Update 1.9.1.0 (December 8th, 2022)
- The background layers in the Epilogue chapter are now less intrusive to make the gameplay-important layers be more distinguishable/readable. Let us know if this improves your experience!
- Fix for the players getting stuck not being able to interact with an item/reward portal after defeating a boss in co-op modes while the other player have a completed quest status active.
- Fix for the cases of the input being doubled to the second player controller in the local co-op mode.
- Control mapper updated to support new controller types (e.g. PS5/DualSense controller).
- An online co-op session no longer pauses for both players when alt-tabbing / switching focus.
- Other minor improvements & bug fixes.
Update 1.9.0 (26 April 2022)
Hello everyone!
This update contains lots of changes & improvements for you to enjoy!
- Reduction of the number of traps across the whole game. This applies to sawblades, projectile launchers, acid drops, floor mines, laser beams, etc.
- Fix for the loading screen freeze that could have happened while changing comic-book worlds (most commonly between worlds 1 & 2).
- Players in CO-OP modes now respawn with the same equipment & weapons they've had before dying.
- Weapons are now two times more common among all item types in CO-OP modes to compensate double the number of players needing them.
- Ink orbs, blood orbs (HP), and grenade boxes drop are now fully synced between both players in Online CO-OP.
- Increased number of item portals spawning in CO-OP; there are now 2 more portals per comic-book page / level.
- Balance: Respawning players now have the current HP amount of the living player instead of 100%.
- Balance: When changing comic-book pages (levels), the current HP amount of the player who has the lowest health will be set to the amount of the other player's HP (ex. P1: 80/120, P2: 50/100 -> P1: 80/120, P2: 80/100).
- Implemented a bigger buffer for mouse movement detection to counter rare cases of unwanted control method switching from a controller to keyboard & mouse.
- Removal of the "H" (Hero Stats) keyboard shortcut, which caused issues in online cooperation mode. The Hero Stats is fully accessible from the pause menu.
- Fix for the visual error of ammo indicator sometimes being stuck on the screen in front of the player, when playing with a controller.
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Other minor improvements & bug fixes.
Update 1.8.2.1 (28 October 2021)
Online CO-OP!
Hello everyone!
Have fun playing with other friends on GOG - You can play together with players on any operation system, as long, as it supports the Galaxy client. Just launch the game within your Galaxy client and have fun hosting & joining the Online CO-OP sessions.
We've also made a short trailer for this update. Check it out HERE.
Other changes
There's a lot of other improvements and changes related to this update. Here's a list of those:
- Addition of the controller vibration with different preset modes included.
- The Save & Quit feature can now be used in every game mode, that includes Online Co-Op.
- Dozens of improvements to co-op modes. E.g. player resurrection inside the Epilogue chapter.
- Enemies in the Epilogue chapter now drop black ink, to ease out the leveling experience.
- Some bosses had their amount of HP adjusted, not to feel so "spongy" and improve the flow.
- "SUPERHOT" & "Crypt of the NecroDancer" game modes can now be played with "Full" controller aim-assist (previously "High" was the maximum), making them more accessible for all players.
- Added an option to quickly join the Awesome Games Studio Discord.
- In co-op modes, combo time is now increased by 50% while both players are alive.
- Difficulty spike reduction tweaks for the second and third page of the first comic-book world.
- The shield of enemies that wield it, can now be pierced, blocking 60% of damage (from 100%).
- Unlocking loadout weapons no longer wrongly decreases available skill points. The sum of the skill points should now correctly amount to the character's level.
- Fixed the order of the Sound Volume option in the Options menu when using a controller.
- Improvements to translations, with support for the new online-related lines.
- Other minor improvements and bug-fixes.
Update 1.7.0.2 - Saved & Loaded
Hi everyone!
Let's make this winter super hot with some dance rhythms - Two additional guest appearance modes are now available in Fury Unleashed for everyone to play, on every platform!
We've also made a very short trailer for this update. Check it out HERE.
Crypt of the NecroDancer
What is it about? This mode lets you play the role of Cadence, the hero of the original game (of the same title). Armed with a trusted shovel and a deadly crossbow, she waltzes through the game's diverse environments, shooting bad guys to the rhythm of the music. The tempo of the music tracks varies level to level, culminating within main boss arenas in which players have to stay true to the rhythm to survive.
How to unlock it? Each comic-book is a level of its own, so you'll need to defeat one of the main bosses in a set comic at least once, to access its content in "Crypt of the NecroDancer - Fury Unleashed" mode. There are 3 levels overall, each for every comic-book.
