- Necken 1.1.0 Update - 6 April 2022
IMPROVEMENTS Minor changes - Boss UI updated - Renamed Leather Armor -> Guard Armor - Updated Weapon Shop popup - Various UI updates BALANCE - Trees has a higher chance to spawn late in the game - Stone has a slightly lower chance to spawn mid game - Stone Pickaxe cost lowered - Copper Pickaxe cost lowered - Bronze Pickaxe cost lowered - Gnome Hut base health lowered - Bear base health lowered - Moose base health lowered - Normal difficulty Enemy health scaling lowered - Hard difficulty Enemy health scaling lowered FIXES - Fixed craft menu not updating button states correctly - Fixed main menu framerate issue - Fixed craft menu not scaling properly in some resolutions - Fixed Reset Progression not resetting difficulty statuses
- Necken Full Release! - 13 April 2021
Necken 1.0 is finally here, and with that, Necken is leaving Early Access. I also wanted to cut the price, so I lowered it by 50%! Cheers, Joccish
- Version 1.0.0 - 13 April 2021
This version has been a bless to work with. Reworked the balance if items, enemies, difficulties etc. The items have been adjusted to work properly with the new combat mechanic introduced a while ago (enemies having dynamic defence instead of static). Some tiles have been rebalanced as well, and overall the flow feels a bit better. IMPROVEMENTS - Added 12 new achievements - Craft screen does not close when crafting Key, Bronze, Coal and Steel (finally) - Lowered the wait time for popup to appear 1s -> 0.65s Minor changes - Replaced Carolean Soldier with Path Troll - Added a slowmo effect when final boss is defeated - Added some audio effects - Carolean Tower renamed into Tower - Drowned sprite position slightly adjusted - Tweaked equipment swap popup - Changed area map menu music to instrumental - Tweaked some popups - Renamed repair craft recipes - Enemy Mushroom buff effect not as big…
- Version 0.17.0 - 26 March 2021
This version has been uploaded to the development branch in different stages, but is now finally ready for an official release! IMPROVEMENTS - Added Hard difficulty - Added Necken hard mode boss. - Added new hard mode endings. - Added Save Suppression. Players can't save/load freely, but save temporarily for a break, and load (and "consume") the save once. - Player can craft a fireplace ("Rest") that triggers saving when exiting the level - Crafting menu now shows current trinket info - Character screen now tracks your completions BALANCE - Enemies spawn less frequently in Forest Fir South - Added Stone Spear to crafting menu - Removed Sharp Stone from crafting menu - Area 3, Western Green Brook levels 3 > 2 - Area 4, Eastern Green Brook levels 3 > 2 - Area 5, Lower Shoulder Woods levels 3 > 2 - Area 6, Upper Shoulder Woods levels 3 > 2 FIXES - Minor fixes in menu background
- Development: Hard mode & Hard ending - 26 March 2021
With this update I have almost completed everything regarding the hard mode and the end boss fight as well. Its an addition to the previous features for the 0.17.0-version, and is available for "beta" in the development branch right now, and for the default game after a bit more testing! Thanks for playing Necken! Cheers, Jocce
- Development 0.17.0r1 - Saving! - 7 February 2021
The next version of Necken will include a feature requested multiple times: A save system! While the 0.17.0 version is not completed just yet, there's an updated version in the branch available, if you wish to try out the new save system right away! It should be working fully, and I'm releasing it early since I haven't found any bugs with the new system. So, if you're interested in testing the new save system before everyone else, make sure to switch to the branch in Properties > Betas. More info about switching branches in the FAQ post in the forum. Cheers, Joccish
- Version 0.16.2 - 21 January 2021
IMPROVEMENTS - Reworked Bjorns skill Careful Feint to work with new combat system - Reworked Bjorns skill Quick Feint to work with new combat system - Reworked Bjorns skill Calculated Feint to work with new combat system - Updated the equipment popup a bit BALANCE - Bjorns skills no longer work on bosses FIXES - Fixed screen resolution options not getting the current resolution sometimes - Fixed locked character icons not showing its background when selected - Fixed item info showing during combat if attacked on a chest tile - Fixed typo in Bjorn's Calculated Feint skill name - Fixed skill bar not flashing when selected - Fixed resource icons using wrong animation
- 0.16.2 Content - 9 January 2021
In the next update, in addition to a few minor bug fixes, I'll address two things that are in need of some love: Bjorn has lost his skills and gotten Saras skills temporarily due to the combat rework. His skill Feint affected the old resistance system, where resistances were set in stone per enemy type. This meant that all Boars had the same resistances, and Bjorn was able to manipulate them during combat. With the rework those resistances were removed and replaced by defence points. The new Feint skill will manipulate those defence points instead. I have them designed on paper, and will begin working on them now. The other is one of my arch enemies - the chest equipment popup (known as the Swap Popup) As you can see, players are able to click multiple times, and more than once lets players have said something like "wow, look how much items are in the chest" and later realised "oh, it w…
- Version 0.16.1 - 16 December 2020
This update improves the combat system further, making it even more clear and obvious what is happening during the combat sequence. Also made it more clear when enemies have been buffed by a mushroom. IMPROVEMENTS - Combat sequence updated further - Attack selection improved (selection can now loop around properly) - Updated repair icons - Added a crown to buffed enemies (buffed by mushroom) BUG FIXES - Fixed UI issues hiding images when selecting character/trinket NOTES - The version without the combat rework (0.15.0b4) is still available in the development branch if you wish to play that one instead! - Bjorn still shares skills with Sara, since they became obsolete when the combat system was reworked
- Version 0.16.0 - 28 November 2020
After a short break spending time with a second game, I'm back to improve Necken even more! Now I feel refreshed and have a lot of new ideas that I wish to try out to make the game better. First up was reworking the combat a bit, adding more depth to what the system is capable of. This is the first version of the new combat system. FEATURES - Reworked enemy resistance system. Enemies now have defence markers that move around each turn - Reworked combat sequence, so effects are in a sequence instead of at the same time - Added help section to menu IMPROVEMENTS - Upgraded Unity engine (yey?) - Enemies jump slightly each new round, for no reason at all - Cleaned up first time welcome screen BALANCE - Player does not take damage when enemy is killed during the turn - Bjorn now shares skills with Sara temporarily, since they became obsolete when the combat system was reworked - Enemy difficu…
- Version 0.15.0 - 4 April 2020
Finally the big update is ready to be rolled out! The achievement system together with some hard-to-get achievements, and the controller system is finally ready for you! It has been a slow process, but everything is finally into place. Hopefully you'll enjoy this major update while I plan the next one! Below is the changelog as usual. FEATURES - Added controller support - Added keyboard & controller rebind in game - Added keyboard navigation in menus - Added current item info to the craft screen (& when swapping on chests) - Added achievements IMPROVEMENTS - Added message when trinket is picked up - Added different audio queues for combat - Updated character select screen - Updated trinket select screen - Updated play screen - Updated craft menu - Updated 'Lucky save' message to be easier to read - Updated health bar to always be visible, instead of at first change or first fight - Upda…
- Development Version 0.15.0b1 - 18 March 2020
In the branch, there's a preview/work in progress build with the following content added: - Achievements! - Control support! - Menu updates - Minor bug fixes So if you want to start hunting those achievements, it's only possible in the branch at the moment. The 0.15.0 version will be available in the normal branch soon(tm). There are still a few minor issues that I'll address in the branch, but it's stable. Cheers, Joccish
- One year in Early Access discount! - 13 February 2020
Wanted to celebrate one year of Early Access with a discount for a week! It has been a really stressful year, but the game has come really far during this time. I've been working on the game full time for two years, and when the EA release hit, I was head hunted for a job that I had to take to make ends meet. At the same time, we got pregnant. So, this Early Access year has been full of daytime work, indie dev during nights, while also wading in diapers and puke. I'm kicking off with a plan for the 0.15.0 version, that will contain controller support and some other sweet stuff! Much love, Jocce
- Version 0.14.2.3 - 5 February 2020
Since the last update, I've been working with a lot of tests and iterations. During this time, I've only updated the demo, to figure out, measure players etc. The result have been moved to the full version now as well. This took some more time than I thought, hence the long time between updates. The tests focused on making the game more stable and making the combat a bit easier to understand. FEATURES IMPROVEMENTS - Updated UI - Updated combat UI, effects and placements - Updated some descriptions BALANCE BUG FIXES - Fixed resolution settings crash - Fixed healthbar crash - Partly fixed file loading crash Cheers, Joccish
