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The Pale Piper News

Hotfix 1.0.11

[p]A small hotfix addressing a couple of issues.[/p]
  • [p]Fixed an issue where pausing the game during a boss fight could make the player invincible while the fight continued.[/p]
  • [p]Improved a player animation issue where starting a dialogue immediately after a roll could cause the roll stop animation to play after the dialogue ended.[/p]
[hr][/hr][p]If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.[/p]

Hotfix 1.0.10

  • [p]Fixed an issue where hit-to-roll would behave incorrectly when triggered during the input buffer window.[/p]
  • [p]Slightly adjusted a short section of the Mountain boss fight.[/p]
[hr][/hr][p]If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.[/p]

Patch 1.0.9

[p]Overall, I was already happy with how the movement felt, but there’s always room for improvement. Since movement is a core pillar of any precision platformer, I revisited and refined several aspects of input handling and responsiveness to further enhance the overall game feel. Many of these adjustments were made directly in response to player feedback.[/p][hr][/hr][h2]Input & Movement[/h2]
  • [p]Slightly increased input buffer time and improved input buffer calculations overall.[/p]
  • [p]Adjusted the input buffer for the hit mechanic. Hits should now feel more consistent with the rest of the moveset, making gameplay smoother.[/p]
  • [p]Adjusted the input handling for the charge-to-roll-jump mechanic. This should improve control, especially when charging upward from directly below.[/p]
  • [p]Refined input buffering during the dash-to-charge transition to create a more responsive gameplay feel.[/p]
  • [p]Polished bounce pad behavior when hitting them at a 90-degree angle. Players can now control the bounce off direction more reliably, increasing agency.[/p]
  • [p]Improved targeting visualization for charging so it now displays consistently.[/p]
  • [p]Reduced the delay before regaining control after transitions. This was most noticeable at the start of boss fights, where input could feel slightly delayed and therefore unresponsive.[/p]
[h2]Juice & Feedback[/h2]
  • [p]Adjusted controller rumble across the game.[/p]
  • [p]Tweaked camera shakes across the game.[/p]
  • [p]Improved the hit animation and added a follow-through animation when no input is given or queued afterward.[/p]
  • [p]Slightly refined player animations.[/p]
  • [p]Updated and tweaked several sound effects for better consistency.[/p]
  • [p]Slightly adjusted dialog box layout and spacing for better readability.[/p]
  • [p]Forest Boss bomb spawns now have a clearer telegraph before appearing, reducing luck-based decision-making.[/p]
  • [p]The final boss has received additional visual and feedback polish to make the fight feel more visceral.[/p]
[h2]Fixes[/h2]
  • [p]Fixed a bug where the archer in the Rat’s Castle trial area would stop firing arrows.[/p]
  • [p]Fixed an issue where the reset settings action could be triggered while the settings window was not open.[/p]
[hr][/hr][p]Do you feel the difference? I’d love to hear your feedback.[/p][p]As always, if you encounter any issues or notice something behaving incorrectly, please report it via the Community Hub or Discord. And thank you to everyone who has left a Steam review, it really helps ♥️.[/p]

Demo Update 1.0.8

[p]​The demo has been updated to match the current game version, including all recent fixes and improvements.​[/p][hr][/hr][p]If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.[/p]

Hotfix 1.0.8

[p]This hotfix resolves the bomb enemy chain reaction issue in the Mountain Boss challenge. The enemies should now trigger and explode consistently as intended.[/p][hr][/hr][p]If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.[/p]