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Horde Hunters News

v. 0.6.3

Hello. This update took longer than usual as I had some delays with assets. On the plus side it's a much bigger update with new maps, run modifiers and other goodies.

[h2]Mountain maps[/h2]



Welcome to the treacherous snowy mountains! I had to rework the enemy AI a bit for this one to get the landscapes I wanted but I think it was worth it. It may be my favorite map thus far with a good amount of challenge. I hope you enjoy.

There's 3 variations of this:
  1. Normal Mountains map
  2. Stormy Mountains mission map
  3. Endless Mountains map for leaderboard

[h2]Run modifiers[/h2]

You'll notice new rune structures on most of the maps. Completing the quest you will be offered a run modifier to choose for your next run. I won't spoil what these are but I'm hoping you'll be pleasantly surprised what's on offer... Let me know if you think of any fun additions to it!

[h2]Terror in the desert[/h2]

After watching the new Dune movie in theaters I just knew what the desert maps needed. Can you guess what it is?

[h2]Misc[/h2]

Some bug fixes, QOL features and balance adjustments as usual. Take a look at the full changelog for more details.

[h3]Full changelog:[/h3]

General
  • New Mountains map (+9 achievements)
  • New Stormy Mountains mission map (+2 achievements)
  • New Endless Mountains map
  • New Power-up: Energy - Character base energy charge
  • New Rune structures appearing on maps
  • Desert maps have a new resident terror lurking about
  • Enemies will get scared of the bear
  • Removed older leaderboard entries before the difficulty modifier changes
  • Added a distinct colour for items classified as "Strong" and "Weak". Also made the green & red arrows a bit larger on the info panel
  • Leader power-up max level lowered from 25% to 20%
  • Speed power-up max level lowered from 25% to 20%
  • Indication arrows (on top of elites, rabbit, water) are drawn on top so they don't get lost
  • Ginseng effect changed from 5x to 2x but lasts longer (12.5s to 15s)
  • Initial Church Healing cost lowered
  • Church Cleanse and Weaken prices depend on the enemy activity on screen
  • Church has a new buy option: Divinity (fires straight away)
  • Bandit Camp and Library multiplier scales over time (better early on)
  • Obelisks and Blood Moon can appear a bit sooner
  • Weighted Dice reroll amounts are randomised
  • Endless maps difficulty not as hard early on
  • Player invincibility timer is shown
  • Run mode is automatically toggled off when there's not enough energy for it
  • Tutorial (Training Grounds map) is simplified yet more extensive
  • Maps will start in a paused state while zoomed out
  • There's more blood and extra enemy hit sounds
  • Added Thailand and China flags to leaderboard
  • Added player movement sounds
Bugs
  • Leader power-up bonuses were not shown in the weapon info panel
  • Leader power-up bonus was not applied to Priest
  • Old weapon penalty percentage (-20%) was still applied to some weapons
  • Hover effect was broken in some of the character screen weapons
  • Several consumables had 2 quantity in upgrades screen
  • Church Cleanse did not clear special enemies (non-elites)
  • XP, Ability and Healthbar borders did not scale properly in some resolutions
  • Chickens targeted disabled elites (such as in challenge missions)
  • Cycling through consumables and weapons in shop with gamepad was not intuitive
  • Party member cost had mistakenly dropped very low

v. 0.6.2

Hello. This update brings plenty of run variety and balance adjustments.

[h2]Run variety[/h2]



Once you play enough runs they can start to feel the same. You may even have a particular set of weapons or items that you pick every time. But what if the equipment stats were different each run making you think on your choices more? Variety is the spice of life after all.

All weapons on level up now have randomised stats on each run. Based on their stats they are classified as either "Weak", "Common", "Strong" or "Epic". Not only that, but items are classified the same way and may have some additional properties as well.

But that's not all. Character stats, gold and even consumable amounts have some RNG in them so the choice is not always a sure thing.

[h2]Balance adjustments[/h2]

As you can see from the changelog many items have had a number of tweaks due to the run variety changes. There's also a couple of more noticeable changes you can see almost immediately:

1. Your weapon/item inventory starts with one free slot and a new is opened every 3 levels. You can also buy a slot open behind the Buy/Sell Info button

2. The difficulty curve has been adjusted to be more of an even scale rather than having sudden spikes.

[h3]Full changelog:[/h3]

