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Update - Demo Build v 1.4.0

Hello everyone! We have a new demo and playtest update just in time for the winter holidays! Even if you played our demo before, there are a lots of smaller and bigger updates for you to check out. It's live NOW so grab a cup of tea, your warmest blanket and download our demo to get cozily spooked!

If you played our demo or playtest before you need to start a new game as we have updates impacting the save data.


Here are the complete patch notes.

New Features

[h2]Gameplay[/h2]
  • New lantern system allowing the player to turn the lantern on/off with the Devourer reacting to it accordingly
  • Ability to start a New Game which will reset all the progression
  • New Whispers Fragment Power and Poisoned Corn added
  • New smooth crouch and crouch-dash effect!

[h2]UI[/h2]
  • New button to allow the player to continue the tutorial in case they changed their mind about skipping it
  • New tutorials added both in-game, in the HUD screens and the Compendium
  • Images now added to in-game tutorials
  • New message pop up after you finish the game for the first time
  • New card unlock animation after completing a Night
  • New Ambrosia UI implemented in the main HUB as well as in the Warden Sight
  • New animations have been added to the Whisper screen

[h2]Environment[/h2]
  • Implemented new water for the puddles around the level
  • New decals and meshes implemented in the Church and Windmill landmarks to bring it closer to our initial vision of the environment
  • Lots of new small secret additions to the environment to make it stand out more



Updates

[h2]Gameplay[/h2]
  • Changes to the camera shake as well as new implementations in various new places to improve the visual feedback and game feel
  • A lot of tutorial updates including clarifications and tweaks
  • The Water Fiend has received a lot of improvements to its visibility and its states
  • Once the Devourer is banished the player can no longer interact with the Ambrosia or the Vigor around the level and their idle audio is also stopped
  • The Devourer now plays a searching audio and an audio cue when it rushes to investigate with the attenuation dynamically adjusted so the player can hear it coming from afar
  • Sight Fiends now have a cone that represents their vision
  • Small tweaks to the Spine Growth Devourer mutation to make it clearer

[h2]Content[/h2]
  • A few Strengths, Fortifications and Whispers have been rehauled and changed
  • Ambrosia lore now requires 2 stages to be complete before it fully unlocks
  • Tool throw range has been adjusted to be different per tool
  • Adding visual and audio feedback when the Blood Flash cannot be used yet
  • Tons of value tweaks and changes to the Whispers, Strengths and Fortifications making them more impactful

[h2]Progression / Flow[/h2]
  • Adjusting starting flow to make it a smoother onboarding experience for the player
  • The intro will now play after the player starts a New Game in the main menu not before entering the main menu
  • Much more Ambrosia is now available to harvest in the Farmlands
  • Rewards are now provided if the player escapes or banishes during the Night rather than just when they banish the Devourer
  • Adjusted which Strengths unlock at the beginning VS end of the game
  • Will only show the Current Hand after the second Night and the Compendium after the third Night

[h2]Art[/h2]
  • The Ambrosia now has a much clearer consumed state
  • The Devourer has been updated with new teeth and textures
  • Tools will now grey out in Warden Sight if they have been used
  • Updated the illustration backing for the abilities presented in Warden Sight
  • All interactive items now show a text prompt if they can be interacted with or not as well as showing their other various states
  • Objectives have been made a bit clearer
  • Added an option in the settings menu to toggle the item flashing effect on/off
  • Updated item highlight effect



Bug Fixes

[h2]General[/h2]
  • Camera shakes will always apply to tools now
  • Fixed a soft lock if the player stood still during the first tutorial and the Devourer ate all the Ambrosia, leaving nothing for the player to complete the tutorial
  • Fixed an issue with post process materials not always applying when the monster was close to the player
  • Fixed bug with the monster becoming invisible in rare occasions
  • Fixed bug that didn't allow the player to step on bridges while crouched
  • Setting colors in the main menu have been updated to use the correct color pallet
  • Various navigation issues fixed
  • Fixed a save data bug not allowing the player to continue their game
  • Refactored all the poison implementation in the game fixing bugs in the process that didn't apply the poison correctly or insta killing the player
  • Fixed a bug with our internal system not applying priorities to different value modifiers

[h2]Content[/h2]
  • Fixed a bug that would lead to the Grave Shovel tool not functioning properly if attacked by the Devourer
  • Fixed a bug with Twisted Empathy that would lead to its application timer not resetting properly if triggered twice in a row
  • A ton of fixes with the Vigor being drained or not gained appropriately when various health systems interacted with each other
  • Fixed a bug that would lead to the Good Portent Fortification still partially working after having been sacrificed
  • If the player has a full-hand, now the shuffle button is hidden and not interactable
  • Fixed a bug that would allow the player to start a night with below-minimum vigor
  • When sacrificing cards the total Ambrosia in now updated if the player has the Fortification equipped

[h2]Controller[/h2]
  • Added audio to whenever an entry of the Compendium is selected with a controller
  • Fixed bug where you could not switch between the Current Hand and the Compendium with the controller
  • Fixed a bug that would allow the player to, while playing with controller, press the sacrifice button with no cards selected
  • Added the virtual cursor to the credits scene
  • Fixed the bug that would lead to the player not being able to progress through the intro while using a controller
  • Fixed an issue with the credits scene, which would lead to the controller's skip button not working sometimes
  • Changed the controller input to skip in-game tutorial messages, and made the virtual cursor work in said screens