2026-06-26
Recent Update & Bug Fix Changelog (Last Updated: 26.6.25 19:10)
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EarlyAccess v0.7.4a update 26.06.26 19:10 (CST) New Features Added crossover minigame: Marisa! Return the Book! Added Korean language support. Improvements & Adjustments Wall collisions have been improved. Now, when a staggered target collides into a wall, the duration of the stagger is increased. Damage calculations for wall collisions will now also factor in your equipped items and increase damage dealt accordingly.
스팀 공지2026-01-31
近期更新、BUG修复汇总日志,最后更新于26.3.25 15:10
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update 26.03.25 15:10 (CST) # PublicTest v0.7.2e 这是一条紧急修复,昨天凌晨突然有几个玩家反馈游戏黑屏进不去的问题,但因为夜比较深了,反馈的玩家都无法联系,我们摸黑尝试修复,但效果不甚理想。 今天白天总算捉住了几个在线的反馈玩家,并且终于进行了修复和推送,望大家周知。 顺便还修了一个新问题 ##问题修复 - 修复因v0.7.2d手柄键位调整导致进入游戏可能会黑屏卡死的问题 - 修复小屋内进入特殊模式时打开UI无内容和软卡死问题 update 26.03.24 22:46 (CST) # PublicTest v0.7.2d 上次更新之后,不断接收到关于摇杆突然失灵的反馈,并且数量越来越多。我们意识到是个严重的问题,组织了若干玩家进行反馈和调整,目前应该是排除了。但同时也关闭了手柄左摇杆和左十字键的自定义权限。 如果曾经用手柄进行过左摇杆和左十字键自定义的玩家,在这次启动游戏时,游戏检测到会进行重置,需要重新自定义按键,这应该会给您造成一定的麻烦,我们先在这里道一声歉意。 以前我们研究其他厂商游戏的自定义按键时,就很费解为什么大多数游戏都不开放左摇杆和左十字键的自定义权限,也许我们这次遇到的问题,就是其中一个原因吧……学无止境。 ## 问题修复 - 修复手柄左摇杆偶发性失灵无法控制角色移动的问题。为了修复该问题对底层输入系统进行了调整,因此手柄改键界面中移除了“左摇杆”和“十字键”的自定义权限,不再支持这两组按键的自定义映射。其他按键的自定义功能不受影响 update 26.03.17 17:43 (CST) # PublicTest v0.7.2c 本来昨天晚上就应该更新的,结果Mac分支出了点问题传不上去,今天下午才解决,终于能推了。 大东西还差一个新的新手教程,就正式突入第三章的制作了。第三章的一些内容已经开始准备,立绘、CG、故事情节、BOSS技能设计,BOSS像素动作帧和道中小怪动作帧都已经多面开拔,请等待我们更新。 ## 新增功能 - 新增15种道具:神经之毒、以太披风、淬毒利刃、百足蛊、奇幻蘑菇、铁木屐、飞弹背包、爆炸番薯、延展手臂、半灵钻头、钓瓶落、暴君的发饰、动物灵、天人的桃子、星之硬币 - 新增5种道具系列:致命毒药、噬龙之虫、雷暴、赤鬼青鬼、特效强化 ## 优化调整 - 优化道中同屏敌人数量较多时的卡顿现象 - 调整道具的所属道具系列的UI显示 - 调整赤鬼青鬼技能的弹幕判定大小并调整发射速度 - 调整Boss战的UI,增加墨杀计数显示 update 26.03.3 22:54 (CST) # PublicTest v0.7.2b 虽然还是v0.7.2b,但这次不是前瞻版,而是正式的游戏主分支。 我们这次调整键位布局,改变蓄力等按键体验之后,收到了一些玩家的认可,但一些习惯老操作的玩家却觉得
스팀 공지2022-08-12
Alpha 0.1.0 Update! Kogasa Tatara added & some important back-end optimizations!
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{STEAM_CLAN_IMAGE}/42438641/db016d7a93503ea9fa96e3dff5709cb12d83b598.png Version Update: Alpha 0.1.0 It's been a while. Now that we've tested the waters at the Touhou convention in Guangzhou, we're officially releasing Kogasa Tatara for our players to experience. The emotion Kogasa represents is "Joy", so she's a danmaku-type character. Also in the official game, Kogasa is a character from the first chapter, and Mukou is one from the second, so she'll be a tad weaker than Mukou. Additionally, due to the sound effects and backgrounds being delayed(we wanted to release the update for our players first), they'll be added in the future. For now we ask your patience. {STEAM_CLAN_IMAGE}/42438641/05f41c963cb4039eced96e11fd51ec33c3213a16.gif Please give it a try, we've also made many optimizations! New Features Added a spell card declaration animation for bosses Added text and visual effects when current spell card is captured Added an indicator of a spell card's remaining time Added an indicator for remaining spell cards(including hidden ones) Optimizations and Adjustments Reduced cooldown when swapping between emotions Added a hitbox and
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