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Full Steam announcements and update articles for this title.
This is a small update but one that has been requested for a LONG time. Controllers no longer control the game if the game’s window is out of focus!
Now ignoring controller input while the game is unfocused.
Migrated to Godot 4.7
Upgraded Sentry Godot addon from 1.3.2 to 1.6.0
Hey y'all! Been a bit since the last update so I thought I'd let you guys in on what we've been working on. I've been pushing back this update for a bit now since it's pretty small all things considered, and I really wanted to include the new Godot 4.7 feature where I could ignore controller inputs when tabbed out. And while 4.7 is getting here soon, we've also got interesting Steam Sale events coming up and so I wanted to patch some stuff for newcomers to get the best experience coming the game. Worry not though, controller inputs being ignored is coming as soon as Godot 4.7 releases.
We're working on something VERY neat for the community, update 1.5 which will have some very very cool things! That's probably going to be the last content addition to the game as it's pretty content complete. But definitely look out for it.
We've also been working on console and mobile ports, keep an eye out for those. Join our discord and social channels to stay in touch.
Merch is getting worked on as well, we'll announce it here and in our different social channels soonTM.
The base supporter pack now features the Knight from Sol Cesto! Thanks to Géraud & Chariospirale for taking the time to work on this collab!
We’ve also bundled up! Grab it here:
Eagle Eyes
Base cost: 10H → 2H
When using a gamepad, text that talks about “clicking” now use “pressing” instead.
“Give Up” button in combat is now disabled if out of focus to prevent accidental deaths while using a controller while tabbed out.
The merchant in a precarious situation now shows the minimum amount of hemaliths required to be traded.
The game now warns players who haven’t saved in more than 10 minutes.
Updated project to Godot 4.6.3
Fixed being able to get infinite boons by looping floors.
Fixed the boons auto-selection not correctly focusing non-healing boons as was intended in last update.
Changed how scientific notation is formatted to correctly scientifically format numbers.
Fixed Rock and Iron’s cost multipliers not being lowered by the material discount.
Added a null check before storing settings into settings files, preventing possible crashes.
Now grabbing focus of the close button of the statistics page if changing from mouse to controller in that tab.
Fixed the helmet speed cap preventing other helmet upgrades from being held to be automatically bought.
Hello!
I've updated the launch options on windows to include a new launch option: DirectX12.
We've had a handful of reports of people lagging after long play sessions in the base game, and we believe it was probably caused by Vulkan implicit layers breaking from faulty software like recording software, eg: old versions of OBS, Steam Recording, clipping software like SteelSeriesGG, Medal, etc..
If you are playing on Windows and are experiencing lags after long play sessions, give this new launch option a try! If you lag a bit at the start - it's probably shaders compiling, give it a minute.
A new small patch is coming soon as well!
Thanks for playing.
Alex
Hey guys!
We've just announced today in the Second Wind Showcase via our Accolades Trailer, that Horripilant is coming to consoles soon! I'm talking Xbox, Playstation, and Switch! No release dates yet - but soon! We're also looking at mobile!
Keep an eye out for announcements here and in our discord for future info!
Check out the new accolades trailer here!
Czech is now fully supported! Thanks to Martin Roháček & Semdva!
The Defy Death now shows an icon next to the health number to show when it has and hasn’t been used.
Benny from Bunny Hill joins the base Supporter Edition Pack!
Check out Bunny Hill from DogmaQuest here!
Changed an extremely computationally expensive shader for a much cheaper one in the ending sequence.
Now prompting users to retry saving the game if the game fails to save while exiting to desktop or main menu.
Credits can now be skipped if they’ve been viewed before.
Made the web inside the hole in the green room get broken faster (0.5s vs 1.0s) to match other webs speed.
The skill tree now prevents you from spending Hemalith and commiting to Rebirth if you cannot afford to purchase the first skill.
Boon autopicking now prioritizes boons that aren’t self heal / familiar heal.
Leftover Scraps boon autopick on run start now prioritizes boons that aren’t self heal / familiar heal .
Stock Pile
Base Price: 150H → 50H
Weak point related upgrades felt very expensive and were underutilized by players, with these changes, I want to make them relevant and affordable to make them a decent investment without preventing players from unlocking other more useful skills
Eagle Eyes
Base Cost: 5H → 10H
Cost Exponent: 2x → 1x
Multiple Hits
Base Cost: 5H → 10H
Cost Exponent: 2x → 1x
Greater Combo
Cost Exponent: 2x → 1x
Proactive
Base Cost: 50H → 5H
Cost Exponent: 3x → 2x
Powerful Strikes
Base Cost: 100H → 5H
Fixed typo on the french skill that keeps more meat on familiar impale.
Fixed some sound effects not having correct frequent sound override in the last encounter.
Updated credits.
Migrated to Godot 4.6.2
The code shown above the well is now kept being shown upon leaving/going back into that room.
Fixed the Frequent Volume slider not being focusable via controller input.
Controller now grabs focus of the end of run button upon leaving the pause menu.
Controller now doesn’t get its focus stolen by dialogue on end of run screen.
Changed boon autopick logic to prevent selecting from an empty list and crashing the game.
Now grabbing controller focus of inventory on pause exit.
Now grabbing controller focus of map on pause exit.
Now grabbing controller focus of inventory select on pause exit.
Fixed inventory items hover misbehaving.
Now correctly calculating Rage damage multiplier.
Material’s click power’s top right display in materials now show their boosted value correctly.
Now correctly resetting other saves consumables going over to a new save.
Hey guys!
