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Be My Horde News

WHAT THE HELL?!




[h2]HELLO, HORDE![/h2]

The update launch week is nearly over, but that doesn’t mean we’re kicking back on the beach just yet. As much as we’d love to, Moriana wouldn’t allow it… and we are obedient little minions.

We’re still carefully reviewing your feedback and preparing the next round of patches. Once again, a huge thank-you for all your reviews, messages, and notes. You’ve done an excellent job pointing out the flaws in the new update, and thanks to your input, Be My Horde will soon be a more enjoyable and better-balanced experience.

So… what does that actually mean? Let’s dive into what’s coming next!


[h2]DIFFICULT AS HELL[/h2]

Currently, the jump in difficulty between Kingdom and Hell is massive, resulting in many players not having a fun experience. When we were designing and balancing the new level, we underestimated how much better players get over time. Despite its simplicity, Be My Horde has a surprising amount of depth and a very high skill ceiling. The level of challenge the game needs to offer a player to stay engaging is very different for someone who has just started playing, played for a few hours, or for dozens of hours, or even hundreds of hours.

In our previous announcement, we already mentioned the reason behind our mistake - we’ve simply balanced the Hell around ourselves, and we have played the game for hundreds of hours. We not only learned all the tricks and strategies that allow us to snowball very effectively, but they have also become a second nature, allowing us to perform well on high difficulties.

To be clear, we aren't trying to be smug or condescending about our skill level. We are certain that if you've played the game as much as we have, you would be on an equal skill level and probably even better! And we are not saying that the current balance is okay. Clearly, it's not.




[h2]NEW DIFFICULTY LEVELS[/h2]

So, how do we solve this problem? We don't want to completely remove the challenge the current Hell level offers. For us personally, playing the current Hell, even before the nerfs, was honestly one of the most fun times we've had playing Be My Horde! And we have feedback from some players, especially the ones who have played previous versions for dozens of hours, that they've enjoyed a significantly harder take on the game.

But the majority of players didn't enjoy it. To ensure everyone is having fun, we are going to introduce two difficulties for each level, Normal and Hard. The current Kingdom will become Kingdom Normal, and the current Hell will become Hell Hard. Between them, we will introduce new levels to bridge the gap in difficulty: Hell Normal and Kingdom Hard.

Why not make the baseline Hell level easier and use the current Hard Mode system for players who want a challenge? Well, the Hard Mode is a simple system that allows infinite scaling difficulty by just increasing enemy damage and health. But by changing simple numbers like this, we won't achieve the experience we want to. Instead, we will be rebalancing many things like the density of enemies, how soon high-tier units start appearing, difficulty and number of events, number of environmental hazards, etc. We want to make sure that playing two difficulties of the same level will be a unique and fresh experience.



We will make both Normal and Hard difficulties completely optional, so everyone gets the desired experience. We won't be forcing Normal players to play Hard and Hard players to play Normal. You can freely change the difficulty before each run, and you don't need to beat the game on Normal to play it on Hard.

We understand that many players love Be My Horde because they can relax, zone out, and just grow their army, get cool perks, and watch their enemies get absolutely slaughtered by their massive horde. And we want to provide that experience.

This is why we are planning to let you experience all of the content and complete all the achievements in Normal difficulty. However, we expect that most players who beat the game on Normal will enjoy dipping their toes into Hard, if the difficulty curve is gradual and fair.

We are working hard to prepare these new difficulties as quickly as possible. We already have very promising internal prototypes, but it's not something that can be done in one day. But it's coming sooner rather than later.


[h2]WE LOVE YOUR FEEDBACK[/h2]

We have read every single review on Steam, every comment on Steam discussions, and each message on Discord. We are extremely thankful for taking your time to share it with us. Thanks to your feedback, we will be able to create a far superior game than we would be able to on our own.

This is why we decided to participate in Early Access. To not only make the game you want us to make, but to make it with you. So please keep the feedback coming

There are a lot of common issues that arise from your feedback, so now would be a good time and place to address some of them.

