Reynard Devlog #25 – Damage Numbers, Zoe, Resolution Improvement and More (0.9.6)

Damage Numbers

Now you can see clearly what’s going on. How much damage you’re dealing, how much damage you’re receiving, if you’re getting healed etc.

In my opinion damage numbers give player a valuable feedback about what’s going on. In the future update I’ll add an option so you will still be able to disable them if you find them bothering.

Added some damage numbers! 

Zoe

Besides all the special rooms that you can find in Reynard, I wanted to add another thing that would reward exploration.

That’s why I’ve added Zoe. She’s a cool owl which can reward you with different items. You’ll be able to summon her only if you trigger all the pressure plates in the level.

Zoe
Zoe

You can select the type of reward you want to receive based on the pressure plates you’ve triggered. Reward types are:

  • Armor
  • Companion / Ally
  • Relic
  • Rune
  • Weapon

Resolution Improvements

As the playerbase of Reynard is growing, I’m receiving more and more feedback. One of the fellow gamers told me that he had an issue with a resolution. He told me that he can’t normally see the whole cell of the dungeon.

I had no other options left, but to tackle the camera again, which lead me to upgrade the whole unity project to the newer version etc.

Now in dungeon all players have the same visible field. I solved this with leaving the game to the monitor’s native resolution and adding black bars to the screen. It works good and the game looks smoother than with an older camera settings!

All Changes

  • [HUGE] Camera rendering changed. The dungeons should now be normally visible on “unordinary” resolutions.
  • [FEATURE] Added damage and healing numbers!
  • [FEATURE] Added Zoe (an owl).
  • [FEATURE] Reynard’s house has been redecorated!
  • [SKIN] Those who will unlock the “pot hater” achievement will also unlock the “pot hater” skin! (Inpsired by the one and only – Link).
  • [MINOR] UI is now being rendered clearer.
  • [MINOR] Damage of “damage over time” effect now gets applied after a second and not instantly!
  • [MINOR] Invasion now also spawns water.
  • [MINOR] Added more invasion layouts.
  • [BALANCING] Buffed the waves and subwaves of the invasion.
  • [BALANCING] Nerfed the xeno turret’s attack rate.
  • [BALANCING] Nerfed Sizzle’s damage and increased his attack rate.
  • [BALANCING] Buffed Cobra’s attack rate.
  • [BALANCING] Buffed fire spear’s fire duration.
  • [BALANCING] Tweaked the generation of runes which deal damage over time.
  • [BUGFIX] Fixed a lot of animator missing values.
  • [BUGFIX] Removed wooden club’s damage over time.
  • [BUGFIX] When moving up and left on keyboard Reynard was facing up. When moving up and right he was facing right. Now in both cases he faces up.
  • [BUGFIX] Fixed the Judy’s arrow’s starting position.
  • [BUGFIX] Fixed the Skeleton archer’s arrow’s starting position.
  • [BUGFIX] Changed Thunder Sword’s sprite.

Till next week happy dungeon crawling 😀

damage numbers new house resolution improvement zoe

Reynard Devlog #24 – Scaled Bosses, Skeleton Archer and More (0.9.5)

Hey dudes! We’re already at the 0.9.5 and I’m starting to wrap things up. I think that Reynard will get out of early access in the end of February. So approximately 5 more weeks (5 updates)!

Scaled Bosses

Each boss now has 3 difficulties. Let me explain it on Dexter. Until now if you faced him in the “Terra” dungeon (yeah… dungeons now have names), his level wouldn’t be any different from if you’d met him in the “Infernia” dungeon. And this kind of bothered me.

That’s the reason why I’ve added changes to the levels based on when and where you meet the boss. Check out pictures of Dexter down below (I don’t want to spoil the other bosses).

Dexter lvl 1
Dexter in Terra
Dexter lvl 2

Dexter in Infernia
Dexter lvl 3
Dexter in Glacia

Skeleton Archer

Skeleton archer brings a nice addition to the enemies. He’s faster and stronger than other ranged baddies.

Archer Skeleton in 0.9.5 Update

Polish

It’s always interesting to observe others play your game. For example I’ve been watching a streamer RadioHupfen when he played Reynard. Observing him made me see some places for improvement.

Removing The Blueprint Machine From The Invasion

When he came to the tower defense part, he didn’t really know how to place down turrets and he got confused by the blueprint machine. This was a clear mark that a blueprint machine doesn’t belong in the tower defense part of the game. Because it’s purpose is similar’s as ducky’s. You unlock the blueprint and then you play the game.

Fade-in And A RoadMap

Until now there was fade-in before each scene starting… It isn’t too bad, but it sure doesn’t add the premium feel as unraveling black bars with an area name and a roadmap which helps the player plan ahead.

Color Enhancments

Terra’s brown color started to bore me. It’s the dungeon which the players will see most of the time and it should be more appealing to the eye. In a previous update I’ve added water tiles which helped, but the floor itself still wasn’t interesting enough. So I’ve added some green grass which adds a nice contrast to the dungeon.

Polishing the scene intros

All Changes

  • [ENEMY] Added a skeleton archer.
  • [FEATURE] Loading screen changed. Added the area info at the beginning of the scene and a roadmap. Transitions between scenes are now more “polished”.
  • [FEATURE] Bosses now have different difficulties. For example if you face Dexter as a second boss he’ll have bumper traps around his area. If you meet him as third there will be bumper traps + flames.
  • [FEATURE] Using a health potion now heals your weakest companion / ally for 50% of potions healing power.
  • [MINOR] Turrets are now automatically sold when you finish the invasion.
  • [MINOR] Reynard is now looking up when he spawns in the boss room or invasion.
  • [MINOR] Blueprint machine now only appears in the last level of invasion.
  • [MINOR] Papa John now appears only in the first level of invasion.
  • [MINOR] Papa John is now hidden until you clear the “stairs” room.
  • [MINOR] Loading progress on the loading screen now displays progress up to 99%. Some players found it confusing if it stayed on 100% for couple of seconds XD
  • [MINOR] Fairy stops healing Reynard if he has full HP and continues when he gets hurt.
  • [MINOR] Named the dungeons: Terra, Infernia and Glacia.
  • [MINOR] Added outline to HUD’s numbers. It increases the invisibility in the Glacia.
  • [MINOR] Destroy particles now spawn in front of the item being destroyed.
  • [MINOR] Changed some pebbles in Terra to grass.
  • [MINOR] Added description to the daily run.
  • [BALANCING] Buster Sword’s starting damage nerfed by 50%.
  • [BALANCING] Buffed the Ifrit’s boot’s fire damage.
  • [BALANCING] Dexter’s charge damage nerfed from 5 to 3.
  • [BALANCING] Reduced starting stamina from 20 to 10.
  • [BALANCING] Dash stamina cost reduced from 1 to 0.5.
  • [BALANCING] Lowered prices of Max Stamina and Max Health cost options in shrines and libraries.
  • [BALANCING] Lowered gold price at the silver key shrine.
  • [BALANCING] Nerfed Xeno Turret’s damage. It has to hit golems twice to kill them.
  • [BALANCING] Buffed Triple Turret’s damage.
  • [BUGFIX] Selling turrets doesn’t give you bonus gold anymore.
  • [BUGFIX] Fixed 8 buggy room cells.
  • [BUGFIX] Fixed the bug when sometimes icons disappeared from the minimap.

Till next week happy dungeon crawling 😀

polishin reynard scaling bosses skeleton archer

Reynard Devlog #23 – Balancing, New Weapons and More (0.9.4)

It’s not the first time and definitely not the last time I’ll have to do some balancing.

Balancing

As said in our “Why early access?” section on steam we want to involve our early access supporters in development of the game.

Stamina Regeneration

Because it’s not the first time that we’ve received a proposal for stamina to regenerate itself instantly once you clear the room, we’ve added this feature.

Health Regeneration

Some of our players also pointed out that they don’t see much sense in waiting for their health to regenerate if they have a health regeneration relic. They see it as an exploit. After thinking about it for some time, I’ve decided that they’re right and that the relic should be removed. So it’s gone… for now 😀

Daily Runs and Scoring

The whole point of the daily run is to achieve the highest score. Until now if you didn’t die… you could clear every room and in the end your score would be very similar to your rival’s score.

That’s why from now on speed and remaining gold is being rewarded. If you complete a run under 40, 30 or 25 minutes you’ll get 10000 bonus score for each mark. Also at the end of the run remaining gold now gets transformed into a score.

Weapons

Titan’s Belt

It can spawn up to 4 circling discs around Reynard that stun and hurt attackers.

Titan’s Belt in action

Luna’s Cloak

Makes Reynard invisible for 5 seconds. Invisibility stops if you attack.

Luna’s Cloak in action

All Changes

  • [WEAPON] Titan’s Belt. Can spawn up to 4 circling discs around Reynard that stun and hurt attackers.
  • [WEAPON] Luna’s Cloak. Become invisible for 5 seconds. Invisibility stops if you attack.
  • [HUGE] Stamina refills when transitioning through doors. Regeneration rate is increased when you clear the room, you’re waiting for the next wave or you defeat the boss.
  • [MINOR] Wind can’t spawn in forge rooms anymore.
  • [MINOR] Added confetti to the win screen.
  • [MINOR] Repositioned the HP bar of Xeno turret.
  • [MINOR] Removed HP regeneration relics.
  • [MINOR] Minor modification to Foen’s island shape.
  • [MINOR] Added a tiny easter egg.
  • [MINOR] Added more supporters to the book of credits.
  • [MINOR] Speed is now being rewarded! If you complete a run under 40, 30 or 25 minutes you’ll get 10000 bonus score for each mark.
  • [MINOR] At the end of the run remaining gold gets transformed into score.
  • [BALANCING] Buffed the Ifrit’s boot’s fire damage and spread duration.
  • [BALANCING] Reduced starting max stamina to 20.
  • [BALANCING] Enemy loot drops in invasion are halved.
  • [BUGFIX] Goblins don’t steal from player when hitting his allies.
  • [BUGFIX] Fixed lifestealing from corpses.
  • [BUGFIX] Fixed jittering of a special weapon image on a HUD.
  • [BUGFIX] Falling Boulders now deal normal damage instead of fire.
  • [BUGFIX] Fixed 10 room cells that displayed water in a weird way.

Next week I’ll heavily focus on boss scaling, balancing, polishing and more.

Happy dungeon crawling 😀

balancing fox luna's cloak reynard titan's belt

Reynard Devlog #22 – Special Weapons and More (0.9.3)

Happy New Year!

Special Weapons

After watching some of my friends, youtubers and streamers play Reynard, I’ve noticed that they got “crappy” items or items that have the same functionality way too many times. It was an eye opening moment.

I’ve decided to rebalance some of the weapons. Remove the ones that are “underperforming” and most importantly create more special weapons which are fun to use.

Ifrit’s Boots

I’m not gonna go in full details who or what Ifrit is, but I can tell you that he’s a fiery being. Frequently he appears as a powerful ally in the games I love.

If Reynard gets his boots, he can activate them and spawn a fiery trail. His trail is limited to 10 flames. The flame count can be increased by 2 for each fire rune inserted into the boots.

Reynard Ifrit’s Boots

Jolt (Jolt Volt and Jolt Volt Bolt)

I was always impressed in other games with weapons or spells that have a chain lightning effect. I couldn’t wait any longer. It’s here in 3 forms. “Jolt”, “Jolt Volt” and “Jolt Volt Bolt” (More words == More Power) 😀

Testing “Jolt Volt Bolt” in Reynard

Luna’s Mirror

Foxes are known tricksters. So Reynard needed an item for fooling enemies. Behold the “Luna’s Mirror”. It spawns Reynard’s reflection which taunts the surround enemies.

