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Update notes via Steam Community

Patch 0.7.1 is out! This one has requested QoL features, as well as some gameplay adjustments. Take a look below!

////ADDITIONS////////////////////////////////////

  • Added randomized Badge Point costs option in Dream Remixer

////FIXES///////////////////////////////////

  • Fixed multi hit moves not being able to hit multiple enemies after the first hit

  • Fixed a bug where pausing the game as Acro and switching back to Hemi in the same room would despawn all her orbiting stars

////QUALITY OF LIFE///////////////////////////////////

  • Added an unequip all badges button on the badge screen

  • Added a save file delete option in the options menu

////ADJUSTMENTS///////////////////////////////////

  • Made Stat Chunk spawn rate increase with higher combo number

  • Gave Hemi and Acro different base stats for each stat found in stat chunks, so that each character scales differently with stats

  • Made Chocoloaf fall a bit slower and act a bit slower (he got much harder)

  • Adjusted knockback weight and gravity of Paranimbus and Zurkitera

  • Made Hemi's jab slower, but deals more damage, knockback and can be stored like her Up Ground attacks.


I will explain the Hemi jab changes. Long long ago, Hemi's old jab was very similar to her current Up Ground attack. 3 charges, cycles between them each click without pressing it quickly. I changed it to be similar to Acro's jab, where the other jab moves were locked behind pressing the attack button during the current jab's animation, and generally sped up Hemi's jab so that it would feel a little more instant. Turns out, I might have made it too fast, and I wasn't too happy with Hemi's jab being more combo oriented. I missed when each jab was more of their own separate attack, with a lot of knockback attached to it. Using the same animation, I now repurposed Hemi's jab to be slower, but stronger, both damage wise and knockback wise. This might honestly be a net nerf, but I think I owe Hemi back a more distinct jab from Acro's. This new jab of hers will also synergize well with the newly added pushback mechanic, so now Hemi feels more like a juggernaut that pushes enemies around. Asymmetrical balancing is very interesting, so I wanna maintain that. Give each character their distinct traits with unique strengths and weaknesses; otherwise what is the point of having 2 characters here? I might tweak some of the numbers still, but I'm pretty happy with the new direction her (now) current jab is in.

If you run into any issues, please let me know! Thank you for playing.

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