- Steam overlay button added - 7 September 2023
1694058318 + Pressing controller platform specific home button now opens Steam overlay
- Fixed a single issue with metal ladders - 20 June 2023
1687284070 * Fixed ladders in time stage still pulling the player upward while time power is active
- Ladder grabbing adjusted and other fixes - 11 May 2023
1683681346 + Added stage difficulty descriptors to level select * Optimised collision detection for honey blob enemies * Fixed an issue where the player could still be knocked off the ladder while using the shield power (thanks maildisposal) * Slightly increased horizontal range for grabbing ladders
- Builds 1681872169 & 1682478714 - 2 May 2023
1681872169 * Fixed flicker effect from taking damage not working under certain circumstances due to using the wrong main loop cycle * Moved the first spawn of fire stage spawn to the left and replaced original location with some magic restoration drops * Camera horizontal position can no longer be incorrect on first load of fire stage due to new first respawn location * Maximised window screen mode will now force and maintain aspect ratio 1682478714 + Added code check for when save manager first wakes * Changed save data delete text from "delete" to "reset"
- Naughty creatures in final stage needed some attention - 11 April 2023
1681204565 + * Fixed some enemies misbehaving in final stage to missing tile flags - Removed some uneeded tile flags from the final stage - Replaced some unreachable spikes in the final stage with water to fix some enemy behaviour appearence - Removed misplaced solid tile in final stage - Remove a badly placed stone time at the first spawn in nature stage
- Full Release! - 6 April 2023
Just shy of 3 months of Early Access, I am proud of have Powers of Hex as a fully release game along side my previous game, Thibalryn. It may have been a while since you last played, so I suggest you check out the music for each stage and try beating a boss you previous had not reached. For achievements to retroactively unlock, either acquire a new magic power, an upgrade or just die to anything. --- Special thanks to: AmethystDragon10: Some early testing and feedback. Someone to talk to on occasion. VertPlaysGames: Early video coverage on their Youtube channel. Supportive and great to talk to. tinahacks: Very friendly Twitch speedrunner who gave me the confidence to continue making games after Thibalryn.
- Title music added - 5 April 2023
1680672262 + Added title screen tune + Added level select ambience sound * Stage music now starts 5 seconds sooner * Music now only attempts to play on stage scenes and title scene
- Release Candidate - 30 March 2023
Unless some final changes are made, this is the same version as what will be published as the full release. The final stage is now available to be played! For those who actually already have obtained all 6 powers, just load up your game as normal and the final stage will be there for you instead of the normal stages. 1680158978 + Added tile layout for final boss room + Finished layout of final stage + Boss projectile speed is now modified slightly be the bosses movement direction + Added error catchment code to boss projectile spawning + Modified boss behavior settings for final boss + Added light shadow palette data + Added music for final stage + Added Steam Achievements + * Batched a few spikes in final stage into single areas * Increased distance at which orbiting embers can be active when off screen in final stage * Increased partitioned object (de)activation areas * Refactored fun…
- Nearing the finish line - 24 March 2023
1679645698 + Final stage death screen now shows '?' lives too + Lots more work done on final stage + Created shadow variant of bomb box enemy + Drop spider tile flags updated to include "solid special 1" and "special 1" + Crawler tile flags updated to include "solid special 1" and "special 1" + Leaper tile flags updated to include "special 1" + IceBlock entities are now tagged as such + Added final super secret upgrade potion + Pickups will now perform collision detection against more types of solid tiles + Added object activation partitioning to final stage to improve performance * Fixed bomb box enemies from treating any child as a bomb * Fixed attaching to a ladder overriding ducking * Tile flags for bomb box enemy is now a common variable * Tile flags for drop spider enemy is now a common variable * Tile flags for drop crawler enemy is now a common variable * Tile flags for leaper e…
- "You are GODS! Wait, no no no no no!" - Merasmus - 15 March 2023
Apologies for this mistake. Keeping as promised, no save files were harmed in this incident. 1678853635 + Added magic refill pickup to start of final stage * Casual difficulty is now treated as the default fallback for starting lives * Fixed dev mode not granting infinite lives and magic refills on non-PC platforms * Fixed dev code not checking for matching byte, resulting in generating infinite lives and magic refills for normal gameplay
- Actually added respawn markers... - 14 March 2023
1678764177 + Added missing animation to game over screen * Fixed respawn markers not rendering
- Work the on final stage is well under way - 10 March 2023
1678424442 + Added copy of palette addresses to be used for reversion after colour cycling + Access to final stage is now accessible from the level selection screen when all powers are acquired + Difficulty options on title screen now flash while selected + Added extra sprite for display on final boss pickup popup + Started adding shadow stage content * Adjusted horizontal alignment of '?' glyph * Developer mode now activates only on * Developer mode usage is now tracked in the save file rather than play session * Developer mode usage is now technically possible on non-PC platforms * Fixed an issue where colour cycling and flipping would not halt when a new scene is loaded * Updated the graphics used for the level select scene * Replaced final pickup power with actual art * Purging saved data now returns to the title screen, instead of the level select scene * Adjusted respawn marker tr…
