Monsters are less likely to detect player too early
• Improved optimization of monster pathfinding, queuing, prioritizing the path generation based on various things like distance to player or nearby monsters
• Removed press any button to continue on Buckshot Software Logo screen. Game will automatically jump to the main menu.

Changes

• Temporarily simplified Human AI until further planned rework is complete
• Buffed SMG base rate of fire in Episode 2
• Buffed Pump Shotgun rate of fire in Episode 2
Version 0.4.0.1 (December 22, 2023)
• Added automatic magazine reload on weapon switch in Chapter 2
• Increased Super Ghoul’s resistance to weapon damage
• Increased Super Ghoul’s horizontal spread and projectile damage from 5 to 15
• Reworked monster destination setting function to reduce the overhead on CPU
• Increased monsters' aggression
• Improved monsters' player detection
• Reworked levels from E2M2 to E2M11:
→ new monsters’ spawners
→ revamped flow
→ adjusted difficulty E2M2-E2M11
→ geometry adjustments
→ some new secret cameos can now be found
• Additional level-specific changes:
→ All weapons and spells now have additional spawners at the start/during levels following their initial encounter
→ Fixed arena on E2M3
→ Fixed teleport on E2M5 near the path to the teleport temple
→ Added health pack at the beginning of E2M6
→ Fixed navmesh with Hivolt Tower on E2M6
Version 0.3.7.15 (December 08, 2023)
• Fixed an issue where monsters would freeze on jumping
• Fixed a bug where jumping speed would be affected by look rotation
• Fixed audio bug when monsters are damaged by poison
• Fixed an issue where monsters would teleport on poison cloud
• Fixed projectile particles sometimes not appearing
• Fixed various localization issues
• Improved combat and ambient music fade-in/fade-out
• Fixed monster sound issue on game pause
Version 0.3.7.10 (November 30, 2023)
Improvements

• Improved Crystal Sentry monster detection
• Improved Player collision with Monsters
• Improved inertia feeling of the player movement

Bug Fixes

• Fixed an issue where monsters would glide around
• Fixed monsters dodging through pillars, walls and obstacles.
• Fixed "item fountain" problem with high combo values
• Fixed Tutorial screen missing graphics in Episode 1
• Fixed Bloom setting not working correctly
• Fixed an issue when game might softlock after being killed when Armored Spike perk was equipped in Episode 2

Misc

• Removed edge-detection effect
• Removed an out-of-date Color Shader setting which did not work
Version 0.3.7.5 (November 24, 2023)
Reworked monster collision

• Improved Monsters collisions with the environment
• Improved Monsters collisions with the player
• Improved Monsters dodge mechanics
• Improved Monsters landing animation

Reworked monster aim

• Monsters now shoot in the direction they look at

Combo items

• Combo items (excluding cooldown tokens) now disappear after 10 seconds from spawning
• Additionally combo items blink 3 seconds before disappearing

Other fixes and adjustments

• Added "Disable Autosaves" option to preferences
• Poisoned and Bleeding Monsters count towards combo
• Crystal sentry kills count towards combo
• Adjusted monster physics
• Increased Palmer's HUD size
• Fixed cacobot's aim and animation sprites
• Fixed utility binding on HUD display for Urd and Palmer
• Fixed floating boxes in e1m4
Version 0.3.6.56 (November 21, 2023)
• Urd - New Playable Character
• New Weapons and Magical Skills
• 12 New Locations
• 18 New Monsters
• 90+ upgrades via New Progression System
Version 0.2.9.12 (April 24, 2023)
• Upgrade stations are replaced with upgrade point tokens which can be collected.
• Added HUB between the levels with weapon upgrade, stat upgrade and perk upgrade stations.
• Single Stage Catch Up - disabled upgrade stations in the levels.
• Added weapon upgrade cost. Weapon shop no longer disables on upgrade purchase.
• Added stat cost to each perk. To buy perks now you need appropriate stat modifier at a specific value.
• Improved monster sprites with reworked colouring and shading
Version 0.2.8.16 (March 02, 2023)
• Fix: Improved claymore hit detection
• Fix: Increased claymore hit angle from 120 degrees to 160 degrees
• Fix: Explosions from the Sharpshooter Perk no longer deal damage to the player
• Added Perk Shop. It is similar to Weapon upgrade shop as it can be found throughout the levels.
• Added collectible Perk Points. They can be found throughout the levels and are used to buy Perks.
• Added 10 new perks
• added Photo mode
• Fixed a bug where if you would start the game in Chinese, the game font would not apply correctly when changing to other languages.
• Added achievment that were missing after the level split. Happy hunting
• Adjusted in-game music volume.
• added 2 brand new difficulty levels
• overhaul to the music
• E1M1 is now accompanied by a new music track, titled GATHERUM 5
Version 0.2.7.72 (December 01, 2022)
• Major overhaul of in-game textures (Screenshot)

