- Patch Notes: Version 1.31 - 14 August 2026
Hello, sorry for the wait. This update adds Japanese, Chinese and Korean language support. Thanks to Kurono Studios for the localisations. The game is 50% off for a week to celebrate. It also adds a new endgame scenario called Madness, plus some other new content and improvements. ------------------ Version 1.31 Gameplay: Characters can now perform a spin-slash by pressing turn during a horizontal attack. A partial block now causes flinching. A fully charged strike now makes ferals bleed out more quickly. A fully charged strike can now kill two opponents at once. Added experimental weapons to the Extras menu. Heavier weapons are slower by default, but you can build momentum by changing stance before each attack for a speed boost. Added 'Alternate Parry' to Extras Menu. When enabled strikes will only collide if they match orientation - horizontal or vertical. Added a slight delay to swap…
- Patch Notes: Version 1.3 - 12 July 2024
Hello everyone, After a long vacation and moving places I'm back to working on updates. This one is just to fix the memory leak issue which was reported to me, but there will be more to come. Thanks to those of you who commented about this problem and apologies for the delay in getting it fixed. ------------------ Version 1.3 Fixed a memory leak issue.
- Patch Notes: Version 1.29 - 13 April 2024
Hello everyone, This patch contains a few mechanical and AI tweaks. Blocking from behind has been buffed, and enemies now have slightly better tracking. This should barely affect lower-difficulty enemies, but higher-difficulty enemies (mostly bosses) won't be as easy to cheese by just walking backwards. Skilled AI can still be baited into missing, but it will require more careful use of footwork and distancing. The dodge has also been nerfed very very slightly, which should make mixups more effective on dodge-heavy enemies. I have also added a small popup icon for the native achievements system, in preparation for launcing on GOG. There are a few other changes I've been experimenting with, but I didn't want to further delay this patch, especially since I noticed the bug with the blood canvas on Mountain. Thanks for reading. ------------------ Version 1.29 Fixed the blood stain canvas st…
- Patch Notes: Version 1.28 - 28 March 2024
Hello everyone, just a small patch for now. I'm currently testing some AI improvements but they will need lots of testing and I didn't want to further delay this update. This update adds a native achievements screen. In future this screen will allow for the achievement system to work on platforms other than Steam. ------------------ Version 1.28 Fixed the smoke visibility from the laser sword marker. The frozen pause screen image now reflects the brightness/contrast settings. Attempted to further optimize the Sunset stage (let me know if there is any difference). Blindness-resistant enemies (who turn their heads to avoid being blinded with blood) will now briefly stop moving when blood is thrown in their face. Fixed swords producing steam when dipped in water when Laser Swords aren't enabled. It is now easier to buffer strikes while turning around mid-combo. Addressed an issue with the…
- Patch Notes: Version 1.27 - 7 March 2024
Hello everyone, time for another update. The most extensive change in this update is improvements to the Laser Swords Extra. It's a very popular feature so I decided it'd be fun to give it some extra flair: they now cast a faint light onto the environment, create coloured sparks when clashing, burn grass, create glowing wounds on enemies, and players can select their own colours from the Extras menu. By request I've added Brightness and Contrast to the Options menu, this will hopefully help people calibrate some of the darker stages on their displays. I've also addressed a bunch of bugs and other oversights (thanks PersonGuy, and others who have documented this stuff). It has been pointed out to me (thanks Cheshire) that there was a bug with the anti-cheat function, so some of the leaderboard scores are probably unreliable. This was pretty demoralizing, and I'll probably have to reset t…
- Patch Notes: Version 1.26 - 2 February 2024
Version 1.26 Killing an enemy now grants a brief moment of faster stance-changing, in addition to the pre-existing run boost. Fixed a blending issue with the haori colours and the skin. Addressed an issue with severed parts from off-screen not updating their animations when they come on-screen again. Reversed the shove priority between two shoving characters - the shove which was initiated first now has priority. If the shoved target is also in the shove state the effect of the shove will be reduced. Added additional non-collision frames between player bodies when one has just left the dodge state to allow for better maneuvering. Adjusted the parry-system to prevent inconsistencies between charge-levels. Increased the pushback distance of a clash between equally-charged strikes. Lowered the window in which the AI can react to the shove (the extra windup last patch made them much better…
- Patch Notes: Version 1.25 - 28 January 2024
Hello everyone, The goal of this update, besides the usual fixes and QoL tweaks, is to address some of the feedback I've been receiving in regards to certain mechanics. It has become clear from watching gameplay and listening to players that certain elements could do with some adjustments: - Shoving is too fast to react to, and too powerful as a gameplay crutch for interrupting opponents - Trading blows feels like a dead-end, there isn't enough strategy to the back-and-forth of clashing and parrying. - Counters are underpowered. This patch addresses those issues with some gameplay changes. With the exception of the shove, which has received an increased wind-up time, all the other mechanics have either been buffed or left as they are. The goal of this patch is not to re-invent the gameplay, but to give players more options and more freedom in how they approach each engagement, and to re…
- Patch Notes: Version 1.24 - 22 January 2024
Version 1.24 Fixed the 'lawnmower man' achievement. Fixed fire sound still playing after the fire goes out in Nightfall. Slightly reduced how much the fire fades with each slash in normal and lower difficulties. Lowered the number of enemies in Nightfall on modes below Tough. The player now starts facing left on Nightfall, to indicate the direction to go. Fleeing enemies are no longer affected by the 'turn' stat - this caused unintentional behaviour in the previous patch. Fleeing civilians will now turn and run in their original direction if flipped by the player. Fixed zombie player playing the sheath animation when a level is completed. Fixed zombie player clipping into the level boundary in Shrine Act 7. Increased the view-range of the final boss to discourage cheese (I see you, PersonGuy).
- Patch Notes: Version 1.23 - 21 January 2024
Hello everyone, patch time. Thank you to those who reported the achievement-related crash at the end of the game. I'm 99% sure I've fixed this but please let me know. This patch also includes optimizations and more graphics scaling options. Please let me know if these have made a difference. If there are any problems please comment. The previous build can be accessed from the 'betas' tab in Steam's properties menu, under 'previousbuild'. -------- Version 1.23 Addressed an out-of-range error when getting the scenario mode completion achievement. Renamed the Scenario menu to Scenario Campaign, for additional clarity. Fixed an issue where buffered combos could persist when the attack state is interrupted, this will reduce the effectiveness of button-mashing, as well as some occasionally odd behaviour. Optimized the grass colour shaders. This should drastically reduce shader calls and will…
- Patch Notes: Version 1.22 - 20 January 2024
(I understand that some people, particularly on steam deck, are having performance issues in certain scenes with lots of atmospheric effects - nightfall and sunset act 3 - I'll be adding scaling options for those effects to the options menu in another patch sometime soon. For now I have adjusted the snow effect to hopefully improve things without affecting the visual impact). Version 1.22 The laser sword now drops a handle upon death, instead of a normal sword. Adjusted the dropping sound effect to prevent it from not playing sometimes. Disabled the 'AI-only' Extra in Scenario Mode for now. It wasn't designed for that mode and its inclusion was an oversight that causes issues. Zombie players can now bite zombie enemies, and vice versa. Added an invisible barrier to the far edge of Town Act 2, preventing rare cases of infighting enemies chasing eachother off-stage and preventing progress…
- Patch Notes: Version 1.21 - 18 January 2024
Version 1.21 (I realised that in my haste to release a couple of day-one patches, I incremented the version numbers a bit high, so they'll be going up by 0.01 from here) The 'multiplier' setting in the custom blood screen is now floored at 1, since lower values prevent blood from spawning. Nightfall's description now mentions the fire as a hint. Tweaked the pause menu to hopefully prevent control lockouts.
- Patch Notes: Version 1.2 - 18 January 2024
Version 1.2 The sword now defaults to mid-height when unsheathing it. Any remaining enemies will now flee when Nightfall mission clear is reached (sorry Sludge).
- Patch Notes: Version 1.1 - 17 January 2024
Version 1.1 Fixed menu music going silent when adjusting the volume in the menu (thanks Dalick).
- Patch Notes: Version 1.0 - 17 January 2024
Version 1.0 (I realised I've been labelling these updates 'beta' despite the game being feature complete and about to ship, so let's call this one 1.0) Improved 'press start' UI for dying or changing levels. Adjusted enemy tolerance for blindness in modes above normal and below 'hell'. There is already a system for preventing too much cheese, so making most of the enemies immune on slightly higher difficulties is overkill. Slightly adjusted the AI to make them better at judging distances when charging. 'Tough' mode is now slightly easier. Any remaining spawned enemies on the hardest difficulty mode will now flee when a mission is complete. Made a clean version of the title logo that reads better in low resolution. Fixed a crash when connecting a controller in the menu.
