White flash around the screen edges when you dash.
Screen edges darken when stamina runs low.
The last 1–2 enemies get a faint outline you can see through walls.
Level names on the title card: Angry Drunk, Soup Night, Gun Show.
Tutorial: after 3 enemies are down, a "Hold Left/Right Click to Heavy Punch" prompt stays up until you do one.
The rage intro line now reads "Rage Heals you to Full Health", with Health in red.
#Changed
Dash goes further, and costs a little more stamina than before this session.
Punching, heavy punches, kicking and blocking all cost about a fifth less stamina.
Knocked-down enemies get up 1.5 seconds sooner.
Level 1: your first hit fills the rage bottle, then it builds normally.
Guns have a blue tint instead of an outline.
Bigger "Enemies Left" counter and belt percentages, and the percentages sit centred in their slots.
Louder music and bartender voice.
The slow motion at the start of the tutorial is gone.
#Fixed
Moths disappearing while you move around lighting
Enemies getting stuck in stairs.
Enemies punching you from below or above.
The rage message showing on top of the level title card.
The rage bottle showing as full and open at the start of level 1.
In level 1, rage filling almost straight away after the first bottle.
The bartender's voice coming from the bar counter instead of her.
COMBAT
- Guns now insta kill.
- The shotgun gibs whoever it kills.
- A gunshot that knocks someone down finishes them, so a graze never feels like the gun did nothing.
- Downed enemies can no longer hit you
- Rage now makes you invulnerable.
- Kicking costs half a stamina bar.
AUDIO
- The revolver now has custom gunshot sounds.
- Gunfire now comes from you and follows you instead of playing from wherever the gun was picked up.
- Level 1 plays “Peacherine Rag.” Its band was switched off entirely and is now working.
- Patrons taunt about twice as often.
TUTORIAL AND PROMPTS
- The punch prompt now appears with the slow motion rather than a couple of seconds after it.
- The slow motion kicks in twice as fast.
- Level 2 teaches the kick at the top of the stairs.
- Key names in prompts are spaced properly.
- Round numerals no longer split onto two lines.
- The bar stops flashing once the tutorial's opening pan is over.
LEVELS
- Fixed enemies spawning embedded in the floor in level 2.
- Added a ton more detailing to each level with plenty more props to throw around.
- Added kill boundaries to levels 1 to 3, so a fighter who ends up out of bounds can't stop the round from finishing.
- Tidied up the internals of every level.
- Balanced each level slightly and adjusted enemy count
CONTROLS
- Block and Dash can now be rebound in the settings menu. Kick is no longer hidden under "Shove".