itch.iohttp://itch.iohttps://itch.io/t/5245917/36-hotfix-61#36 Hotfix 6.1https://itch.io/t/5245917/36-hotfix-61Sun, 24 Aug 2025 08:42:18 GMTSun, 24 Aug 2025 08:42:18 GMTSun, 24 Aug 2025 08:42:50 GMT
  • You can now adjust mouse sensitivity in the game by using numpad #1 to decrease, #2 increase, #0 to reset.
  • F1 help should now be overlaid on top
  • ]]>
    https://itch.io/t/3984483/35-tiny-update-pushed-live-skills#35 tiny update pushed live (skills)https://itch.io/t/3984483/35-tiny-update-pushed-live-skillsMon, 05 Aug 2024 18:55:01 GMTMon, 05 Aug 2024 18:55:01 GMTMon, 05 Aug 2024 18:55:01 GMTAs the title suggested, the jump attack has made it into the live build, alongside with:

    • Mob bases should always spawn now, those also should not disappear whilst mining
    • Now the target appears correctly when switching between regular/ability combat
    • The target also now disappears when out of reach (love how the dust settles after)
    • Debris should fall in a more controlled fashion and not all over the place (less velocity those have)
    ]]>
    https://itch.io/t/3981756/34#34https://itch.io/t/3981756/34Sun, 04 Aug 2024 19:29:25 GMTSun, 04 Aug 2024 19:29:25 GMTSun, 04 Aug 2024 19:29:25 GMT
  • Slightly improved camera rotation when in "skill mode"
  • The skill now has a proper target with some quick VFX (see GIF below)
  • Wanted to add a long chain between the player and the target (to better visualize the path), but scrapped it after realizing how awful it looked (as you move the mouse around).

    ]]>
    https://itch.io/t/3973671/33#33https://itch.io/t/3973671/33Thu, 01 Aug 2024 19:59:21 GMTThu, 01 Aug 2024 19:59:21 GMTThu, 01 Aug 2024 19:59:21 GMTStarted testing the jump animation:

    Currently it does nothing, but can go from close to a range; depending on how far you wish to go.

    Also, added a little bit of shake whilst mining (not sure if it stays or not):


    ]]>
    https://itch.io/t/3961367/32#32https://itch.io/t/3961367/32Mon, 29 Jul 2024 19:12:42 GMTMon, 29 Jul 2024 19:12:42 GMTMon, 29 Jul 2024 19:12:42 GMTWork started on the next update, which is not going to be any of the ones previously put on hold (and discussed in the videos). Because, it was decided to add something radically different, more combat oriented: namely the use of skills/abilities. The code is already there, now it only needs some animations. For now, this one below will be added to see how well it would fit.

    It's the good ol' jump attack. Nothing fancy, just a quick and dirty work.

    Also, now when mining, structures shouldn't disappear accidentally whilst mining near them. It's still a bug in the live version, and only will be patched with the next update; as there's no rush to fix it (it being super-late content).

    ]]>
    https://itch.io/t/3947296/31#31https://itch.io/t/3947296/31Wed, 24 Jul 2024 19:46:44 GMTWed, 24 Jul 2024 19:46:44 GMTWed, 24 Jul 2024 19:46:44 GMTNew devlog is out, you can watch it here. Written one will come tomorrow.

    ]]>
    https://itch.io/t/3924355/30#30https://itch.io/t/3924355/30Wed, 17 Jul 2024 08:09:58 GMTWed, 17 Jul 2024 08:09:58 GMTWed, 17 Jul 2024 08:09:58 GMTHotfix for version 5:

    • An additional console command was added to the list
    • Known new bug: occasionally walls don't spawn, conditions are difficult to reproduce, needs further investigating (sometime in the future)
    • Mob homes should no longer spawn in walls
    ]]>
    https://itch.io/t/3919774/29#29https://itch.io/t/3919774/29Mon, 15 Jul 2024 12:33:09 GMTMon, 15 Jul 2024 12:33:09 GMTMon, 15 Jul 2024 12:33:09 GMTHotfix for version 5:

    • Minecarts no longer get stuck after getting hit (was an issue with the animation system, that also handles movement)
    • Accidentally discovered that mobs, after touching water, remained in slow motion. Should be fixed now.
    ]]>
    https://itch.io/t/3912101/28-release-version-5#28 Release version 5https://itch.io/t/3912101/28-release-version-5Fri, 12 Jul 2024 19:27:03 GMTFri, 12 Jul 2024 19:27:03 GMTFri, 12 Jul 2024 19:27:03 GMTVersion 5 is now live and can be downloaded from the main page. There's a new devlog that needs to be made to explain it all, so better start working on it 'suppose. Until then, this version includes:

    • the previous "jungle" generation from the last devlog
    • minecarts and rails
    • flying debris from mining, which can also drop items when mined

    And some fixes from the last update:

    • Projectiles now can hit minecarts (as well as the player themselves)
    • Rocks now spawn when mining
    • Rocks can now spawn flint when destroyed
    • minor code restructuring for display tags (mob bar)
    • Bunch of quick bug fixes for the live version
    • Debris now mostly spawn to the sides around the player, at a more constant size
    • And other bits forgot to mention
    ]]>
    https://itch.io/t/3904847/27#27https://itch.io/t/3904847/27Tue, 09 Jul 2024 19:47:27 GMTTue, 09 Jul 2024 19:47:27 GMTTue, 09 Jul 2024 19:47:27 GMT
  • The skill/jungle UI icons are easier to see now
  • Minecarts now can be purchased and placed 
  • You can now drop items into the minecart and check its contents
  • New sfx for the minecart (moving and damage indicator)
  • Loot dropped from the minecart can loose half or a 3rd of the items
  • You can now bring home the loot via a minecart
  • And carts can now be destroyed by the player
  • ]]>
    https://itch.io/t/3899405/26#26https://itch.io/t/3899405/26Sun, 07 Jul 2024 17:44:37 GMTSun, 07 Jul 2024 17:44:37 GMTSun, 07 Jul 2024 17:44:37 GMTAlright, it's more-or-less there, as there were a lot of bugs to fix as mentioned prior:

    • Now you can push the cart on the rails, and nudge it very slow when not
    • You can switch between 3 types of track: left, right, straight

    While it's definitely not perfect, it is robust enough for a prototype. Switches and other useful bits are planned to be part of a commercial release, but not for a prototype. Now, time to make sure you can purchase and place the cart in-game (as currently the cart is being spawned in at the beginning), and be able to store ores and bring it home. Which is going to take a few days to code and test, especially knowing that mobs could attack the cart as well as destroy it (and loose a portion of the contents inside). See some of the progress below.


    ]]>
    https://itch.io/t/3891326/25#25https://itch.io/t/3891326/25Thu, 04 Jul 2024 09:40:07 GMTThu, 04 Jul 2024 09:40:07 GMTThu, 04 Jul 2024 09:40:07 GMTWhile work continued with the minecart system, progress slowed down a bit due to unforeseen issues with handling tracks: Mostly because it is using a different approach than the usual (with splines), and requires a lot more testing and bug hunting/fixing this way (and it has to be robust enough to have the least amount of glitches, prototype or not). At least it's going somewhere now. Other things were fixed as well, such as:

    • Rails now can be rotated
    • Canceling build now has an SFX
    • A mirrored image is now shown above the soon-to-be-placed rail for better visibility
    • Runestones were accidentally broken at some point, now are fixed
    ]]>
    https://itch.io/t/3874052/24#24https://itch.io/t/3874052/24Thu, 27 Jun 2024 19:03:45 GMTThu, 27 Jun 2024 19:03:45 GMTThu, 27 Jun 2024 19:03:45 GMTWork continued on release v.5:

    • Now there's a shortcut to quick build ("B")
    • Wooden rails now can be placed (same damage principle applies as to braces)


    ]]>
    https://itch.io/t/3865819/23-new-blog-update#23 New blog updatehttps://itch.io/t/3865819/23-new-blog-updateMon, 24 Jun 2024 14:20:17 GMTMon, 24 Jun 2024 14:20:17 GMTMon, 24 Jun 2024 14:20:17 GMTJust released a new blog update, make sure you check it out: Youtube

    ]]>
    https://itch.io/t/3846906/22#22https://itch.io/t/3846906/22Mon, 17 Jun 2024 12:51:58 GMTMon, 17 Jun 2024 12:51:58 GMTMon, 17 Jun 2024 12:51:58 GMT

    While it's far from complete, as this was just a mere test (as it has a lot of kinks that need to be fixed), it has proven to be quite beneficial for future en-devours, to work out a different method of generating dungeons (as seen in the image). Overall more efficient and faster, which would result in less loading screens.

    Now comes the next part: Assembling a tiny test world with procedural tiles. Where all will come together eventually. Would note that this will be the first addition to the prototype that won't effect gameplay at all, will only serve as a visual representation of what-it-supposed-to-be: Purely as a result of it being non-functional by not completing the underlying code. Otherwise it would in full swing, just right now it doesn't serve that intended purpose, other than giving space for trying out new concepts for generating content. Efforts are put best elsewhere.

    ]]>
    https://itch.io/t/3826885/21#21https://itch.io/t/3826885/21Sun, 09 Jun 2024 18:51:48 GMTSun, 09 Jun 2024 18:51:48 GMTSun, 09 Jun 2024 18:51:48 GMTTook a short break to put together an intro sequence for future devlogs; as mentioned in the previous post, all in the name to spice up the current 2 way setup (one casual and another more dev focused). Hopefully, this will give a bit more spice to things, and a deeper look into how things are made, rather than showing a montage of features in game (and miss a lot of them in the process). Have a look at it below for more:

    ]]>
    https://itch.io/t/3821283/20-procedural-content-youtube-devlog#20 Procedural content, Youtube devlog?https://itch.io/t/3821283/20-procedural-content-youtube-devlogFri, 07 Jun 2024 19:14:31 GMTFri, 07 Jun 2024 19:14:31 GMTFri, 07 Jun 2024 19:14:31 GMTThere's been something interesting and quite the difficult in the making: procedural content. Have spent the last few days iterating on all different kinds of simple models (to no avail), because to be frank, anything procedural takes a lot of time and effort (many weeks just to get the basics done right), and a lot of optimization (to speed it up, etc.). However, even knowing what you're doing (well kind of not in my case), there's a limit to how fast BP code can run. Which is why I've ditched my usual methods for creating procedural dungeons (there's a whole list of steps you've to go through, some footage are available on my YT channel if interested). And as this is just a prototype, was excessively trying to come up with a solution that could require the least amount of computation (and fastest to iterate, well its fast but took a lot to set it up, more so than usual), while still being able to deliver a semi-decent result in the form of "organic" content (as generating is one thing, you've to make sure the content is valid, and fix if need be (like the paths); which takes a lot of time in game too, in the form of a loading bar). So while I'm not 100% sure this 5th iteration will work out, so far this is the most promising (plus doesn't include working with arrays, which is always a plus; those can be nasty, and requite a lot of workaround, so this time it was time to ditch those), but at least now we can generate something that looks like a path (for interior, dungeon scenes). See image below:

    While it's nothing remarkable, just yet, it already skips a lot of the traditional aspects of generation (like finding points for paths via pathfinding, angles, rotations, etc.), which means that this was made almost instantly; and can be extended forever. Now comes the rooms and should be good to go.

    And to spice up things a little bit, to help the project (as it's currently going "nowhere" in terms of project goals), it is planned that the next release will be covered by a proper devlog on Youtube if possible (not sure yet, things are quite hectic around here). Not sure how or in what format, but probably something that would be nice to watch.

    ]]>
    https://itch.io/t/3791117/19#19https://itch.io/t/3791117/19Tue, 28 May 2024 16:40:24 GMTTue, 28 May 2024 16:40:24 GMTTue, 28 May 2024 16:40:24 GMTHotfix no.4 for version 4:

    • Missing reference would crash the game on trying to throw gold
    • Also, items no longer animate when thrown (that was an unintended feature)
    ]]>
    https://itch.io/t/3789701/18#18https://itch.io/t/3789701/18Tue, 28 May 2024 06:11:42 GMTTue, 28 May 2024 06:11:42 GMTTue, 28 May 2024 06:11:42 GMTHotfix no.3 for version 4:

    The last few days were mostly spent fixing a bug that would crash the entire game at random. Turned out there was an issue with the AI routine, which needed to be tweaked in order to work. Lot of faff and back-and-forths, as it only showed up in the build most of the time. Hopefully, now its fixed.