- Patch Notes: Beta 0.36 - 16 January 2024
Beta 0.36 The second column of the Control Binds menu is now inaccessible unless the second player controls are visible. Added Player Setup entry to the gamemodes menu so players can modify their control scheme and appearance without backing out and re-entering. Added extra clutter to levels: firewood piles in Bamboo, stone lanterns and training dummies in Dojo, skulls and skeletons in Cave, etc. Added more music tracks. Adjusted several Scenario encounters to make them more substantial. Added Summit achievement. Improved layout of Stats screen. Fixed issues with distant backgrounds being slightly misaligned in certain scenarios. Added proper stage thumbnails for Scenario Mode and Arcade Mode. Fixed another issue with grabbed dead bodies not absorbing hits. Pressing F1 now cycles visiblity between all the UI elements. Adjusted kill collisions so that close-range and long-range injuries…
- Patch Notes: Beta 0.35 - 14 January 2024
Beta 0.35 Gameplay Improvements & Changes: The game now saves mission progress to disk between screens instead of only when returning to menu. This will prevent progress from being lost if the game is suddenly closed. Re-wrote shove code to prioritize targets in order of distance so that the closest enemy will always get shoved when there are overlapping targets. A standing corpse that has been shoved or grabbed will now absorb attacks if it is hit, like a living character would. You can no longer be stumbled by a standing corpse unless it has actually been shoved. Redesigned the grab move to be visually consistent and have better collisions. It is now a little easier to cause friendly-fire by using enemies as shields. Characters can no longer block when being turned around by a grab.
- Patch Notes: Beta 0.34 - 11 January 2024
Beta 0.34 Added full list of supporters to the credits. Added special sound when a player dies in Scenario Mode. The Extras and Custom blood screens now scroll instead of using columns. Enemies will now stop spawning when the boss is dead on the hardest difficulty. Remastered all music, added special credits music. New music in Scenario Mode will be implemented in the next patch. The credits will now play when the final mission is completed before showing the mission clear screen. Players will now sheath their swords when a mission is complete. Player 2 will now leave a sword marker in Scenario Mode. Player sword markers in Scenario Mode now reflect the player sword colours. Fixed an issue causing the gamepad joystick deadzone to reset too high. Added a wall to the right side of the dojo in the Tutorial.
- Patch Notes: Beta 0.33 - 8 January 2024
Beta 0.33 Reverted dodging speed when running. The campfire is now much more deadly and satisfying to use. The embers can also be dodged. The campfire's duration now scales based on difficulty. Fixed burning corpses not extinguishing their light after they stop burning. Slightly reduced the chance for less-skilled AI to shove. Enemies will no longer attempt to parry when the target is facing away from them. Player positions are now clamped in Scenario mode if they are too far apart in co-op. Added joystick control to the pause menu. The game now pauses when the Steam overlay is enabled. In Scenario mode the music now cuts out when you die and comes back in when you respawn. The Scenario Mode missions are now locked behind progression. The Scenario menu now displays later scenarios as 'locked' instead of clamping the list to unlocked missions only. The UI now better reflects which missio…
- Patch Notes: Beta 0.32 - 6 January 2024
Beta 0.32 Steam's screenshot feature now works. Added title screen (work-in-progress). Added Custom Movement options to the Extras menu. You can now set custom speed values. You can also modify the slash hitbox size. Stretching slashes now stop growing after the deadly frame and it is now much easier to see where the hitbox is. Exits can now be activated by either player in co-op mode. Smoothed out player collisions to prevent flickering and other issues. Corpses can no longer stumble characters when they are still in the hit-stop phase. Enemies will now hopefully stop striking through team-mates from behind. Characters can no longer block when being turned around by a grab. Smoothed out the animation transition when clashing with a mid-attack from medium range. Removed some beta text in preparation for release. Adjusted AI to improve defense slightly. The feet now shift slightly when y…
- Patch Notes: Beta 0.31 - 3 January 2024
Hello everyone, this is just a small patch - the first of several - in the run up to release. -------- Beta 0.31 Added Grove stage. Added Credits screen (subject to changes). Improved Pause screen. Increased the chances of blood staining the player again. I optimized this last time, but I went overboard. It is now possible to queue any strike while attacking - not just combos specifically. Slightly reduced the ducking speed boost when running. Adjusted the hardest difficulty to prevent enemies spawning when near the exit. Fixed laser swords not drawing properly in certain stances. Fixed sword-only mode not displaying wood correctly. Fixed Cave boss not having the right preset appearance. Fixed tight sleeve types showing the wrong colour from the back. Fixed mission select defaulting to 0 instead of 1. Fixed split legs showing the wrong colours.