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Horde Hunters News

v. 0.2.6 Demo update

Hello! This update brings many QOL, balance, performance and bug fixes. This may or may not be the final demo update as we kick off the Early Access tomorrow! Hope to see you then.

v. 0.2.6 changes:

General
- New setting: Confirm inventory weapon/item sells (default: On)
- New setting: Reduced projectile transparency (50%) (default: Off)
- Added arrows on map for mission locations to find them easier
- Added arrows on top of elites to notice them easier on the screen
- Added a bonus skull reward for every 5min until 60min of playtime. Old players get this too!
- Added a new tutorial tip to better introduce consumables to new players (comes up when you have more than 1 consumable and haven't used any yet)
- Map shows the player view area to get a better sense of scale and distance to places
- Level up has 2 reward groups to start with and 3 after an additional weapon (that is not maxed out)
- Level up has less of a chance for consumables and character stats
- Increased Chaos Stone damage from 1-2x to 1-3x
- Increased Calming Stone amount from 2.5s to 3s.
- Normal map extended time increased from 22min to 25min
- Dog sounds removed for repetitiveness
- Party member costs reduced
- Perception 50% bonus reveals the map instead of at 100%
- Bank has a fund limit (50 000)
- Enemy portal elite is 50% more powerful than a regular one
- Some scaling changes to enemy speed and health
- Farmlands mission target dropped from 15 to 12
- Bandit Camp gold drop rate is simplified to be double that to the normal amount
- "Try Again" button at the end of a run returns you to the power-up selection screen first
- Archer base attack rate switched back to what it was before (1.2->1.5s)
- Archer dash ability will stun enemies as well for 2s. Interval is now the same as with everyone else (5s)
- Town Hall is renamed to Barracks
- Party member amount is shown next to the inventory slot
- Weapons or items gotten for free will have a sell value of 50
- Gems and coins will now merge periodically for performance, and become bigger to indicate more value
- Some code tweaks for additional performance
Bugs
- Crash with Firestarter power-up when hovering over the Fire Bomb for details
- Game might freeze randomly up to 1-3s and then continue (hopefully fixed!)
- Scaling issues with ultrawide resolutions and other non 16:9 screens
- Pause/Unpause issues with map or character screen being open while level up happens
- Perception 100% bonus "reveal all supplies" wasn't working properly
- Apple Tree timer did not work properly when standing on it (broke this at some point by accident)
- Gems could merge with other rewards such as coins - woopsie!
- Church "weaken" worked on bosses as well
- Font artifacts on windowed

v. 0.2.5 Demo update

Hello! Sometimes you have to do maintenance patches that mostly focus on general tweaks and bug fixes. This is a big one in preparation for next week's Steam Next Fest! Leaderboards have been reset along with the map seeds.

v. 0.2.5 changes:

General
- New power-up: Leader - Increased damage for party members
- Nicolaus' (Ranger) initial attack rate is slightly faster
- Training dummies have a varying amount of XP in them (more than before)
- Campfire renamed to "Supplies" as the graphical asset changes between maps
- Apple Tree renamed to "Apples" because it's more succinct especially in map view
- Weighted Die renamed to "Weighted Dice" just to be more universally known
- Added a collar to dog animation sprites
- Increased gold drop chance from enemies in the first 6 minutes of the game
- Required experience for level up decreased after the first few levels
- Villager renamed to "Farmer"
- Farmer and Dog initial price dropped from 200 to 150
- Mouse cursor colour changed from multiple colours to plain red for maximum visibility
- Added an extra power-up selection at 1 million kills
- Boomerang was hard to use. It has been redeveloped as a more useful weapon that targets the nearest enemy
- Enemies and elites scale a bit slower (less health and damage overall)
- Endless map enemies scale a bit faster (more health and damage overall)
- Endless map new seed refresh (and leaderboard reset)
- Adjusted intro logo impact sound to be a bit less impactful (and hurtful to ears)
- Reduced the number of gem, gold and obstacle hit sounds that can play at once (and be hurtful to ears)
- Blood Transfusion Set health amount reduced from 0.2 to 0.1
- Super Ball nerfed a bit
- Pitchfork attack speed slowed down sligthly
- Bandit camp initial enemy gold drop rate lowered from 50% to 25%
- Dog is 25% faster to move and initial price dropped to 100 from 150
Bugs
- Missions could overlap causing issues upon starting one
- Fire mission water generation had a few potential issues like being generated beyond the mission radius, remaining after the mission ended and having an inaccurate number of them
- You could end up with 2 level up screens on top of each other
- Previously selected power-up could stay selected after selling it
- Boomerang did not count the maxed out subsequent damage boost if the enemy was killed
- Freezing and selling items caused several duplication issues
- Town hall didn't have proper checks when purchasing party members if already having inventory full
- Enemy portal timer did not stop during missions
- Victory music kept playing when continuing playing beyond initial map win
- Current free rerolls remained after selling Weighted Dice

v. 0.2.4 Demo update

Hello! Some exciting things in this update including new weapons and items to play with. The level up rewards have been slightly changed so that you may also get new weapons and items that way. Dog companion has gone through some changes and you may feel that the game looks a tad bit better overall (maybe, hopefully).

v. 0.2.4 changes:

General
- New weapon: Fire Cape - Leave a trail of fire behind you
- New weapon: Super Ball - Colorful bouncy projectiles
- New item: Chaos Stone - Random 1-2x damage multiplier for consumables
- New item: Weighted Die - 2 free rerolls in blacksmith on every stock update
- New power-up: Health - Increase character base health
- Level up may also give you a new weapon or item instead of a character stat
- Dog modified: Dogs will also attack enemies along with fetching loot. A collar is added to your inventory that you may upgrade
- Dogs can be found on rescue missions as well
- Increased the overall contrast of the map graphics
- Changed the menu background art
- Consumable quantity is only shown for the currently selected one to reduce visual clutter. On pause all quantities are shown
- Added some new flowers and grass tiles to liven up the map
- Added a button hover sound
Bugs
- Fire Bomb projectile remained visible after reaching target
- Passive weapons were not removed after selling them
- Fixed a font issue where sometimes you had a strange line appear above a character
- Mission end reminder at 20s only worked when in visible area of said mission
- AI party members got stuck every now and then running in circles
- Fixed a saved map issue with accessing Farmlands
- You could click the inactive character and maps buttons

v. 0.2.3 Demo update hotfix

The previous demo update introduced a pretty severe bug in that the weapon upgrades were limitless. Woopsie!

v. 0.2.3 changes:

Bugs
- Weapon upgrades were unlimited

v. 0.2.2 Demo update

Hello! Nothing too exciting in this update, but it all adds up still. My artist has been unavailable so some of the stuff I've worked on didn't make it in. Stay tuned!

v. 0.2.2 changes:

General
- New accessibility option: Enemy Amount - Spawn more or less enemies (0.5x-1.5x)
- Play view area is roughly 10% smaller (zoomed in). As a result performance has increased a fair bit!
- Added empty weapon/item slots on GUI to better illustrate how many you can have in total
- Minimap is bigger and building texts are larger
- Visibility area during rain is slightly smaller/worse
- Added a tutorial tip for new players on level up about acquiring new weapons at the blacksmith
- Added a tutorial guide when entering blacksmith for the first time
Bugs
- Incompatibility with some less common controllers
- 16:10 aspect ratio screens (like Steam Deck) stretched the screen a bit