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Rotwood Demo Hotfixes

Hotfix 1 [592436]

[h2]Bugs & Crashes[/h2]
  • Fixed a crash that could happen when your controller disconnected
  • Fixed some issues where players were somehow entering a game before creating a character
  • Fixed a crash that could happen when a player had no input method assigned
  • Fixed a bug where players could see different items in the same market
  • Fixed a bug where projectiles would occasionally get stuck in the air
  • Fixed a crash that could happen when killing an enemy in the middle of an attack
  • Fixed a softlock where a Bulbin could become invisible and prevent progress.
  • The Create Character screen now closes if the owning player leaves.
  • Fixed a bug where shield could be displayed incorrectly in player health bars.

[h2]Changes[/h2]
  • [h3]Bulbin[/h3]
    • Adjusted 3-stack Bulbin slam hitbox to match visuals more closely
  • [h3]Misc[/h3]
    • Adjusted text in several NPC conversations
    • Added contextual popups to remind the player how to reload the cannon the first few times they run out of ammo.
    • Described more clearly what is disabled when opting out of data collection


Hotfix 2 [592686]

[h2]Bugs & Crashes[/h2]
[h3]Owlitzer[/h3]
  • Fixed an issue where FX spawned by Owlitzer could stay around if Owlitzer died during specific phases.
  • Adjusted spacing and spawn locations of owltizer line patterns to prevent them from sometimes blowing up when they land.

[h3]Ribbat[/h3]
  • Fixed an issue that made the Ribbat too easy to kill before it swallowed stolen Teffra

[h3]Gnarlic[/h3]
  • Fixed a crash that could happen if a remote player hit them during a specific attack

[h3]Misc[/h3]
  • Fixed a bug where changing equipment during a hunt would cause UI elements to overlap
  • Fixed an issue where portals could display bloom incorrectly on remote machines
  • Fixed a bug that could cause Berna to have nothing to say in the room where you meet her
  • Fixed an issue that could cause enemies to be interrupted when they should be uninteruptable
  • Fixed an issue where weapons unlocked in an unintended order
  • Taking damage from the Wanderer now always plays a hit sound

[h2]Changes[/h2]
[h3]Powers[/h3]
  • Waffle max health raise 500 -> 100
  • Pew Pew projectiles damage 200% Weapon Damage -> 50% Weapon Damage
  • Fix Parting Gifts refill indicator gets disrupted by having Orb of ZAP!

[h3]Chat (bound to Y by default)[/h3]
  • Added chat sounds to in-game chat
  • Added a character limit to messages sent in chat
  • Chat is now displayed for longer after sending a message
  • Chat no longer overlaps the HUD of P3

[h3]Misc[/h3]
  • Shortened Flitt's dungeon tips so they are quicker to read.


Hotfix 3 [592951]

[h2]Bugs & Crashes[/h2]
[h3]Owlitzer[/h3]
  • Fixed an issue where Owlitzer's phase transition could behave strangely if players pushed two phases at the same time

[h3]Gourdo Vest[/h3]
  • Fixed an issue where the healing bonuses provided by Gourdo Vest did not work in online games

[h3]Misc[/h3]
  • Removed tooltip showing that you can unequip armour during a hunt
  • Fixed a crash that could occur when spending Teffra in the Market
  • Fixed a bug where using the spin emote while both of your Strikers are in the world would incorrectly show a FX

[h2]Changes[/h2]
[h3]Owlitzer[/h3]
  • Shorted the warning time of Owlitzer's Dive Bomb attack

[h3]Treek & Mother Treek[/h3]
  • Root attacks can now hit targets that are only slightly airborne

[h3]Powers[/h3]
  • Reduced the number of drops in Fabled Relic rooms by 1

[h3]Misc[/h3]
  • Updated Chinese translations
  • Increased the frame rate of some menu animations
  • Adjusted sound mix


Hotfix 4 [593363]

[h2]Bugs & Crashes[/h2]
[h3]Owlitzer[/h3]
  • Fixed an issue where Owlitzer's wind gust attack did not work on anyone but the host
  • Owlitzer's spikeballs can no longer hit remote players immediately after they spawn

[h3]Gustree[/h3]
  • Possible fix for issue where the Gustree's wind effect could remain active even after death.

[h3]Thinking with Portals[/h3]
  • The cannon can now summon portals

[h3]Misc[/h3]
  • Solved an issue that allowed players to start the game with an invalid save file
  • Fixed a crash in the end of run flow
  • Fixed a crash related to Orb of ZAP!
  • Fixed a crash that could happen when joining a game in progress
  • Fixed a softlock where enemies could remain in the room with 1 health

[h2]Changes[/h2]
[h3]Striker[/h3]
  • Adjusted FX for the striker's landing zones to make it easier to tell different strikers apart in multiplayer

[h3]Misc[/h3]
  • The loot you pick up in rooms no longer covers the map
  • Updated the framerate of player UI animations

Rotwood Demo is Now Available!

[previewyoutube][/previewyoutube]

Hack and slash your way through the Rotwood in this rogue-like dungeon crawler developed by Klei Entertainment.