    ]]>
    https://itch.io/t/3788587/17#17https://itch.io/t/3788587/17Mon, 27 May 2024 10:15:56 GMTMon, 27 May 2024 10:15:56 GMTMon, 27 May 2024 10:15:56 GMTHotfix no.2 for version 4

    • Console is working again (issue with keyboard focus)
    • Slight increase in performance and AI routine, also mobs should get stuck less
    • Slight tweak in spawn rates (structures)
    ]]>
    https://itch.io/t/3785206/16#16https://itch.io/t/3785206/16Sun, 26 May 2024 11:23:36 GMTSun, 26 May 2024 11:23:36 GMTSun, 26 May 2024 11:23:36 GMTHotfix for version 4

    • First cheat is in to help with debug/showing off
    • Sample voices for the dwarf were added (for certain events)
    • Structures are more rare now and boss mobs only spawn above a certain distance
    • code fixing and others
    ]]>
    https://itch.io/t/3780246/15#15https://itch.io/t/3780246/15Fri, 24 May 2024 13:27:39 GMTFri, 24 May 2024 13:27:39 GMTFri, 24 May 2024 13:27:39 GMT
  • Nasty bug hunt with sfx, that kept crashing the editor itself
  • Mobs and bosses now loiter if player is too far
  • First boss structure is complete
  • New ore: gold (currently only obtainable via bosses)
  • Slight material changes to ores
  • Added some test background music, not sure if it'll stay
  • Particles and mobs now cull at a distance, no new spawns for mobs also (to increase performance)
  • ]]>
    https://itch.io/t/3775505/14#14https://itch.io/t/3775505/14Wed, 22 May 2024 16:34:05 GMTWed, 22 May 2024 16:34:05 GMTWed, 22 May 2024 16:34:05 GMT
  • The waterfall now correctly clips
  • Walls no longer remain indestructible by accident (near water)
  • The minecart no longer blocks the view
  • Apparently, some of the pixie sounds weren't implemented in game, that's been fixed
  • Waterfalls are complete, with a chance of giving regen
  • First boss encounter almost complete, fiddling with the technical bits (fixing animations, sounds, tasks and AI routine)
  • ]]>
    https://itch.io/t/3770572/13#13https://itch.io/t/3770572/13Mon, 20 May 2024 16:30:20 GMTMon, 20 May 2024 16:30:20 GMTMon, 20 May 2024 16:30:20 GMT
  • UI will now correctly display names on top
  • Cave-ins no longer occur when map is not explored
  • Mobs and houses should no longer spawn in rock
  • Image compression was changed: icons are less blurry now
  • Some faff with the particles was done
  • First buff (healing) was added for the player
  • New sfx and the first structure is aesthetically complete
  • ]]>
    https://itch.io/t/3762752/12#12https://itch.io/t/3762752/12Sat, 18 May 2024 19:07:26 GMTSat, 18 May 2024 19:07:26 GMTSat, 18 May 2024 19:07:26 GMTWork started on the next release version:

    • transparency logic got an update (behaves a tad better)
    • added some slight bloom
    • two structures are being added (modeled, textured and partially animated already) for the next update (exploration and who knows what) for which one of them is going to get a waterfall (see image below). The assets are half done, and under implementation.
    ]]>
    https://itch.io/t/3752050/11#11https://itch.io/t/3752050/11Tue, 14 May 2024 16:56:57 GMTTue, 14 May 2024 16:56:57 GMTTue, 14 May 2024 16:56:57 GMTAnother hot fix:

    • destroyed runes now restore water
    • mobs no longer grab buff from other species
    • cave-ins fixed
    • small fixes here and there
    ]]>
    https://itch.io/t/3751251/10#10https://itch.io/t/3751251/10Tue, 14 May 2024 08:56:32 GMTTue, 14 May 2024 08:56:32 GMTTue, 14 May 2024 08:56:32 GMTHotfix for release no.3