I just wanted to take a minute to thank each and every one of you who've took the time to try out the demo, got the game, played through it, shared it with your friends. It's with deep gratitude that I'm announcing today that we've officially sold 50 000 copies of Horripilant! Never in my wildest dreams would I ever imagine to achieve this level of success, on my first commercial title, in a month, no less!
Release has been a whirlwind for me, focused on patching things quickly, making a bunch of critical changes, answering all the feedback, answering all the e-mails, doing community management, keeping up with streamers, it's been incredibly exhausting and overwhelming, but also incredibly rewarding to see this game blow up like it did. This unexpected success has given me financial security for the upcoming years and it's going to let me keep on creating for a little while. For that, I'm incredibly grateful to everyone who's given a shot at the game and enjoyed the experience!
I'm still working on a small patch to fix some more bugs, add some QOL and more. Full Czech support is coming soon with the next patch!
While the game is considered feature-complete, we might want to do something fun in the future like a NG+ with some more lore to uncover..? Who knows... (No promises, but it's something that'd be cool to do and that I'm strongly thinking about!)
We're also looking at porting to consoles and mobile, no exact timelines yet, but keep an eye out for those!
We're looking at doing cool merch in the near future, shirts, soundtrack and whatnot, we'll talk about it more once that's ready to go!
The full soundtrack is still being worked on by Marl, and will be included in our Supporter Pack once it does come out. We're also looking at physical releases! Exciting! If you want a few extra goodies and customization options, feel free to pick the Supporter Pack up!
Thanks again to everyone who's bought and played the game, means the absolute world to me that people are enjoying my silly little video game!
Game Saving error messages now show their full error.
The game now checks correctly if your current save file exists before trying to duplicate it as a backup, preventing the rest of the game from saving correctly and displaying an error on a new save.
Reworked save/loading system to handle failure, prevent writing empty files if it fails and try and recover from backups if the main save file cannot load.
If you’ve lost your progress, try booting up the game with this new update and see if the game picks it up from the backup! We also now display errors if the game fails to save the game so you know if something is wrong and the game can’t save.
You can now right click to buy max material upgrades.
Concerned Joe from Move or Die is now in the base supporter pack!
Voice 3 is now available - which is the original player hurt/speaking voice.
Webs in the room with the webs now have an outline while hovered to show that they’re interactable.
Sped up the hold left click autobuy speed on material upgrade buttons.
Blood Lust is now the start of all nodes requiring to be bought before allowing other nodes to be bought.
Speedy Clicks
Base cost: 100H → 10H
Optimization
Cost Multiplier: 8x → 5x
Added additionnal inside tree checking for the 1000th door animation, to prevent crashes while trying to reference nodes that are no longer in the tree if the player leaves the area before that animation is done.
Now taking into account the familiar’s cost discount while refunding meat via impaling it.
Fixed codes and beastiary not showing up on paper open.
Hey!
Community Items are now live! You guys should already receive cards in your inventory for your hours played.
Happy badge crafting!
Thanks to Monster Lover in the discord for their great work adapting their art for badges/emotes!
cover art by the talented patientgeo in the discord!
Do you have questions and concerns about an issue? Make sure to read this thread beforehand.
ZeratoR is now in the base supporter pack!
WillFrad is now in the base supporter pack!
These are only available in the supporter pack which you can get here:
Combat now shows the deepest floor reached for the current run.
Combat now shows the next floor at which an item will drop.
You can now buy max equipment upgrades by right clicking equipment.
The player has new hurt/speaking sounds.
You can now set a different voice in settings! Thanks to Eros Valentyne for lending her voice to the game!
A new setting to disable Discord Rich Presence.
You can now disable the chittering from the shopkeep. (look to the top left of the backroom to toggle it.)
There is now a toggle to disable parallax of skill nodes inside the skill tree (look to the top left of the skill tree)
Now preventing game loading and save file clearing if the game is unfocused to prevent controller players from accidentally losing progress.
The last encounter no longer grants you boons.
Capped max skill costs to 15k Hemalith
Now stops autoclick when reaching helmet reset.
Fixed typos.
The map button now reaches the bottom of the screen.
Tweaked the spawn window of sparkles to not be hidden behind production labels.
Fixed being able to spend more materials than you owned with the first trader.
Made an achievement be given to the player before an animation is done instead of after, being missable by players.
Fixed Z-index mismatch on material pile at camp.
Changed the symbols fail interaction fail sound to the interaction fail sound.
Fixed pattern of symbols not being noted down after following the statues’ advice.
Fixed the mirror room not behaving correctly with music.
Fixed exiting map on beastiary keeping the hover white.
Fixed trying to check validity of a previously freed node in settings.
Fixed being able to use map shortcuts with the paper/beastiary open.
Preventing controllers from being able to reactivate timed consumables infinitely.
Now correctly clearing consumables between saves to prevent being able to use items from another save infinitely.
Fixed consumables timers still counting down while the pause menu was open.
Fixed health transferring onto a new save.
Fixed being able to interact with the camp while the end of run and end of demo animations were playing.
Fixed controller consumable slots selection upon changing saves.
Fixed B not closing the inventory select screen while interacting with an item that requires an item.
Fixed fighting someone after rebirth giving you deepest floor value, letting you farm hemaliths.
Fixed credit scroll behavior, and should now scroll to the bottom on its own instead of scrolling to a predetermined value.
Fixed the helmet reset dialogue displaying the wrong amount of available resets.
Hey y’all! Launch has been crazy! I’m so happy that this game has been this successful this quickly! In this patch, I’m hoping to change a bit of the balance to hopefully make early game better, fix some small things and add some quality of life things.
Consumables now show a description of what they do when you hover over them. (De rien, ZeratoR)
There is now a sound for when you miss an attack.
Picking up keys and unlocking door have new sounds.
Interaction fails now have a sound.
Camp has a new track.
In an attempt to make early game a little faster and more fun to get through, I’m lowering the early levels enemies health. Let me know how that new early game feels! This should let you prestige faster and thus get stronger and be able to go deeper quicker!
Enemy health now has a 50% reduction from floors 1-25, and gradually goes away until floor 50.
Enemy health exponent changed from floor^2 to floor^1.97
Helmet reset is now softer (half of base helmet, 0.75), but only multiplies damage by 5x.
Kooky Clicker
Cost Mult: 10x → 8x
Optimization
Cost Mult: 10x → 8x
Base Production
Base Cost: 250 → 100
Material Expert
Base Cost: 500 → 200
Object Permanence
Base Cost: 500 → 300
Speedy Clicks
Base Cost: 250 → 100
Hoarder
Skill Price Mult: 15x → 5x
Sharp Claws
Cost Mult: 10x → 4x
9 Lives
Cost Mult: 10x → 5x
Quick Thinking
Base Cost: 1000 → 750
Helmet Expertise
Base Cost: 1 → 3
Cost Mult: 20x → 5x
Touch Grass
Max Levels: 9 → 5
Cost Mult: 2x → 5x
Base Offline Production: 10% → 50%
You can now activate sparkles by hovering over them while holding down click.
The resolution picker is now greyed out while the game is in full screen as it doesn’t impact the game in any way, in an effort to curb confusion.
Some typos were fixed in french.
The character with suicidal ideas now gives a hint with a bit more detail while pleading for help.
Charon no longer hints at breaking wood once you’ve completed that task.
Charon no longer hints at respecting the wishes of the creature if that task has been accomplished.
Some sound effects that reuse frequent sounds now override their audio bus to match the SFX volume.
Material names are no longer forced to be lowercased in the shop.
Keybinds now describes shortcuts, by displaying “while the map is open” in settings.
Boon to heal familiar now is based off the familiar’s full boosted health and not simply its base health stat.
Now correctly saving last selected material on click in equipment room.
Fixed some overflowing of the combat looping button while using french.
Thanks for playing!
FAQ:
We’re aware of and investigating a memory leak at the moment, but it’s very hard to diagnose as it seems to be outside of Godot’s heap which makes it very difficult to diagnose as its not picked up by the engine’s profiler tools. If this has happened to you, please enable crash reporting and contact us with some info:
How long were you playing for before it started lagging?
Have you been using an autoclicker? If so, what time interval / frequency have you set for clicks?
Were you playing on normal or compatibility mode?
What specs are you running? OS, Graphics Card, Are drivers up to date, etc?
Describe your play session quickly.
If possible, please supply us a copy of your savefile, and logs, see the video below for instructions!
Please email your info via support\pasgame.ca or share it via us on the discord!
I would like to fix this but as it stands - I cannot do this in the current version of Godot, apologies for the annoyance! It is an engine feature that is being worked on, however, so hopefully it gets intergrated into the engine soon so I can fix this for y’all!
The game’s resolution picker takes into account the task bar and the bar on top of the window of the game. If it cannot fit the game’s window inside the height of what’s left of your monitor, it won’t let you go higher, as it would hide the game’s window behind the task bar, and you’d lose the game’s top bar.
Also - as it stands the game is always rendered at 1920x1080 so changing the resolution while in full screen doesn’t do anything, we’ve thus decided to disable the resolution picker if you’re in full screen to prevent confusion.
The main big puzzles in the game are a little bit different than most games, they require you to think outside of the box, and use all the tools available to you as a player to solve them. If you’re ever in a bind, visit the guy in the crack in the cave, he’ll give you hints on your journey if you’re not sure what to do next. Some puzzles require you to delve deeper to find items, some puzzles you just need to think a little.
You might have clicked quickly and missed it: once the helmet reaches cap, it resets its own speed but gives you x10 damage as a bonus (this is changed slightly in today’s update).
Full and improved localization for most languages.
The ??? Encounter has new sound effects.
The ??? has a new speaking sound.
The ???? ???? has a new clicking sound.
The purple rooms now has an extended track.
The map has new hover on/off sounds.
Impaling Familiars has a new sound.
Getting a familiar has a new sound.
Camp has new tracks.
Spider has a new sound when attacking you.
The Trader has a new speech sound.
The entity in an unfortunate medical situation has a new speech sound.
A new “Frequent Sounds Volume” Slider which independently lowers the volume of material hits and combat sounds.
Base Crit Damage Multiplier: 1.1x → 1.25x
The ?? Encounter now takes into account your damage boost.
The ?? Encouter now has faster autoclick on buttons being held down.
Resilience
Max Level: 10 → 20
Cursor is now hidden while using a Controller
Spinboxes are now more granular at first when using a joystick to change its value, and increases its increments with time.
Added a small deadzone for mouse movement to prevent Controller and Mouse mode from being grabbed back and forth.
The First Level Up dialogue is now forced on screen until it’s fully shown to prevent skipping it inadvertently.
Migrated to Godot 4.6.1
Updated Sentry’s addon.
Tons of Localization fixes.
Added a way to access the dev menu while on release build.
Familiar names are now left aligned to prevent being pushed to the right by overflowing numbers.
Draggable bars in settings now start and restart a 5 seconds timer before saving, instead of saving with each value change which could slow down devices with slow write speeds (eg Steam Deck on a MicroSD)
Now preventing exit to menu from ending to prevent unintended behavior in other saves.