All Changes

  • [WEAPON] Ifrit’s Boots. When you activate them, they spawn fiery trail!
  • [WEAPON] Added Luna’s mirror. It spawns a projection of the owner which taunts the enemies.
  • [WEAPON] Buster Sword. No explanation needed.
  • [WEAPON] Added Jolt, Jolt Volt and Jolt Volt Bolt – Items that shoot “chain lightning” like projectiles.
  • [HUGE] A lot of weapons have been rebalanced. Many “junk” weapons have been removed. Critical koeficient for every weapon is now minimum 2.
  • [MINOR] Rune slots are now displayed in a text form! Now you know how many rune slots a weapon has even if you’re purchasing it from a merchant.
  • [MINOR] You can now sell buildings in invasion. Added sfx when buying and selling.
  • [MINOR] Space button is now scaled correctly in the dialogue window.
  • [MINOR] Spider, spider webs and web traps have new skins!
  • [BALANCING] Bosses now have larger pool of dropabble “cool” items.
  • [BALANCING] Silver chest can now contain any item.
  • [BUGFIX] Bug where you could stay locked out should be fixed.
  • [BUGFIX] Fixed the Runemaster perk. Runes get assigned correctly now.
  • [BUGFIX] Wave counter now gets updated correctly in the beginning.
  • [BUGFIX] If Ferdinand was attacked by a companion… Sometimes he wouldn’t trigger boulders.

Hope you like how the game is evolving. I’ll add more stuff and special weapons next week 😀

ifrit's boots jolt volt bolt luna's mirror special weapons

Reynard Devlog #21 – Racoon skin and More (0.9.2)

It’s holiday season and I’ve been busy… eating and hanging out with my family. But I didn’t forget about my fellow gamers!

Racoon Skin

To express my gratitude to early access supporters I’m including the Racoon’s skin to Reynard. Once Reynard is fully released the skin will become a DLC. Early access supporters will be able to claim it for free!

Here’s the skin in action:

Reynard Racoon Skin

All Changes

  • [FEATURE] Added a free Racoon for early access supporters.
  • [FEATURE] Added trapped breakables. When you break something (pots etc.) there is a chance of spawning a cursed weapon.
  • [MINOR] Main menu music now fades in instead of blowing out your ears 😀
  • [MINOR] Music volume gets reduced by 50% once the game is paused.
  • [BALANCING] Kitchen knife damage increased from 0.75 to 1.
  • [BALANCING] Necro Staff’s kill count before summoning an ally skeleton is reduced from 10 to 7.
  • [BUGFIX] All pots now add to pot breaker achievement.
  • [BUGFIX] Cursed fork can now damage companions.

As you can see, this was a shorter update since it’s holiday season and I’ve been busy. But I’ll prepare a bigger update next week 😀

See you in the next year!

racoon racoon skin reynard

Reynard Devlog #20 – Boss Noc, Ally Judy and More (0.9.1)

Darkness was missing and Noc is bringing it!

Noc

Till now the balance was in favor of Melee bosses. It would be wrong if it remained that way for a longer period. But it would be boring if the new Ranged boss would deal a “regular” ranged attack damage. That’s the reason I’ve created Noc.

Unlike other bosses he doesn’t have health dependent states! Noc is aggressive from the beginning. His mission is to chase Reynard and hit him with his darkening / ethereal fists. If Reynard get’s hit by his fist, his vision becomes limited.

Not only that he’s shooting dangerous projectiles, he’s also summoning cursed weapons!

