Hermit [Open-World Action RPG]

Some new features this week :slight_smile:

New home deployable decor (armor stands)

Rain masking on the new cobblestone material for much better road visuals

New trees (Plum trees) in the Demo city, Gravenstaad

New road masking logic which will keep procedural grass from spawning where it shouldn’t (i.e., on cobblestone, on dirt, etc.).

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This week, there’s a big update with new gameplay areas, new game mechanics, new enemies, and more :slight_smile:

As well, there’s now an Official Combat Guide!

There’s now an official Fast-Travel guide for the Game Demo as well!

A new look for the main menu!

A major gameplay update for the Hermit Demo is coming in the next week or two!

Permanent Spellcrafting is on its way, with the first spells already implemented.

Summary from this week’s patch notes on Steam:

The next major update will include significant changes to spellcrafting, and many spells will no longer be consumed each time they are used (i.e., craft once, use forever)

  1. These permanent spells will be powerful, one-off craftables with special magic abilities that can be re-used indefinitely without losing the item (with varying length of cooldown periods and/or some magic attribute pool cost, depending on the spell). Crafting them will require special drops from rare enemies.
  2. Added support for magic ability cooldowns for spells that are reusable (not consumed each use, but have a cooldown timer between uses)
  3. Added new 2D UI elements to the HUD for the cooldown functionality; active cooldowns will be displayed in the bottom right corner of the screen
  4. Added a new spell type “Hand of Fate” that can be used to grab enemies from afar
  5. The ‘Grotesque Hand’, required to craft the new spell, now drops from Pucas
  6. The new spell shoots a projectile that, when hitting an enemy, will instantly grab them and move them close to the player (does not affect bosses / giants / trolls)
  7. Made significant improvements to magic projectile spell targeting; spells will now be able to more accurately target enemies uphill/downhill and across much larger distances
  8. Made changes to the demo map showing other cities that will be available in the full game when released

The April Development Newsletter is now out :wink:

This week’s update brings new visual updates to the Cave Spider area of the demo and some new magic / items that will make it into the full release

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This week, some more QOL changes are coming as well as a new look and feel for the game (including a new Logo and Key Art!)

There’s also an updated Combat trailer out now showcasing some of the new gameplay: