- Hotfix 1.0.1 - 30 September 2025
I noticed in the final version that Coffin's health was too high, so I decided to tweak his health pool. I discovered he was being spawned FIVE TIMES instead of just once, which could be causing him to have 5x more health than normal. But just in case, in addition to fixing this issue, I reduced the maximum health of all bosses in case the values were actually higher than I expected.Resume:Bug that made the Coffin spawn 5 times, each one on top of the old layer;Health of all bosses reduced;Lógica das abelhas revisado novamente sobre a prioridade nas bossfights;That's it for now.Have a good game!
- Version 1.0 - 29 September 2025
This version represents a polished and improved iteration of what I had originally proposed at the beginning of Early Access, and it can now be enjoyed with the fewest bugs possible. There may be a translation error or visual bug here and there that I missed, but nothing that compromises functionality.As far as I could manage, I tried my best to add all the new features to old saves, but I can't guarantee full compatibility of this update with a pre-1.0 save. All my tests were based on saves created from scratch with these new additions and changes, so I ask that for an IDEAL experience, create a new save.Without further ado, here's the list of changes included in this update:List of new features:Final boss now available at wave 100 (door locked until a certain progress is reached)4 Mission system with a narrative proposalNew feature added after completing the game's missionsRiggs (the…
- I remembered my password - 29 August 2025
Jokes aside, I’m here with this announcement, after a loong time without any updates, to inform you that the update I’ve been working on for the past few months is now in the final stages. Since this is a significant update, as it will be the one that takes the game out of early access, I’m making sure there are as few issues as possible. If needed, small updates will be made to address any potential issues. I should highlight that I do everything myself, so the implementation and testing, depending on the complexity of what I’m working on, might influence how long it will take to finish. Enough with the excuses, let’s get to the important stuff: Missions The game will now have a light narrative approach, with objectives that, once completed, will unlock new things (nothing too complex, but different). Balancing I’ve been pretty negligent with the game’s balancing because I was always f…
- Good News! - 25 February 2025
It's been a while since I last updated, right? I’m posting here to inform you that the final stage of the game's development has returned to normal. I had to take a sudden break from development due to several issues, but they have been resolved. The next update will bring NUMEROUS bug fixes that unfortunately piled up all this time without a fix update, in addition to the short, yet dynamic, story mode where I try to cover as much as the game can offer up to this point. I don’t have a set date for the release of this update, but I’ll give you a brief summary of what it will include: - Missions for the game’s story; - Final Boss; - Various bug fixes; Maybe not along with this update, but I still owe more cards to expand the range of possible builds in the game. Most likely, I’ll release them with the final update of the game, which will be version 1.0. A DEMO is also being considered al…
- Goals - 27 December 2024
We reached the mark of 100 copies sold. Seriously, I didn't expect this number so soon and especially in early access. Thank you very much to everyone who gave the game a chance even though it still needs polish and content. Since the game's launch, significant improvements have been made to gameplay as well as more content and functions for things already included in the game, such as effects on accessories. But I know that I still have to say with conviction that the game is in the state I planned. This end of the year is a time of great content and polish for the game, but also many unforeseen events. It wasn't my intention, but the story update planned for this December will have to be postponed. Some things are beyond my reach, such as art. We had unforeseen events in this part and also due to the dialogue system and new questlines. Everything that has been worked on in the last fe…
- Slowly but steadily - 8 November 2024
Yes, I'm still alive and working on the game. In the meantime I've been testing the new mission system I'm creating to tell the game's narrative to have a starting point and a consistent conclusion. Don't expect a great story or create high expectations, but I will do my best to at least be tolerable from beginning to end. As they are fixed missions with fixed objectives, as soon as the player finishes the story mode I intend to add a new mechanic/resource where the missions are carried out. I'm still thinking about the possibilities but I think will end up being a special store. I'll give more details when I'm actually working on this feature. Happy gaming everyone!