Judy

Judy can now be rescued in the dungeons. She’s one of the most powerful allies. Her attack is shooting homing arrows from her arbalest towards her enemies. She has a fair amount of health and is currently my favorite ally!

via Gfycat

All Changes

  • [BOSS] New boss Noc joined Reynard!
  • [ALLY] Judy joined the ranks of allies!
  • [ENEMY] Added a Cursed sword.
  • [ENEMY] Added a Cursed forks.
  • [FEATURE] Some biomes can now have dark rooms!
  • [MINOR] Changed the description of the throwing spear.
  • [MINOR] Added SFX to various enemy and ally attacks.
  • [MINOR] Drake now has a nice death animation and projects fire projectiles from correct position.
  • [MINOR] Added SFX to “pawn” shrine.
  • [MINOR] Added death animations to mobs.
  • [MINOR] Crate buildings now display healthbars.
  • [MINOR] Water can now appear instead of the abyss – More biome variations,
  • [MINOR] Last hitting an enemy triggers mini camera shake.
  • [BALANCING] Necro Staff’s kill count before summoning an ally skeleton is reduced from 15 to 10. Its damage has been incresed from 1 to 1.3.
  • [BALANCING] Forest Child perk nerfed. It also takes 20% of player’s score and gold.
  • [BALANCING] Water Plate Armor’s durability increased to 50.
  • [BALANCING] Bubba’s prices and gap between them increased.
  • [BALANCING] Mumu’s explosion damage increased by 100%.
  • [BALANCING] Zombies’s damage increased by 50%.
  • [BUGFIX] Fixed some cells where player directly runs into an obstacle or an object.
  • [BUGFIX] Changed the colliders of the water obstacles in dungeons.
  • [BUGFIX] Blind monk perk now influences vision on all levels… Invasion and bosses included.
  • [BUGFIX] Rotation of Bubble turret bullets has been fixed.

In the upcoming week I’ll focus on polishing stuff! I’ll probably add some map on the loading screen, so the player will know how far from saving Prascilla he is. I’ll try to add options to the ingame menu, fiddle with dungeon progression and as always… add a new enemy or ally.

Next Friday is after Christmas so I wish you a merry Christmas upfront 😀 Have fun beating Noc and Santa!

cursed enemy cursed fork cursed sword judy noc reynard sfx

Reynard Devlog #19 – Santa Boss, Zombies and More (0.9.0)

Ho-ho-ho! Christmas is around the corner and Santa has come to visit Foen!

Santa

Since it’s December and Christmas is around the corner I wanted to add some Christmas spirit to 
Reynard’s universe.

Luckily, last week Elthen came to the stream and said “hi” (He’s a fellow dude that draws some of the pixel art that we’re using in Reynard). I knew that I had an opportunity to influence his next drawing project and I kind of cheered for a fighting Santa. A week later Kung-fu Santa was made. So Elthen, thank you!

He became another boss influenced by the powerful Wizco’s magic! But you can bring him back to his senses if you free him from the spell (beat him). Players who can defeat him will be rewarded with Santa’s costume!

Santa is a first “seasonal boss” who can be fought from “12/12/Every Year” to “1/2/Every Year”. There will probably be more seasonal bosses in the future.

via Gfycat

Zombie

Even though there are many enemies in Reynard, a zombie was a must! It fits into the dungeon environment perfectly!

Not only that; he’s good looking, he’s baddass… In a way. If you have any companions and the zombie kills them, they’ll turn into zombies!

He’s immune to necro and poison damage and is from now on a regular companion of Doctor Plague.

All Changes

  • [BOSS] Added a Santa Clause boss battle. Free him and unlock yourself a Santa’s costume. You can start the battle by interacting with the portal next to the fox hole. You’ll be able to fight Santa from 12/12/Every Year to 1/2/Every Year.
  • [ENEMY] Added a Zombie. Immune to poison and necro damage. When it kills its victim it restores 0.25 hp to itself and spawns a new zombie in its victim’s place.
  • [BALANCING] Doctor Plague now spawns Zombies and Skeletons. His movement speed was increased by 50%. He now has some companions from the beginning.
  • [MINOR] Removed a single pixel mistake on Reynard’s Santa costume 🙂
  • [BUGFIX] Fixed a bug where golems dropped golem’s fist instead of golem’s hand. (one is usable, the other is the actual weapon of the golem).
  • [BUGFIX] Wilson’s laser beam can now damage allies and companions.
  • [BUGFIX] Doctor Plague can now damage allies and companions.
  • [BUGFIX] Fixed the bug when the stairs to secret room are spawned behind the indestructible objects.
  • [BUGFIX] Companion skeletons wouldn’t get transported to other levels.

