1. Heartless & Dreadful : Return By 72 Hours
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Heartless & Dreadful : Return By 72 Hours News

Quick Fix

Thanks for the report, please don't be afraid of reporting issues. As a solo developer, sometimes it's hard to catch a few things during testing. I appreciate your help!

- Fixed an issue with Enerith not taking any damage on mission 10 due to the script missing a reference to the UI shaker. (I love it when Unity can't ignore an error and just decides to pause the entire script from working!)

Unrelated to quick fix but had to be included in this patch:
- Walking animation with the gamepad has been updated.
- Slightly improved the handling of double taps/flicks by adding a very tiny deadzone for gamepad sticks + resetting double inputs when jumping and doing an animation cancel. This should also prevent the camera from freaking out if you have the tiniest bit of drifting. However, for deadzone settings you should still utilize Steam Input as it is flat out better for that.
- Re-enabled social media buttons.

Patch v1.064 (Main)


Changelog:
- Quee - Re-added a move from an early beta version of the game - drill through can now be used mid-air, the move needs to be unlocked in the upgrades menu.
- Grindblade - Fixed gamepad specific Judgement Gear animation not playing out properly when activated.
- Realm of the rogue - fixed collision issues with dodge teleport. (Hello funny mesh)
- Realm of the rogue - Re-enabled the card system back, however most of the cards are currently just ideas/dummies. They are being worked on, remember, Realm of the rogue is a gamemode in progress.
- Snipers - Fixed an issue with the projectiles not moving which was caused by the previous patch. (Basically, the script order was wrong. This is corrected now.)
- UI - Chaos Trigger and Sinner Gauge now have a little bit more flair to them, whenever they have something going on with them they have new particle effects playing on the UI elements.
- General - Shamir will now wear a funny hat on christmas day.
- General - Minor changes to the code in the backend for future content, this shouldn't affect anything, but if something breaks, let me know.

Known issues:
- Not that I am aware of. In addition, feedback is always appreciated, so let me know if you have something to say on the steam discussions, or via an email, thanks!
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Winter Sale

buy it. he's not gonna ask twice.

Patch 1.063 (Main)

Changelog:
- Claws - Backwards dodge removed and replaced with the dodge move below.
- Dodge - Added a different kind of backwards dodge that functions similiarly to the directional one. At first I was concerned it would be too busted, but it's balanced enough.
- Tutorial - Added two enemy spawners to practice some "real" combat in the area.
- Tutorial - Added an explanation to the enemy icons.
- Grindblade - Judge's Gear - Input simplified to make it easier to pull off.
- Snipers - Projectiles are now faster against Melee type players to make them more of a threat.
- Mission 03 - Fixed an issue where the player could get stuck in one of the arenas after teleporting towards an enemy. (Yup, a surprise old mesh.)
- Mission 06 - Added another checkpoint after the first unlocked gate.
- General - Getting hit by the spikes no longer causes the music to stop for a millisecond and restart.
- General - Breakable objects now have a more distinct hue to them.
- General - "Begin" is no longer the default selected button for the gamepad in the main menu to avoid players accidentally erasing their save file.
- Costumes - Now have visible conditions to unlock them in the main menu.
- Vs. Knight - Fixed an issue where his weapons would not stop lighting up whenever his hitboxes get disabled. (Because Editor Vs Live build differences are cool.)
- UI - Whenever attacking a boss, their lifebar shall shake on the UI.
- UI - Whenever recieving damage, the HUD will do a subtle shake now.

Known issues:
- Not that I am aware of. But please do report issues either via email or on the steam discussions. I am always keeping an eye on them. In addition, feedback is always appreciated.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.062 (Main + Important note.)

So the important note is:

Recently, I've been driven to the hospital by an ambulance a couple of days ago due to my heart feeling rather... funky. Don't worry. Not dead yet, but I am going to be visiting the doctors next week once my insurance will be active.

I know no one really wants real life issues to slip into the patch notes, but I am mostly shoving it there so you know as to why some updates have slowed down. Do be aware I'll still do my best to update as much as I can whenever I can (and if there will be a major gamebreaking bug I'll fix it right away of course), but right now I have to take a break due to health. I hope that is understandable. Thank you for playing. Do take care of your health as well, my dear player.

Changelog:
- Vs Knight - Knight's weapons now light up whenever they are able to do damage, making it easier for the player to know when they can parry or get damaged. (Just like with other enemies in the game.)
- Vs Last Boss - Added the same teleportation effect as other bosses have to make it easier to tell when the boss is about to teleport. (Yeah, that boss is still a mess. Well aware.)
- Mission 06 - Added a few collectible crystalized bloods to make it easier to tell where to jump to proceed with the mission.
- Vehicle - Added a small cooldown to prevent the player from accidentally getting on the bike after dismounting it.
- Vehicle - The braking speed has been increased to make the Vehicle better to control.
- Training - Added an option to turn off enemy aggression.
- Training - Added an option to disable enemy sounds. (No more sandbag squeaks if you don't want em.)
- Added an option to turn on "Super Mode" after unlocking Hellish Hellfire. This option will give you infinite Chaos Trigger and Sinner energy during the normal missions.

Known issues:
- Not that I am aware of. But please do report issues either via email or on the steam discussions. I am always keeping an eye on them. In addition, feedback is always appreciated.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking