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Test Build 1.7 - Combat Update Test

Since launching out of early access I've received a lot of feedback on the combat system. I've spent the past few days working on some combat improvements and I'm happy with what I have so far and wanted to share it with all of you. I made a build for the test branch so you can try them out if you are interested.

The changes include...

When attacking, you can now hit multiple enemies per swing. As long as they are in your front arc and close enough, you will hit.



The new system still uses a "target" system but for the most part your target doesn't matter other than special attacks like Dash Attack and the Sword Power Attack. I may remove the concept of a "target" entirely.

When testing you should turn Auto-face target off. Being able to change your facing while attacking not only feels better in this new system but also allows you to change your facing to keep multiple enemies in your front arc. If I leave in the concept of a target, I will enable auto-facing as an option for those that still prefer it. For the test I want to see what you all think as I feel it works much better with auto-facing turned off.

The Hammer Power Attack has been updated to knock enemies back. This attack does the slightly smaller amount of damage than the normal attacks to all enemies nearby, even if they are not in your front arc. This knockback doesn't last as long as a Kick or Shield Bash.



The Axe Power Attack does more damage to enemies in your front arc and has a chance to stun them. The damage from this attack has also been increased.

The Sword Power Attack damage has also been increased a bit.

Monsters have more hit points (since you can hit more than one at a time) and also attack a bit more often.


Some other things I am considering that I if I work on, I will add to the test build in the coming days.
  • Allow you to put weapons in the hotbar so you can quickly switch between them. This would allow you to use your Hammer or Axe against a group of three monsters and then switch to the Sword when down to only one enemy. This also gives you a meaningful reason to craft all three weapon types.
  • Allow enemy spellcasters to be affected by status effects like the knockbacks and stuns. Maybe add a way for spellcasters to break melee as well. Bosses would likely be immune to these.
  • Allow better shields to block monster special attacks and potentially block spells.
  • Increase damage from the Shield Bash skill based on shield.
  • Having better shields give a small damage reduction benefit when hit by an attack.
  • Monster levels minimums and maximums. Right now monsters pretty much scale evenly with your equipment. This change would mean eventually lower level monsters like Goblins would cap at a certain number of hit points, while higher level monsters like Elementals and Orcs would have a minimum hit point, meaning they'd be much tougher if you encountered one while using copper, iron, or jade.

For now I'd love to get some feedback on the changes to the core system once you've had a chance to try them out!

If you would like to check out the new combat, you can get it by doing the following:

1. In the Steam Client Library where it lists all of your games, right click on HammerHelm
2. Click Preferences
3. In the window that opens, select the "Betas" Tab
4. Enter the password to download this build - CombatTest2021 - and click Check Code
5. You should get a message that the code is correct
6. Click the drop-down box and select BigUpdateTest

Steam should immediately start a new download with the test client. The new game should be called "HammerHelm [bigupdatetest]". Once the download is complete you can launch the game and you should see "1.7.0" in the title screen.

Note this build is 100% compatible with current saves. So you can safely use any save you want with this test build.

To get back to the main build:

1. In the Steam Client Library where it lists all of your games, right click on HammerHelm
2. Click Preferences
3. In the window that opens, select the "Betas" Tab
4. Choose “None” from the drop down
5. Steam should then revert back to the main client

Thank you everyone!

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.11 - Feedback Improvements and Fixes

Another update tonight with some improvements and fixes based on your posts!
  • You can now disable double-tab roll in the settings menu. The "disable double-tap roll" checkbox defaults to off. Note this setting is in the settings menu while in the game world.
  • Your character will not roll while placing furniture even if you have double-tap roll activated. This allows you to make small movements to place the furniture in just the right spot.
  • Updated the storage system to fix a bug that could cause the game to not allow you to place items in storage chests.
  • Added the ability to activate a specific controller in the control map screen. If your controller isn't working it's like because the system thinks something else is the actual controller. While in the control mapping screen hold down left-alt and press T and that will open a window allowing you to make your controller the primary input device.
  • Updating a check on the Deep Dwellers to stop them from jittering.

