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Horde Hunters News

v. 0.3.7

Hello. This update brings character skins. This was something I meant to add much later, but once I got started on it I simply couldn't stop. All skins are available right away and don't affect the gameplay in any way.

On another note, I'm still eager to hear on suggestions for new missions, weapons etc. so be sure to bring any ideas you have forward!



General
  • New Character Customization - 2 new skins for each character
  • Rolf's secondary weapon will not be subject to penalties if going against class
Bugs
  • Gamepad (including Steam Deck) navigation not working in shop tutorial and selling items popup

v. 0.3.6

Hello. This is an urgent update to fix a crash on Road map when using Rolf. I'm also including a couple of changes to character stats and weapon effectiveness that I have been working on. This is just another step towards making the characters more unique.

Btw. If you're enjoying the game, please consider adding a review of it on Steam. Thank you.

General
  • Character stats can go beyond 100% depending on character's initial stats
  • Characters are labelled either as a Melee, Ranged or Magic fighter. Weapons are similarly grouped into these and weilding a weapon that goes against your trait will have negative effects (-20% damage and attack rate for said weapon)
  • Movement speed on Road map's "middle road part" is 20% faster for player and enemy ground units
Bugs
  • High crash chance on Road map when using Jester's diversion ability
  • Potential crash if exiting game during a boss battle
  • Weapon DPS stats could show as infinite if it had damage without time passing by

v. 0.3.5

Hello. This update took a bit longer than expected due to my artist falling ill and having to find someone to take over. With that said, as we'll be working more with new content instead of just maintenance/bugfixes, expect updates to take between 1-2 weeks.

This update had a focus on extending the character abilities with super abilities. In addition there's a new elite type and a way to view the top leaderboard scores. There's also an option to have the primary weapon auto-aim if you're having difficulties doing this manually or just prefer a more casual approach.

[h2]Next steps[/h2]

On start of Early Access I created a poll on what kind of content players would like to see more of. These are the results of that from 112 submissions (at the time of writing):



Now, although it's tempting to jump straight into creating more characters, I agree with the sentiment that the core features should be expanded more upon first. Therefore, for the time being I'm going to focus on the next best voted groups. Your input in these are as always much appreciated:

Suggest new weapons, items and consumables

Suggest new missions and events

These threads are available on the Discord server as well.

[h2]Full v. 0.3.5 changelog[/h2]

General
- New setting: Automatically aim the primary weapon (default: Off)
- New super abilities: Normal 5s abilities remain, but the loading bar will continue to 10s for a chance to use a super ability that extends the ability as follows;
- Leap Slam: 50% larger AoE with electricity (damage = 10% STR)
- Dash: 1 large explosive arrow fired the opposite direction landing at middle point (damage = 10% PER)
- Force Field: Outer rim is on fire (damage = 10% INT)
- Lullaby: 5 notes fired in random direction (damage = 10% CHA). Each enemy hit drops a coin
- Diversion: 50% larger AoE and explosion (damage = 10% LUC)
- New elite enemy: "Psycher" - Disables player ability for 3s when in visible view area
- Elite type icon will be shown on the map as well
- Maps screen has a new button to view Leaderboard Top 25 scores
- Super Ball projectiles bounce off the "walls" of the road map instead of the edge of the screen
- Road map reverted back to the previous narrower width
- Failed missions will come up on the event log as well
- Teleporting will add 2s of invulnerability after jump
- On pause elites will display their exact health and damage numbers
- Some adjustments to enemy toughness over time
- Some performance improvements again

Bugs
- Map Fog of War area was the same during heavy rain
- Weapons that fired "Closest Enemy in Range" did not always target the closest enemy

v. 0.3.4

Hello. This is a bit of a maintenance mixed bag patch. Soon we'll have something a bit more juicier in the works.

General
  • Fire missions will mention the building on the event log
  • All XP gems that merge increase in size. Vanishing effect also added red and orange gems as it was missing
  • Game will pause when dying and having the Reanimated item
  • The power-up selection screen will show if the selected map has no use for said power-up
  • Road map is a bit wider mostly for performance reasons
Bugs
  • Potential crash with "Trying to set a surface target that does not exist"
  • Infinite supply of apples when buying wine with exactly 5 apples left
  • Mission timers run (on the event log only) during a boss fight
  • Shop discounts did not remain when toggling the freeze items button
  • Frequent Buyer Card does not shorten the current shop timer
  • Elites (including boss) may get deactivated if thrown outside the view area far enough during boss battle
  • Ending a run when having the Reanimated item brings you back to the game
  • Game may crash with "JSON parse error" if save files have become corrupt
  • Enemies may suddenly not spawn at all (potentially fixed)
  • Enemy flickering may still happen at times (potentially fixed)

v. 0.3.3

Hello. Just a small release to fix a couple of issues that seemed to occur quite often with players.

Bugs
  • Enemies or obstacles may end up flickering on and off
  • Crash with error "Cannot apply sqrt to NaN"