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Reynard News

Reynard Version 0.9.5 – Scaled Bosses, Skeleton Archer and Much More

Hey dudes! We’re already at the 0.9.5 and I’m starting to wrap things up. I think that Reynard will get out of early access in the end of February. So approximately 5 more weeks (5 updates)!

As usually I've prepared a blog post with shiny gifs and pictures! You can check it out here: http://hyperfoxstudios.com/reynard-devlog-24-scaled-bosses-skeleton-archer/

For those in hurry:

  • [ENEMY] Added a skeleton archer.
  • [FEATURE] Loading screen changed. Added the area info at the beginning of the scene and a roadmap. Transitions between scenes are now more "polished".
  • [FEATURE] Bosses now have different difficulties. For example if you face Dexter as a second boss he'll have bumper traps around his area. If you meet him as third there will be bumper traps + flames.
  • [FEATURE] Using a health potion now heals your weakest companion / ally for 50% of potions healing power.
  • [MINOR] Turrets are now automatically sold when you finish the invasion.
  • [MINOR] Reynard is now looking up when he spawns in the boss room or invasion.
  • [MINOR] Blueprint machine now only appears in the last level of invasion.
  • [MINOR] Papa John now appears only in the first level of invasion.
  • [MINOR] Papa John is now hidden until you clear the "stairs" room.
  • [MINOR] Loading progress on the loading screen now displays progress up to 99%. Some players found it confusing if it stayed on 100% for couple of seconds XD
  • [MINOR] Fairy stops healing Reynard if he has full HP and continues when he gets hurt.
  • [MINOR] Named the dungeons: Terra, Infernia and Glacia.
  • [MINOR] Added outline to HUD's numbers. It increases the invisibility in the Glacia.
  • [MINOR] Destroy particles now spawn in front of the item being destroyed.
  • [MINOR] Changed some pebbles in Terra to grass.
  • [MINOR] Added description to the daily run.
  • [BALANCING] Buster Sword's starting damage nerfed by 50%.
  • [BALANCING] Buffed the Ifrit's boot's fire damage.
  • [BALANCING] Dexter's charge damage nerfed from 5 to 3.
  • [BALANCING] Reduced starting stamina from 20 to 10.
  • [BALANCING] Dash stamina cost reduced from 1 to 0.5.
  • [BALANCING] Lowered prices of Max Stamina and Max Health cost options in shrines and libraries.
  • [BALANCING] Lowered gold price at the silver key shrine.
  • [BALANCING] Nerfed Xeno Turret's damage. It has to hit golems twice to kill them.
  • [BALANCING] Buffed Triple Turret's damage.
  • [BUGFIX] Selling turrets doesn't give you bonus gold.
  • [BUGFIX] Fixed 8 buggy room cells.
  • [BUGFIX] Fixed the bug when sometimes icons disappeared from the minimap.


Till next week happy dungeon crawling :D

Reynard Version 0.9.4 – Balancing, New Weapons and More

Hey there!

It's Friday and it's update time!

As said in our “Why early access?” section on steam... we want to involve our early access supporters in development of the game.

Because it’s not the first time that we’ve received a proposal for stamina to regenerate itself instantly once you clear the room, we've added this feature.

Some of our players also pointed out that they don’t see much sense in waiting for their health to regenerate if they have a health regeneration relic. They see it as an exploit. After thinking about it for some time, I’ve decided that they're right and that the relic should be removed. So it’s gone… for now :D

The whole point of the daily run is to achieve the highest score. Until now if you didn’t die… you could clear every room and in the end your score would be very similar to your rival’s score.

That’s why from now on speed and remaining gold is being rewarded. If you complete a run under 40, 30 or 25 minutes you’ll get 10000 bonus score for each mark. Also at the end of the run remaining gold now gets transformed into score.