Perks are not impactful enough, and Spells don't deal enough damage
We want to have more impactful perks, but it's challenging to do so while keeping the game balanced. Due to the main game mechanic allowing you to get the power of each enemy you defeat, our game snowballs much faster and harder than other similar games. Even small numbers like 5% result in a significant power gain, while 5% can be unnoticeable in different games. But we are getting a lot better at balancing the game, and we are confident we will be able to make each Perk and Spell feel more impactful in the future.

There aren't enough Perk synergies
Yup. There aren't. Both in terms of Tier 5 synergy Perks, like the Aura of Rot, and synergies between regular Perks. We will introduce many new Tier 5 synergy Perks in future updates. Also, when we are designing new Perks now, the main question we ask ourselves is how well will it synergize with existing Perks.

Leveling is too slow, I don't get enough Perks
We've discovered in the early testing that Be My Horde works best when you don't get interrupted as often by the game pausing on the Perk selection screen, as in other Roguelite Survivors games. However, the current rate of getting perks is too slow in the mid and end-game, and especially on bosses. Right now, we are experimenting with bosses giving a significant boost to experience when you are damaging them, and with other tweaks to the leveling curve, so stay tuned!

There aren't enough Perks that improve minions
Completely agree. While we will still be introducing new Spells, the majority of the new Perks will be focused on minions.

Mages and Kettles are annoying to kill
Yes, they are. We don't have a great solution at the moment, we can't just make them easily swarmable, as that results in a very boring experience. But we are experimenting with various solutions for this problem, and we should have it soon.

Various issues related to minion and enemy movement
Minion and enemy unit movement can be, at times, clunky, janky, and simply annoying. It can be especially frustrating when your minions do not behave in a way you want them to. The unit movement system in this game is quite complex, way more than it may appear at first glance, and is quite delicate to any changes and has a profound effect on the game's balance. Usually, when we try to fix one thing here, we break ten others. Improving the movement system will take time and many iterations, but we have enough time scheduled for it to be able to fix most of these issues.

There is too much Area of Effect damage constantly destroying my horde
We agree that the horde is too often quickly destroyed, be that by Mages, high-tier Hell units, or Hell environmental hazards. We will improve upon this.

Boss fights could be improved
We have received tons of valuable feedback from you about both bosses, and we will be iterating and improving on them in the near future.

There is a bug!
Then it will be fixed. We have zero tolerance for bugs here at Polished Games. We plan to exterminate them all. No mercy for the bugs!

Improving on all of these issues will require some time and iteration, so we kindly ask for your patience and feedback. But we will get these done. We have a name to live up to, after all. ;)


[h2]FINAL WORDS[/h2]

That was quite the wall of text—but we believe in being an open book when it comes to communication.

As you can see, we’ll be busy in the coming days working to shape Hell into the experience we truly want it to be. Once we've tackled the current issues, we’ll begin active development of the final Be My Horde level, alongside a plethora of improvements and new features that will be available at full launch.

We know. We've been in literal hell together in those last few days. Thankfully, this time, what comes next may be a walk in the park. Or maybe… a peaceful flight through the clouds. Wink, wink.

PRAISE BE MORIANA!
The Polished Games Team


https://store.steampowered.com/app/2499520/Be_My_Horde/

Hotfix Patch: 0.10.4

[h2]Changes:[/h2]
💀 Imps now deal significantly more damage;
💀 Reduced the number of enemies in the first 5 minutes of Hell;
💀 The Magnum Opus achievement now unlocks the Toxic Lover skin;
💀 Added the 'Back' button to the level selector.

[h2]Crashes:[/h2]
💀 Fixed a crash related to the Screen Dash event;
💀 Fixed a crash related to the Skin Selector.

[h2]Fixes:[/h2]
💀 The last tier of Ice Nova should now display correctly (purple color);
💀 Frost Bolt should now always be visible above units;
💀 The Devil should now always land in the center of the arena;
💀 Fixed issue with mouse click not working to change level in Level Selector;
💀 Fixed an issue in Hellish Experiment that prevented players from refunding spent points or allowed undoing a selection that should have been locked.

PRAISE BE MORIANA!
The Polished Games Team


store.steampowered.com/app/2499520/Be_My_Horde

Hotfix Patch: 0.10.3

[h2]Changes[/h2]
💀 Expanded functionality of Necromancy toggle in settings to also work with starting necromancy and changed its name to reflect its purpose better;
💀 Added grace period of 0.3s on selection of free perk at the start of the crusade to mitigate accidental misclicks;
💀 Added a dialogue after defeating the Devil Boss.

[h2]Fixes[/h2]
💀 Fixed screen dash attacks not leaving trails during the Devil boss fight;
💀 Fixed issue with the Devil boss not spawning in the correct spot;
💀 Fixed issue with the Devil boss's dance floor attack damaging minions while the player is self-resurrecting;
💀 The Devil's dancefloor attack no longer flips to the other side of the boss;
💀 Fixed issue with the Devil boss sometimes forgetting how to walk;
💀 Fixed issue with Hell Boss music stopping after 30th minute;
💀 Fixed the bug allowing players to bypass skin unlock restrictions; (sorry, guys)
💀 Buildings in the Dominion now correctly display the next level text when not having enough souls to buy them;
💀 Free perk selection at the start of the crusade now correctly interacts with mouse hover if the player didn’t click the game since launching;
💀 Fixed UI scaling issue showing misaligned self-resurrection icons for unusual aspect ratios;
💀 Character portraits no longer obstruct parts of the text;
💀 Minor changes for Polish localization of hub buildings.

PRAISE BE MORIANA!
The Polished Games Team


https://store.steampowered.com/app/2499520/Be_My_Horde/

Patch 0.10.2 — HE’S SUCH A D*CK



[h2]Hello, Horde![/h2]

Two days ago, we unleashed hell—literally and figuratively. Our biggest update since Be My Horde launched was a massive success! Player numbers skyrocketed, we received a flood of new reviews, and we couldn’t be more excited. Thank you so much for playing and supporting the game!

But… not everything went perfectly.

We read your feedback, reviews, and comments—we're listening and constantly reviewing your input. One major issue you helped us uncover was a set of significant balance problems introduced in the "Welcome to Hell" update.

So today, we’re releasing a patch to tackle those issues. Let’s dive into the biggest one:

[h2]KING RICHARD IS SUCH A D*CK[/h2]

Yep, he is… Thanks to your feedback (and months of hard work), the Kingdom level was previously well-balanced. Many of you enjoyed conquering the land and kicking Dick’s royal butt repeatedly. However, while working on the Hell level, we unintentionally introduced a hitbox bug that affected the entire Kingdom, especially the boss fight with King Richard.

Thanks to your sharp eyes and detailed notes, we identified and fixed the issue. With this patch, hitboxes should now function properly again. Here's what to expect:

[h3]💀 Killing King Richard is significantly easier;

💀 Enemy Mages are easier to kill, especially the first one;

💀 Paladins are more deadly and a bigger challenge in the early game, but will be more useful once turned undead.[/h3]

How did such a major bug slip through the internal testing? It occurred late in the development process, when we were focused on iterating and testing Hell. During the final full game playthrough tests, we noticed the King fight became harder, but we couldn't find the exact issue causing this on time.

As the release deadline came, we applied a band-aid fix by reducing Richard's health to what felt to us was a similar difficulty before the patch. However, we got used to Hell's higher difficulty and missed the spot by a mile.

We are not trying to excuse ourselves; such things simply shouldn't happen. But we wish to give you more insight into what happened behind the scenes. We believe games should be good and work well on day one, even Early Access ones. You deserve that. And it wasn't the case for people who played the Hell update in the first 48 hours. For that, we apologize and promise to learn and do better in the future.

