1. Horripilant
  2. News

Horripilant News

Version 0.6.2

Version 0.6.2 is now LIVE
[p][/p]
✨ What’s new?
  • [p]\[DEMO] Added a “Go back to camp” button to end of demo to make it so you don’t have to manually reload your save each time if you wish to keep playing.[/p]
[p][/p]
🐛 Bug Fixes
  • [p]Fixed skill button styling/spending logic relating to affordability.[/p]
  • [p]Fixed God’s eye animation not being centered and visible.[/p]
  • [p]Fixed the starry background not being visible in skill tree.[/p]
  • [p]Recentered the Prompt when doing rebirth without spending anything.[/p]
  • [p]Now properly checking for the Steam link to be established before trying to call Steam API instead of just checking if Steam is running.[/p]
  • [p]Fixed clicking botttom of the paper triggering to switch into the map.[/p]

Version 0.6.1

Version 0.6.1 is now LIVE
[p][/p]
✨ What’s new?
  • [p]The Beastiary now includes descriptions and sketches for every monster in game.[/p]
[p][/p]
⚙️ Changes
[h2]SFX[/h2]
  • [p]New door entering sound effect.[/p]
[h2]UI[/h2]
  • [p]Rebirth skills that are affordable now show up as green.[/p]
  • [p]Changed how Toast Notifications are displayed to prevent overlapping.[/p]
  • [p]End of demo screenshots have been updated.[/p]
[h2]Misc[/h2]
  • [p]Changed some sound effects to be less loud.[/p]
[p][/p]
🐛 Bug Fixes
  • [p]Fixed multiple memory leaks![/p]
  • [p]Fixed clear save signal over-connection errorring.[/p]
  • [p]Now handling cases where a player would load into a node that didn’t exist. EG: modifying save file.[/p]
  • [p]Resetting portrait color on exit to menu.[/p]
  • [p]Fixed attack progress bars not resetting to 0 after manually leaving combat through the boon selection screen.[/p]
  • [p]Fixed Chestplate Defense display while affected by a boon.[/p]
  • [p]Leaving combat now resets the color of your player correctly.[/p]
  • [p]Fixed end of demo saving before you’re back home causing you to die on return.[/p]

Version 0.6.0

Version 0.6.0 is now LIVE
[p]A lot of this update was made in preparation for next steps, most of the game’s exploration is done - though won’t be accessible in this update just yet! There is some writing left to be done, some rooms to program, a proper end and custom soundtrack work to be done before the game is feature complete, but a huge chunk of the game is done, exciting!! Keep your eyes peeled for more info, coming sooner than you think! 👀 Join the discord to stay up to date![/p][p][/p]
✨ What’s new?
[p][/p][h2]Localization[/h2]
  • [p]Brazilian Portuguese - thanks to @ojpme in the discord![/p]
  • [p]Simplified Chinese[/p]
[h2]General[/h2]
  • [p]A beastiary! Showing off a bit more info and stats about the monsters in the dungeon![/p]
  • [p]Numerous new sound effects.[/p]
  • [p]Prestige upgrade to unlock more manual hit points.[/p]
  • [p]Each material now has a unique background![/p]
  • [p]Steam Rich Presence now displays time elapsed while in combat.[/p]
  • [p]Cursor Size Option to scale up Cursor Sprite.[/p]
[p][/p]
⚙️ Changes
[h2]Materials[/h2]
  • [p]Rock Base Upgrade Storage Meat Cost: [c]1k[/c] → [c]10k[/c][/p]
  • [p]Iron Base Upgrade Storage Meat Cost: [c]100k[/c] → [c]1M[/c][/p]
  • [p]Material cost to unlock new materials: [c]150k[/c] → [c]250k[/c][/p]
[h2]UI[/h2]
  • [p]Hemalith now shows Rebirth Hemalith Potential (+X)[/p]
  • [p]Changed Japanese’s alternative font from thin to regular which should make it more readable and usable.[/p]
  • [p]Familiar purchase screen now shows your current meat amount.[/p]
  • [p]Material upgrade levels now have a hoverable description that explains what they do.[/p]
  • [p]Combat now has a little onboarding popup the first time you get into combat explaining it.[/p]
  • [p]When using an item, it now opens the inventory for you to pick an item to use instead of auto-using an object.[/p]
  • [p]Now hiding the clear save button if its data is empty.[/p]
  • [p]Knight’s portrait now changes colors based on the room they’re in.[/p]
  • [p]Now closing the inventory while changing rooms[/p]
  • [p]When no more item slots are available, trying to purchase one will give you a message about not being to hold any more items.[/p]
  • [p]Redesigned familiar shop screen with longer buttons for a better greater sized font experience.[/p]
  • [p]Redesigned the “Unlock X material?” screen.[/p]
  • [p]Combat entrance now has a little progress bar indicator to show how far in the dungeon you enter.[/p]
  • [p]Better Material Upgrade Buttons scaling for different fonts/sizes.[/p]
[h2]Combat[/h2]
  • [p]Boons now let you reach stat cap before not being able to be picked anymore.[/p]
[h3]Enemies[/h3]
  • [p]Changed combat colors.[/p]
  • [p]Sprite scale up for bosses now is [c]1.3x[/c] instead of [c]1.5x[/c][/p]
[p]New sprites for:[/p]
  • [p]Skeleton[/p]
  • [p]Skeleton Slayer[/p]
  • [p]Bugbear[/p]
  • [p]Bugbrute[/p]
  • [p]Spider[/p]
  • [p]Amalgam[/p]
  • [p]Centipede[/p]
  • [p]Dwarf[/p]
  • [p]Undead Rogue[/p]
[h2]Familiar[/h2][h3]Mummy[/h3]
  • [p]Base Health: [c]1.5B[/c] → [c]1B[/c][/p]
[h2]Misc[/h2]
  • [p]Migrated to Sentry’s plugin to 1.0[/p]
  • [p]Shopkeep no longer hides when the camp is off.[/p]
  • [p]Alternative message for using the Skull Amulet sometimes.[/p]
  • [p]Optimized RAM/VRAM/Resource usage by preloading less Resources. (Going from about 530MB to 270MB of VRAM usage!) (You may now have a tiny loading time while moving between rooms now as they’re no longer all loaded in RAM)[/p]
  • [p]Now hinting at the hole if you don’t die by floor 4.[/p]
  • [p]Upgraded to Godot 4.5.1[/p]
  • [p]Barrels and Tomb scenes now have a campfire sfx loop as well.[/p]
[p][/p]
🐛 Bug Fixes
  • [p]Fixed chance of crit hit being base 0.2% instead of modifier.[/p]
  • [p]Fixed mouse cursor showing different level tool while hovering over materials.[/p]
  • [p]Fixed inventory ui acting weird and not resetting item types while reopening.[/p]
  • [p]You are here map position is now kept at camp when on tombs/barrels.[/p]
  • [p]Now closing the inventory if it is shown upon exiting to main menu.[/p]
  • [p]Now closing the map if it’s shown upon exiting to main menu.[/p]
  • [p]Scientific notation now trims numbers correctly.[/p]
  • [p]Fixed starting floor picker not loading last value correctly.[/p]
  • [p]Now re-loading scenes on manual game save load to prevent unexpected player behavior.[/p]
  • [p]Fixed Lamp’s timer’s button display not tracking correctly.[/p]
  • [p]Campfire sound no longer keeps playing if the fire has been extinguished.[/p]
  • [p]Now resizing windowed resolution after turning off fullscreen to prevent wrong resolution output.[/p]