I made some good progress last night on the combat system update and will continue to work on it tonight. I should have a build ready to test Friday evening.

Thank you everyone!

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.10 - Stronghold Fix

The big part of tonight's Build includes an update to the way the first group of Deep Dwellers are created in the stronghold to fix the bug where they don't spawn correctly. This particular bug I was never able to reproduce, but I rewrote their spawn system and it should be much more stable now. If after getting this update anyone runs into the bug please let me know and I'll continue to investigate.

This build also includes:
  • You can now double tap A and D to roll left and right respectively.
  • Desert Wood is now automatically collected after chopping down a desert tree.
  • The camera will no longer move backwards during combat when you are zoomed in close to your character.
  • Added "About" text for Callie the Trader.
  • The Necromancer Tower map will no longer display "monsters left"
  • The broken sewer quest will now correctly display "pipes left" rather than "monsters left"
  • Updated monster knockback so they always move backwards based on their facing, not your facing.

When I first fixed Callie's "about" text, I used the wrong localization number and it pointed to one of the skill names:


The character Callie is inspired by my wife. I think she found it even more amusing than I did. :)

Still working on the combat update but it's going much slower than I'd like. Mostly due to the stuff in the most recent builds taking priority. Hoping to get it done for the weekend at the latest. Really want to get all of your feedback on it once it's on the test server!

I also started some work on a simple quest for Nika the Dog. It's going to involve going into a dungeon as I realized while there are lots of cave quests, there is only one dungeon quest! Dungeons are the best way to get gold so I figure there should be more opportunities to find them. The name of the quest is going to be "Give a Dog a Bone" - you can probably guess why that works with the dungeons. :)

Thank you again everyone for all of the feedback, support, suggestions, and reviews. I hope you are enjoying the game and the updates!

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.9 - Suggestions

Tonight's build is mostly comprised of updates based on your suggestions.

You can now hold down left-ctrl and click the arrow to move the maximum amount of a resource into the town storage.



Note, I'm still figuring out how this will work with a controller but do plan to add controller support for this too.

You can now sort Workers Only.



Marble Houses now give a greater mood buff (also fixed a bug that caused them to be seen as Wooden Houses in the pop-up text)





Also in this build:
  • Updated the text at the end of the Lantern Quest to better explain how to unlock new ores.
  • Miners will now always drop off a small amount of coal even if set to mine ore. If you want more coal then you can still set them to mine coal and they will get the normal amount.
  • Miners now find a bit more copper and iron during each trip to the mines.
  • Adjusted the collider for the Stone Fountain.
  • Fixed an issue that could cause the Lightning Skill to fail to unlock when you get the quest to unlock it.
  • Fixed a typo in the Broken Sewers quest.

Thank you again everyone for the great suggestions and the support! I still have more of your ideas I want to get into the game include sorting the Townspeople by job and allowing you to set a marker on a townsperson so you can find them more easily.

Also still working on the combat update I mentioned but didn't get much done on it today. Hoping to focus on it more tomorrow.

Thank you!

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.8 - Quick Fixes

A small build to fix a few issues.
  • Corrected the location of a Deep Dweller spawner that caused the monsters to float above the ground.
  • Turned off the campfires from the Deep Dweller spawners.
  • Fixed a couple of bugs that could cause the Ratman Tunnel and Orc Hideout to lose which quest they were attached to.
  • Bitter Bulbs will now how up on the world map when you have part 2 of the Bed Rest quest.
  • Fixed a bug that could cause the build panel to not appear when opening the build menu.
  • Added a "return" animation for the craft panel for when it moves back into place after you finish interacting with a building.

I'm also still working on the combat update I mentioned in the previous update. Should have it ready to test in a day or two.

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco