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Heartless & Dreadful : Return By 72 Hours News

Patch 1.060 (Main)

Another minor update, don't worry though. Just taking care of the request list bit by bit.

Changelog:
- Mission 02 - Fixed the issue where the character would get stuck in the floor in the mansion if teleported there. This was due to the old mesh that wasn't updated overtime, whoops.
- Fixed Boss 02's (Lil Dee O Jay)'s spinning hitboxes not disappearing after beating the boss.
- Guns can now be used without logging on.
Added a new options tab in the settings in there you can:
- Turn off the HUD.
- Turn off the Chaos Trigger visuals overlay.
- Turn off the Speed Lines effect.
- Turn off Fixed Cameras.
- Turn off Enemy HP UI.
- Turn off Enemy Action icons.
- Turn off music turning off when idling.
- Turn on a new camera mode that will automatically turn the camera towards the direction you are boosting towards in the Boost style. (Useful for gamepads! Especially if you don't like to claw grip.)
- Disable the orb count in the UI.
All of these were requested by players.

Known issues.
- See Trello. It's the first tab as of now there's not much known, so if you find some spicy bugs, do let me know.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.059 (Main)

Nothing major in the backend, just quality of life stuff here and some improvements to dodge mode.

- Dodge - Improved general behavior when jumping then teleporting, previously it would push the character back as it contained air velocity/gravity, now instead it'll behave as expected, actually landing you in front of the enemy if the enemy is grounded, reducing the chances of player accidentally starting mid-air combo animations instead of the grounded ones. (This doesn't affect the bosses if you jump then teleport, as some of the bosses are larger than player their teleportation point can be used greatly in gameplay for quick ins and outs.)
- General - Model LOD distance is now affected by Quality Settings, so ultra is the highest as expected.
- General - In Audio Settings, added visible sound percentages for each slider to make it easier to fine tune for your preferences.
- Arch. Needles - Added like 3 small floating orbs behind the character's back when active, to make it more obvious that they are currently equipped.
- UI - In gameplay settings - fixed Combat Camera Distance skipping Camera Fov option on the gamepad and going straight to Auto Camera Focus Power instead.
- Input - Added an option to disable mouse smoothing. (This will make it feel a bit more static, but more responsive. Up to you if you want to use it.)
- Mission 10 - added same text regarding skipping the "cutscene" as in Mission 01.
- Mission 11 - You can no longer get the Master Of Dodging achievement just for beating Mission 11.

Known issues and requests, feel free to provide your feedback either via an email or the steam discussions.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.058 (Main)

This one is also skipping the beta channel due to no major changes on the backend, very minor fixes really. Thank you everyone for the reports and your feedback.

Changelog:
Claws - Fixed Moonlight not dealing Toxic damage as intended by previous patch.
Claws - Added missing particle effecst to Rising Sun
General - Hint about dodging out of any attack - clarified.
General - Fixed an issue where a pulley's handle would count as the ground, causing a very small problem during platforming.
General - Fixed the abilitiy to use dodge up while in the vehicle, causing the character to have a stroke.
General - Fixed Jump-Pad's collider not counting as grounded if you are not touching the center of the jump trigger.
General - To improve platforming, you can now jump a lot safer from platform's ledges. (Added a 0.1s delay to make the player still count as grounded if they just fell from the edge, to give some room for error in platforming and slope jumping.)
UI - Clarified that you need to press the difficulty button in the level loader to continue the game.
UI - Fixed some overlaps in the graphics settings.
UI - Fixed minor spelling errors.
UI - Updated Claw move previews in the upgrades menu/movelist to represent the updated color scheme and Toxic abilities.
Mission 01 - Made a level completer trigger way larger so the chances of missing it are way smaller.
Mission 01 - Removed a specific leftover jump pad from old level layout that was not meant to be accessible.
Mission 02 - Removed some confusing rocks in one of the encounters, they had no collision anyway and were just in the way.
Mission 02 - Allowed the player to go back after beating the encounter near the statue, instead of being forced to proceed.
Mission 04 - Fixed the possibility of starting the combat near the CT increase collectible in such a way you'd be locked out of the arena, causing a possible softlock.
Mission 05 - Reduced flicker where pointed out.
Mission 08 - Minor collision improvements. (Mainly just one rock, really.)
Mission 08 - You can now jump on the boats, because boats are fun.
Post-Game - Day 2 Dialogue with Kair - Fixed the wrong image displaying in the dialogue.
Post-Game - Seth, added a missing picture in Day 1 Dialogue.

Known issues, If you find something broken, let me know. You can either email me or send it on the Steam Discussions/Forums.
As per usual, tracking for bugs and requests is on the trello:
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

Patch 1.057 (Main)

There are no "major" back-end changes in the game, so this update is skipping the Beta channel.

Changelog:
- Brain MSG - will no longer trigger a notification in the missions if the game has been completed on the save file.
- Claws - Now have "Toxic" property, dealing additional damage over time and slowing down basic enemy movement, this should make the weapon feel less "boring" and have more use with crowd control.
- Claws - Now have different visual effects and particles. This should help to ensure the player can easily tell which weapon they are using based on the VFX and color alone. (Previously, this weapon caused some confusion with Quee, as the effects looked rather similiarly to each other.)
- Extras - Now can scroll through the character text similiarly to World and Enemy text.
- Game completion - Fixed incorrect text showing up instead of "Unlocked:"
- Huntress - Can no longer flap her wings or switch weapons if she is dead. Because she is dead.
- Main Menu - Added the ability to check collected collectibles in the extras menu, so you don't have to enter the mission to check what's left to collect.
- Main Menu - Now can use back arrows to go to the last unlocked mission, and forward arrow to go back to 1 if you reached the last unlocked mission.
- Mission 1 - Fixed an issue where if you were to restart from the checkpoint, wrong music track will play and the waypoint will be incorrect.
- Mission 11 - Fixed the sensetivity being different in the Turret Section compared to normal gameplay.
- Mission 12 - Performance improvements in the last arena.
- Shotgun - Now can re-charge even if the charged ammo isn't spent.
- Tutorial - Fixed the compass overlaying on-top of the tutorial text.
- Vs Knight - Lowered HP regain on lower difficulties.
- Vs Knight - Projectiles spawned during Knight's CT are now slower, this scales back up on higher difficulties.

Known issues and suggestions:
- See Trello. Bugs are in the first tab, if you find a something else, let me know.
https://trello.com/b/suviZn7g/known-issues-and-bug-tracking

If you have any suggestions or feedback, feel free to suggest them on the forums. All is read, and all is considered. Cheers.

The updated demo of the game is back on Steam!

Hey you, yeah, you. Wanted to give the game a shot before, but didn't want to hurt my feelings by doing a refund?

Well good news.
The demo version built from the latest game build (with all them fancy bug fixes and all) is now back on Steam.

So if you had this game on your fancy wish list, go to the game's page and click that big, stinky green (gross) button, and give it a shot.



Did you like it? That's sweet. Did you hate it? That's okay, no hard feelings. I'll only shed one tear. One.

Anyway, don't be too hasty on spending that hard earned cash just yet, though. For I have heard that there's a small deal coming up in a few days... Your lucky number is 15.