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HammerHelm News

Beta 7.1 - Crash Fix and Auto-Run Update

Today's update fixes a crash related to one of HammerHelm's optimization systems. Also in this update is a tweak to auto-run.

Pressing "L" to autorun (can change this in key binds) will now keep your character sprinting even after you jump, roll, attack, etc. Only dying or being knocked down will stop auto-run.

Pressing the right stick button on a controller now works as a toggle in this way as well so you don't have to hold it down.

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

Beta 7.0 - Townspeople Animations, Combat Balance, and more

A big update tonight that includes the new townspeople animations, some combat balance, and a host of other fixes and improvements!

Townspeople Animations



Townspeople now perform different animations depending on what they are carrying.
  • Fishermen, Miners, and Farmers deliver their goods to the storehouse carrying a couple of baskets.
  • Workers have an animation to carry a stone or log rather than it appearing on their back.
  • Fishermen have a fishing animation when they are at the dock.
  • Farmers and Fishermen have different walk and run animations that has them carrying their tool on their shoulder.
  • All townspeople have a new standard run animation. The old one didn't look good to me.

I'm super happy with how these turned out as these animations are a lot nicer and more varied than the previous set. The town feels way more alive! I'm probably going to add storehouse drop-offs to some of the other jobs as seeing the Dwarves delivering goods with the new animations just looks really cool.

Combat Balance
Attack animations have been sped up about 20%. They looked too slow to me, almost as if the character was fighting underwater. Monster hit points have been increased about 15% for monsters spawned after the tutorial. The net effect of this is fights should take about the same amount of time since you are hitting faster, but should look and feel a lot better.



Note the gif looks a bit faster than it actually is since it's a low framerate. I'm probably going to change how and when monsters decide to attack as there are still a bit too many times where they are killed and never attack. I didn't want to make that change at the same time that I made the speed and hit-points changes though.

Improvements and Balance
  • Adjusted the terrain towards the back of the island to reduce the height of the mountains. This allows me to optimize performance a bit by turning them off when you are far away. Lowering them a bit means you won't see them "pop in" when they are loaded.
  • Added a check to keep the game from saving if the load didn't finish properly. This is a stop-gap just in case a load fails to ensure the game doesn't then save over it and corrupt the save. Hopefully not something that will ever be needed, but safe is better than sorry!
  • Changed the prerequisite for the Grrumble quest so you can get his quest earlier.
  • Increased the debuff from the "bad day", "got in a fight", "ate too much", and "drank too much" events.
  • Townspeople who have resources and attempt to deliver them to the storehouse will drop those resources before returning to their home.


Bug Fixes
  • Fixed a couple of bugs related to stacked items and the "Loot All" button in the treasure chest menu. It will now correctly fill in any existing stacks (up to 64) before creating a new stack if there are any remaining.
  • Fixed another loot bug related to moving stacks of items around.
  • Farmers will now run back to their farm after dropping off their food at the storehouse rather than walk. They should only walk when tending their crops.
  • Replaced the torches in the sewers and on the Orc map as they were old and causing problems after I updated to the latest Unity version.
  • Fixed a bug related to localizing the Tavernkeeper and Tinker.
  • Fixed a bug relating to the "Turn Off Furniture" button for Carpenters and Stonemasons.


This was a really fun update to put together after spending so much time on controller support and localization. Next up I need to focus on something that will lower the initial memory footprint and speed up the initial load time a bit. After that I'd like to either add some more quests that I've designed and look for more opportunities to optimize the game more.

Thank you again everyone for all of your support and feedback!

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

WIP - Townspeople Animations

I'm working on integrating some new animations I got for the townspeople. Right now they all do the same walk/run animation and the objects they are carrying just get attached to their backs. It works, but it's not very immersive.

You can see some of them on my Twitter account (for some reason Steam won't let me upload the gifs)

https://twitter.com/i/status/1225989789041778689

The new animation system will select a different animation depending on what they are doing. So a normal walk when they aren't carrying any resources and different animations for when they are delivering goods such as stone, fish, food, etc. Some professions (such as the farmer in the gif) will also get a different animation for their normal walk/run too.

I like these animations a lot and hope they help make your towns feel more varied and alive!

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/8326Jef

Beta 6.6 - Improvements Based on Feedback

Tonight's update includes some quality of life improvements and other tweaks based on feedback that I've received.
  • Added full 4k support to the resolution slider in the options menu.
  • When picking up wood, stone, or other resources, the message will now update with the amount you picked up. So picking up one wood will say "+1 Quality Wood" and picking up a second will say "+2 Quality Wood" and so on until the message disappears.
  • Replaced the stars over townspeople's heads that tracked mood with a color shift to their name. Green means they are happy, yellow means they are okay, and red means they are upset.
  • Reduced the default footstep sounds when in the world and slightly increased footstep sounds when in dungeons or caves.
  • Pulled the default camera position a bit farther away from the character.
  • Fixed the "At at the Tavern" mood to fit on one line. This was messing up the mood and mood duration list in the townspeople pop-up UI,

My goal is to keep working on stuff like this while I work on the larger updates. That way I can add some polish to the game based on everyone's feedback!

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/8326Jef

Beta 6.5 - Quick Fixes

A quick update to fix some bugs.
  • Fixed a bug that sometimes caused the gold requirement for a building to not display.
  • Fixed a bug that caused a save to fail to load if you placed a farm after getting the Cursed Farms quest.

I'm also working on some bigger things, including some more optimizations for both framerate and memory use along with some tools to help the folks at Soedesco record game footage and help test things.

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/8326Jef