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Dreadhunter News

New Turret Ability

Can you imagine Dreadhunter without a turret? We can't!

There are plenty of customization options for your turret, thanks to its own ability tree.
Check the image and video below.

[previewyoutube][/previewyoutube]



By the way, Act II is in full production and we are doing our best to have it ready for the Endless Replayability Fest in May.

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[VERSION 0.023] TURRET ABILITY

* New Turret ability
* New Cargo Ship mission environment
* Improved environment tiles in Tutorial
* Improved hit sound in metal enemies
* Fix - abilities being on cooldown when equipped for the first time
* Fix - experience bar in Skill Tree not updating correctly

New Skill Tree

Based on feedback from Early Access, we have entirely reworked character progression. Instead of simply spending skill points on stats, we are introducing a proper skill tree. This increases the variety in build options and brings about more interesting contextual progression.

Try it out in-game and let us know your thoughts!

BEFORE



AFTER



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[VERSION 0.022] SKILL TREE

* Complete Skill Tree overhaul with new mechanics, more interesting choices for character specialization and interplay with existing Items and Abilities
* New mods - Ability Critical Chance, Ability Critical Damage
* Retreat Legs - Small Grenades damage reduced
* Fix - Projectile speed mods not properly boosting Grenade Launcher

Steam Save

The highly requested feature is finally here! Steam will now manage Dreadhunter saves on all your devices, making it especially handy for Steam Deck or Asus Ally users.

Just be careful about which save you set as primary.

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[VERSION 0.021] STEAM SAVE

* Steam Dynamic Cloud Sync integration for sharing progress between multiple devices
* Updated CS localization
* Grenade +10% knockback upgrades changed to +25%

Extended Ability Trees

Variety is crucial! We have significantly expanded ability trees to provide you with more options to consider for your builds. Some ability nodes simply add power, while others assist you with health and ammo management, and some alter the way abilities behave in combat. These will serve as a benchmark for new abilities we will add to the game in the future.

[h2]BEFORE[/h2]


[h2]AFTER[/h2]




But that's not all. Our plan is to utilize the tree system and create a proper skill tree for the character itself. Check the design draft below and let us know what you think!



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[VERSION 0.020] ABILITY TREES

* Ability trees reworked, node count multiplied, new ability customization options added
* Maximum ability level increased from 21 to 26 (25 ability points)
* Environmental hazards
- Burning pools added in Gate mission
- Explosive barrels added in Factory mission
* Larger and heavier enemies are now not being blocked by the smaller ones
* Explosive weapons have more ammo
* Small grenades have reduced knockback
* Fix - unpredictable knockback on various explosions
* Fix - anti aliasing missing in intro cutscene

Systems cleanup

We are working on larger systems and also new act's content for Dreadhunter. But wanted to deliver at least one more update this year. Here it is:

[VERSION 0.019] SYSTEMS CLEANUP

* Damage of items with a special damaging effect (like Missiles or Small Grenades) scales by 2% for each item level
* Bosses can now be Staggered, while having 50% Debuff Duration resistance
* Ionic Legs apply Stagger instead of Slow
* Garbage and crane hook decorations added in Factory mission
* Added tutorial popups about Market and Modding for new players
* Added controls hints in Modding UI
* Fix - Melee attacks canceling ongoing Ability casts, putting abilities on cooldown without triggering their effects