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One Year of Rabbits!!

Hello rabbits!!

It's been a hot minute since I wrote a real dev blog. The last one was in... uhh was it really December...? Gosh, I need to make these things more often.

I've been drawing!
Mostly game assets for the DLC, but some other things as well.

I now have all of the character and enemy animations for the DLC done.
I also have all the playable character abilities and upgrades done; which means I can start putting sneak-peeks of them into these proofs of life dev logs.

But first....




Today is the 1-year anniversary of the game's release!!
It's truly been a wild year.
I won't go into too many personal details, but quite a bit has changed for me in 12 months!
It's all thanks to you guys, and I couldn't overstate how eternally grateful I am.



So again, thank you all so much for playing.
Onto the class preview!



I frequently get character class requests! And I do sometimes listen to them.
By far, the most requested class I got was "Gunner". The second-most-requested is a bit harder to pin down, but "Alchemist" was definitely up there.

So I combined those ideas into one class! Introducing the Grenadier Rabbit: a long-ranged fighter with unparalleled versatility.



The Grenadier Rabbit's base kit is very simple.
First, her Primary: A very quick shot that does a decent amount of damage. By default, her Primary has 6 shots before she needs to reload.
How does she reload? Well, her Secondary!
It's an "attack" that does no damage, and runs your GCD for 2 whole seconds.



Her Special is a thrown "grenade"!
She throws an exploding potion a fixed distance infront of her.

And her Defensive is just a quick duck for cover.
Nothing too special... though, it does have an additional effect of resetting your GCD; so you can use it to reload a little bit faster if you're looking for a little more DPS at the expense of your invulnerability.


Seems like a pretty simple class, right...?
Not quite! What really makes Grenadier Rabbit interesting are her ability upgrades.



Her Primary upgrades all turn her gun into a different "weapon".
For instance, her Sapphire Primary is a bit like a semi-automatic.
Her Garnet Primary is an electro-gun.
Her Emerald Primary is a rocket launcher!

Her Secondary upgrades... don't actually change her Secondary at all!
Instead, they further augment her Primary.
You can mix and match effects to get some wild results!





Her Special and Defensive work together the same way; with her Defensive upgrades affecting her Special, while the Defensive itself stays the same.
By taking upgrades for both, you can create some crazy effects.






All this wackiness was pretty complicated to put together, programming-wise.
But, I think the end result captures the "alchemist" fantasy quite well.
Pick a gun, pick some ammo, mix some potions, and get experimental! (When the DLC comes out, that is)




So to clear up any possible confusion, this is just a preview! I haven't updated the game or anything yet.
My original goal when I first decided to do this DLC was to get it out by the game's first anniversary, but making games certainly does take longer than you think. And, maybe this is all a bit more than I originally thought it was going to be.

But the only thing that could stop this DLC is me literally dying! You guys have truly changed my life and given me all the financial leeway I could ever ask for.
So I've got all the time in the world to make things, if you've got the patience to wait for them.
At my current pace, I'm hoping this all comes together around September or October; December at the absolute latest.

Current progress in detail:

New Stages: Just missing the music!
New Characters: Just missing SFX!
New Enemies: Animations are done, but I still need to make the fights (including their gimmicks)
New Items: I've written down a bunch of ideas, but haven't implemented anything yet
New Trinkets: Haven't started!
New Story: I've written a few things....

That might not look like there's a lot done, but the animations and characters are one of the big tasks, and that's now behind me.
In fact, I've already got it set up so I can "play through" a run of the DLC areas; the bosses just don't do anything yet.

I'm going to tackle the items and trinkets next, and hopefully get them all done by late-June. Then onto boss fights; which I think I can get finished by the end of August. And then there's the story, which I don't think will take too long to put together; I'm planning on it being a bit shorter than the one in the base game.

After that is just transations, testing and touch-ups!

See you all again in the next progress report, in a month and a half or so!