Fixed the game saving and writing to the settings file a bunch of times while opening the pause menu.
Fixed some languages making the left panel in combat overflow.
Window size capping logic now takes into account the task bar and window decorations for its available space.
Now awaiting process frame before trying to grab the focus of a button.
Now storing stats while unlocking achievements to make them appear when you unlock them.
Set to nearest floor button is no longer made unclickable by the icon on top.
Fixed the cost shown on the familiar bought screen.
Fixed Supporter Edition DLC Detection and image loading.
The skill tree music now loops correctly.
Fixed Skill tree nodes descriptions not updating if the last skill node you hovered over was shown through panning the screen.
Now awaiting process frame to set focus neighbour on material button.
Hey! So I'm still not quite sure why the games doesn't seem to run sometimes on my Linux VM, but it does run when ran through steam or if it's launched with the OpenGL Compatibility Renderer, so I'm pushing the update live for Linux, and I'm hoping it works for most people using Linux natively!
For those who might have issues launching the base game, try out the new Compatibility Mode launch option!
If issues still persist, please share your logs with me via email -> support\pasgame.ca or join the discord!
How to find your logs? On Linux, they should be located here: ~/.local/share/godot/app_userdata/Horripilant/logs
You can read the full 1.0 patch notes here:
NOTE: This update across both demo and the full game is only live on Windows at the moment. For some reason the Linux build doesn't want to launch :( Will update as soon as I find a fix!
Horripilant is now feature complete! Woohoo! I’m still expecting to update some tracks and complete the game’s localization before release, but the game is now entirely playable from start to finish! Exciting!
The final boss fight & end of the game is now accessible!
Endless mode is now accessible after you beat the main game.
\ Full controller support! - Please report of weird behavior if it happens! Lots of weird edge cases that will probably break things! Let me know if you find issues so I can fix em!
Achivements now have art! Thanks to Monster Lover!
Supporter Edition Support
Most languages localizations have been partially professionally reworked and looked over. With 100% completion expected before launch in a future update.
Ukranian is now supported!
Italian is now supported!
Every track and ambiance has been remade and is now custom built for the game.
Material upgrade buttons now have unique hover and click sounds.
The text typing sound is now a softer sound that’s softer.
Combat has new sound effects.
A lot of new sound effects across the game!
Different characters now have unique voices.
\ The end of demo screen animation is now skipped if you’ve seen it before.
While dialogues are in progress, the entire screen is now a button that continues the dialogue, and the rest of the screen is now darkened.
The main camp site now correctly changes cursors based on what’s hovered.
The camp area now shows a sparkle in the fire to indicate something in it and to indicate that there’s no further items that are to be picked up on re-turning off of the fire.
Killing the ??? now has a nicer animation.
Ringing the ??? now has a nicer animation and has a new sound effect.
The ??? now glow upon being activated.
Game Saves now create backups of the previous saves before saving a new one, as a failsafe in case saves get corrupted.
The water visual in the ??? Grate Room have been updated.
Enemies now scale in while spawning, making it clearer that a new enemy is arriving.
Critical hits animations now show up as orange.
Hoarder Skill
Base Cost: 5 → 20
Cost Multiplier: 100 → 15
Now changing cursors on material switcher hover.
Changed material switcher hover/click sounds.
Default Music Volume is now set at 70%
Migrated to Godot 4.6
Reworked the Music system to utilize less resources and fix unwanted behavior.
A new debug menu is visible by pressing \
Reworked credits.
Now setting a minimum time to the enemy’s speed cap to prevent setting an enemy’s attack timer to 0.
Now preventing new dialogue from happening with the shopkeep if dialogue is already in progress.
Fixed an occurence of a game scene not being properly declared leading to undesired scene loading behavior.
Fixed current run production boost being calculated multiple times and being displayed wrong.
Statistics screen is no longer hidden under other panels such as away gain, which had made it hard to close.
Combat timers now check to see if they’re inside the scene tree before trying to update.
I'm pushing Horripilant's release date by a week.
Why? Two reasons:
To prevent crunch for the people working on the game alongside me.
To be better positioned around other Steam releases.
I want to make sure that I'm doing what's best for the people working on the game and for the game itself.
Apologies for the bummer news, but be not afraid, release is still around the corner! Horripilant is releasing in 24 days !
Polish is now supported! Thanks to Maurycy Zarzycki!
Now displaying the click and production value of the selected material inside the material screen.
New option to keep your boon autopick selection between rebirths.
The game now auto-saves on exit to menu and exit to desktop button presses.
Changed the order of the early skills to help players towards more influencial skills, leading to a better early game experience.
Changed the Skill Tree scale, drag and capping system for a smoother experience.
Material Discount
Now affects the material level’s to a greater effect (up to 25% discount similar to the base upgrade effects)
Blood Lust
Cost Multiplier 10x → 7x
Full Potential Skill
Cost Multiplier 10x → 5x
Material Sparkles are now kept on scene change.
Each material now has a unique particle click effect.
Now defaulting the entrance floor to whichever floor is the highest one you’ve beaten unless it’s been manually modified.
Bug Brute
Minimum spawn level : 50 → 35
Bug Bear
Minimum spawn level : 75 → 65
Changed some floors at which items drop to give you more to explore earlier in your playthrough.
Item that used to drop at 25 now drops at 20
Item that used to drop at 50 now drops at 30
Item that used to drop at 100 now drops at 50
Item that used to drop at 150 now drops at 125
The equipment sprites now are tinted based on which material is selected.
Upgrades that use locked materials now show up as ???
Default FPS cap has been lowered from 300 → 150
Changed the player’s voice sfx to be deeper
Changed some text behavior in the familiar panel.