Version 0.5.6

Version 0.5.6 is now LIVE
[p][/p]
✨ What’s new?
[p][/p][h2]Localization[/h2][p]New language support![/p]
  • [p]Japanese - with new font that supports a greater amount of characters![/p]
[h2]Exploration[/h2]
  • [p]There is now art for the 1000th room.[/p]
[h2]Rebirth[/h2]
  • [p]New Skill that keeps Materials unlocked after rebirth.[/p]
    • [p]Price: 500 Hemalith[/p]
[h2]Inventory[/h2]
  • [p]Now has a piece of paper..?[/p]
[h2]Accessibility[/h2]
  • [p]Alternative non-pixel font option in settings.[/p]
[h2]UI[/h2][p]A bunch of new cursors, courtesy of Monster Lover in the discord![/p]
  • [p]New material tools icons when collecting materials that upgrade with click prestige level![/p]
  • [p]New backpack icon while picking up an item.[/p]
  • [p]New Lock icon while hovering over locked door.[/p]
[h2]Misc[/h2]
  • [p]New Convention Build Type for convention use.[/p]
  • [p]Migrated to Godot 4.5[/p]
[p][/p]
⚙️ Changes
[h2]Player[/h2]
  • [p]Health added on new levels lowered by approx 70%, but made the multiplier for each level’s hp reward 10% bigger.[/p]
    • [p]This should drastically reduce the insane amounts of HP the player gets, but grant a bit more HP later on.[/p]
  • [p]Updated Player’s armor to have more shading in the hud.[/p]
[h2]Materials[/h2][p]Materials were a little bit too quick to unlock so I’m raising their base prices. I’m also increasing the prices of rock’s and iron’s materials upgrades. Currently you usually have a good chunk of meat when unlocking new materials which make their storage upgrades trivial to get. Hoping to make them a little slower to unlock with these changes.[/p]
  • [p]Rock and Iron unlock price: 10k150k[/p]
  • [p]Base meat storage prices for Rock and Iron are increased.[/p]
    • [p]Rock: x100[/p]
    • [p]Iron: x10k[/p]
  • [p]The onboarding’s trigger’s requirement to open the equipment room has been lowered from 20 to 10. This should prevent situations where people don’t hit that cap and think they’re stuck or something is wrong with the game.[/p]
[h2]UI[/h2]
  • [p]You can now click to skip room description text animations.[/p]
  • [p]Added a dark background to Combat’s boons to have better contrast.[/p]
  • [p]Better, and more consistent UI sounds/cursors being used in more places.[/p]
  • [p]Skill tree nodes now move around according to your mouse movement.[/p]
  • [p]Skill tree nodes now hide hemalith cost multiplier if they are maxed out.[/p]
[h2]Combat[/h2]
  • [p]Attack damage boost boon is now capped at 1000%[/p]
  • [p]Meat gain floor exponant multiplier changed from 2 to 1.9[/p]
  • [p]Now tracking kill counts on enemies to potentially make them give you material production boost down the line.[/p]
  • [p]Familiar now has unique string when missing instead of saying “You missed!” as well.[/p]
  • [p]New bone particles when killing an enemy instead of blood.[/p]
[h2]Equipment[/h2][h3]Sword[/h3]
  • [p]Base critical hit chance: 1%0.2%[/p]
[h3]Helmet[/h3]
  • [p]Base helmet attack speed : 3.00s1.5s[/p]
    • [p]Pretty big buff to base attack speed, since we’re going to need to boost damage a lot late game because of the minimum time between attacks being slower, I’m making a little more faster at its base so it’s easier to upgrade without sacrificing too much damage. We’ll see how this plays out.[/p]
  • [p]Minimum s/attacks : 0.01s0.1s[/p]
    • [p]This is a pretty big nerf to attack speed, we’ll see how it plays out throughout a full run of the game, but this should make late game a little harder. Might bring it back down a bit if it makes progression too slow/tedious.[/p]
  • [p]Item Slot Price Exponent: 1001000[/p]
[h3]Chestplate[/h3]
  • [p]Defense base modifier: 0.3%0.2%[/p]
  • [p]Base Reflection Chance: 1%0.2%[/p]
  • [p]Base Damage Reflection Percentage: 1%0.2%[/p]
[h3]Leggings[/h3]
  • [p]Minimum healing in camp is now floored at leggings’s regen stat, this way you won’t heal slower at lower health in camp.[/p]