General
  • Most weapons and items offered on level up have randomised stats on each run. They are classified as either "Weak", "Common", "Strong" or "Epic" depending on their averaged stats
  • Character stats (rings), gold, health and consumables also have a random variation to their amounts on level up and mission rewards
  • Weapons have a different upgrade cost based on their classification
  • Weapon/item inventory starts with one free slot and a new is opened every 4 levels. You can also buy a slot open behind the Buy/Sell Info button
  • Backbag power-up also gives you one extra inventory slot to start with
  • Weapon damage upgrades are offered indefinitely after the weapon is maxed out with +1% increases
  • All health items are available on level up and mission loot pool
  • You are able to sell weapons or items on mission rewards too
  • Spike Ball no longer has a range upgrade but added +100% range for the bonus option
  • Benjamin also scares off enemies
  • Weighted Die also alters the reroll upgrade cost
  • Spoon also has a chance to gain an apple when used
  • Phaser now depends on chance. Base rate is 50%
  • Voodoo Doll base chance dropped from 50 to 40
  • Monocle and Sharpening Stone base amount dropped from 50 to 40
  • Poison Extract and Salt base amount dropped from 100 to 75
  • Iron Plates base amount dropped from 25 to 20
  • Frequent Buyer Card base amount dropped from 25 to 15
  • Magnet base amount dropped from 100 to 80
  • Benjamin renamed as Button. Base size increased from 60% to 70%
  • Present will lower chances from the time it is picked up
  • Character panel health is shown as a health bar
  • Marotte damage upgrade dropped from 0.5 to 0.3
  • Changed the character power-ups to be 2 levels with +5 each instead of 1 level and +10
  • Consumable cost rises the more you own them (of the same type)
  • Decreased enemy maximum speed by 10%
  • Decreased major air alert enemy number by 20%
  • Chicken, cow and duck will bypass enemy shields
  • Increased enemy night buffs from 10% to 15%. Night last 1 hour less
  • Non-elite special enemies have quicker cooldowns for special powers as time goes on
  • Incompatible weapon penalty increased from 20% to 25%
  • Adjusted the difficulty curve to hopefully scale more smoothly through the run
  • Weapons and items are worth 25 gold initially when picked up (was 50)
  • Slightly slower level ups
  • Added weather icons to event log
  • Added borders to xp, ability and health gui healthbars
  • Endless Village map removed from demo
Bugs
  • Bear Claw did not target properly when having more than 1 projectile
  • A few weapons could end up in a state where their projectiles never died
  • Bowling Ball depth was too high (just a visual thing)
  • Woodcutter and Priest were not available as a rescue mission reward on normal maps
  • Shuriken was chasing its tail sometimes
  • Bulk discount doesn't update costs when selling a weapon
  • Bulk discount went away after choosing a free upgrade
  • Fire mission water can be trapped inside building unable to get it (possibly fixed)
  • Elite sorcerer would target player with the pentagram even though chasing a decoy
  • Potential game crash late-game for "instance not found"

v. 0.6.1 - 1 Year in Early Access

Hello. In this update we have character idle animations, custom super ability mode and a couple of new weapons and items. It also marks exactly 1 year in Steam early access!

[h2]Super ability mode[/h2]

You can now choose how the super ability works in the customize character screen. Similar to the attack mode this allows you to tweak the character more to your preferred playstyle or build type. Let me know how you find this and whether you'd like to see some more options for some of them.


[h2]1 year of updates[/h2]

It's been exactly 1 year since Horde Hunters launched in early access. The launch was admittedly a bit rocky with random game crashes and other issues. A lot has changed since then though and if I counted correctly there's been a total of 34 updates during this time. While some have been smaller hotfixes I'm proud of myself for keeping up a steady pace of updates and hope to keep it up for some time still.

Thanks to everyone who have played the game so far. As a reminder, one of the best ways to support the game is to take a moment to fill out a short Steam review, even if it's only a few words.

If you want to celebrate the 1 year anniversary properly go try the new festive weapon in the game!

[h3]Full changelog:[/h3]

General
  • New character customization: Super ability mode
  • New character idle animations
  • New magic weapon: Fireworks - Celebration of gunpowder
  • New melee weapon: Bowling Ball - Knock back enemies
  • New item: Phaser - Projectiles go through non-destructible objects
  • New item: Armor Piercer - Weapons inflict 50% of their damage through enemy shields
  • Some of the character skins have been retouched. Thief has an additional skin
  • Shield attack rate dropped from 1.5s to 2s
  • Warrior's sword size upgrade dropped from 20% to 15% and poison upgrade from 2s to 1s
  • Zoom level is "Closer" by default to new players
Bugs
  • Shield 100% bonus "Health +1 on Kill" did not work
  • Ability Damage power-up did not apply to Jester's Diversion ability

v. 0.6.0 - Hotfix

Quick update to fix a couple of bugs.

Bugs
  • Rabbit may end up stuck indefinitely and never explode
  • Weapons may duplicate in your inventory by some freak coincidence. I was unable to reproduce this so it's a rare bug but I've put in an extra check that hopefully avoids this

v. 0.5.9

Hello. This update brings a new mission map, camera improvements and various general gameplay improvements.

[h2]Road Town mission map[/h2]

The Road never had its own mission map so here it is! It's quite a tense experience since it's a smaller map and the enemies never deactivate (like they do on all other maps). Hope you like it.

[h2]Camera Improvements[/h2]

The camera has been tweaked a little bit to hopefully provide a smoother experience both graphically and gameplay wise. There's a new setting that gives you 3 different ways to move the camera with the player.

[h2]General Improvements[/h2]

The character Charisma has admittedly been one of the weaker stats. It's now hopefully more beneficial by having the chance to scare enemies away!

Shop upgrades area has a new Bulk Discount button to buy all offerings at once.

Read below for more...

[h3]Full changelog[/h3]

General
  • New mission map: Road Town (2 new achievements)
  • New setting: Camera - "Smooth" (default), "Player Aim", "Static" (previous default)
  • Camera movement is slightly more accurate and should help with the the occasional graphics flickering
  • Charisma (CHA) increases for the chance to scare enemies away
  • Shop upgrades area has a new Bulk Discount option to buy all with -10% and free reroll
  • Mine enemy damage will come from the number of enemies inside the radius (1 health per enemy)
  • Enemy loot dropped from Bandit Camp and Library will pull to the player
  • Bandit power-up max amount increased from 15% to 40%. Camp gives additional 5% gold worth as well
  • Roads maps may have Agave plants
  • Road speed multiplier dropped from 120% to 110%
  • Initial repair cost dropped from 50 to 25 gold
  • Elite death explosion will bypass shields
  • Undead party member attack rate decreased
  • Added Portugal and Spain flags to leaderboard
Bugs
  • Enemy spawning issues with some game speed settings
  • Tutorial could soft-lock if leveling up before the end screen appears
  • Portal and teleport left you vulnerable during the jump
  • Undead party member attack had knockback although it shouldn't