There are a lot of changes... Like 2 new special weapons and more. I recommend that you check all the changes with shiny gifs on our blog post:
http://hyperfoxstudios.com/reynard-devlog-23-rebalancing-new-weapons/

For those in hurry:

  • [WEAPON] Titan's Belt. Can spawn up to 4 circling discs around Reynard that stun and hurt attackers.
  • [WEAPON] Luna's Cloak. Become invisible for 5 seconds. Invisibility stops if you attack.
  • [HUGE] Stamina refills when transitioning through doors. Regeneration rate is increased when you clear the
    room, you're waiting for the next wave or you defeat the boss.
  • [MINOR] Wind can't spawn in forge rooms anymore.
  • [MINOR] Added confetti to the win screen.
  • [MINOR] Repositioned the HP bar of Xeno turret.
  • [MINOR] Removed HP regeneration relics.
  • [MINOR] Minor modification to Foen's island shape.
  • [MINOR] Added a tiny easter egg.
  • [MINOR] Added more supporters to the book of credits.
  • [MINOR] Speed is now being rewarded! If you complete a run under 40, 30 or 25 minutes you'll get 10000 bonus
    score for each mark.
  • [MINOR] At the end of the run remaining gold gets transformed into score.
  • [BALANCING] Buffed the Ifrit's boot's fire damage and spread duration.
  • [BALANCING] Reduced starting max stamina to 20.
  • [BALANCING] Enemy loot drops in invasion are halved.
  • [BUGFIX] Goblins don't steal from player when hitting his allies.
  • [BUGFIX] Fixed lifestealing from corpses.
  • [BUGFIX] Fixed jittering of a special weapon image on a HUD.
  • [BUGFIX] Falling Boulders now deal normal damage instead of fire.
  • [BUGFIX] Fixed 10 room cells that displayed water in a weird way.


PS: I'd really like to know how you like the game so far. If you have any recommendation I'd love to read it! You're welcome to join us on discord: https://discord.gg/vR3uHgJ where we chat about all sorts of stuff :)

Reynard Version 0.9.3 – Special Weapons and More

Happy New Year!

After watching some of my friends, youtubers and streamers play Reynard, I’ve noticed that they got “crappy” items or items that have the same functionality way too many times. It was an eye opening moment.

I’ve decided to rebalance some of the weapons. Remove the ones that are “underperforming” and most importantly create more special weapons which are fun to use.

I've added "shiny" gifs which show the functionality of new items on our blog! Check them out here: http://hyperfoxstudios.com/reynard-devlog-22-special-weapons/

For those in hurry:

  • [WEAPON] Ifrit's Boots. When you activate them, they spawn fiery trail!
  • [WEAPON] Added Luna's mirror. It spawns a projection of the owner which taunts the enemies.
  • [WEAPON] Buster Sword. No explanation needed.
  • [WEAPON] Added Jolt, Jolt Volt and Jolt Volt Bolt - Items that shoot "chain lightning" like projectiles.
  • [HUGE] A lot of weapons have been rebalanced. Many "junk" weapons have been removed. Critical koeficient for every weapon is now minimum 2.
  • [MINOR] Rune slots are now displayed in a text form! Now you know how many rune slots a weapon has even if you're purchasing it from a merchant.
  • [MINOR] You can now sell buildings in invasion. Added sfx when buying and selling.
  • [MINOR] Space button is now scaled correctly in the dialogue window.
  • [MINOR] Spider, spider webs and web traps have new skins!
  • [BALANCING] Bosses now have larger pool of dropabble "cool" items.
  • [BALANCING] Silver chest can now contain any item.
  • [BUGFIX] Bug where you could stay locked out should be fixed.
  • [BUGFIX] Fixed the Runemaster perk. Runes get assigned correctly now.
  • [BUGFIX] Wave counter now gets updated correctly in the beginning.
  • [BUGFIX] If Ferdinand was attacked by a companion... Sometimes he wouldn't trigger boulders.


Have fun dungeon crawling! :D

Reynard Version 0.9.2 – Racoon skin and More

It’s holiday season and I’ve been busy… eating and hanging out with my family. But I didn’t forget about my fellow gamers!

