Gameplay Reworked the dash mechanic to make it smoother. Instead of relying on the root motion of its animation, the dash is now fully controlled by code. Introduced DashStyle enum to ensure all systems read a unified dash Developer's Note: Regular: Dash forward given distance. Ambush: Ends

Thousand Rouges by Codeage Gameplay Added visual cue when combo window is active (weapon glow and slight time slowdown) Implemented combo system Developer's Note: Transformed current attacks into light attacks and added 4 heavy attacks. Each attack now has assigned next light and heavy attacks (falls back

Announcement: Hey everyone, I’ve got some exciting (and slightly overwhelming) news to share: my family is about to grow by one tiny human! 👶 As you can imagine, this means I’ll need to take a little hiatus from my usual week-to-week development

Thousand Rouges by Codeage Gameplay Picking Power Orb will now stop player movement Player movement now smoothly transitions from idle to running and back to idle, eliminating abrupt snapping Weapons in Auglen can now be switched freely Healing Orb drop chance reduced to 50% (from

Thousand Rouges by Codeage Gameplay New Status: Unstoppable - Enemies with this status are immune to stun, knockback, and ability interruptions Players are now susceptible to being stunned Chain Lightning and Thunderclap added as starter abilities for testing purposes AI Enemies now move with implemented local

Thousand Rouges by Codeage Gameplay All swords in the Auglen Town have been temporarily unlocked for testing purposes, as game progression mechanics are not yet implemented. Created multiple LevelScaling modifiers for different enemy archetypes: Tank, Bruiser, Caster, Ranged, Disruptor Player health reduced to 500 Smart

Developer's Note: The day has finally arrived—it's playtesting time! This is an early, rough build with an infinite loop as your playground, but hey, every great game has to start somewhere, right? :) Future builds will include an in-game controls tutorial, but for now, these patch notes should guide you

Scenes Created Invisible walls to block unwanted strolls across map UI Interrupting enemy spell is now displayed above health bar as text status Bugs Resolved an issue where enemy after knockback was sliding towards the player to their previous position Resolved an issue where anemy was

Gameplay Reduced player movement speed and dash distance Talents Wave of Flames: Enemies hit by wave are now pushed back Visuals Reworked VFX for Earthquake Created Reock/Debris VFX for when aftershock is applied Reworked VFX for Wave Of Flames Audio Added SFX for Immolate Aura Added SFX for when Deep Wounds

Gameplay Introduced stun mechanic - enemy is unable to perform any action Introduced interrupt mechanic - channeled abilities of enemies can be interrupted Player attacks can be customized with a "Knock Back Force" parameter. If set above 0, the attack will push the