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Demons Happened News

User friendliness all around

More changes to make the game more user friendly! Very (VERY) few sales, but nice and plentiful feedback overall!

  • Added Vsync option. This will lock the framerate to your screen's refresh rate, which should make the streaming experience smoother. Some particle effects look a tad worse at a capped framerate though, I'll investigate why at a later time.
  • Turned the values from the config menu into something more human readable. Most importantly the deadzones have more understandable numbers, they used to range from 0 to 32000, which most players found confusing. They now go from 0 to 64, so changes are more noticeable.
  • Simplified the first few shielder levels further. I saw more people getting stuck there, so I made it clearer where/how to throw the husk to solve the puzzle. I couldn't find a way to simplify them further without killing the challenge, so I released a walkthrough of the levels in case people are still unable to go further.
  • Updated SDL2 version.
  • Fixed minor bugs.

Small completionism improvement

Some players were rightly confused by the optional tags and the amount of crystals in the game, here's something to make completionism more straightforward.

  • Replaced the skull tag with a dead demon tag. It should be clearer now that you get that by killing every demon in the room.
  • Made the demon tag red instead of blue. Red is clearly associated with the enemies, it makes more sense.
  • Removed the heart tag. The game is already challenging as it is, and while it's nice to keep track of the levels where you managed not to get hit a single time the information wasn't used anywhere, and adding an achievement for finishing the game untouched would just make everyone salty. Get hit at your heart's content!
  • Added easy crystals to normal rooms that were missing one. Just for consistency, they don't add challenge but it was confusing to find some random levels without a gem.

First patch, addressing feedback

Small changes after being surprised but not traumatized by seeing people streaming the game.

  • Added pause menu in the level selection screen; you can press ESC now after completing a level to change the options or close the game.
  • Added a locked door at the end of the secret passage in 1.18. People kept accessing it from the endpoint instead of the start, and while it's lovely to see alternative solutions to my puzzles it usually ended up in people getting killed by a cannon just around the corner designed to be telegraphed from the opposite direction, resulting in "oook screw this" levels of frustration.
  • Simplified level 2.16. I saw a streamer breezing through the first world just to get stuck there for 10 minutes, not the challenge I was looking for.
  • Added an accessibility option to the config file to allow players to disable the mouse capturing (e.g. to support MHOOK, see https://steamcommunity.com/app/1992020/discussions/0/3464975177698168172/ for instructions). I plan to add an accessibility menu in the future.


Ok maybe just a small trauma from the fact that a few people inadvertently skipped the dialogue you get after beating the first boss - it takes longer for it to start than it takes for an average player to run to the exit door. I'll fix that at a later time, it's not game breaking and it requires more work than expected to stop the player there.