    • pixies now slow down in water
    • damage to walls now retain when breaking an adjacent one
    • pixies now do AOE damage
    • UI tweaks
    ]]>
    https://itch.io/t/3749506/9#9https://itch.io/t/3749506/9Mon, 13 May 2024 16:15:12 GMTMon, 13 May 2024 16:15:12 GMTMon, 13 May 2024 16:15:12 GMT
  • loading is now more efficient
  • projectile is now working (its a magic missile)
  • the dwarf has a bit more energy to mine, tweaked some of the animations
  • there's now a new enemy type in the game in the form of pixies (ranged)
  • additional bug fixes and tweaks to the code
  • ]]>
    https://itch.io/t/3746925/8#8https://itch.io/t/3746925/8Sun, 12 May 2024 19:07:03 GMTSun, 12 May 2024 19:07:03 GMTSun, 12 May 2024 19:07:03 GMT
  • the floor is lava (new world texture and "fog of war")
  • new sfx for the projectile was made
  • new coin icon
  • new stone texture
  • half of a projectile is done
  • ]]>
    https://itch.io/t/3742033/7#7https://itch.io/t/3742033/7Sat, 11 May 2024 05:38:18 GMTSat, 11 May 2024 05:38:18 GMTSat, 11 May 2024 05:38:18 GMT
  • you can pan and scale the map now
  • bunch of bug fixes
  • items no longer get stuck under the minecart
  • whole new set of sfx (old and new, mostly for the pixie)
  • all around fixes and improvements
  • new keyboard shortcuts (scrolling spells doesn't work)
  • ]]>
    https://itch.io/t/3735751/6#6https://itch.io/t/3735751/6Wed, 08 May 2024 17:42:45 GMTWed, 08 May 2024 17:42:45 GMTWed, 08 May 2024 17:42:45 GMT
  • bunch of new keyboard shortcuts (also one secret not in use)
  • water and runes now work proper
  • new ores were added: tin, lead, silver and iron
  • now there is a basic map to explore
  • bunch of bug fixes (caused lots of headaches)
  • ]]>
    https://itch.io/t/3729819/5#5https://itch.io/t/3729819/5Mon, 06 May 2024 10:41:11 GMTMon, 06 May 2024 10:41:11 GMTMon, 06 May 2024 10:41:11 GMT
  • water now also damages and slows mobs down
  • fixing UI and tweaking it (name displayed on top of health)
  • sfx fixed building placement for braces
  • more faff with collisions and dmg
  • whole lot of new SFX were added
  • items left on the ground now despawn after 5 minutes
  • you can now place, and almost use a runestone
  • slight inventory hotbar and rewamp (inv, spells and builds are now separate)
  • ]]>
    https://itch.io/t/3723375/4#4https://itch.io/t/3723375/4Sat, 04 May 2024 05:56:58 GMTSat, 04 May 2024 05:56:58 GMTSat, 04 May 2024 05:56:58 GMT
  • larger potions (lvl 3) UI icon and model has changed for easier readability
  • now you can directly consume items from the inventory, or hot swap them for favorites for the hot bar
  • the ground texture was given a facelift as well
  • nasty faff with collisions for an upcoming mechanics (water)
  • map boundaries no longer disappear when breaking a wall near those
  • minor changes in code
  • ]]>
    https://itch.io/t/3711147/3#3https://itch.io/t/3711147/3Mon, 29 Apr 2024 13:43:55 GMTMon, 29 Apr 2024 13:43:55 GMTMon, 29 Apr 2024 13:43:55 GMT
  • dmg is implemented
  • sudden pathfinding excursion
  • cave-ins damage mobs and the player
  • mobs can have an aura effect (buff)
  • slight UI improvements (quick bar and inventory)
  • the lighter now exhausts smoke
  • new sfx, vfx, slight changes here and there
  • code review and changes
  • new textures
  • mobs drop loot (potions) that are consumable
  • and whatever was there, but forgot to mention (ton of bug fixes*, especially after packaging)
  • *an extra day added right before the announcement/video update of the next build, sheesh!

    ]]>
    https://itch.io/t/3689739/2#2https://itch.io/t/3689739/2Sun, 21 Apr 2024 18:42:57 GMTSun, 21 Apr 2024 18:42:57 GMTSun, 21 Apr 2024 18:42:57 GMT
  • bunch of new sfx was added
  • health bar added (in preparation for dmg inputs)
  • stones now cause fall damage and make noise
  • new mob type with different levels and a spawn point was created (not yet added, just modeled and animated)
  • code fixin' and testing
  • cave-ins are randomized now (after triggering an event)
  • ]]>
    https://itch.io/t/3681490/1#1https://itch.io/t/3681490/1Thu, 18 Apr 2024 19:03:48 GMTThu, 18 Apr 2024 19:03:48 GMTSun, 21 Apr 2024 18:39:38 GMT
  • caven-ins not recognizing braces and firing constantly is now fixed
  • new sfx for attacking objects
  • updated braces, now animated
  • UI issues with focus is fixed
  • mining is no longer in cheat mode (forgot to disable it)
  • code brush-up, and cleaning house
  • ]]>