This covers a number of hotfixes we've rolled out since Update #2, in addition to some new and exciting things we've got cooking in the linked build. Before we get into it, here's a huge thank you to the community for all your insight, feedback, and suggestions. We're a very small team of devs, but we try to roll out updates and improvements as fast as we can, so keep your suggestions and feedback coming :- )
P.S. - Here's your weekly reminder to wishlist the full game and follow our pre-launch Kickstarter page.
Big Picture Changes
- Massive Pause & Settings Menu Rework w/ New Features
- Additional Controller Support w/ Icons + Rumble (optional)
- Even faster New Game button for players who want Instant Action
- Combat QoL Improvements
- Numerous bugfixes reported via survey and reviews
UI Improvements

The Settings Menu now has four tabs -- Input, Video, Audio, and Statistics -- with the following features.
- Button remapping for keyboard and gamepad (new!)
- Toggleable gamepad rumble (new!)
- Toggleable screen shake
- Toggleable windowed mode (new!)
- Multiple alternate video modes
- Three different volume sliders -- Master, Soundtrack, Effects (new!)
- Toggleable auto-respawn.
In addition, the Quit and Quit to main menu buttons now prompt the player to confirm their selection knowing it will delete any progress since their last rest. The menus now display the correct gamepad icons.
Combat QoL
You can now Parry Low-Stance attacks. However, enemies who use the low-stance will not be stunned – just like high-stance enemies.

Improved responsiveness of the Riposte, In addition, a mistimed Riposte input no longer results in a cancelled Attack action -- it just delays the Attack until the Parry animation is complete.

Enemies that emerge from the foreground now have a required amount of time they need to be visible on screen (and attackable) before they can attack the player. That means you can no longer die to an enemy that is offscreen.
"Instant Action" Button
We've further streamlined the "Skip Tutorial" option when starting a new game with the addition of “Instant Action”. This allows players to jump right into the game with ZERO mandatory dialog. Simply select which moral route you want to play, or select the “Late Fate Decide” if you want to leave it up to the gods.

This is especially useful for players who want to experience both versions of the game but aren’t interested in going through the tutorial again. In addition, we've edited more dialog in the “Full Story” tutorial for clarity and length, and decreased visual clutter of overlays during the "Controls and Enemy Overview" section.
Bugfixes & QoL:
- Fixed bug preventing some players from choosing the bokken or sword after completing tutorial
- Fixed bug preventing some players from executing bosses on Lethal / Honor route
- Fixed bug causing all the menus opening in ending "Thank You" screen
- Fixed bug preventing I-frames during dodge against low-stance attacks
- Dialog Input Change: Press Interact (default F for keyboard and X on gamepad) to begin and continue dialog (excluding Sword Choice and Execute). Press Cancel (default C for keyboard and Y on gamepad) to skip / cancel.
- Added "Sprint" input to Help Menu overlay
- Improved enemy hitboxes and hurtboxes across the board
- Improved player hurtbox across numerous animations
Well that's all for now folks. We have a few more "Big" updates planned for Jomaku in the next couple weeks, so stay tuned and keep that feedback coming! It's a huge help to us when you find new bugs / suggest potential improvements. Your review could become a highlight in our next big update!
Coming Soon:
- New Music!
- New Environmental Soundbed System
- Localization
Have you followed and wishlisted the full game on Steam?

Are you following the pre-launch Kickstarter page?

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Changed files in this update