Patch 1.0.4.5

Hello Rabbits!

No proper dev blog this month; sorry!
I've been doing lots of fun things; like going to Magfest, getting very sick from going to Magfest, and also moving house IRL.

I have been making some progress on the DLC though!
All of the background stages are now complete, and all of the design sketches for new enemies and classes are done.

After this post I will enter "art hell"; doing nothing but animating characters for the next month.
It's not quite as hot as the real hell, but it's about as much toil and suffering.

In the meantime, look at this mysterious location!



And these cute enemy sketches!



I'll have a real dev blog showing some of them in action... in a few months, when they have animations and fights and stuff.


With that out of the way, the patch!

This patch is primarily a bug fixing patch, but also focuses on add a few requests from modders. New functions have been added so that achieving certain item effects is a bit easier, and some things are now possible that weren't before.
These additions shouldn't break any existing mods, since it's only adding and fixing things.
But if it did break your mod somehow, please let me know via email or Discord DM!

Hope to get back with a real dev blog in the near future!



- Adjusted the hitbox of "donuts", including Enrage and Color Match
Previously, there was an exploit where, by having items that decreased your hitbox size, you could stand directly in the center of Enrage donuts and not get hit, or move quickly through the expanding donut and dodge it if you had a low framerate
Donut ring hitboxes are now slightly larger, and no longer take buffs from items like Evasive Potion into account


- Adjusted the check for the unlock for the King's Arsenal Soundtrack to be slightly more lenient
Previously, because of the time slow, if you defeated Merran just as it was about to end, it wouldn't count for the unlock; it now gives you more leeway

- Add a new icon to "Mods" in the options menu

- If you try to close the game just after an auto-save, it will wait about a second before closing.
Hopefully this will minimize issues where closing the game during saving sometimes corrupts your save data.



- Added "distance" variable on "ipat_bruiser_3" and "ipat_bruiser_3_emerald"
- Added "s_changeAmount", "s_newAmount", "s_sourceType", "s_sourceHb" to the "onGoldChange" trigger
- Added "s_teamId" and "s_playerId" to the "onSquarePickup" trigger

- Fixed issue where, when editing existing items using Mods, it wouldn't let you add new triggers unless other items were also added in the same mod
- Fixed issue where tset_uservar_darkflame and tset_strmult_backstab would crash the game
- Fixed issue where squareVars other than squareVar0 were unaccessable
- Fixed issue where the following functions didn't accept variables, only numbers (they now correctly accept variable names as well):
  • tset_uservar_cond_squarevar_equal
  • tset_uservar_random
  • tset_uservar_random_range
  • tset_uservar_sqvar
  • tset_uservar_blackhole_charm_calc
  • tset_strmult_backstab

- Added the following new "set" functions:
  • tset_userver_random_range_int
  • tset_uservar_switch

  • tset_uservar_difficulty
  • tset_uservar_hallwaycount
  • tset_uservar_stage

  • tset_uservar_hb_cooldownvar
  • tset_uservar_hb_hitboxvar
  • tset_uservar_hb_itemvar
  • tset_uservar_hb_stat
  • tset_uservar_player_stat

- The following enums have been added for use with "tset_uservar_difficulty", "tset_uservar_stage" and the "onGoldChange" trigger respectively:
  • difficulty.cute
  • difficulty.normal
  • difficulty.hard
  • difficulty.lunar

  • stage.test
  • stage.outskirts
  • stage.nest
  • stage.arsenal
  • stage.lighthouse
  • stage.streets
  • stage.lakeside
  • stage.keep
  • stage.pinnacle

  • goldSource.battleRewards
  • goldSource.store
  • goldSource.loot
  • goldSource.debug


- Added new "quickPatterns":
  • tpat_player_add_hp
  • tpat_player_set_hp
  • tpat_player_add_gold
  • tpat_player_set_gold
  • tpat_player_add_level
  • tpat_player_set_level


- Added new boss patterns:
  • bp_erase_bullets
  • bp_erase_bullets_small

- You can now set items to spawn in with using Mods.
To set an item as something to spawn in with, a flag needs to be set on that item.
Check the API for additional info!


