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1.1 BOSS RUSH and much more!

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Boss Rush


This was one of the promised stretch goals from when the Kickstarter was running! This mode exists in the Astral Nexus and can be accessed once you have fought all bosses atleast once. (Except one secret boss).

The Boss Rush has 3 new bosses you can fight, two of them being variants of previous bosses.

There are also 2 new bosses outside of the Boss Rush mode which originally never made it into the game due to time restraints. One of them being a boss that grants you the Ground-Bounce ability and the other being a boss you fight before you can complete the Abandonment Ending.

Changes to Combat


Various changes and re-balancing has been made to combat! One of the bigger complaints and feedback the game has received is how spongey and annoying enemies can be in this game. So what I've made is that I've made the sword upgrades much more effective!

Maximum damage for the sword is now 34 dmg per swing with no relic equipped. What I did is also that I slowed down the sword swing a bit, this was mainly to remove the feeling of having to button mash to do maximum damage. I think it feels nicer now.

This should also make it so it's WAY easier to kill generic mobs when exploring late-game. Enemies also stay dead for 6 room transitions now :)!

Spells have been re-balanced and some of them re-sized to be bigger so they are easier to hit enemies with. Gone is the spell equipping limit of 4 too! You can now equip all your spells if you want. The spell-stones you could find now just increase your spell damage instead.

And much more...


I could write about every single change in this update, I'll summarize instead. I've done my best to try to improve the game as much as possible based on the feedback it's received and what I've felt were flaws in the game design. Everything is still not perfect and some stuff can't be fixed... Like the amount of buttons needed for all abilities, I did however combine the pause menu and inventory so the default bind for switching spells can be moved to the 'Select' button.

This will likely be the last bigger update to Lone Fungus before I go full-time onto other projects :).
It's possible new bugs were introduced in this update or that something is inconsistent with the rest. I'll ofcourse fix anything reported post this update, so let me know if something broke!



As some of you know, Lone Fungus 2 has been in development meanwhile! Please do check out the Steam page and wishlist the game, you can also try the demo!



There will also be a Kickstarter for the second game this summer, which you can follow here:



Hopefully the game will get funded :)! Other than that keep your lookout for this in the near future :


Thank you so much everyone for playing Lone Fungus and giving your feedback!

1.1.0 FULL Changelog:

- BOSS RUSH
- Three new bosses
- Two new alternative versions of previous bosses
- Boss re-fight nexus
- Increased the damage gained from sharpened stones
- Boss Max HP will scale with the amount of sharpening stones you have picked up
- Lowered the HP of all bosses slightly
- New Menus, unified the Pause and Inventory
- You can 'Lower' down to Custom and you can change your Custom save settings
- 4 New Time Trials have been added
- Improved the time trials timer
- Lowered the brain node cost of many relics
- Slowed down Greencaps overall general attack speed
- Only the fast slash relic changes Greencaps attack speed
- Changed the order of Ladybugs rewards
- Made it so menu inputs change based on last input pressed (won't lock keyboard menus if controller is connected)
- Boosted the damage of parried projectiles
- Increased Fire Bounce damage
- You can equip all spells now and spells will auto equip when you get them
- Spell Stones now increase spell damage by a % each
- You just need to find all Astral Gates to get 100%
- Added a controller button prompt setting (can change from xbox to playstation, switch buttons)
- The Watchers attacks are no longer random (they cycle)
- Acid Crawler Queen re-work
- Tweaks to Red Crawler Queen
- Tweaks to Huge Wallclinger
- Rebalanced Sword damage relics
- Dying in the boss rush mode / boss practice mode while in Nightmare will not remove your save
- Added a Save-shrine in the Nexus
- Added a Silver-Shrine in the Hidden Passageway
- Implemented so enemies won't respawn in rooms instantly (8 room trasitions cooldown)
- The all seeing eye will do a prompt when there is a secret hidden in the room
- You will see all the pins when selecting a pin color
- Boost Projectile has been made a bit bigger, has a longer lifespan and flies slower upwards
- Acid Hammer has been made bigger
- Spicy Nut projectiles are bigger and have narrower spread
- Returning Contraption has been made a bit bigger
- Increased Mindshrooms effectiveness
- Added so you see how much MP spells cost when cast
- Added missing console commands

Lone Fungus 2 in development!



The Steampage for the next Lone Fungus game has just gone live!

Please Wishlist it!

https://store.steampowered.com/app/2463220/Lone_Fungus_2/

It's still very early in development and with this game I hope to make a similar but better game than the first! A Kickstarter will likely happen at some point, which I'll keep you guys updated on once it launches.

This new game is a prequel, set thousands of years before the first game. You'll play as an ancestor to Greencap, still a lonely mushroom but now with a quest of uniting the divided mushroom world. Equipped with a whip the combat leans more heavily into a Castlevania style of gameplay. The fluid and fast movement of Lone Fungus will still be present but some aspects will be toned down, like the amount of button inputs will be way simplified.

The game will still feature optional & hard platforming challenges, but they will however be even more optional. They will not count towards 100% and existing as true extra content than players who are not into that can fully ignore. Swapping between spells/movement options will also not be a thing, in fact I've taken all feedback I've gotten towards the first game and everything I've learned from making the first game and with that I'm hoping of making a second game without those core flaws that existed in the first game.

The artstyle is simplified to make production faster, which gives me more time to make more interesting environments. Perhaps not everyone will be into the new artstyle but I think it looks better than the first game even though it's more low-res. Most fans of the first game seem to like it though.

If you got any questions, feel free to ask them. If you want to follow the second games development in detail, you can join our Discord, where I post updates on it as it's being worked on.

Discord : https://discord.gg/4zwXG4umPV



Is the first game going to get more updates?


Yes!

I can't say when though, I'm having a much needed break from the first game and I'm enjoying my time working on the sequel. I'd rather focus on where my passion lies. That said, updates will come to the first game. Some stuff possibly after the first game, I can very much see myself overhauling a bunch of stuff in the first game in some years. That said, it probably won't take years for me to go back and fix bugs and implement minor improvements. One stretch goal of the first game's Kickstarter was to implement a boss rush mode, this is something I've promised to do as well. I however am not sure when, I think working on a sequel is more exciting at the moment.

That's it for now, please do Wishlist the new game! Wishlists on Steam are super important for the games visibility. Thank you everyone and I hope this new game is exciting for the fans of the first!

1.0.19

- Fixed Purple Mindshroom Relic not working
- Remade how the video tutorials are shown (preventing crashes for some players)

Humble's Metroidvania Bundle includes seven bangers for only $15


Metroidvanias, Metroid-likes, and Castlevania-likes are games that heavily feature non-linear exploration and cool discoveries that open up parts of an interconnected map. Otherwise known as good game design. A new Humble Bundle has now compiled seven great Metroidvanias for the low price of £12/$15, available here from now until June 20th.


Read more

1.0.18

- Fixed two levered gates not showing up correctly in the map
- Made it so the 'New' tutorial unlocked notice will save into savefiles (It did not used to)
- Reverted the Great Spin Slash interaction with Vibrant Crystal