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This update has been pushed to the Beta channel, since SDK is still in progress and is very unstable, the update will be pushed to the main channel once the SDK will be ready to use. To test this update, please refer to changing to Beta channel over here in order to recieve less stable updates: https://store.steampowered.com/news/app/1701890/view/6042200176425827844 Most of the Quality Of Life suggestions came from fellow players, mainly Nordanix, thank you for putting time and effort into suggestions and bug reports, they are always appreciated! (More will come in the future patches.) Changelog: - Training - The training specific UI is no longer overlapping with the items menu. - Training - The training specific UI's toggles now have a proper visible checkmark. - Training - "Infinite CT/Sinner" incorrect checkmark sprite has been fixed. - 3 fall drop system for platforming, reduced the drop amount in code by one to make it work more as expected. - Health Collectibles had their color ramp shifted to be more green-ish rather than yellow-ish. - Charged shot from D.Magnum now properly cancels Looping animations/moves. - Fixed enemies not being killed by the death plane in the must style mode if the style is was below SSS. - You should be less likely to outrun some of the orbs that are being magnetized to the main character now. - You can no longer control or hear playable character after beating the credits fight. - Extras Added the ability to scroll text. - Fixed the infinite Chaos Trigger if you activated Chaos Trigger while being at max health in the boost mode. Now it drains HP as expected even when your health is maxed out. - SDK Level Completer prefab no longer overrides the level completion prefabs in the main game, allowing you to finish the stage as expected. - Beating Easy/Normal/Hard now properly shows the correct list of difficulties unlocked. - Game completion text no longer looks weird. (The font changing based on the locale has been disabled for that text.) - Leaving the Custom Levels tab now works properly. - Collectible list now refreshes every time you open it, showing more up to date information. - You can no longer interact with the invisible main menu during cutscenes via gamepad. - Brain MSG in the pause menu now only gets highlight when triggering a new message. - Huntress no longer gets punted into the orbit if you were to start the dialogue and hold the jump button to enable her flight. - Grenade Launchers counter now only shows up when Grenade Launcher is currently selected ranged weapon. - Mission 11 Now has a skip ride option. (Only active after beating the game at least once.) - Known issues - - Collectible List Is wrong due to some IDs not being set up properly. It's in progress. - Total Result Wont Show Ranks Properly - Input Display for Controller: It works, however the gamepad detection is a little iffy thus making it a bit unreliable, looking into improving gamepad detection. (Works fine for xinput seemingly.) SDK Status: Same as before, still a few things to add and to write the documentation. Some of these bugs have been nagging my brain so I've decided to fix them first. Stuff's still coming.
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