- Shop options will now sync correctly between players, even when using modded items
- Now, if you mod "loot" into stores, it will function like potions do; where each player can buy one (instead of only one player being able to buy it)



- Fixed issue where spectating a game would allow you to unlock stages
- Fixed issues where certain abilities and items (such as Assassin's Opal Secondary) could continuously activate over and over between battles
- Fixed issues where certain loot that required standing still (such as Iron Grieves) could activate even when you were KO'd
- Fixed issue where Diamond Shield wouldn't give allies invulnerability
- Fixed issues where Blackstrike, Counter, Tranquility, Flash-STR, Flash-DEX, and Flash-INT wouldn't wear off properly when applied by an ally
- Fixed issue where, if you defeated Tassha just as her clones disappeared, it could result in a softlock
- Fixed issue where, if you were not the lobby host and revived just as the host saw a party wipe, your character would appear alive in the background of the defeat screen (it now just KO's you; if the host says you've lost then you've lost!)

- Fixed a number of typos and text issues in various languages

[h2]1.0.4.6 Hotfix[/h2]

- You can now set hbColor0 and hbColor1 to "-1" to make an item/ability match the current character's color palette
- Added new pattern functions from October's balance update to the modding API

- Fixed issue where, if you had a mod that changed the effect of an item that already exists in the game, and then joined a lobby without any mods enabled; the item would still function as if it were modded while in that lobby
- Fixed Tassha softlock for real this time
- Fixed issue where trying to make new copies of base game status effects within mods would cause the game to crash

- Fixed typo in Wizard Rabbit's Sapphire Secondary (the description said it was a 30% damage increase, but it's actually 40%)

- Fixed a number of other typos


[h2]1.0.4.7 Hotfix[/h2]

- Fixed issue where mods that copy status effects wouldn't correctly copy over certain parameters

Tassha & Tassha (& DLC Progress!)

Hello Rabbits!

The seasons continue to turn, and it is now almost winter in the Northern Hemisphere.
What that means for you depends on where you live. Maybe you're somewhere where all the normal monsters are replaced with slightly stronger ice variants.

As for me, I'm hard at work at Rabbit & Steel's DLC!

For those who've missed me talking about it before; I am, infact, working on a content update to the game.

However, unlike a lot of roguelikes that do a number of small patches that add items, bosses, whatever here and there, I am packing it all into one update! One chunky DLC. I figure it will be easier to convince your friends to come back and play for a large content update, rather than just one new boss or something.

I originally wanted to aim for the game's release anniversary of May, but at current pace that is definitely, definitely not happening. Late Summer 2025 to Fall 2025-ish might be a more accurate estimate. Hopefully not too much later (but who knows, life happens).

Today, a small preview! But first....




Following Heavyblade Rabbit, Tassha the Snowfur Wolf is now also a plushie!



https://www.makeship.com/products/tassha-plush

The perfect Christmas Gift! ....Though, she won't actually arrive at your door until a few months after you order.

She'll be available for the next 3 weeks, so pick her up while you can! It probably wouldn't be a good financial decision to buy 4 of them... but you could.

When I asked around what other characters people wanted turned into plushies, the answers were pretty scattered; but Tassha came up a lot! There seem to be a lot of other ones people would like though... so I'm sure Makeship and I can cook some more up as well. So pick up Tassha while you can, and comment below if there's a Rabbit or other character you want to see a plushie of next!!





If you're one of those who actually played through the base game's story, you know that there were a few unanswered questions.

It's time to find some answers... far below the Moonlit Kingdom.



New areas! The right half of the map is blurred for spoilers.

When you set your destination to a DLC area, you start in "The Crack in the Geode". This place functions like the Kingdom Outskirts, with a few easy enemies and chests to get your run going before reaching the harder areas.



