WE MADE IT AYAYAYAYAYAYAYA
Sorry had to get that out. PHEW. This was an actual honest to God workout. That was 16 months of pure pain, but hopefully now I'll have my footing and we can push forward with some real legit progress. I'm gonna immediately start working on bolstering the level count and run length by implementing Act 2 levels hopefully within the month. Then, it's straight sprint for the finish line.
Anyway, thank you all for being so patient and understanding with me. I realize I don't always get it right, but through this process you have been incredibly kind and considerate, and I cannot overstate my appreciation and gratitude. With that being said, let's just uhhhh list some stuff I guess. Sure, here we go.
Oh also join the Discord / Newsletter I beg of you
DISCORD LINK
NEWSLETTER

Reworked Character Controller
Far smoother and more responsive movement
Improved camera control
Improved air control
Improved wallrunning
Improved clambering
Improved dashing
Improved sliding
Improved crouching
Improved swimming
Added wall kicking
Added wall orientation switching
Added moving platform support
Reworked Weapon Controller
Added support for any variety or combination of reload animations
Added functional inspect and interaction animations
Overall, just a huge expansion of animation systems with regards to weapons and interactivity
Added charge, hold, and release states to weapon system
Added stage based weapon modes for uncapped weapon creation
Reworked enemy lineup
All enemies have their own strengths, weaknesses, and behaviors in combat
Reworked Blade Sentinel arena and fight
Added Legion Sentinel event fights
Added the “Drake” enemy
Added the “Golem” enemy
Added the “Cinder Hound” enemy
Added the “Nest” enemy
Added the “Strider” enemy
Reworked enemy energy shields and status effects
Reworked enemy staggering and impact damage
Reworked all enemy damage and projectiles
Reworked level line up
Added “Ashwood Thicket” as a stage 1 level
Added “Amber Vale” as a stage 1 level
Reworked “Forged Pass” as a stage 2 level
Added “Timber Husk” as a stage 2 level
Added “Hollow Valley” as a stage 3 level
Added “Elder Isle” as a stage 3 level
Added “Slumbering Spring” as a bonus stage 3 level
Added “The Blade Sentinel” as a stage 4 level
Loads of new mechanics
A fully persistent player upgrades system
An attunement system for gameplay modifications
A card pack and equipment system
A curses system
A blessings system
A key and HUB system
A fully functioning training mode / area
Dungeons and room by room based arena progression
A redesigned rewards system for playing the game
New menu layout and options
New Tactical and Lethal equipment slots
New Weapon Wheel swapping mechanics and labels
New loot system with a focus on in world interactive objects
New heat based AI manager for adjusting difficulty and pacing depending on player skill
New difficulty selection system
Multiple secrets hidden throughout the game
Reworked weapon upgrades and management system
Weapon and item crafting
Mid-run player upgrades system
Reworked obliterate and loop mechanics
Entirely new soundtrack
11 new tracks composed
Tracks can now transition from opening segments to looping and ending segments with optional stingers
Reworked artstyle
Kinda focused on being less terrible to look at, really
Overall a softer, more focus and directed art style
Day and night cycle with varying settings for daytime and nighttime fog, skybox, and atmosphere to keep areas looking unique as you play through them
Added fishing
Removed fishing
Readded fishing
Reremoved fishing
Stop asking for fishing
I mean it, do not ask me to add fishing
The next person who asks me to add fishing gets sold on the black market, and the money made from it will be reinvested into terrible video game TV show adaptations on Netflix
This is a joke I'll add fishing back in soon
Reworked HUD, menus, and UI
New HUD is simplified and more advanced looking
New UI is simple and cleaner, as well as being more screen centered
Much higher variety in menus, each with improved visuals over previous iterations


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