- Now with Cloud Saving! - 3 March 2023
1677731574 + Added Cloud Saving support * Fixed missing preprocessor directive for conditional compilation of platform specific screen options menu elements * Balanced all music to approximately the same volume level
- More Fixes and Feedback Added - 24 February 2023
1677217044 + Added respawn location marker + Music now fades out when loading + Music now fades out on game over + Added music to electric stage * Fixed copyright and version text on title screen using the wrong colour * Fixed title screen projectile not moving to selected difficulty y position * Fixed an null reference when music fade out routine was executing * Music fade duration can now be set when routine is called * Updated Unity Engine to 2020.3.45f1 * Fixed first load scene still trying to run title script
- Choose your difficulty - update - 17 February 2023
For this patch I have added the selector for those who wish to experiment with a different difficulty level. Normal is what you'd have been playing before, with the changes being simple like take less/more damage or more complicated like less/more saw blades in the metal stage. If you have already started a game, you can still change your difficulty settings at any time by just returning to the main menu. There was also a small issue where some potions in the ice stage would magically transform a different effect when loading another stage. This is now resolved and will automatically be corrected when you start playing with this update. There is no need to recollect any potions. There is now a new music track added to the ice stage. 1676622337 + Added background panel to first load scene + Text elements can now use any palette + Added difficulty selector to title screen + Added music to…
- Music for your ear holes - 3 February 2023
2 music tracks have been written and implemented. Along with the an actual title on the title screen. The metal stage has also had some changes to help make it easier to understand and to reach the boss. Note: due to the changes of how volume is adjusted, previous players may experience volume louder than they had previously set. Just open the options menu while playing and move the appropriate volume slider left. 1675388685 + Changing effect volume now plays a sample effect + Added code to play music for scenes + Added linear fade in and out for music + Added music for time stage + Added music for nature stage + Added some missing, guarding collision tiles in metal stage + Added more health refills to metal stage + Added title text to title screen + Added full palette loading to title screen * Volume sliders mapping to actual volume remapped * Default volume levels changed for new save…
- Metal and Time - 19 January 2023
A lot of tweaks to ease off on the difficulty of both the metal and time stages. Here is the full list of changes: 1674105984 + Added small ice block object variant + Previous sawblade spawning will cease when respawning at further checkpoints in metal stage + Difficulty setting now controls spawning of the first 2 sawblades in metal stage + Added kill area to out of bounds right of the first area of time stage + Added guarding spikes to right of ladder in second area of time stage + Added guarding spike to the top over the gap between second and third area of time stage + Added extra guarding solid tiles to top of the second area of time stage * Fixed an issue where the eye pucks in the time stage could be killed * Eye pucks now use small ice block when frozen * Moved an eye puck to the left a bit in the final area of the time stage * Fixed camera lock for first spawn area of time stag…
- Potions actually work now? Oops! - 18 January 2023
Apologies for the issue with collected potions now applying the upgrade after the stage. This has now been address and there is no need to go collect those potions again, as the save file did still record that you grabbed them. Here is the change log for this patch: 1674017986 + Extended the length of a vine in the beginning of the nature stage + Added extra vine in the beginning of the nature stage to make shooting the first spinning spitter easier * Fixed a critical issue where health and magic upgrades were not being applied to player stats on a new stage - Removed left over collision tile on path to potion in the nature stage - Removed a troublesome dropper spider from the beginning of the nature stage - Spinning Spitters now have less health
- Update 1673320533 & 1673874234 - 17 January 2023
1673320533 * Calls to calculate main camera's orthographic size now use a cached result 1673874234 + Added "return to title" option menu button + Added copyright text to title screen + Added spawn time overides with new fast spawn feature + Added new fast spawn sound effect assets + Respawning will now happen roughly twice as fast * Adjusted option menu arrow decoration positions * Moved title screen UI to the actual title screen scene - Removed leftover test debug message logging from Audio Manager - Title screen scene no longer uses custom loading manager features
- Powers of Hex: Early Access Release! - 13 January 2023
ːsteamhappyː Welcome to the Early Access, Beta build of Powers of Hex! ːsteamhappyː I am excited to find out what everyone things, both good and bad. All feedback is good feedback. Here are the latest changed that were implemented for this first public release build: 1671770535 + Conveyor belts now freeze with time + Fixed missing background tile in ice stage + Fixed missing honey top tile in nature stage + Fixed some missing tile graphics in the time stage + Level select now starts the player in a pseudo-random position + Added cheat code for developer testing only * Fixed narrow gap in nature stage * Updated level select to start player in middle of 3 selections, with no default * Changed dead zone override to be per axis and per polarity * Swapped select and start button functionality for controllers * Yokai blocks now reset on player spawn * Fixed and issue where the state and timin…