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Hey all!

In short, the main changes you'll see in this build are 3 new enemies and en entire NEW AREA!

There are quite a few more in the works and I can't wait to introduce them all!

There are also quite a few new rooms for the levels. The game hasn't really 'felt' procedurally generated yet as we only have a couple of different 'room' prefabs to work with, but as the collection grows the play experience will start to vary quite a lot with each play session. But that's after our enemies and mini-boss update.

After adding the 3rd enemy, I took a step back to address some known bugs that have been around for a while:

Also, there won't be any video posting today as we're skipping our YouTube drop this Monday since it's Easter weekend.

Hope you all enjoy your holidays, and thank you again for your continued support!

Here are the other fixes done this month if you're curious:

  • Not a bug, but changed the build from 'Mono' to 'IL2CPP' which is basically just a free performance upgrade for PC builds, so this should run smoother.

  • In the last update it was possible for the whole game to crash when you died. This was a HUGE problem that took a couple days to figure out, but that's fixed now!

  • Fixed a visual glitch with the thrown sword when it returned (it was overshooting and constantly trying to return to the player's hand, but the catch threshold was too small)

  • Damge numbers no longer show decimals

  • Fixed visual bug with the player color flash during consecutive dashes. Wasn't resetting properly.

  • Fixed a bug where the HUD elements weren't correct the first time you spawned into the HUB

  • The 'race' progress bar wasn't actually updating quite accurately. Fixed! (Also added a 'GATE' you need to go through in order to complete the race, instead of just entering the exit room.

  • There was a HUGE annoying bug that caused trap triggers to infinitely get set off if currency was on top of the trap button (even after it was collected)

  • Spike traps do less damage, but will damage you ever 0.75 seconds if you continue standing on them.

  • Fixed a visual bug with the FruitFly companion where he would stay 'squashed and streched' after an enemy was killed sometimes

  • Fixed a bug where the sword throw audio loop would continue playing if you took damage while charging your attack

  • Fixed a bug where the sword throw aim lin UI would not update correctly if you took damage while charging your attack

  • Post-processing broke after our last build somewhere along the line. Fixed that.

  • Currency and keys can be collected from further away, should no longer be any 'unreachable' collectables

  • Fixed a weird visual bug where the blood VFX were 'waiting' to play until they entered the camera frustrum, which resulted in weird delayed particles being fired long after enemies had been killed.

  • Fixed a bug where doors could sometimes spawn in the middle of a hallway

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