In the upcoming week I’ll focus on boss battles, new enemies and new rooms! If you’d like to recommend anything, please let me know!

Till next time! Happy Santa saving 😀

battle boss defeat fight reynard Santa santa claus update

Reynard Devlog #18 – Tutorial, Death Cam, Chewie Companion, Skins and More (0.8.9)

Finally… A tutorial has been added. The game will now explains its basics in an “interactive” way.

Tutorial

When getting feedback from players, I’ve noticed that very few of them figured out all of the game’s mechanics.

Many players didn’t know that there is crafting in the game, that you can charge your attack or that your attacks don’t deal knockback once you run out of stamina.

That’s why I’ve finally created an interactive tutorial, which also adds some value to the story. Here’s its outcome (check Hammlet’s bruises in the featured photo).

Tutorial will start once you create a new profile.

Death Cam

I thought that it would be cool if you could see last 3 seconds of your life before you failed miserably. I’ve added an optional setting which enables GIF recorder… So you can have some laughs of your failed Prascilla rescue attempts.

On windows you’ll be able to find GIFs under: C:\Users\your_user\AppData\LocalLow\Hyper Fox Studios\Reynard

via Gfycat

Chewie

Feedback for allies is positive and with this update we’re bringing in “Chewy”. He’s a demon-like creature which is immune to fire, deals fiery damage and when he’s not attacking he also breaks crates, pots and other breakable stuff. Which means that you won’t have to spend so much time and stamina on breaking stuff.

Here’s a gif from my testing session 😀

Skins

Since it’s Christmas season, I’m adding the skin which is Santa’s costume.

All Changes

  • [FEATURE] Tutorial section added. Every profile starts with a tutorial scene, which is skipable. Tutorial explains some of the lore so check it out 🙂
  • [FEATURE] You can now enable death camera. It will record 3 seconds before you died in a gif format.
  • [FEATURE] You can now change Reynard’s clothes… Santa’s costume added.
  • [ALLY] Chewy joined the ranks of allies!
  • [RECIPE] Golem’s Plate – Golem’s hand + Poor normal Armor Rune.
  • [INGREDIENT] Golem’s Hand – Dropped by golems.
  • [MINOR] Added SFX to forge, chest, bat, rat, item pickup, item drop.
  • [MINOR] Removed the “+” sign from weapon damage.
  • [MINOR] Added a darker “belt” of water around islands.
  • [MINOR] Edited the chapter of supporters.
  • [MINOR] XP slider not annoying anymore. It’s faster. Thank you VooGzy!
  • [BALANCING] Molten Helmet’s fire resist reduced from 100% to 75%.
  • [BALANCING] Buffed Ferdinand’s base attack damage from 1 to 1.5.
  • [BALANCING] Necro bow now shoots only 1 arrow has increase knockback, damage and crit chance.
  • [BALANCING] Bubba’s potion prices have been increased.
  • [BUGFIX] Removed Boom Joe from Foen and his immunity to ice.
  • [BUGFIX] Fixed bugged acid rune.
  • [BUGFIX] Golden bomb now isn’t blown away from windy room.
  • [BUGFIX] Sometimes you could take items from shrine without paying.
  • [BUGFIX] Ferdinand’s SFX sound wouldn’t stop repeating in some case… even if you kill him.
  • [SPOILER ALERT!] Prascilla now appears back on the Island once you finish the game.

In the upcoming week I’ll focus on boss battles, new items and leaderboards… and bug fixes! If you’d like to recommend anything, please let me know!