- Version 0.14.1 - 6 November 2019
A few weeks ago my daughter was born, so the time available has been about 0 for a while now. However, I did manage to get some features in place - nothing big, but enough to make the game feel a bit better. FEATURES - Added 'hold to walk' to options - Added item: Steak - Added item: Chicken - Added tile: Corpse IMPROVEMENTS - Added a random limit to Stone Breaker uses - Chests doesn't always contain equipment (Armor/Weapon/Shield) - Added screen shake when taking damage - Added screen effects for better oomph - Added outline to items dropped BALANCE - Lowered chance to get equipment in chests from 100% to 50% BUG FIXES - Fixed a crash during level start caused by level generator - Fixed a bug where game over menu would animate multiple times - Fixed correct popup message to armor repair tiles Cheers, Joccish
- Version 0.14.0 - 11 September 2019
The 0.13.2x build in the development branch has been renamed 0.14.0 due to the big impact on the gameplay. A lot of reworks and fixes in the development branch has been omitted from this changelog since they don't affect the live bransch directly. FEATURES - Player now has Health - Enemies deal damage with varying strength each turn - Player dies when Health is 0 instead of when armor breaking - Items can block incoming damage - Added armor as separate items instead of upgrading - Added armor sprites - Armor can now break, just like weapons and shields - Armor can drop in chests - Added armor repair kit in craft menu - Added armor repair kit in loot pools - Player can use a basic Tackle when no armor is equipped IMPROVEMENTS - Renamed "Fist attack" -> "Tackle" - Renamed "Sword attack" -> "Strike" - Renamed "Shield attack" -> "Bash" - Updated repair icons - Berries and mushroom heal play…
- Version 0.13.2r5 [Development] - 5 September 2019
Found a few minor issues, and rebalanced the difficulty a bit (it was a bit brutal) 0.13.2r5 - Added damage indicator for bosses - Lowered all enemies max damage by 1 - Lowered enemy damage scaling from to - Fixed player being able to overheal - Fixed chest firing sound effect when activated while still hidden - Fixed area #3 playing the wrong music track - Fixed item block not applying same round as item breaks Cheers, Joccish
- Version 0.13.2r4 [Development] - 4 September 2019
Fixed a couple of issues with character skills and trinkets, and also rebalanced a few number. 0.13.2r4 - Updated description Berry Basket - Updated description Bracelet - Taking damage when looting deals 5 damage instead of 1 armor durability - Fixed a bug where correct damage would not show while using Bracelet - Careful Feint deals enemy damage instead of 1 random item durability - Quick Feint deals enemy damage instead of 1 random item durability - Calculated Feint deals enemy damage instead of 1 random item durability - Risky Escape deals enemy damage to player instead of 1 random item durability - Crude bow deals no damage to player - Sturdy bow deals no damage to player - Robust bow deals no damage to player - Updated skill descriptions - Bold Escape now requires weapon or shield to succeed - Updated help screen - Fixed item swap popup UI 0.13.2r4f - Fixed soft crash bug 0.13.2r4…
- Version 0.13.2r3 - Health System [Development] - 21 August 2019
Focused on getting the version fully playable, and most of the stuff is completed - the fixes missing is mostly trinket and character specific changes that needs to be made. The version is uploaded and playable on the development bransch. Changes: - Renamed "Fist attack" -> "Tackle" - Renamed "Sword attack" -> "Strike" - Renamed "Shield attack" -> "Bash" - Added armor sprites - Added armor as separate items - Armor can drop in chests - Player can use a basic Tackle when no armor is equipped - Enemies randomize damage each attacks - Updated repair icons - Added armor repair to loot pool - Craft menu shows block amount - Updated damage and block icons - Tower arrow deals 10 damage instead of 1 armor durability - Bear trap deals 10 damage instead of 1 armor durability - Red Gnome arrow deals 10 damage instead of 1 armor durability - Lowered Player health 100 > 50 - Rebalanced armor and shi…
- Version 0.13.2r2 - Health System [Development] - 5 July 2019
Made a few quick fixes to make the development version a bit more playable. The most notable changes: - Added armor costs, repair cost and block amount - Fixed a few interface issues to make the combat a bit more clear Next version will take a few weeks due to vacation, but will focus on completing the combat part of this version: Randomized enemy damage, actual armor icons and making sure that all the other aspects of the game works well with this new system. Much love, J