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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Now attaching Node Scene Tree to crash/error reporting for greater context.
Recompiled export templates for Windows for 4.4.1, was currently using 4.5.dev, should prevent potential weird behavior from version mismatch.
Balance reset now correctly given instead of every time you boot.
Not being able to heal after beating the demo.
Stopped Dialogue after beating 10 floors from being shown at end of demo and fixed its pop up happening every run.
Implemented Sentry for crash/error tracking.
You will be prompted to activate them or not, it's up to you if you want to share your crash/error logs with me, but if you do, it would greatly help!
Text Speed Slider, you can now go up to 2x text animation speed.
The familiar sacrifice now has a prompt when hovering over it.
This upgrade was wayyyyy too powerful for how much your prestige boosts your helmet, Im lowering its base modifier drastically, well see how it feels.
Base modifier: 5% 0.25%
Balance pile of materials camps outline on hover is now smaller.
Evasions upgrade display was rounding too many decimals causing the UI to show +0.00%. This is now fixed.
Consumables UI not being reset on prestige and creating un-depletable consumables.
Ive overhauled the equipment system with this update. You will receive a refund for materials youve spent at your camp so you can reallocate your resources accordingly.
The game now hints at you to prestige if youve reached level 10 without having prestiged once.
You can now sacrifice your familiar for some meat.
There are now 5 different items for you to purchase, however, your item slot cap is by default 1, and you may upgrade it up to 3, via your helmet iron upgrades.
Healing Potion - Heals for 20% of max health.
Spiky Bone - Damage Boost for 30 secs
Weird Fruit - Healing Boost for 30 secs
Moldy Mushroom - Defense Boost for 30 secs
Skull Amulet - Instantly Kill current enemy.
Added a progress bar for enemy attacks
Disabled loading while in combat.
Materials now upgrade individual skills for equipment, giving them a unique purpose.
[img src="https://clan.cloudflare.steamstatic.com/images/45583362/eb398f57480ddd429ff309ef7420a6d2210a8814.png"][/img]
Sword
Damage
Crit Chance
Crit Multiplier
Helmet
Attack speed
Boon % effectiveness
Item slots
Chestplate
Defense
Reflect Chance
Reflect percentage
Leggings
Healing
Chance of vampire
Vampire % of damage
Boots
Evasion
Opportunity Attack Chance
Attack damage (% of sword)
Removed Vampire % boon as it now is an upgradable stat.
Evasion: 35% 20%
Save and Load buttons now have toasts that indicate that theyre saving/loading the game.
Fixed Bosses having bbcode names in Discord Rich Presence
Fixed game saving not saving number of total runs.
Version 0.4.0 is now LIVE for playtesters! This is a big update that shakes up the games progression quite a bit. YOU WILL START OVER! I have refactored saving/loading code to make it easier to handle in the future. And I havent created a way to port older saves since theres so many balancing changes that progression does not make sense with an old save. This patch aims to rework how progression works. I made the enemies get a lot harder much faster, as the level cap is 1000. Material upgrades are cheaper to let you buy more equipment to face these new challenges, and changed some prestige prices to incentivize more prestige. You can also now get familiars to fight alongside you which will aid you in your fight. Share your thoughts on how the new progression feels! Too easy, too fast, too hard Some upgrades too cheap, expensive? Let me know! I will try and rebalance considering the feedback I get. Ive implemented systemt to help refunds for stuff youve bought if it changes its price if I do big changes.
Heya! I've recently uploaded a devlog on YouTube going through my backstory, how I found the game idea, and how I built the game up until what it is today! If you're interested in how games get made and is interested in Horripilant, it's worth a watch! Want to keep up with dev? Join the discord! [previewyoutube=jOLf-VFfcmw;full][/previewyoutube] Follow our socials down here!
Once again a polish update adding a lot of QOL stuff. Next up with 0.4.0 is a big rebalancing of general progression, keep an eye out for that. Then with 0.5.0 I want to implement the general puzzles and progression of the game. Before this Ill work on a devlog to push the store page out, go wishlist the game!
Horripilant is a chilling incremental dungeon crawl through the horrors of a forgotten underworld. Combining idler, puzzle and autobattler elements, you'll fight, mine, and think your way through the depths of a forsaken dungeon. Gather resources, battle unholy creatures, and unravel the mysteries of the abyss. With each step you'll grow stronger, but beware; every boon has its cost.
You awaken. An old, battered knight, lost in the darkest corners of an abandoned dungeon, with no memory of how you got there. The stench of decay permeates the thick air. The walls seem to whisper your name.
As you stir, a strange tree sprout catches your eye. You hit it, for the voice demands it of you; a twig breaks off onto the ground. With your newfound resource, you seem to be able to ameliorate your equipment. Distorted moans echo from an empty staircase. The voice calls to you again, beckoning you. You must go down. It is your purpose...
Encounter bizarre characters, solve cryptic puzzles, and survive the horrors that lurk in every shadow. Will you escape this living nightmare, or will it consume you?
Incrementally gain and collect materials.
Combat horrific foes in the dungeon.
Solve puzzles and explore the depths of your camp.
Upgrade your gear to venture deeper.
Meet god and gain strong boons.
Repeat, adapt, and survive. The depths need you, and you need it.
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