[h2]WHAT THE HELL IS WRONG WITH BALANCE[/h2]

Before the Hell update, the majority of the negative feedback about that game was that it was too slow and not dynamic and engaging enough. So when we were designing Hell, we wanted to create a meaningful challenge for those who triumphed over King Richard.

Hearing the feedback from players who reached the new Hell level, we realize we went overboard and made it frustratingly hard. That’s on us. Many players, including us developers, love Be My Horde for the challenge and skill expression the game offers, and we have balanced the Hell level around those players. While there are many such players, they don't represent the majority.

We think the challenge is good, but it must still be fun for most players. Based on your feedback, we’ve rebalanced the Hell level, and this patch reflects that. With that said, this is only the first step of many to come in the upcoming days, so please keep your feedback coming—it’s incredibly helpful!

The Polished Games team in the last couple days

[h2]FULL PATCH NOTES[/h2]

Besides those most critical issues, we also address plenty of other things with this update. You’ll find the full patch notes below:

Kingdom Balance:
💀 Fixed issue with hitboxes on Kingdom level and restored balance to the intended state before the 0.10 update, resulting in the following changes:
💀 Killing King Richard is now significantly easier;
💀 Enemy Mages are easier to kill, especially the first one;
💀 Paladins are more deadly and a bigger challenge in the early game, but will be more useful once turned undead.

Hell Balance:
💀 Rebalanced Hell level to make it significantly easier;
This is just the first balance iteration of many to come in the following days.

Crashes:
💀 Fixed an issue with the animation plugin that could cause crashes.

Fixes:
💀 Fixed a bug that allowed Priests to heal the King;
💀 Fixed issue with free Perk Selector giving perks that are still locked behind achievements;
💀 Devil's music should now change correctly during enrage phases;
💀 Fixed a bug where dialogues were displayed incorrectly after changing Save Slots;
💀 Fixed incorrect player level display on the end screen;
💀 Fixed issue with the data collection notice appearing before all runs instead of only the first;
💀 Fixed stretched soul icon on the talents screen.

[h2]A FEW FINAL WORDS[/h2]

We’ve made plenty of mistakes and will probably make more. But we’re committed to improving Be My Horde every step of the way. This game is a learning journey for us, and we’re learning a ton, thanks to you.

One common theme in the feedback and reviews is that the game has good foundations. If we fix the balance, it will be great. And we will get the balance right, with your help.

Thanks again for your support. Keep that feedback coming—it truly means the world to us!

KING IS A D*CK
The Polished Games Team


https://store.steampowered.com/app/2499520/Be_My_Horde/

Hotfix Patch: 0.10.1

New:
💀 Added a unique End Screen banner for killing the Devil.

Changes:
💀 Perk Selector now works on all levels, regardless if the player has completed it or not;
💀 Reduced King Richard's total Health Points by 25%. Note: We are aware of issues with King’s difficulty. We are investigating potential causes that may be causing the King boss to be more difficult than intended. This is just a quick band-aid fix.

Crashes:
💀 Fixed a crash that sometimes occurred when fighting the Devil;
💀 Fixed a crash that sometimes occurred when changing Moriana skins;
💀 Fixed a crash that rarely occurred when fighting the King;
💀 Fixed a random crash during gameplay.

Fixes:
💀 Fixed issue that caused one of Devil’s attack to incorrectly Enrage enemies;
💀 Moriana no longer takes damage from Kettles while self-resurrecting;
💀 Minions summoned by the Devil's actions don't run away when Moriana self-resurrects;
💀 Fixed issue that allowed No Perks Mode to be available before completing a level;
💀 Removed duplicated King Richard attack VFXs and SFXs;
💀 Changing save lots after killing the boss no longer creates a pop-up message;
💀 Fixed issue with Hell Souls displaying as normal Souls in the Hell level;
💀 Fixed issue with the Hellish Experiments building cost displaying incorrect Soul type;
💀 Fixed a couple of typos in Polish localization.

Praise be Moriana!
The Polished Games Team


https://store.steampowered.com/app/2499520/Be_My_Horde/