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Update #3 - UI Rework, Instant Action Mode, Combat QoL, Button Rebinds, Bugfixes

1000 Cuts: Jomaku · Community Announcements · April 14, 2024

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Ahoy friends!

This covers a number of hotfixes we've rolled out since Update #2, in addition to some new and exciting things we've got cooking in the linked build. Before we get into it, here's a huge thank you to the community for all your insight, feedback, and suggestions. We're a very small team of devs, but we try to roll out updates and improvements as fast as we can, so keep your suggestions and feedback coming :- )

P.S. - Here's your weekly reminder to wishlist the full game and follow our pre-launch Kickstarter page.

Big Picture Changes


UI Improvements





The Settings Menu now has four tabs -- Input, Video, Audio, and Statistics -- with the following features.

In addition, the Quit and Quit to main menu buttons now prompt the player to confirm their selection knowing it will delete any progress since their last rest. The menus now display the correct gamepad icons.

Combat QoL



You can now Parry Low-Stance attacks. However, enemies who use the low-stance will not be stunned – just like high-stance enemies.



Improved responsiveness of the Riposte, In addition, a mistimed Riposte input no longer results in a cancelled Attack action -- it just delays the Attack until the Parry animation is complete.



Enemies that emerge from the foreground now have a required amount of time they need to be visible on screen (and attackable) before they can attack the player. That means you can no longer die to an enemy that is offscreen.

"Instant Action" Button



We've further streamlined the "Skip Tutorial" option when starting a new game with the addition of “Instant Action”. This allows players to jump right into the game with ZERO mandatory dialog. Simply select which moral route you want to play, or select the “Late Fate Decide” if you want to leave it up to the gods.



This is especially useful for players who want to experience both versions of the game but aren’t interested in going through the tutorial again. In addition, we've edited more dialog in the “Full Story” tutorial for clarity and length, and decreased visual clutter of overlays during the "Controls and Enemy Overview" section.

Bugfixes & QoL:




Well that's all for now folks. We have a few more "Big" updates planned for Jomaku in the next couple weeks, so stay tuned and keep that feedback coming! It's a huge help to us when you find new bugs / suggest potential improvements. Your review could become a highlight in our next big update!

Coming Soon:



Have you followed and wishlisted the full game on Steam?



Are you following the pre-launch Kickstarter page?



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