Added

12 changes
  • Added destructible pots that have a small chance of dropping gold or heal you for the equivalent of a small health potion.

  • Nerfed player speed whilst aiming down the bow.

  • Added a sprinter enemy.

  • Added an elite enemy.

  • Changed the player model to an improved one.

  • Changed the non-unique enemy models to the improved player moddel.

  • Added clothes to the weakest enemy, he is no longer named.

  • Animated crowds. They will cheer when you defeat enemies, especially when you defeat a boss.

  • Added a black vignette when you dash to indicate cooldown.

  • Changed the pit breaker to a minotaur.

  • Changed the rock thrower enemy to a humanoid snake.

  • Added a visible shield model.

Improved

4 changes
  • Changed the swift bow to allow for holding down attack to auto-fire it.

  • Enemy targeting when surrounding the player. They should do no longer group up intensely.

  • Made boss' health bar blue when they are immune to damage.

  • Arrows should now embed into target better.

Fixed

1 change
  • Random vertices causing enemies to fly when rag dolling.

Known Issues

1 change
  • Player armor is non-existent or works really poorly now. We did not have time to model, weight paint, and apply it all for this game jam.

Added

12 changes
  • Added an overflow system (chest next to the storage) to combat exiting a run without enough space for all your rewards. Note: You must clear this before you can start a new run.

  • Added a slight damage falloff to bows to nerf their range a bit.

  • Killing a boss causes all other ads to die. It felt lackluster killing a boss and dying to a tiny enemy in the same depth.

  • Made it so melee weapons hit more than one enemy at a time.

  • Added models to individual melee weapons.

  • Added weak spots to bosses. Hit them to deal more damage.

  • Firing a longbow at the perfect time will result in a stronger piercing shot.

  • Added an overflow system to those of you forgot to check your inventory/storage size before you decided to extract from a run. This is a new chest next to your storage.

  • Added Depth Stones. These will allow you to get a randomised run that starts at a specific depth. Can be purchased at the shop.

  • Added a specific combo attack to the rapier. Successfully finishing it will stun enemies.

  • Added a specific combo attack to the heavy sword. This deals the most damage.

  • Made it so you can attack to perform sword combos. This only works per combo so you cannot just hold down attack to auto attack.

Improved

7 changes
  • Improved overall feel of melee weapons.

  • Changed the "Extracted & Failed Run" screen to be more polished.

  • Added a shield model so you know you're holding a shield.

  • Enemies flinch a little when hit.

  • Changed the rarity of Ranger Boots to be legendary (previously Epic).

  • Adjusted the tutorial to include the grind stone, crafting, and the shop.

  • Nerfed the homing arrow deflection from the purple enemies.

Fixed

2 changes
  • Fixed a bug that caused Healers to vibe next to bosses (they would walk over and AFK).

  • Fixed a bug that caused non-hosts to drink infinite bevvys.

Known Issues

2 changes
  • Performing an attack whilst having a shield equipped looks slightly odd for other players.

  • Hitting multiple enemies with a melee weapon results in many sounds playing at once... It is loud.