  • [p]Base Vampire Hit Percentage: 0.1%0.025%[/p]
  • [p]Base Vampire of Damage Dealt: 0.1%0.025%[/p]
[h3]Boots[/h3]
  • [p]Evasion base modifier: 0.3%0.2%[/p]
    • [p]Having bumped these from 0.1% to 0.3% last patch, this made them very strong very quickly, almost cutting the time required to beat the game in half, lowering them here to hopefully make it still affordable but not too OP.[/p]
  • [p]Base Opportunity Attack Chance: 1%0.2%[/p]
  • [p]Base Opportunity Attack Damage Percentage: 1%0.2%[/p]
[h2]Combat[/h2][h3]Experience Gain[/h3]
  • [p]Level exponent changed from base_exp_value * current_depth^2 to base_exp_value * current_depth^1.75[/p]
[h3]New Sprites[/h3]
  • [p]Mouse[/p]
  • [p]Crow[/p]
  • [p]Mummy[/p]
  • [p]Sludge[/p]
  • [p]Cyclops[/p]
[h3]Crow[/h3]
  • [p]Now stops spawning at level 400.[/p]
[h3]Skeleton[/h3]
  • [p]Now stops spawning at floor 600.[/p]
[h3]Bugbrute[/h3]
  • [p]Now stops spawning at floor 800.[/p]
[h2]Familiars[/h2]
  • [p]Lowered price of all familiars.[/p]
[h3]Mummy[/h3]
  • [p]Base Health: 1.6B → 1.5B[/p]
[h3]Skeleton Leader[/h3]
  • [p]Base Health: 4B → 3B[/p]
[h3]Undead Rogue[/h3]
  • [p]Base Health: 10B → 5B[/p]
[h2]Misc[/h2]
  • [p]Changed some verbiage for consistency and clarity.[/p]
  • [p]Made cursor change behavior better in skill tree.[/p]
  • [p]You can now go back to camp by hovering and clicking at the bottom of the grate room.[/p]
  • [p]Change the inventory to be persistent data rather than temp.[/p]
    • [p]Note: this will reset the key that’s on the barrels from your inventory if you have a save file with it used/owned in it, I’m making this change to prevent having to re-drop every item every run, this should make it not as tedious to get new puzzle items in the long run.[/p]
  • [p]Now prebaking shaders.[/p]
[p][/p]
🐛 Bug Fixes
  • [p]Game window’s now get’s centered while changing resolutions/at launch/setting to windowed from fullscreen. This should prevent rare cases where windows put the window in the corner making the dragging bar inaccessible.[/p]
  • [p]Warning for needing to go through rebirth before you can spend Hemalith no longer gets spammed when entering skill tree for the first time.[/p]
  • [p]Skills no longer remain white after resetting skill tree spend.[/p]
  • [p]God no longer invites you to spend your hemalith even though you haven't seen the hole if you haven't died.[/p]
  • [p]God no longer hints at you to rebirth at floor 10 if you haven’t met him before.[/p]
  • [p]Made Mouse familiar stats visible without having to repurchase it since you already owned it.[/p]
  • [p]Made it so the blood from your familiar no longer eats mouse input from the impale station.[/p]
  • [p]Prevented consumables from being used outside of combat.[/p]
  • [p]Made shop items check the max storage before calculating if its affordable to prevent flickering.[/p]
  • [p]Stopped the material’s unlock icons from flashing if it was not affordable anymore after being affordable.[/p]
  • [p]Added a check to see if Steam was running before trying to change the Rich Presence Tokens.[/p]
  • [p]Made material upgrade buttons check for material cap before enabling themselves to prevent flashing.[/p]
  • [p]Prevented cursor from being turned into an eye during rebirth if you have pause menu opened.[/p]
  • [p]Fixed button text in combat from overflowing while on higher text size in certain languages.[/p]
  • [p]Skill is now correctly shown as available to be purchased if you have the exact amount of Hemalith as its cost.[/p]
  • [p]Fixed Material switcher button not staying held down when switching materials by clicking on them.[/p]
  • [p]Fixed Skill Tree descriptions styling not updating when maxing out until they’re hovered over again.[/p]
  • [p]Fixed Enemy Attack Timer trying to cap itself even after leaving the dungeon causing errors.[/p]