Updated some Localization strings for better consistency
Updated the X amount of damage every X seconds strings to used named variables so that they may be switched around with different languages.
Updated Ark Pixel fonts to support a greater amount of characters.
You are no longer to interact with god while in a dialogue.
Eye cursors now have a little arrow in the corner to indicate where the mouse pointer tip is.
Reorganized some settings in settings.
Changed base settings to be at 1080p instead of 1600x900
Now correctly calculating the trader’s Hemalith boost correctly.
No longer switching materials in the equipment room if you’ve got the map open and using a number shortcut.
Now doing an extra check before spawning boons to prevent familiar healing to be selected even if there’s no familiar alive.
Consumable items now correctly count down outside of combat.
\ Achievements are now unlockable throughout the game!
Characters now have more dialogue options which give further insight into the world.
14 new skills have appeared in the skill tree, which has a new look!
Work Experience
Start at a certain player level.
Defy Death
Saves you from death and heals for half of your max health once per dungeon run.
Stock Pile
Start with an amount of material.
Base Production
Start with an amount of each production upgrade for all materials.
Material Discount
Lowers the multiplier applied to the cost of material upgrades.
Speedy Clicks
Increases the material autoclicker click speed.
Sparkle Power
Multiplies the value of a sparkle.
Sparkle Chance
Multiplies the additive chance of spawning a sparkle with each click.
More Sparkles
Increases the amount of sparkles that appear.
Leftover Scraps
Get an amount of boons for each 10 floor under which your start your run from.
Rage
Get a damage multiplier inversely proportional to the amount of health you have.
Familiar Discount
Decreases the cost of producing new familiars.
Salvaging Expertise
Keep more meat from impaling a familiar.
Equipment Discount
Lowers the equipment price multiplier.
Changed verbiage from “Manual Hit Points” to “Weak Points”
The 1000th door now shakes the game when opening.
Dialogues now queue into each other instead of cutting each other off.
Now calculating the meat given on familiar impale based on its health vs its cost instead of just the cost divided.
It’s no longer possible to go back from a certain trader’s trade / dialogue’s screen.
The effect of the helmet’s faster speed cap no longer is transferrable between saves.
Skills are no longer accidentally purchasable by clicking outside of its visible button.
Better node validity checking on weak point combo hit.
Fixed Skill description description box preventing skill hover.
Some Russian Strings have been updated.
Now correctly setting player health on save load.
\ Power in numbers
Adds another count of each upgrade's base production value on level up.
A new setting to disable QTEs
A new setting to disable screen shakes.
A new 1600x900 resolution option.
Note: this may change your selected resolution on launch, simply reselect the desired resolution in the settings to set it back to what it was, it will save your preference.
God has a new look…
Staircase build price upped from 7.5M to 20M.
You may now hold to buy material upgrades.
Now displaying an unavailable cursor, not clicking when materials are at max capacity and also displaying a toast notification saying why you cannot click anymore.
Changed the initial cost from 250k to 125k per bonus Hemalith percentage and lowered the cost exponent from 1.0553 to 1.052 with the trader.
Now saving and loading last selected material in the equipment room.
Better Cursor change behavior on Consumables, Map, Inventory, Pause buttons.
Input of floor selector is now released when pressing space.
Increased contrast between the page and the text in the beastiary.
Added a darkened background to the map onboarding prompt to improve contrast.
Toast notification margins now take into account the size of the text as to not overlap.
Material upgrade buttons now have a drop shadow to improve contrast and legibility.
Material upgrade buttons now use menu hover and click sounds.
Made the GUI not overflow as much by letting you scroll through containers that have more content than space available.
Updated strings.
Now hiding the map’s buttons when in certain regions of the game.
Migrated to a new version of GodotSteam (4.17)
Now initializing the correct SteamApp ID for demo/full game.
F11 now toggles fullscreen.
Changed the alignment of some sprites in combat.
Bulbs at the door now light up properly.
The crack in the ??? now has a working outline when hovering over it.
Now saying that the key doesn’t fit the lock when using the wrong key on doors.
Removed some functions from printing in logs to prevent inflating file size.
Fixed a hint checking for a different var relating to grates.
Now correctly resetting pointer after hovering off the lamp button.
Statues sprites now check for the correct items.
Water in the ??? room is now correctly inverted.
Bars in the ??? room now are open correctly when unlocked.
Fixed fullscreen setting toggle misbehaving.
Game now gives you offline production after reloading a save.
The dialogue font now properly gets changed to the alt font when the setting for it is selected.
Fixed enemy sprite scaling on enemies that haven’t been killed yet in the beastiary.
Fixed “Material Label can’t get added to itself” error.
Better error handling for empty save files preventing errors from being pushed.
Now correctly tracking total hemalith gain.
Now preventing you from pressing multiple times not spending hemalith and losing your hemalith.
Hey y'all!
We've just announced with this new trailer that Horripilant Releases February 13th 2026 as a world premiere in The Horror Game Awards!
If you haven't played the demo yet or have played it a few months ago, you may jump back in and see the improvements, which I'm still hacking away at!
Enjoy this updated trailer!
The demo now lets you go through floor 10 instead of kicking you out at the end of 9.
The ??? Room’s plaque now has a proper inscryption.
Changed the timing of ??? happening in the ??? if you ???
The Rope is now properly given to the player.
The crowbar no longer spawns again after it’s owned.
The mirror room no longer keeps mentionning its inscription.
Rebirthing while having consumable effects running no longer keeps those effects going.
The item in the shop’s backroom no longer spawns again if the item is used.
