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HammerHelm News

Beta 14.8.4 - Controller Fixes

Today's build has some fixes related to controllers as well as some other things.
  • Pressing the B button (XBox) will no longer open the options menu if you have a monster targeted. When this happened, it using your power attack fail when using a controller.
  • Fixed a bug that caused closing the Rename NPC window to fail to reset the Town Manager window, causing you to be unable to use the top toggles and buttons.
  • Fixed a visual issue with the left and right bumpers in the build menu UI.
  • The "need more resources" and "must build a prerequisite building" messages will no longer overlap if you attempt to build multiple structures that you cannot build yet.
  • Spamming jump will no longer cause your character to glide.
  • Fixed the position of the controller selection box in the credits UI. Also, not sure if I mentioned this in a previous update or not, but the credits have been updated to include all of the folks at Soedesco!
  • Fixed a bunch of localization issues for Russian, French, Spanish, and Portuguese.

Also continuing to make progress on the quest and new features. Some of that is in this build, but turned off. So you shouldn't see any of it yet, but I'm almost done reworking the beginning of the game (up to the Scarecrow quest) to fit the new story. Also created a new structure for the town and a couple of upgrades that will unlock once you complete the quest.

I might post a sneak peek of the new monsters in the HammerHelm Discord this week if I can finish them up. Be sure to join us at the link below!

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

Beta 4.8.3 - Quick Bug Fixes

A small build to address some bugs that my publisher, Soedesco, found.
  • Fixed controller input bugs related to the townspeople manager and resources per day UI.
  • Added the "day" buttons from the resources per day UI to support controller input.
  • The building roof color UI can now be closed with the ESC key or the Cancel button on controllers.
  • Fixed some small text spacing issues on the controller maps.
  • You now get credit for the "Monster Trophy" achievement when you complete the Unwelcome Guests quest in the tutorial. If you've already done this quest, you'll get credit the next time you complete a "Destroy Monsters" quest.

Work continues on the story content and the new monsters. Should be able to show some more progress this week, but things have been a bit slower than I'd like. I'm hoping to get a big chunk of this completed over the holiday break to make up some of that time.

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

Beta 14.8.2 - Holiday Content

This build turns on the HammerHelm holiday content, including blinking lights on the Storehouses and a craftable holiday tree. The tree can be crafted at the Carpenter.



This build also has a quick fix for an issue that sometimes caused the pumpkin door in the Haunted Mansion to fail to open.

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

Beta 14.8.1 - Combat Target Toggle and Fixes

Today's build includes a toggle for facing your target vs. giving you full control.

For now, to toggle the auto-facing hold down right shift and right control and press T. You start out in the current auto-facing system, so doing this once will turn it off. Pressing it again will turn it back on.

It's something I want to test to see if you all like, and if so, I'll make it a permanent part of the game and add it to the options screen. After playing with it myself for a bit it does feel good, but I like auto-facing too, so that's why I'll make it an option. I'm also considering maybe having the system auto-face a target when you switch targets. This part would stop turning your character if you take control and would also revert back to manual control once you faced your target. So I might make that a third option or just make it how the toggle works. Depends on what you all think so I'd love to get some feedback on this! :)

This update also includes a bunch of fixes:
  • Saving and quitting to the title page will no longer replay the splash screens.
  • Fixed a bug that caused the inventory screen to sometimes get stuck when equipping a weapon for the first time.
  • Fixed some localization errors related to controller mapping.
  • Fixed the controller selection box for the credits screen.
  • Turned off the ability to map right and left stick movements to actions. This could cause you to get in a state where you couldn't rotate the camera.
  • Fixed some icon issues related to the controller icons displayed based on what controller you have set in options.
  • Fixed a bug that caused the build menu to sometimes get stuck and not close.

Also still plugging away at the new content. All three new enemies are in the game now with only minor tweaks needed to their textures. Next up is to add animations and hook up their monster AI.



Hope everyone is staying safe and healthy as best you can!

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

Development Update

A quick update to show some progress on the story quest content.

A large forge that will be a big part of the quest in the new location. Also, the grunt Deep Dweller is animated. We're still working to fix some issues with his clothing and the animation (his straps and other clothing are cutting into his body) but he's at a place where I can start adding the monster AI for him!



Also, a quick gif of the forge fire particles and flickering light.



There's a lot still left to do, so I wanted to write up the list of stuff that this involves so you can see how many things are involved. :)
  • Update Grrrumble's initial quest so he appears much earlier in the game.
  • Update Grrrumble's quest to use the new story dialog system.
  • Update the Lich to use the new story dialog system.
  • Update the Haunted Mansion to include story quest elements - there's a lot to change here but I don't want to list them out as they'd be spoilers.
  • Update some of the Orcs in the Orc Quest to use the story quest system.
  • Add new quests and content to the Orc Quest to include it in the big story.
  • Create a new quest involving Grrrumble.
  • Create the quests that eventually lead you to the new map - again, being vague here although I think some of you can probably guess what the new map is. :)
  • Build out the new map and create all of the quests associated with it (there's a lot!)
  • Finish the textures rigging for the Deep Dwellers and then add the monster AI to them along with a couple of special attacks.
  • Finish the Trading System.
  • Add the town related rewards for completing the story quest.
  • Add the character reward for completing the story quest.

Some of this is already done, others are in progress, and some I haven't gotten to yet. My plan is to get parts of this done and then upload a test build so you can check it out and give me feedback. This will likely involve some spoilers so you don't have to do this if you'd rather not. :)

While I work on this I'm going to try to avoid updating the game here so I don't create any situations where the new content breaks anything. Right now it's separated from the existing content and I have it set up that I can fix a bug if I need to without including all of the content in that hotfix.

Feels weird not having the usual weekly builds, but it has allowed me to focus better and I really appreciate everyone's support!

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