In this demo, you and up to 3 of your friends can battle your way through two of The Rotwood's most daring Hunts. Unlock 4 different weapons that offer unique and interesting ways to skewer, bash and smash the monstrous Rots that stand in your way... then, once you're done, haul your loot back to town and upgrade your gear with the eccentric characters that comprise Flitt's brave expedition.

https://store.steampowered.com/app/2015270/Rotwood/

Playtest 3 concluded

Hey everybody!

Playtest 3 has concluded.

Once again, A huge thank you to everybody that has joined us for this playtest and sent in your feedback and reports. We gathers a bunch of great information that will be useful in the continuing development of the game.

We are currently at over 400k accepted playtesters! We're going to process all of our feedback and be heading out on holiday soon. But we hope to have more information on the game and our plans after we gather back up after the holidays.

As always, we'll update here as soon as we have more info.

Thanks again and see you next year!

Rotwood Playtest 3 Now Available! - Ends Dec. 20th



Hey Everybody, it's time for another playtest!

We've got a bunch of new stuff for you to check out!

This test is less directly focused on a specific area of the game, so please feel free to let us know anything that's on your mind.

Please remember that this is an early playtest. We are currently light on content and many aspects of the game like character customization and progression are still in very early stages. We'll do our best to keep things interesting and fun during the test, but we're expecting a lot more content and balance to come in the future before we move to early access.

[h2]What's new?[/h2]
The highlights include a new Dungeon (Now called Hunts), a new room type to discover while out Hunting, a revitalized equipment system, a weapon returns to multiplayer and some updates to character progression and customization.

More details here:
[expand]
  • A new Hunt!
    • Nocturne Grove has been added!
  • Market Room
    • You can now run into market rooms while out on Hunts!
    • Alphonse & Nimble, two new NPCs, are hanging out in the market.
  • Weapon Changes
    • Striker
      • Striker is back, and supported in networked multiplayer games!
    • Cannon
      • Reloading is now executed by pressing Dodge -> Dodge, instead of Dodge -> Light Attack.
      • There are two new types of attacks after pressing Dodge. Try Dodge -> Light Attack or Dodge -> Skill.
  • Equipment Changes
    • Added new armour type: Legs. There are now three armour slots instead of two, allowing you to further customize your build.
    • Reworked many existing armour sets, and added new sets.
      • Boss equipment is not in this playtest
    • Equipment now has weight, and can push your build into either Light, Medium, or Heavy, each with their own unique dodge + unique characteristics
  • Heartstone Changes
    • Heartstones now provide your player with powerful bonuses that persist from Hunt to Hunt.
  • NPC Changes
    • Hamish
      • Hamish is not in this playtest
    • Berna
      • Berna will not be crafting armour in this playtest, but will be around to perform upgrades.
    • Glorabelle
      • Glorabelle is not in this playtest
    • Toot
      • Now shows up in the village
  • Miniboss Encounter changes
    • Miniboss fights have been redesigned to present players with challenges unique to the mechanics presented by the miniboss.
  • Frenzy Changes
    • Frenzy levels 1 - 3 are in this playtest.
      • The previous Frenzy Levels have been compressed into these three to provide spikier, more interesting challenges.
  • Player Customization Changes
    • There are new ways to customize your character
    • Glitz
      • You will earn Glitz by doing Hunts, allowing you to unlock new customizations 
    • Armour Dyes added!
      • Every piece of armour can be dyed one of four different colours
    • Emotes
      • Added emotes!
         
[/expand]
[h2]How long is the test?[/h2]
We are aiming for one week. However we may run longer if we see value in running it longer. The longer we run the test the longer we're focused on feedback so we want to get things resolved pretty quickly.

[h2]Who can play?[/h2]
Everybody in the last playtest will be able to play immediately and we will be letting in new signups as we progress through the week.

[h2]Can I stream or make videos?[/h2]
Go ahead. But please note that this is very much a test and we do expect issues. We're testing our networking code here, there will be issues.

[h2]How do I find people to play with?[/h2]
You can look for people that want to play in the official discord here: https://klei.gg/discord And you can also use the Looking for Group Steam forum here. https://steamcommunity.com/app/2451740/discussions/1/

[h2]How do I report bugs or submit feedback?[/h2]
F8 is the very best way. But you can also report bugs over here. And you can participate on our forums here. You can also report stuff on the steam forums, we gather feedback from everywhere, but our focus will be on F8 reports.

[h2]UPDATE[/h2]
Playtest will conclude December 20th.

Playtest Concluded



Hey everybody!

The Multiplayer Playtest has concluded.

A huge thank you to everybody that has joined up and sent in your feedback and reports. We had a bunch of bugs in there and you all were absolutely instrumental in allowing us to find these issues and get them fixed up.

We are not done with the playtests however. We're back to focusing on working our way to the next playtest.

We will have more information on dates for the next playtest soon.

We are currently at 200k accepted playtesters! If you did not get in this round please keep an eye out for the next playtest, likely in late October or early November. We're hoping to move to open playtesting sometime in the next round, so if you have any friends who you want to play with, tell them to come sign up so they can be notified when the next test begins!

We're update here as soon as we have more info.

Thanks again and we'll see you soon!