The lamp no longer works by using the shortcut for it if you no longer own it.
The lamp now gets turned off automatically when leaving a save.
The paper no longer gives you the last code at the start of the game.
Now resetting the ??? displayed in the paper while switching saves.
Demo no longer lets you drop the lamp by going to floor 10.
\ Tons of new room to explore, with new ways to boost your stats. Most of the game (except the final boss encounter, and story-related dialogue for the people you meet along the way)! Head in the dungeon, drop some items and get exploring!
Traditional Chinese
7 new skills have been added to the rebirth tree!
Resource Allocation \
Lets you transfer production from one material to another.
Resource Optimization
Increases the percentage of material production on transfer.
Quick Thinking \
Each time the helmet gets reset, lower speed cap by 0.01s, up to a max speed of 0.05s/attack.
Multiple Hits
Increases the chance of hitting multiple manual hit points at once when clicking a hit point.
Greater Combo
Increases the amount of manual hit points that are triggered on multiple hit.
Powerful Strikes
Multiplies the damage dealt on hit from a manual hit.
Proactive
Increases the additive chance that manual hit points will spawn each second.
Now showing a pop-up when opening the game after getting jumpscared.
\ Updated the idle trailer.
Manual hits now display if they’ve hit or not by recoloring themselves, and they also animate out.
Now checking the current size of the game window and lowering the resolution of the game if it exceeds the resolution of the monitor it’s currently playing on.
Now preventing the user from selecting a higher resolution than the screen they’re playing on.
\ Added a “Go back to camp” button to end of demo to make it so you don’t have to manually reload your save each time if you wish to keep playing.
Fixed skill button styling/spending logic relating to affordability.
Fixed God’s eye animation not being centered and visible.
Fixed the starry background not being visible in skill tree.
Recentered the Prompt when doing rebirth without spending anything.
Now properly checking for the Steam link to be established before trying to call Steam API instead of just checking if Steam is running.
Fixed clicking botttom of the paper triggering to switch into the map.
The Beastiary now includes descriptions and sketches for every monster in game.
New door entering sound effect.
Rebirth skills that are affordable now show up as green.
Changed how Toast Notifications are displayed to prevent overlapping.
End of demo screenshots have been updated.
Changed some sound effects to be less loud.
Fixed multiple memory leaks!
Fixed clear save signal over-connection errorring.
Now handling cases where a player would load into a node that didn’t exist. EG: modifying save file.
Resetting portrait color on exit to menu.
Fixed attack progress bars not resetting to 0 after manually leaving combat through the boon selection screen.
Fixed Chestplate Defense display while affected by a boon.
Leaving combat now resets the color of your player correctly.
Fixed end of demo saving before you’re back home causing you to die on return.
A lot of this update was made in preparation for next steps, most of the game’s exploration is done - though won’t be accessible in this update just yet! There is some writing left to be done, some rooms to program, a proper end and custom soundtrack work to be done before the game is feature complete, but a huge chunk of the game is done, exciting!! Keep your eyes peeled for more info, coming sooner than you think! 👀 Join the discord to stay up to date!
Brazilian Portuguese - thanks to @ojpme in the discord!
Simplified Chinese
A beastiary! Showing off a bit more info and stats about the monsters in the dungeon!
Numerous new sound effects.
Prestige upgrade to unlock more manual hit points.
Each material now has a unique background!
Steam Rich Presence now displays time elapsed while in combat.
Cursor Size Option to scale up Cursor Sprite.
Rock Base Upgrade Storage Meat Cost: 1k → 10k
Iron Base Upgrade Storage Meat Cost: 100k → 1M
Material cost to unlock new materials: 150k → 250k
Hemalith now shows Rebirth Hemalith Potential (+X)
Changed Japanese’s alternative font from thin to regular which should make it more readable and usable.
Familiar purchase screen now shows your current meat amount.
Material upgrade levels now have a hoverable description that explains what they do.
Combat now has a little onboarding popup the first time you get into combat explaining it.
When using an item, it now opens the inventory for you to pick an item to use instead of auto-using an object.
Now hiding the clear save button if its data is empty.
Knight’s portrait now changes colors based on the room they’re in.
Now closing the inventory while changing rooms
When no more item slots are available, trying to purchase one will give you a message about not being to hold any more items.
Redesigned familiar shop screen with longer buttons for a better greater sized font experience.
Redesigned the “Unlock X material?” screen.
Combat entrance now has a little progress bar indicator to show how far in the dungeon you enter.
Better Material Upgrade Buttons scaling for different fonts/sizes.
Boons now let you reach stat cap before not being able to be picked anymore.
Changed combat colors.
Sprite scale up for bosses now is 1.3x instead of 1.5x
New sprites for:
Skeleton
Skeleton Slayer
Bugbear
Bugbrute
Spider
Amalgam
Centipede
Dwarf
Undead Rogue
Base Health: 1.5B → 1B
Migrated to Sentry’s plugin to 1.0
Shopkeep no longer hides when the camp is off.
Alternative message for using the Skull Amulet sometimes.
Optimized RAM/VRAM/Resource usage by preloading less Resources. (Going from about 530MB to 270MB of VRAM usage!) (You may now have a tiny loading time while moving between rooms now as they’re no longer all loaded in RAM)
Now hinting at the hole if you don’t die by floor 4.
Upgraded to Godot 4.5.1
Barrels and Tomb scenes now have a campfire sfx loop as well.
Fixed chance of crit hit being base 0.2% instead of modifier.
Fixed mouse cursor showing different level tool while hovering over materials.
Fixed inventory ui acting weird and not resetting item types while reopening.
