Patch notes: Additions: - Sumireko Usami! Not all of her graphics are complete - Rebind menu for keyboard and controller! - Proper controller support! - Some of the sound effects. Not all of 'em yet - Character profiles and spell/non practice menu - Music room - A little pop-in tells you the name of the track that's currently playing - Reisen gets a new spellcard - Effect for dying and respawning - Knockback on hit - A lot of menus - Some new items with WIP items - A better tutorial! - Spell capturing via graze - Achievements with unlocks Changes: - Lasers are temporarily removed - Stages available reduced to two from four. The other four exist, but it's a vertical slice-type deal - Item get notifications work better - Shop positions within a constellation are consistent - Magic circle rooms now only care about graze, which determines how much health you get at the end - Reimu, Chiyuri, and Yumemi all have new sprites that better reflect their design in this game - A level of bomb charge stat now increases the amount charged per room by a whole tick instead of half - Shot power cap is no longer determined by your current shot type - All the boss patterns in the game have been polished and better tuned for each difficulty - Decided to use capitalization in patch notes for some reason - Grazebox clears bullets while invincible - Spell charge stat now also increases the deathbomb window - Large amount of miscellaneous balance changes - All the menus that were there are better Overhauls: - Map system removed! = We noticed it was causing a lot of confusion with new players, and despite many attempts to articulate it well in tutorials I never found any way to do it well. This game has a lot of new mechanics and the map system ended up being extremely taxing to both players and for development. - There are only three stats now! = Shot power, spellcard charge, and grazebox. The orbitals and collection stats have been removed so as to streamline the game in coordination with the removal of the map system. Item prices have been adjusted across the board to reflect this. - No more JavaScript! = Ultimately it ended up not being as performant as we were hoping, and was again causing a huge strain on development. - The game is a single route now! = Huh!? Well, we thought about some things and decided it wasn't feasible for us to put all three routes in a single game, and it would be cooler to split them up into three games. Each one will have a self-contained story, with some leadins to the others. So long as we are financially able to keep developing, we can make two more games that not only sport the rest of the story, but more mechanics such as the reintroduction of the map system, and, eventually, modding support. - Challenge system! = And now for the good side of major changes, the challenge system. Customize your run with curse-like effects or see how well you fare without certain mechanics for a higher score and special unlocks. - Achievements and score system! It's not in yet, but I promise it'll be cool! = Score is now exclusively based on how many achievements you get in a run. This involves common things such as defeating bosses, as well as difficult or special things like collecting fumos, getting a certain amount of graze, or having challenges on. Fixes: - Deathbombing used to crash? On god? - Pause-related bugs - Window-related issues - Chiyuri's default shots are cool again - No more map-related issues, I think - Visual inconsistencies with shot types - Score indicator wasn't getting reset properly - A huge amount of other things, you wouldn't even believe it, oh my god Bada bing. If you're concerned that we are about to push this with minor changes to steam public, don't be. There's a couple major things that'll make it feel like a real one. Aeon#2682 on discord (yeah i still have the old name. they will have to force it off me) anumania on discord [url=https://discord.gg/97yfm7jQxc]Discord[/url] [url=https://twitter.com/fire_land_dev]Twitter[/url] [url=https://www.youtube.com/@fire_land]YouTube[/url]