- Last Patch (0.6.0) - 16 February 2025
This is the last Blue Hunter patch, as explained in this post: https://store.steampowered.com/news/app/2992190/view/631169797212602442 Changes : The score points at the end of a run are now used as experience points to unlock new content. : Added "Violet Reaper" assassin card. : Added "Violet Reaper" warrior card. : Added "Axe Minotaur" assassin card. : Added "Axe Minotaur" warrior card. : Added "Meat Goblin" assassin card. : Added "Meat Goblin" warrior card. : Added "Tome Wraith" assassin card. : Added "Tome Wraith" warrior card. : Each class can now unlock new cards (x2). : Added a progress bar in the score screen to showcase the progress towards the next unlock. : The skill bar is now hidden when previewing a card in battle with right click. : Fixed "Merchant Blessing" description.
- Full Release (0.6.0 -> 1.0.0) - 16 February 2025
I've been patching the game for a couple of months and I tried to wait for a while to see if there is any change but the reality is nothing is changing. You might have heard a developer saying he is stopping support for his game because it didn't reach certain targets. In my case, the game is just dead. For this reason, as much as it hurts me, I have decided to publish the last update (0.6.0) and launch the game into full release within the next few days (February 18th), with a 40% discount. I may have not added all the things that I wanted to add but the game has enough content to play for many hours (there is someone who crossed the 100+ hours). I want to thank everyone who gave feedback during the early access phase, your help was definitely valuable. Thanks, NourSaiFR
- Patch Schedule Until Full Release - 16 January 2025
I will be switching from a weekly to a monthly schedule for future patches. So patches will follow something like this: - 0.6.0 (February 16rd) - 0.7.0 (March 16rd) - 0.8.0 (April 16rd) - 0.9.0 (May 16rd) - 1.0 - Full Release (June 16rd) The dates aren't 100% accurate so there might be some changes (e.g. the full release being in May instead of June). Thanks.
- Weekly Patch 7 (0.5.1 + 0.5.2): Skill Level Up + Demonic Pact V2 - 16 January 2025
This patch includes skill level ups in the shop along with a skill codex to check out all the available skills. Demonic Pact also works when beating the first god now and shows different options (remove or upgrade a card). Future patches will move to a monthly schedule, I will mention that in a future announcement. Changes : Text displayed after beating a god now shows 75% instead of 100% if the right god mode level is enabled. : Shop discount value display is now rounded (69.6789% -> 70%). : "Demonic Pact" now shows all the time and gives different options if the player killed the first god in the previous run. : Skills can now be discovered (when unlocked and added to the skill bar) and display their info in the codex UI. : Skills can now be leveled up (up to 3 levels) in the shop. : Added a skill codex in the codex UI. : Rest location now shows the HP amount too (instead of just the…
- Weekly Patch 6 Postponed (0.5.1) - 11 January 2025
Just a quick post to say that this week's patch will be delayed to next week, so the next patch will be both combined (Patch 0.5.1 & 0.5.2), on January 16-17th. Sorry for the delay.
- Weekly Patch 5: Score System V2 - 3 January 2025
I had some issues yesterday so I had to delay this patch by 1 day. This patch is about bug fixes and adding some QOLs. This patch was all about feedback I got on Discord so there is 0 new content this time. New Score System There were some problems with the previous score system. The first one being that the values weren't saved so everything resets every time you load an existing run. The second issue was the lack of info related to the final score. Now there is a UI in the codex showing the score details. Changes : Fixed an issue where the god mode level can be set to level 1 even when the player hasn't unlocked the level 1 yet. : Fixed an issue where the next god mode level unlocked even when losing a run. : Changed "Monster Train" score to include even monsters that don't level up by default. : Fixed an issue where the score values reset when loading an existing run (they are now st…
- Weekly Patch 4: Card Discovery - 26 December 2024
Card Discovery Cards can now be discovered and seen in the codex, similar to how the monster codex works. God Mode Levels All the difficulty levels are now unlockable for each class. You start from 0 and unlock a new level each time you win a run. Fusion Fix There was a big bug where the card shuffling in battle impacted the original deck as well which made many effects not work because the position in the UI and the position in the actual deck wasn't the same. It should be fixed now. Changes : Fixed an issue where leveling up a monster didn't work (fusion & shop). : The "Disabled" status effect now doesn't block the first 5 cards drawn at the start of the turn. : God mode levels are now unlockable for each class. : Added card discoverability tracking in battle and shop. : "Venom Spike" now has a unique behaviour in battle. : "Iron Horn" now has a unique behaviour in battle. : "Soul Rea…
- Weekly Patch 3: God Mode Levels - 19 December 2024
God Mode Levels All the difficulty levels are now present in game, 10 in total. In future updates I will make those levels unlockable. More QOLs I fixed some annoying bugs here and there so the experience should be a bit better. Changes : 3rd quest gods are no longer included in the shop. : Fixed "Mind Break" description. : Fixed "Obsidian Sentinel"'s warrior card rarity, starter -> uncommon. : "Digging Rat"'s warrior effect now consumes momentum stacks. : Fixed an issue where the "Discovery order" sorting wasn't working in the card collection UI. : Fixed an issue where it's possible to click on background buttons in the shop. : The "Disabled" status effect is now capped at 1. : The shop no longer shows the same skills all the time. Now it's 5 random non-starter skills + 1 shop only skill. : "Night Lurker" now has a unique behaviour in battle. : "Venom Blade" now has a unique behaviour…
- Weekly Patch 2: Achievements - 12 December 2024
Achievements I added the first game achievements. There are 18 achievements now and about 10 more will be added in future patches. New God Card I added a new god to shadowveil (first quest) along with an assassin/warrior card effect. More gods coming soon. Credits You can now see who contributed to the game in the codex. Note: The credits doesn't display at the end of the run. God Mode Level 1 (Difficulty) I just moved the level 1 to the last position so that you can use god cards even in the other difficulties. I will be adding more levels in future patches. Changes : Fixed an issue where the score didn't display the right value for "Experienced Hunter". : Fixed an issue where the score didn't display the right value for "Excellent Hunter". : Added "achievements" on Steam (x18). : Added "Spearhead God" monster to battle. : Added "Spearhead God" effect for warrior class. : Added "Spearh…
- Weekly Patch 1: First Progression Steps - 5 December 2024
There are many things missing from the game, and this patch is one of the first ones to address all of that. Warrior Class Unlock The warrior class is now locked and can only be unlocked by beating the first god with the assassin class. This adds progression without making it impossible for new players to unlock the new class. Score System I added a score system that displays the result of how your run went. This is probably the feature that took most of this week's time. In future patches, the score amount will be used as experience points to unlock new cards/skills. Monster Codex Unlocks All the data related to monsters is now hidden by default. To reveal a monster's data, you need to defeat it at least once. This adds more progression to the game. God Mode Levels (Difficulty) This is a work in progress, so for now I only added 3 levels and they are unlocked by default. In future patc…
- Early Access Is Here! Roadmap 2025. - 28 November 2024
Here we are, the first release of “Blue Hunter”! Before I cover what’s coming soon, let’s check what’s available for now and how often I will update the game. What is available now 2 classes (Assassin/Warrior). The demo only has the assassin class. Around 50 cards per class. 50+ Skills. 4 side quests. 3 main quests (acts). 30 monsters (quest II/III monsters still don’t have their unique behaviors). 9 bosses. 3 gods. Weekly updates I am planning to do weekly updates for the next 6 months or so. This means the game should have 20+ patches coming. I pushed patches every 1-3 days when I launched the demo but I think the “one patch per week” formula is better for early access. This way you know every week you can check the game again and see new content. Each patch will be added around 6 PM GMT+1 (Paris, France). If I am late, feel free to ping me on Discord to check if there are issues. Roa…
- 2 Weeks Before Release! - 14 November 2024
With the early access coming soon (in 2 weeks), I am thinking about the last features I can add before release. 1) New Monsters In Main Quest II/III: Adding new monsters in quest II and III. 10 new in each. Maybe add new bosses too if enough time. 2) Score System: One common thing you find in roguelike games is a final screen with a lot of numbers when you finish a run, I need to add that instead of the demo end message. 3) Credits: Even if I am a solo developer, I did buy some assets on the Unity store so the names will be linked there. This can also help in case someone is thinking I am using AI art lol. 4) Monster Duplicate: In the recent patches, it became possible to meet the same monster multiple times in battles. What's lacking is a sort of a "fusion" mechanic that allows you to fuse the second copy with the first one instead of adding it. For example, instead of having Ice Crab…
- The Second Class: Warrior! - 8 November 2024
