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Treasure Hunters News

DEVLOG - 2 Item Tiers & New Enemy

Hello Dear Adventurers,

In this update I added a new enemy and made extra 2 tiers for every Item available at the shop.


[h2]Ant Enemy[/h2]

The ants will be roaming around the dungeon and creating holes. If you pass by one of those holes there's a chance an ant will burst out of it, attacks you and run backs to it's hole. If they see you in the dungeon they will attack or run away based on their health. If they are in the roaming stage they will heal themselves overtime.


[h2]Item Tiers[/h2]

I made every Item include 3 Tiers. Not only the appearance but also the mechanics change between the tiers. Here are few examples.

  • Gun T1 : Luger P08 Pistol
  • Gun T2 : Revolver
  • Gun T3 : Remington Shotgun

  • HealingItem T1: Bandage
  • HealingItem T2: Medical Syringe
  • HealingItem T3: First Aid Kit


and goes on.. I don't wanna spoil everything.

Some fixes:
  • In the old treasure system I could either put somewhere a random default treasure, a sword treasure or a pot treasure. Now all can be spawned randomly in the same spot.
  • You can no longer interact from behind the walls.
  • You have an Idle animation while holding treasures.
  • New shop UI for the tiers.





This week I'm planning to add one more enemy and 10 more rooms. We'll see how it goes.

But til then, keep safe and keep hunting. ːDogefaceːːskull_metalː

DEVLOG 1 - Level System & 10 New Rooms

As I mentioned before I'm no longer be updating the Demo until the release of the game. Tho I will be keep posting updates and Devlogs here.

[h2]Level System[/h2]
Players will now earn XPs with every game they play. From extracting treasures, killing creatures and from some other upcoming mechanics. With the XPs you will Level Up and will access to new tools and new tool tiers. So you will be able to play in other dungeons.

[h2]10 New Rooms[/h2]
Until now there way 8 rooms in the room pool and the procedural generator was choosing some of them to spawn in the dungeon. I added 10 completely new rooms so there's now 18. And I'm planning to add at least 30 more before the release. Rooms takes a lot of time since most of them have their own mechanics, puzzles, elements etc. But you can be sure it will be worth to wait.


Bug Fixes:

One puzzle room used to spawn a spider even in a non creature dungeon, it is now fixed.
Fixed hall events spawning outside the dungeon bug
Loading screen on clients fixed

I will most likely be adding new treasures, new tools and teirs this week to expand the game a bit more.

So, keep hunting and see you next update ːsansː

Couch Co-op Fest Update

Hello again, this update took way too longer than I expected. Tho I believe it was worth the wait. Treasure Hunters will be participating in the Couch Co-op Fest and I'm planning to keep the Demo as it is after the Fest. But will be updating the game every single day and post weekly updates.

Also, from now on Playway S.A. will handle the publishing of the Treasure Hunters ːsteamhappyː

Let's get to the new Features.

[h2]FEATURES:[/h2]
  • Recoded movement and parkour mechanics from scratch.
    Like literally from scratch. (Now even in high ping conditions client are able to travel through dungeons smoothly)
  • New Proximity and Walkie Talkie Voice Chat! ːsteammockingː
  • Rework on whip again.
    Now you can climb up and down with the whip. Added new sounds, new swinging effects, few whip physics, new movement.
  • Increased the overall brightness of the dungeon.
    And added a post processing filter.
  • Added journal to inform players at the beginning.
  • Added ready button for clients. (Players will need to be ready to start the game) ːsansː
  • Added treasure disappear chance
  • Added pot break SFX
  • And more stuff I don't even remember I added


[h2]BUG FIXES:[/h2]
  • Fixed lobby shop not refreshing when first joining as a client.
  • Fixed lobby players not showing up.
  • Fixed spectator UI not spawning on Server.
  • Fixed player not interacting with enemy ragdolls.
  • Can't pick up main artifact bug on client is fixed.
  • Item disappear bug when laggy client picking up is fixed.
  • Dungeons don't spawn on lagging clients bug is fixed
  • Fixed pot pickups
  • Fixed interaction text bugs
  • Client item icon bug when picking up an item for the first time is fixed
  • Sliding fixes
  • Dropping treasure bug in client bug is fixed
  • Fixed game name and icon for the windows.

Torches & Dungeon Update

Hello everyone I've implemented some features about dungeon generation, torches and net code. And as always fixed some bugs.

About the net code, I reduced outgoing bandwith from 19 KB/s to 8 KB/s (in short you'll have less ping) and I'm still working on it.
I will spend next week working completely on net code. Also I might bring some good news aswell.

Features:
  • Torches are pickupable and can be used as a portative light source. Also if you are holding a torch while passing through a spider web you won't be slowed and the web will burn
  • I've added a new trap in the Quetzalcoatl's dungeon. I won't spoil it go and check it out. Also the new ones are on the way
  • Added ivies on the halls, the dungeon is now a good looking dude
  • Added pebbles around the dungeon
  • Added special treasure hall walls
  • Kill feedback to player UI
  • Added "Pot" treasures, they have a value but if you break them you might find something even more valuable (maybe, maybe not)


Bugs:
  • Fixed spikes has flat shading and their UVs
  • Fixed wall arrow distance
  • Tweaked enemy hit sfx
  • Fixed spider groom from distance bug
  • Client picked up item bug is fixed



You might encounter some bugs with this update, please don't forget to report them from the main menu.

Treasure Hunters Weekly Update

Hello everyone here are the some features and bug fixed for the last week.

Features:
New Spectator system (free movement and spectating other players)
Key Binding and Mouse Sensivity are added to Options
Notification Text Rework
Player now have an idle anim for two handed items
New spike material
Different Main artifacts for different rooms

Bugs:
Fixed strecthed ceiling texture
Some texts have been changed to make them easier to understand
Pentagon Puzzle Room spider ragdolls spawning bug fixed
Made Menu UI dynamic for bigger screens 4k etc.
Fixed main room ceiling hall bug
Fixed spectators can't go through doors
Fixed main artifact spawning more than once in dungeon
Mosquito projectile SFX fixed to add attenuation
Sword SFX fixed to add attenuation
Realoding a revolver with already 6 ammo notification is fixed
Inspectable objects are now can be inspected without RMB
Pad Puzzle room arrows going through wall is fixed
Revolver rotation is tweaked
Fixed light goes through floor
Whip hitbox decreased horizontally
Fixed poison weird bug
Fixed game ui appearing at spectator
Wall surfaces overlapping with floor bug is fixed
Holding on to the edge below while sliding and jumping is fixed