SUPERHOT
What is it about? "SUPERHOT" turns around the ingame rules, making time stop when the hero doesn't move and flow when they do. That doesn't mean the game's easy though, as you now can survive just one hit before starting over. Still, you can use the Fury Unleashed's combo system to get additional damage shields based on how well you dispose of the enemies standing before you.
How to unlock it? Each comic-book is a level of its own, so you'll need to defeat one of the main bosses in a set comic at least once, to access its content in "SUPERHOT - Fury Unleashed" mode. There are 3 levels overall, each for every comic-book.
The other stuff
In case you've missed our latest hotfixes, we've improved some things since the last major update:
- Increased the player walking speed by 30%
Update 1.6.2 - Saved & Loaded
Save and Quit feature is now live!
Save & Quit!
We're finally able to bring you the new feature, which lets you close the game and come back later to continue playing the same run. We're sorry it took so long, but it required a lot more work than we thought. Still, we strive for the best and hope this new feature will be a help to all of you, as well as a great foundation for the online session loading system, that's needed for the upcoming online co-op mode.
Currently, both single-player and local co-op games can be saved but keep in mind that you can only store a single save-state at a time. The system allows you to exit the current run and reload it later at any time, except for these cases:
- While fighting any of the mini & main bosses,
- In the tutorial level, as well as some other plot points of the game,
- Inside secret & sketch trap levels/events,
- If the application is force-quitted (e.g. ALT+F4).
These restrictions were added mostly to decrease the possibility of something going wrong with the save file, as well as to limit the abuse potential.
There are also lots of fixes and small improvements to the game, but most of them were related to this new feature. Thanks to everyone who tested the beta build - You're awesome!
Update 1.5 - Scaled, balanced & improved (21 September 2020)
Hello everyone!
It has been some time since the last update; we understand that for some of our fans, it might felt like an eternity. Some of us had a short break to catch a breath after years of development of Fury Unleashed and return to you with new ideas and energy to implement them.
We've also been steadily working on adding the foundations for Online Co-op mode, and it will come in a later update. For that reason, we've been implementing a Save & Quit feature, which is now almost complete, but we've wanted to test and polish it a bit more before the public release. We're also changing the version naming (1.0.4 > 1.5) with the aim of unifying the numbering with the other (console) versions of the game. Sorry for the potential confusion!
Still, we didn't want you to wait any longer, so here's a slew of fixes, upgrades, and additions to the game - enjoy!
Interface scaling!
Some of you were asking us for a way to increase the readability of the game, especially on smaller screens or being far from the TV. Thanks to your feedback, there's now a new slider in the options menu. It lets you decide on the size of the in-game font as well as of selected interface elements. Grab your favorite brand of tea, cover yourself with a blanket, and unleash your fury from the comfort of your sofa, without the added strain on your eyes.
Balance changes!
We want the game to be fun for everyone, and not feel too long or too short for anyone, so we keep our fingers on the pulse. Some tactics like stacking lots of armors were a bit overpowered, so we're tweaking them, as well as making adjustments to the leveling curve, for the game to feel more rewarding and less grindy.
- Starting weapons are now better, faster, stronger.
- Environmental traps are slower on the first comic-book page.
- Armors are weakened by having fewer defense points. Toss a coin to your armorer~
- Bosses now have less HP across the board. Less bullet-spongy, same unhealthy-deadly.
- More black ink drops from basic enemies, but less for elite, bosses, and from item trades.
- Less ink from the combo multiplier. You're still awarded more of it, but not in an unhealthy way.
And more!
- New skin colors to choose from for both of the default Fury models.
- SteelSeries GameSense support added to make your life more colorful.
- Improvements and corrections to some of the game's language versions.
Also, bugfixes:
- One of the challenges from the Death NPC will no longer occasionally crash the game.
- Descriptions of enchants on weapons should now properly fit the text panel 0in every language.
- Additional preventions against being locked outside rooms hosting a Sketch Chaos Invasion event.
- The Bat enemy no longer makes ears bleed with how loud it screeches. It screams in pain quietly.
- Other, minor stuff, we've fixed along the way.
As usual, we wouldn't be here if not for our awesome community and its feedback. Thank you, everyone, for all the bugs you've reported, and the woes you've shared, and that cake you sent us some time ago. Unfortunately, we have yet to receive it, but we truly believe it wasn't a lie.
Stay tuned to more by following us on our social media and chat with us and the rest of the community on Discord.
Stay unleashed!
Awesome Games Studio Team