Enemy balance

Knight:

•Decreased attack interval from 2.5sec to 2.0sec

Shambler:

• Decreased attack interval of hitscan from 12sec to 3sec
• Increased overall magic damage resistance from 0% to 50%

Imp:

•Decreased base projectile speed from 30m/s to 20m/s

Hogdaddy/Pigdaddy:

• Increased their aggressiveness
• Decreased bodyshot resistance from 20% to -30%
• Increased grenade damage from 10dmg to 30dmg

Bug fixes

• Fixed the Turbo Knight bug, so it no longer drops infinite loot and causes performance issues
• Fixed navigation bug where monsters would stutter when there is no path available
• Fixed monster spawn placement in E1M7 outside of the arena
• Fixed an issue with Fonts which could have generated performance issues
• Fixed an old issue with Control Options Menu
• Fixed particle glitches through ceiling E1M2
• Removed the no reload info from the tutorial
Version 0.2.7.54 Hotfix (October 21, 2022)
Monsters

• Max View Distance changed to 999

Railgun

• Spread fix - Shots should not be misaligned from the crosshair anymore

Level Fixes

• E1M6 - fixed issue with monsters clipping through fences
• E1M11 - fixed ghouls being stuck on top of towers
Version 0.2.7.51 (October 14, 2022)
Global Changes

• Split the existing levels into 12 levels
• Removed level 5 completely
• Overall navigation improvements
• Simplified level flow with a more linear level progress path
• More items spawn in every level
• Miniboss encounters are now much more frequent
• More big monster encounters
• Removed some of the monster spawners spawning behind the player but NOT ALL as it's a design choice in some places
• Enlarged a lot of areas to make the movement easier when fighting monsters
• Improved various particle effects
• Changed and added more music tracks

Additions

• Added new bestiary entries for elite monsters (Turbo Knight, Skeletron, Hogdaddy, Ubershambler)
• Added new secret cameos
• Added new entering graphics for each level
• Added new Lava Shader
• Added new Water Shader
• Added new Goo Shader
• Added new glowing material to destructible goo elements
• Added new 3D explosion effects and particles

Balance

• Improved Necrogirls resurrection logic - they will now run toward the resurrected monster
• Increased Skeletron projectile speed from 30m/s to 40m/s

Bugfixes

• Fixed monster landing animation issues

Known Issues (yet to be fixed)

• Ghouls at the tops of the pillars in E1M11 can get stuck even after aggroing the Player
• Minimap highlights blocked areas as reachable by the Player
• Projectiles of Laser Rifle's Railgun upgrade may be missaligned with the crosshair/gun model
• Monsters can be counted incorrectly in the intermission screen on some levels (up and down)
• Human NPC kills can count towards total monster kills counter
Version 0.2.6.45 (August 26, 2022)
• A possible fix where sometimes the explosion VFX would not appear
• Fixed a bug where monsters would aggro at the player too early
• Added autosave-based checkpoints to the Single Stage mode
Version 0.2.6.38 (August 04, 2022)
Fixes

• Fixed Player Orientation when loading the game state
• Fixed textures at the start of E1M4
• Fixed pause menu tint on ultrawide screens
• Fixed some monster placement in E1M4
• Fixed incorrect total monster count in level summary
• Fixed falling animations of Cacobots and Protosatan
• Fixed an issue where Autoshotgun fire rate would bug out
• Fixed an issue where automap in e1m4 would always be uncovered

Adjustments

• Adjusted gib amount depending on monster size
→ Smaller enemies drop fewer gibs
→ Bigger enemies drop more gibs