You are here map position is now kept at camp when on tombs/barrels.
Now closing the inventory if it is shown upon exiting to main menu.
Now closing the map if it’s shown upon exiting to main menu.
Scientific notation now trims numbers correctly.
Fixed starting floor picker not loading last value correctly.
Now re-loading scenes on manual game save load to prevent unexpected player behavior.
Fixed Lamp’s timer’s button display not tracking correctly.
Campfire sound no longer keeps playing if the fire has been extinguished.
Now resizing windowed resolution after turning off fullscreen to prevent wrong resolution output.
New language support!
Japanese - with new font that supports a greater amount of characters!
There is now art for the 1000th room.
New Skill that keeps Materials unlocked after rebirth.
Price: 500 Hemalith
Now has a piece of paper..?
Alternative non-pixel font option in settings.
A bunch of new cursors, courtesy of Monster Lover in the discord!
New material tools icons when collecting materials that upgrade with click prestige level!
New backpack icon while picking up an item.
New Lock icon while hovering over locked door.
New Convention Build Type for convention use.
Migrated to Godot 4.5
Health added on new levels lowered by approx 70%, but made the multiplier for each level’s hp reward 10% bigger.
This should drastically reduce the insane amounts of HP the player gets, but grant a bit more HP later on.
Updated Player’s armor to have more shading in the hud.
Materials were a little bit too quick to unlock so I’m raising their base prices. I’m also increasing the prices of rock’s and iron’s materials upgrades. Currently you usually have a good chunk of meat when unlocking new materials which make their storage upgrades trivial to get. Hoping to make them a little slower to unlock with these changes.
Rock and Iron unlock price: 10k → 150k
Base meat storage prices for Rock and Iron are increased.
Rock: x100
Iron: x10k
The onboarding’s trigger’s requirement to open the equipment room has been lowered from 20 to 10. This should prevent situations where people don’t hit that cap and think they’re stuck or something is wrong with the game.
You can now click to skip room description text animations.
Added a dark background to Combat’s boons to have better contrast.
Better, and more consistent UI sounds/cursors being used in more places.
Skill tree nodes now move around according to your mouse movement.
Skill tree nodes now hide hemalith cost multiplier if they are maxed out.
Attack damage boost boon is now capped at 1000%
Meat gain floor exponant multiplier changed from 2 to 1.9
Now tracking kill counts on enemies to potentially make them give you material production boost down the line.
Familiar now has unique string when missing instead of saying “You missed!” as well.
New bone particles when killing an enemy instead of blood.
Base critical hit chance: 1% → 0.2%
Base helmet attack speed : 3.00s → 1.5s
Pretty big buff to base attack speed, since we’re going to need to boost damage a lot late game because of the minimum time between attacks being slower, I’m making a little more faster at its base so it’s easier to upgrade without sacrificing too much damage. We’ll see how this plays out.
Minimum s/attacks : 0.01s → 0.1s
This is a pretty big nerf to attack speed, we’ll see how it plays out throughout a full run of the game, but this should make late game a little harder. Might bring it back down a bit if it makes progression too slow/tedious.
Item Slot Price Exponent: 100 → 1000
Defense base modifier: 0.3% → 0.2%
Base Reflection Chance: 1% → 0.2%
Base Damage Reflection Percentage: 1% → 0.2%
Minimum healing in camp is now floored at leggings’s regen stat, this way you won’t heal slower at lower health in camp.
Base Vampire Hit Percentage: 0.1% → 0.025%
Base Vampire of Damage Dealt: 0.1% → 0.025%
Evasion base modifier: 0.3% → 0.2%
Having bumped these from 0.1% to 0.3% last patch, this made them very strong very quickly, almost cutting the time required to beat the game in half, lowering them here to hopefully make it still affordable but not too OP.
Base Opportunity Attack Chance: 1% → 0.2%
Base Opportunity Attack Damage Percentage: 1% → 0.2%
Level exponent changed from base_exp_value * current_depth^2 to base_exp_value * current_depth^1.75
Mouse
Crow
Mummy
Sludge
Cyclops
Now stops spawning at level 400.
Now stops spawning at floor 600.
Now stops spawning at floor 800.
Lowered price of all familiars.
Base Health: 1.6B → 1.5B
Base Health: 4B → 3B
Base Health: 10B → 5B
Changed some verbiage for consistency and clarity.
Made cursor change behavior better in skill tree.
You can now go back to camp by hovering and clicking at the bottom of the grate room.
Change the inventory to be persistent data rather than temp.
Note: this will reset the key that’s on the barrels from your inventory if you have a save file with it used/owned in it, I’m making this change to prevent having to re-drop every item every run, this should make it not as tedious to get new puzzle items in the long run.
Now prebaking shaders.
Game window’s now get’s centered while changing resolutions/at launch/setting to windowed from fullscreen. This should prevent rare cases where windows put the window in the corner making the dragging bar inaccessible.
Warning for needing to go through rebirth before you can spend Hemalith no longer gets spammed when entering skill tree for the first time.
Skills no longer remain white after resetting skill tree spend.
God no longer invites you to spend your hemalith even though you haven't seen the hole if you haven't died.
God no longer hints at you to rebirth at floor 10 if you haven’t met him before.
Made Mouse familiar stats visible without having to repurchase it since you already owned it.
Made it so the blood from your familiar no longer eats mouse input from the impale station.
Prevented consumables from being used outside of combat.
Made shop items check the max storage before calculating if its affordable to prevent flickering.
Stopped the material’s unlock icons from flashing if it was not affordable anymore after being affordable.
Added a check to see if Steam was running before trying to change the Rich Presence Tokens.