Till next time! Happy dungeon crawling 😀

ally chewie death cam reynard skins tutorial

Reynard Devlog #17 – Ferdinand, Improved Armor Runes, Bugfixes and More (0.8.8)

This is our first update since releasing Reynard on Steam. We call him Ferdinand. He’s the meanest of them… for now.

Ferdinand

Ferdinand (the Minotaur) fills the void of not having a boss with a big area of effect (AOE) attack. Just by looking at Ferdinand, players will know that he’s a “tanky” and an agile boss. He has a few tricks up his sleeve so players will have to be careful when taking him head on.

With Ferdinand I’ve tried to include more environment in the boss battles. So without any major spoilers… When you’re gonna be fighting him, try using environment in your advantage.

Improved Armor Runes

Until now armor runes were providing only bare defense against different damage types. With this update, I’m introducing improved armor runes, which can reflect damage, slow enemies, burn them or even boost Reynard’s movements speed when he’s attacked.

From watching gamers play Reynard on Youtube, I’ve learned that the armors are introduced a little too late in the game. Here lies the reason why I’ve decided to add “Pepe – The Armor Merchant” to the basement’s secret room’s rotation.

All Changes

  • [BOSS] New boss Ferdinand joined Reynard!
  • [RECIPE] Crafted Wooden Bow – Wooden Stick + Ordinary Rope.
  • [RECIPE] Bull’s Horns Helmet – Copper Plank + Poor Normal Armor Rune.
  • [RECIPE] Book of the Dead – Common Companion Boost + Common Max Health Boost.
  • [RECIPE] Necro Bow – Bone + Ordinary rope.
  • [IMPORTANT] Added ability to armor runes. They can now reflect the damage, slow the attacker or increase Reynard’s movement speed…
  • [IMPORTANT] Companions will now stay with you until they die or the run ends.
  • [IMPORTANT] Added a “second” secret to the Foen island.
  • [BALANCING] Necro Staff’s recipe changed to “Bone + Poor Necrotic Damage Rune” + Increased the crit chance to 1%.
  • [BALANCING] Pepe can now spawn in the basement dungeon.
  • [BALANCING] Cobra’s poison projectile doesn’t have spreadable damage anymore.
  • [BALANCING] Golem’s health type set from “Ice” to “Normal”.
  • [BALANCING] Modified the Bubba’s prices.
  • [MINOR] Added dialogue to the axe on the island (It sounds weird but it’s not :D).
  • [MINOR] Stamina now refils on each scene change.
  • [MINOR] Added Prascilla’s Idle animation.
  • [MINOR] Renamed some Bronze stuff to Copper.
  • [BUGFIX] “Return” button now works as a confirm.
  • [BUGFIX] Fixed the bug when Wilson’s Beam wouldn’t stop playing when you die.
  • [BUGFIX] Fixed the double confirm button press in the dialogue.

I’ll add the first player who figures out how to pull the axe out from the stump to the book of credits! 😀

Since many new players have joined Reynard community and there is no official tutorial, I hope to have started one for next update. Expect more cool recipes, bosses and updates in the future. If you’d like to recommend something, please let me know!

Till next time! Happy dungeon crawling 😀

armor runes boss Ferdinand fox fox game Minotaur reynard

Reynard – Available on Steam

Finally we’ve reached the milestone of releasing Reynard on Steam 😀

Last month I’ve been preparing everything for releasing Reynard on Steam. From filling out forms, helping to create a new trailer, promoting on social media, contacting curators and creating a dedicated website for Reynard. This all took a fair amount of time.

But it’s finally done… It’s released on Steam and we can’t wait to get feedback from more users. We’re already planning on adding new stuff to the game and working on stuff proposed by current players.

If you purchased Reynard through itch.io you are able to obtain your Steam key from your purchase page! If you’re having any troubles obtaining your key, please let us know!

Oh! I forgot to mention that Reynard came on Steam with a 20% discount!

Have fun saving Prascilla 😀

arpg early access release reynard steam tower defense