- PATCH 0.4.0 - 13 October 2024
Yes, it took a little longer than expected, but it's finally here. LAST MINI BOSS COMPLETED. With this major stage completed, I can now focus on the final stretch of the game, which involves alternative game modes, a mission system for the main story, and a final final boss, among others. The "Informal Roadmap" that I mentioned in the last post will be explained in a simple and direct way: goals. Now that I've managed to finish the last mini boss of the initial gameplay loop, I can calmly focus on the next stages, which will probably take longer to complete, namely: MAIN STORY It will be based on a mission system. It will be used exclusively to conclude the game's narrative. The player will have fixed objectives that they will have to complete during their game in order to unlock the main story route. The game's Final Boss will be completed together with the release of the story mode mi…
- Last Mini Boss arriving - 4 October 2024
started this week creating the mechanics for the game's last mini boss. Once this is done, there will be 3 possible bosses that the player will encounter in their matches until wave 100, where the match ends. More details on the next update will be made as soon as the update with the mini boss is published. I'm already thinking about how I'm going to approach the mission system of the main story that I mentioned. What I can say is that it has something to do with that door that no one can use before facing the mini bosses ːdemoneyeːːdemoneyeː The next update with the mini boss is scheduled for next week with the same reason as the previous one: I need to implement, test, validate and then refine. More time means less chance of bugs and glitches that would take away any possible fun experience for the player. The game is in version 0.3.0, which means that the next update with the arrival…
- UPDATE - 0.3.0 - 20 September 2024
"Wait, shouldn't this be version 0.2.4?" Yes and no. (more yes than no). I'll explain everything at the end of this post if you're interested. But first... I worked like crazy to bring this new addition to the game as quickly as possible and with as few issues as possible... NEW BOSS Don't expect too much complexity in its mechanics, but I guarantee it will be more engaging than the only mini-boss that has been available until now. With a bigger variety, my intention of making the gameplay more random is coming to life. Instead of always facing the same boss, you might encounter a different one. That sense of not having control over certain aspects of the game is what fascinates me the most in this genre, and executing it in a fun way is my biggest goal. From concept to execution, the mechanics of this boss took me about 2 weeks, requiring more time for full implementation. The next pla…
- Next boss approaches - 14 September 2024
I had unexpected issues with the new mechanics of the next mini boss. Therefore, I will postpone this update until the middle/end of next week to remove all possible glitches/bugs.
- PATCH - 0.2.3 - 6 September 2024
In this patch I only made small changes to the layout of the pause menu and end of game screen. The rest of what is being implemented is still being tested so that it can be posted with as few bugs as possible. Changes below: - Pause menu pages and end-game screen now functional with shortcuts (keyboard or controller) to improve page-related functionality; - I made a slight change to the position of the restart and exit buttons on the end of game screen; Here's a quick peek at the next mini boss planned for the next update:
- PATCH - 0.2.3 - 31 August 2024
Many fixes in this update. Pages to view all collected cards have finally been added in the pause and death screens. More information on the changes below: - Fixed the size of the upgrade stats in the shop, which were larger than the defined size, resulting in them being cut off; - The Top Hat had an error in the upgrade information; - There was a bug related to the pause menu that caused the mouse to lock up; - Enemies now spawn in greater numbers and in less time, but with attack intervals revised to match this change; - Bug in Meowtech that made it immortal while using its power; - Meowtech was holding the staves off-center with one of the accessories; - Added pages in the pause menu and post-death screen to view all the cards collected during gameplay; - Damage from slugs and the boss has been revised; - Crystal projectiles from the first staff no longer pass through enemies. This f…
- Future ideas and plans - 23 August 2024
With many structural issues being resolved, we are getting closer to the point where additional content updates will be added to the game. Mechanics like accessory effects or card rerolls don't count as additional content to me, so I want to emphasize what will be added in the long term from now on. The goals I will mention here won’t necessarily be implemented in this order, but they will definitely be implemented over time. 3 NEW MINI BOSSES Each with a different combat mechanic. Currently, there is only one mini-boss, which can make the game monotonous and predictable over time. By adding more mini-bosses, not only will there be more content, but it will also enhance the randomness factor I want to bring to the game. Adding 2 More Game Modes: Endless and Shadow Mode (Name May Change) SHADOW MODE As the name suggests, this will be a dark game mode, where the main sources of light will…
- PATCH - 0.2.1 - 17 August 2024