Made material upgrade buttons check for material cap before enabling themselves to prevent flashing.
Prevented cursor from being turned into an eye during rebirth if you have pause menu opened.
Fixed button text in combat from overflowing while on higher text size in certain languages.
Skill is now correctly shown as available to be purchased if you have the exact amount of Hemalith as its cost.
Fixed Material switcher button not staying held down when switching materials by clicking on them.
Fixed Skill Tree descriptions styling not updating when maxing out until they’re hovered over again.
Fixed Enemy Attack Timer trying to cap itself even after leaving the dungeon causing errors.
I finally took the time to play through the main gameplay loop on my own, something I haven’t actively done since the start of dev, this helped me pinpoint a few QOL things, bugfixes and changes to progression that should hopefully make for a better experience.
New combat backgrounds, that switch more often. 7 total backgrounds, with 3 reserved for the end of the dungeon, while the other 4 change back and forth.
End of run screen now shows a progress bar to show you how far you’ve made it in the dungeon.
New animation while checking out prestige
Grate room and backroom now stay unlocked when prestiging.
Combat now gives you your attack speed straightaway instead of waiting a second.
Made the exit to camp button on boon screen take a second before becoming available to prevent misclick from manual attack.
Now has a small animation going into the dungeon.
All familiar base health got x10’d
Especially after upping their price in last update, they feel a little too disposable and die super easily. I’m hoping this makes them last a bit longer in combat.
Chestplate defense base modifier: 0.1% → 0.3%
Boots evasion base modifier: 0.1% → 0.3%
Boosting these two since throughout my playthrough I could barely get them maxed out before beating the game.
Leggings Rock and Iron upgrades base modifiers 1% → 0.1%
Lowering these since leggings get 10x boost from prestige and that makes them wayyy too easy to max out mid-late game.
Brute upgrade base price 250k → 50k
Golem upgrade base price 2.5M → 250k
I noticed that these upgrades were super expensive and I never really got around to using them much, lowering to make them more accessible and increase overall Material gain.
Click value for each material on the GUI is now formatted.
Boot’s evasion % while boosted by a boon is now rounded to 2 decimals instead of 3+
\ Now displays a message mentionning that progress is carried over to the full game.
\ Now displays an “Add to wishlist” button in the pause menu.
Change string of base material storage skill tree upgrade to mention multiplying by 10.
Skill nodes are now white when available to be purchased in the skill tree order.
Cursor now shows an open hand on available skills.
New eye cursor for preview mode.
Clicking while in preview mode now warns that you cannot spend in preview mode.
Items descriptions now are green if they are purchasable even while in preview mode.
God now warns you if you haven’t spent anything in prestige.
Updated Localization
Removed some combat prints in console to prevent spamming logs.
Made it so add to wishlist buttons call the Steam API to open the link this way users are signed in through the steam overlay to make it easier to wishlist.
Grate room color palette change.
Boss’s Iridescent Animation Player child nodes now correctly get freed instead of piling up.
Enemies’ time before next attack now cap to their instead of carrying over their old time left which may exceed the current enemy’s attack speed.
Setting player is picking boon bool back to false on death in a weird edge case where it would prevent player healing after dying while picking a boon?
Added missing “)” to maxed out skill node modifier
Helmet mini-prestige no longer requires next level material cost before letting you click on it.
Added a check to see if the cursor sprite you’re trying to change to is different from the current one, if it isn’t skip changing it. This fixes a flickering cursor issue in the skill tree.
“Bring me a crow’s beak” string no longer shows up before first god dialogue.
Button to see into prestige now requires you to have interacted with god first.
Made some equipment effects displays in equipement/store round up less.
Discord and steam buttons on end of demo screen not opening links.
Max skill level outline not being reset on reset
God doesn’t tell you to use your hemalith if you haven’t died yet (and thus haven’t unlocked god).
New tiered pixel art Knight cursors - Thanks to Monster Lover in the discord for making them!
Copper from 0 → 75
Silver from 75 → 150
Gold from 150 → infinite
Added an exit combat button on the boons picking page, this way if you forgot to set the auto-exit, you may exit at the boon picking stage.
Familiars prices have been a little on the lower side, letting you get super powerful familiars early letting you move a lot faster than you should be able to, I’m increasing prices of some of them, to hopefully make it more like they were supposed to be at the start. The original intent was to have each familiar worth it/affordable at each 100 floor. Let me know how they feel now, if they’re now underpowered for what they cost, could boost some stats later on.
Cost: 25k → 10M
Cost: 500k → 500M
Cost: 5M → 1.25B
Cost: 15M → 10B
Cost: 50M → 50B
Cost: 100M → 250B
Cost: 200M → 500B
Cost: 500M → 750B
Cost: 5B → 1T
Changed added percentage chance of spawning a sparkle from +0.1% on click to +0.05% to make it appear a little bit less often, but it’s still very common.
Made the “New material is unlockable” move a bit to be more noticeable
Combat’s door icon now has a handle to be a little bit more clear about what it is.
Changed the backroom’s door to be grey instead of the same color as the background, should help it make it more visible.
Changed verbiage in prestige buttons from “Commit to rebirth” to “Spend Hemalith” to hopefully help clarify how the spending system works, as people have been having a hard time figuring it out.
Attack speed labels are now correctly rounded instead of showing long numbers.
Pick your boon buttons percentages are not correctly rounded instead of getting crazy long.
Material sparkle now only appears over the map hover section.
Enemy manual hit / weak spot now only appears over the map hover section.
Fixed combat restarting even if you’re picking boon after exiting pause menu
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Horripilant, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Horripilant statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.