Version 0.5.5

[p]I finally took the time to play through the main gameplay loop on my own, something I haven’t actively done since the start of dev, this helped me pinpoint a few QOL things, bugfixes and changes to progression that should hopefully make for a better experience.[/p][p][/p]
✨ What’s new?
[p][/p][h2]Combat[/h2]
  • [p]New combat backgrounds, that switch more often. 7 total backgrounds, with 3 reserved for the end of the dungeon, while the other 4 change back and forth.[/p]
  • [p]End of run screen now shows a progress bar to show you how far you’ve made it in the dungeon.[/p]
[h2]Prestige[/h2]
  • [p]New animation while checking out prestige[/p]
[p][/p]
⚙️ Changes
[p][/p][h2]Progression[/h2]
  • [p]Grate room and backroom now stay unlocked when prestiging.[/p]
[h2]Combat[/h2]
  • [p]Combat now gives you your attack speed straightaway instead of waiting a second.[/p]
  • [p]Made the exit to camp button on boon screen take a second before becoming available to prevent misclick from manual attack.[/p]
  • [p]Now has a small animation going into the dungeon.[/p]
[h2]Familiars[/h2]
  • [p]All familiar base health got x10’d[/p]
    • [p]Especially after upping their price in last update, they feel a little too disposable and die super easily. I’m hoping this makes them last a bit longer in combat.[/p]
[h2]Equipment[/h2]
  • [p]Chestplate defense base modifier: 0.1% → 0.3%[/p]
  • [p]Boots evasion base modifier: 0.1% → 0.3%[/p]
    • [p]Boosting these two since throughout my playthrough I could barely get them maxed out before beating the game.[/p]
  • [p]Leggings Rock and Iron upgrades base modifiers 1% → 0.1%[/p]
    • [p]Lowering these since leggings get 10x boost from prestige and that makes them wayyy too easy to max out mid-late game.[/p]
[h2]Materials[/h2]
  • [p]Brute upgrade base price 250k → 50k[/p]
  • [p]Golem upgrade base price 2.5M → 250k[/p]
    • [p]I noticed that these upgrades were super expensive and I never really got around to using them much, lowering to make them more accessible and increase overall Material gain.[/p]
[h2]UI[/h2]
  • [p]Click value for each material on the GUI is now formatted.[/p]
  • [p]Boot’s evasion % while boosted by a boon is now rounded to 2 decimals instead of 3+[/p]
  • [p]\[DEMO] Now displays a message mentionning that progress is carried over to the full game.[/p]
  • [p]\[DEMO] Now displays an “Add to wishlist” button in the pause menu.[/p]
  • [p]Change string of base material storage skill tree upgrade to mention multiplying by 10.[/p]
[h2]Skill Tree[/h2]
  • [p]Skill nodes are now white when available to be purchased in the skill tree order.[/p]
  • [p]Cursor now shows an open hand on available skills.[/p]
  • [p]New eye cursor for preview mode.[/p]
  • [p]Clicking while in preview mode now warns that you cannot spend in preview mode.[/p]
  • [p]Items descriptions now are green if they are purchasable even while in preview mode.[/p]
  • [p]God now warns you if you haven’t spent anything in prestige.[/p]
[h2]Localization[/h2]
  • [p]Updated Localization[/p]
[h2]Misc[/h2]
  • [p]Removed some combat prints in console to prevent spamming logs.[/p]
  • [p]Made it so add to wishlist buttons call the Steam API to open the link this way users are signed in through the steam overlay to make it easier to wishlist.[/p]
  • [p]Grate room color palette change.[/p]
[p][/p]
🐛 Bug Fixes
[p][/p]
  • [p]Boss’s Iridescent Animation Player child nodes now correctly get freed instead of piling up.[/p]
  • [p]Enemies’ time before next attack now cap to their instead of carrying over their old time left which may exceed the current enemy’s attack speed.[/p]
  • [p]Setting player is picking boon bool back to false on death in a weird edge case where it would prevent player healing after dying while picking a boon?[/p]
  • [p]Added missing “)” to maxed out skill node modifier[/p]
  • [p]Helmet mini-prestige no longer requires next level material cost before letting you click on it.[/p]
  • [p]Added a check to see if the cursor sprite you’re trying to change to is different from the current one, if it isn’t skip changing it. This fixes a flickering cursor issue in the skill tree.[/p]
  • [p]“Bring me a crow’s beak” string no longer shows up before first god dialogue.[/p]
  • [p]Button to see into prestige now requires you to have interacted with god first.[/p]
  • [p]Made some equipment effects displays in equipement/store round up less.[/p]
  • [p]Discord and steam buttons on end of demo screen not opening links.[/p]
  • [p]Max skill level outline not being reset on reset[/p]
  • [p]God doesn’t tell you to use your hemalith if you haven’t died yet (and thus haven’t unlocked god).[/p]