• Adjusted Necrogirls... again!
→ Their projectile attacks are less frequent
→ Their main focus is to revive dead monsters
Content patch #1 (July 29, 2022)
Features

• Added Single Stage mode
→ It lets you replay any selected level which was completed at least once in campaign mode.
→ You cannot save during single stage run
→ There are no autosaves
→ Death is equal with end of single stage run
→ Tracks your level progress (Secrets, Cameos, Bestiaries found, Best time, High score)

• Added visual and audio cues to all enemy spawns

• New Main Menu Graphics
→ New Bestiary Font
→ New UI Graphics
→ New UI Sound Effects

• New Pause Menu Graphics
→ New UI Graphics
→ New UI Sound Effects

• Additional changes
→ Added Language selection in-game
→ Added new hit particles for Boneys and Skellies

Fixes

• Fixed Laser Rifle Projectile hit detection
• Changed secret location in e1m1
• Added collisions to the gravestone decorations
• Fixed some monster spawns in geometry
• Fixed an issue where grenade from grenade launcher would explode on impact with dead bodies
• Fixed an issue in e1m2 where fire before the village near the tree would be invisible

Balance

• Adjusted Protosatan's charge speed depending on difficulty level
• Halved the HP of Minibosses to make the fights less tedious

Optimization

• Optimised billboarding of sprites to increase performance
• Added Monsters and Items to Object Poolin
→ Quick explainer: There should be less drops on the floor, reducing the clutter (Load times should be decreased, Performance should be improved

Adjustments

• Adjusted minimap height colors
→ Removed Red and Green height differences
→ Adjusted uncovered terrain to white
→ Adjusted covered terrain to dark gray
• Adjusted some blood effects
• Adjusted water textures
• Lowered global sprite framerate to 20fps
• Adjusted controller sensitivity multiplier to allow for faster look rotation

Overhauled Save/Load menu

• 1 Quicksave slot
• 1 Autosave slot
• 6 Manual save slots

Level changes

E1M1
• Slightly reworked some areas to improve visuals and navigation

E1M2
• Reworked some areas to improve visuals and navigation
• Added tree textures to forest areas in e1m2
• Added some monster spawners

E1M3
• Reworked some areas to improve visuals and navigation

E1M5
• Improved level navigation
• Improved overall level visibility
• Increased the size of the miniboss arena
• Adjusted particle effects
• Removed some of the purple goo from the floors
• Adjusted geometry for easier navigation
• Improved monster spawner locations and amount

E1M6
• Added some new geometry
• Added monster spawners
• Replaced destructible goo with new prefabs
Version 0.2.5.43 (July 13, 2022)
• Improved Player controller stepping - players should no longer get stuck on certain geometry objects
• Fixed spawn points of monsters resulting in them shooting through walls from inaccessible areas
Version 0.2.5.41 (June 22, 2022)
• Rebaked Occlusion Culling for all levels - issues with textures not appearing properly should now be resolved
• Applied a potential fix for imps jumping outside of the geometry and shooting from behind walls
• Tweaked Akimbo cooldown mechanics. Now when using akimbo and switching to other weapons the cooldown timer will be shorter as long as you don't disable it manually or use the whole akimbo time
• The Run key binding is updated to enable Walking when Autorun is toggled on
• Reduced the amount of quicksave slots to one. If you rename the quicksave, a new quicksave will be made instead
Version 0.2.5.34 (June 14, 2022)
Quality Of Life Changes

• Added option of closing the tutorial with interaction
• Added option of closing the tutorial with the pause button
• Added an error message on game start if there are any issues with IO access to folders to avoid the game being stuck at the logo screen
• Added Coyote Time. Jumping should feel more predictable now
• Added Manual Reload Binding
• Added 180-degree rotation Binding for controllers
• Increased base controller sensitivity modifier

Balance

• Reduced Necrogirl Projectile speed from 10m/s to 5m/s
• Reduced Necrogirl Projectile homing time from 3s to 1.5s
• Reduced Necrogirl Projectile damage from 15 to 5 per projectile
• Reduced Turboknight Projectile speed from 40m/s to 25m/s

Fixes

• Fixed font issues in the Russian localization
• Fixed an issue where the fire spell bar under crosshair would stay after death
• Fixed an issue when the game could be paused when exiting the upgrade station with the escape button