Definitely something odd going on here.

The structure of the game is mostly unchanged; each DLC area will have a shop, enemies, a chest and a boss at the end. Like here, we see the shop....



Oh! Uh, hi Tassha.
I guess Tassha's running the shop now.



Hm, I wonder where Asha is then.
Hopefully she's not somewhere slightly off to the right, preparing for that all-too-tired "fight the shopkeeper" roguelike trope.

When playing through the DLC for the first time, you will be limited to the DLC areas. However, I do plan to add a setting to completely randomize the all the game's areas (base+DLC) once you beat the DLC. This setting won't make any canonical sense (as the DLC takes place after the events of the base game), but it'll be something you can do.

And again, aiming for late Summer 2025-ish for the DLC! Hopefully!

That's all for now, see you next time!

Nominate Rabbit & Steel for the Steam Awards!

Hello Rabbits!

Steam Award nominations are underway....
Wouldn't it be cool if some game about rabbit girls got one?

..."Game of the Year" might be a bit of a longshot (although people have told me Rabbit & Steel is their GOTY, thank you!)

But, maybe we can nab the "Better With Friends" Award!
If you've had fun with friends playing Rabbit & Steel, maybe consider it!

Patch 1.0.4.2

Hello Rabbits,

Back from vacation with a small update full of fixes.
If your mods aren't perfectly aligned with the lobby you join, you should crash less.
I'm not sure I've fixed every possible issue, but that's hard to know with something as flexible as mods.



- Character skins now have a per-class icon that replaces the palette's face. In addition, instead of showing the replaced palette in character select, a message appears saying that a preview isn't available.
Obviously the ideal solution would be that you could actually see your skin in the character select, but doing that would mean loading in all your skin sprites when you go to the character select, which would make the run start/reset loading screen extremely long for people with a lot of skin mods (or even crash laptops etc.)

- Added "&" "|" "%" to the parser (so you can do stuff like orderBin0 | orderBin1 to add binaries together, or do var0%5 and stuff)
- Added an icon to the top left difficulty display when you are using mods that affect gameplay
- Added a number of pattern variables that you can use for custom patterns (that I'll list separately, I need to make an API page for custom variables anyway)
- Added "Enable All" and "Disable All" buttons to the "Mods" page



- Fixed issue where the color-matching circles in one of Mav, the Seamstress Frog's patterns were the wrong sizes

- Fixed issue where, when the displayed number on loot went over 99, the display would bug out
With this fix, that display number will display correctly up to 999. If you are modding in items, the number itself can go over 999 internally; but the display for the number will cap out at 999.

- Fixed issue where, if a person who planned to roll on loot skipped, the rolling animation would still play
- Fixed issue where, if the only person who chose a character left, everyone in the middle of choosing a character would have their character selection reset

- Fixed issue where, when making a custom animation, the game would crash if you didn't fill in headOffset values for all frames
- Fixed issue where, if you had empty lines in an "AnimationSheetSimple", the game would throw errors
- Fixed issue where the parser would incorrectly count parenthesis when you used them in conjunction with a function call

- Fixed issue where disabling an encounter mod and proceeding in Toybox mode could crash your game
- Fixed issue where, if your game was unmodded, but you joined a lobby with modded items, you would still gain achivements and unlocks

- Fixed issue where tags aren't properly reflected when you refresh info on a downloaded mod (and at times, doing this would crash your game)


[h2]1.0.4.3 Hotfix[/h2]

- There are now pages on the Toybox encounter menu for when you have enough mods for it to overflow out of the UI
- Fixed issue where moving forward too quickly after a certain cutscene caused the game to crash
- Fixed issue that caused modded patterns with "transformSmall" in them to crash

[h2]1.0.4.4 Hotfix[/h2]

- ACTUALLY fixed issue that caused modded patterns with "transformSmall" in them to crash