To express my gratitude to early access supporters I’m including the Racoon’s skin to Reynard. Once Reynard is fully released the skin will become a DLC. Early access supporters will be able to claim it for free!

I've added some other new stuff! Read full post with flashy gifs and pics here:
http://hyperfoxstudios.com/reynard-devlog-21-racoon-skin-and-more-0-9-2/

For those in hurry:

  • [FEATURE] Added a free Racoon for early access supporters.
  • [FEATURE] Added trapped breakables. When you break something (pots etc.) there is a chance of spawning a cursed weapon.
  • [MINOR] Main menu music now fades in instead of blowing out your ears :D
  • [MINOR] Music volume gets reduced by 50% once the game is paused.
  • [BALANCING] Kitchen knife damage increased from 0.75 to 1.
  • [BALANCING] Necro Staff's kill count before summoning an ally skeleton is reduced from 10 to 7.
  • [BUGFIX] All pots now add to pot breaker achievement.
  • [BUGFIX] Cursed fork can now damage companions.


As you can see, this was a shorter update since it’s holiday season and I’ve been busy. But I’ll prepare a bigger update next week 😀

See you in the next year!

Reynard Version 0.9.1 – Boss Noc, Ally Judy and More

Hey there!

It's Friday and another Reynard's update is ready :)

Until now the balance was in favor of Melee bosses. It would be wrong if it remained that way for a longer period. But it would be boring if the new Ranged boss would deal a “regular” ranged attack damage. That’s the reason I’ve created Noc.

Unlike other bosses he doesn’t have health dependent states! Noc is aggressive from the beginning. His mission is to chase Reynard and hit him with his darkening / ethereal fists. If Reynard get’s hit by his fist, his vision becomes limited.

Not only that he’s shooting dangerous projectiles, he’s also summoning cursed weapons!

Besides adding Noc I've added all sorts of new stuff! Read full post with flashy gifs and pics here: http://hyperfoxstudios.com/reynard-boss-noc-ally-judy/

For those in hurry:

  • [BOSS] New boss Noc joined Reynard!
  • [ALLY] Judy joined the ranks of allies!
  • [ENEMY] Added a Cursed sword.
  • [ENEMY] Added a Cursed forks.
  • [FEATURE] Some biomes can now have dark rooms!
  • [MINOR] Changed the description of the throwing spear.
  • [MINOR] Added SFX to various enemy and ally attacks.
  • [MINOR] Drake now has a nice death animation and projects fire projectiles from correct position.
  • [MINOR] Added SFX to “pawn” shrine.
  • [MINOR] Added death animations to mobs.
  • [MINOR] Crate buildings now display healthbars.
  • [MINOR] Water can now appear instead of the abyss – More biome variations,
  • [MINOR] Last hitting an enemy triggers mini camera shake.
  • [BALANCING] Necro Staff’s kill count before summoning an ally skeleton is reduced from 15 to 10. Its damage has been incresed from 1 to 1.3.
  • [BALANCING] Forest Child perk nerfed. It also takes 20% of player’s score and gold.
  • [BALANCING] Water Plate Armor’s durability increased to 50.
  • [BALANCING] Bubba’s prices and gap between them increased.
  • [BALANCING] Mumu’s explosion damage increased by 100%.
  • [BALANCING] Zombies’s damage increased by 50%.
  • [BUGFIX] Fixed some cells where player directly runs into an obstacle or an object.
  • [BUGFIX] Changed the colliders of the water obstacles in dungeons.
  • [BUGFIX] Blind monk perk now influences vision on all levels… Invasion and bosses included.
  • [BUGFIX] Rotation of Bubble turret bullets has been fixed.


In the upcoming week I’ll focus on polishing stuff! I’ll probably add some map on the loading screen, so the player will know how far from saving Prascilla he is. I’ll try to add options to the ingame menu, fiddle with dungeon progression and as always… add a new enemy or ally.

Next Friday is after Christmas so I wish you a merry Christmas upfront 😀 Have fun beating Noc and Santa!