This patch is all about the new class, warrior. It's been a while since I released a patch but adding a new class required more work than I expected. Anyways, let's talk about how the new class works. INSPIRATION & PLAYSTYLE I wanted to do something similar to Monster Hunter’s bigsword playstyle where you do a lot of swings that deal decent damage then you do one big swing that deals tons of damage. To make it work with "Blue Hunter" I made some adjustments. Some attacks will apply a status effect and then certain effects will benefit from it. The status effect will also have a limit/max value to act in a way similar to a gauge. If the gauge is full (status effect stacks are at max value) then certain effects can trigger (e.g. a skill effect). WARRIOR RELATED STATUS EFFECT Since I used all the anger based keywords (rage, wrath, etc…) I decided to go with “Momentum” as the name for this…
- Saving System V1. How It Works. - 27 October 2024
I have been getting great feedback recently and my backlog is now endless haha. I am very excited about the future of the game and I know that I will be busy during early access lol. That being said, I have noticed that when someone mentions a bug that makes the game crash he has to restart his run from scratch. So I stopped adding content for some time to focus on adding a save system. IMPROVING THE TESTING EXPERIENCE This save system is used for runs only and will be removed in the future. Meaning, this is only temporary while I am fixing most of the bugs. During early access, the demo might still be available but it won’t have any save. Only the main game will have a save file. Also, the current save file will not be used for early access. It’s not used to get a head start, it’s only there as a QOL feature. It would be funny if the save system itself had a bug and made the game crash…
- Card Variety...How? - 21 October 2024
Next Fest is over. I have received some feedback and the game kept improving. However, there is still one issue that I haven't solved yet so I want to make a post about it. This issue is card variety. How do I make sure that there is enough variety among monster cards? Most roguelike deckbuilders suggest 3 cards after each battle so there is no issue there. But in Blue Hunter, the cards come from the monsters themselves. So this "basic" feature isn't possible, unless every battle has 3 monsters. Not practical. So let's say each main quest has 10 monsters, 3 bosses and 3 gods. Each main quest should have 16 cards. In total, that's 48 cards. You might think it's good enough, but these cards don't move between quests. For example, if you want a monster specific to quest II, you can never have his card in quest I. This means that I need to add other ways to get cards, in order to make sure…
- Vertical Slice Is Here - 14 October 2024
The game has reached a "Vertical Slice" level, meaning you can now do a full run. Most of the core features are complete so now the focus will be on adding content until the early access release (November 28th). Looking forward to you trying the game during Next Fest. If you have any feedback feel free to share it on discord here. Thanks, NourSaiFR
- Public Demo Is Live! - 7 October 2024
The first public playable build is finally live! The game is more of a vertical slice right now but I push new updates frequently so most of the issues should be fixed soon. If you have any feedback feel free to share it on discord here. Thanks, NourSaiFR
- Public Demo Is Coming Soon! - 26 September 2024
Just a post to announce that the public demo will be available on October 7th, one week before Steam Next Fest. If you want to participate in the alpha testing before that you are always welcome on the Discord. Join the discord here. Thanks, NourSaiFR
- Tech Demo Is Here! - 11 September 2024
TECH DEMO IS HERE I finally have a sort of a tech demo for the game. Most features don't work yet (only visuals) and there is no content yet. That being said, 90% of the polish is done already and there is all the audio (BGM + SFX). TESTER ROLE To give feedback request the @Tester role in Discord to access a private channel related to alpha testing. Since all the architecture code is done now, the game will have a lot more content within the next few weeks, preparing for next month's Steam Next Fest. KEY DIFFERENCES In case you are curious, these will be the main differences with Slay the Spire (not available yet): Mana in battle increases between quests (acts). So in quest 1 => 3, quest 2 => 4 and quest 3 => 5. The monsters are the cards so the rarity and randomization is tied directly to the monsters. When you kill a monster you acquire it as a card. No duplicate monsters per battle a…
- The First Trailer Is Out! (Alpha coming soon) - 2 September 2024
ALPHA TESTING The first trailer is out! If you want to participate in the closed alpha testing, I recommend joining the Discord server (link below). The alpha testing will start in 7-10 days. ACCESSIBILITY I spent an insane amount of time on localization to make sure everyone can give it a try. So even if English isn't your native language you can still try the game. PUBLIC DEMO The public demo will be available at the end of month (end of September), after I did some testing with the community and after I sent some keys to YouTubers/streamers. Join the discord here. https://store.steampowered.com/app/2992190/Blue_Hunter/