The shop now has more information, and certain issues related to the last update have been resolved. More details below: - Quality of life improvements, such as brief descriptions of characters, weapons, and accessories in the shop; - The accessory upgrade area now displays their respective effects and what those effects will be after upgrading; - Reduced the number of silver tokens dropped, as it was causing performance issues in later waves; - Silver tokens are now transparent so they don't obstruct enemy projectiles and hinder visibility; - Fixed a bug with "Absorb" where, if the boss's damage exceeded the absorb value, it would result in a negative value; - Corrected some cards with incorrect values; - Projectile acceleration was not resetting after the match ended; - Fixed a typo in the game over screen; - Some accessory effects had coding errors that have been fixed; - The increas…
- PATCH - 0.20 - 10 August 2024
A bit delayed, but what matters is the delivery. I present to you version 0.2.0, which includes changes or additions to mechanics and information that have been missing since the game's launch. Below is everything that was added or fixed in this version. I RECOMMEND taking a quick look at the things that interest you, as not everything is fully explained or intuitive in the game yet. Consider this update as part 1 (functionality), with part 2 (revision) coming in the next update with the necessary improvements. ACCESSORY EFFECTS You have no idea how much I wanted to implement this. A unique effect has been created for each accessory, each with its own characteristic to allow combinations with all the cats and staves. I won’t reveal the effects here, as I want you to discover them on your own. If you already have accessories in your save, I recommend checking the game manual in the lobby…
- What's coming in the next update - 3 August 2024
For various reasons, I will have to postpone the content I had planned for today to next week. HOWEVER, it will be for a good cause. I am working on making the coin drop system fairer so that this mechanic, which will be essential for building a build, can be used more frequently. Below are the details of what will be added in the next update 0.2.0: - The possibility to reroll cards and upgrade their rarity with tokens collected during the match. I am looking to encourage the use of this mechanic by improving the gold and silver token drop system. This requires more testing and, after release, collecting feedback; - Accessories will have unique effects, each with its own focus and benefit for the player, making accessories more essential than just increasing the overall strength of the character; - I found a bug in the dagger code that caused them to always deal 1 damage instead of the…
- PATCH - 0.1.96 - 26 July 2024
This week, I didn't add much, but several existing aspects of the game were tweaked, which I believe will contribute to a more rewarding gameplay experience for players. Details are provided below. - The accuracy attribute was displayed incorrectly for players in the in-game pause menu, giving the impression that the accuracy value increased very little with each upgrade. However, this was just a visual issue and has been fixed; - Added YELLOW/ORANGE color to represent the maximum value of an attribute in the pause menu, giving players a better sense of which attributes are already maximized; - Arrows indicating ground enemies (slugs) now have an alert icon next to them to emphasize the danger and an audio effect for easier identification; - Some cards had outdated descriptions, which could cause players to avoid picking certain cards purely due to the low value, discouraging them from…
- PATCH - 0.1.95 - 19 July 2024
In this update, I made small changes that will have a significant impact on gameplay, such as unlocking the rarity system regardless of the wave you are on and reducing the base attack frequency of enemies, which increases as waves progress. The rest of the changes are listed below. - By request, I changed the color of the outline lines in the tutorial that indicate where the player needs to go in the shop to make it easier to see what needs to be purchased; - Revised the card rarity system, making the RNG factor much more apparent. Previously, the rolls followed maximum limits on the card level according to the wave. I changed it so that it is possible to get any card level up to level 4 even in wave 1, but you will need to be lucky for that to happen; - Enemy damage was scaling very abruptly and nonsensically, so I COMPLETELY revised the system to have fixed values for health and dama…
- HOTFIX - 0.1.91 - 10 July 2024
- It is now possible to advance Riggs' dialogue by holding the interaction button; - Fixed the issue where the basic projectile damage of the staves was not showing; - Readjusted base values and texts of the "Dagger" card; - Ground enemies (slugs) would teleport to the player's location if the player left the game paused for a certain time; Regarding game development, I am currently working on the mechanics of the next mini boss. Note: I am aware of a case where the game crashes abruptly as soon as it starts. I am looking for ways to identify the cause, and any information shared in this case will be extremely helpful for future correction.
- PATCH - 0.1.9 - 6 July 2024
- Enemy and boss health scaling redone, as they were too exorbitant and I didn't notice due to lack of testing; - Initial visual bug related to the laser for the controller; - Card rarity system changed again to test feedback; - Reformulated the way staff accuracy is presented, ranging from 0 to 100. Higher values mean less projectile evasion; NOTICE As I have reformulated the accuracy system and along with it adjusted the base values of the staves, I STRONGLY RECOMMEND creating a new save to avoid any bugs related to old saves. Along with this notice, I would like to make it clear that the save created is automatically linked to the version when it was created. To check your save version, just pause the game in the lobby with ESC or P and check the version number in the lower left corner. When there are major changes such as adding items and more features to the game, it may be necessa…