Absurdum Alpha_V0.4.6.0
A downloadable game
Notes from dev :
All 116 New mobs has replaced the old sprites and been added to the Outer.
They should all have skill animations. So please use the devtool ctrl+shift+d
to spawn yourself some Equipment and give yourself enough exp for lvl 100
then go test some of the outerzones, their difficulty been increased aswell.
Dont forget to turn on the "Map: teleport: On" in the menu so you can tp to all maps.
Also play around with playerskins from the retention vendor
Tiered gear drops from mobs, so dont bother crafting it yet.
Absurdum Alpha v0.4.6.0 Changelog Draft
Target release: Absurdum_alpha_v0.4.6.0
Target version: Alpha v0.4.6.0
Baseline release: Absurdum_alpha_v0.4.5.0
Baseline date: 2026-04-18
combined >span class="_inlineMarkdown_1x1v8_91 inline-markdown text-size-chat-sm font-mono blend bg-token-text-code-block-background rounded-sm px-1.5 py-0.5 leading-none extension:bg-token-foreground/10 electron:bg-token-list-hover-background/60">0.4.6.0 release changelog draft for everything added, changed, or restructured after the 0.4.5.0 release snapshot, with the non-duplicate player-facing notes from release/CHANGELOG_UNRELEASED.md folded in.
This is written as a practical release changelog draft. It focuses on the changes that are actually live in the current project state compared against release/Absurdum_alpha_v0.4.5.0/source.
Highlights
- Added a full fragment-driven progression ladder for T1-T5 gear and weapon crafting support.
- Maintained the full-overworld authored-map rollout, with authored combat coverage across all 16 current zones plus the authored main hub layout.
- Continued the flat stat progression direction around HP / ATK / DEF / SPD / DEX / VIT, expanded gear slots, spendable stat points, and gear-driven build identity.
- Added the first live gathering trade-in loop, starting with fishing and then expanding into mining/foraging token stations.
- Reworked the live progression-facing weapon roster into a generic T1-T5 backbone and plain tier naming.
- Reworked inventory/equipment presentation toward square icon-slot layouts and added the new gloves gear slot.
- Continued the large weapon-family direction with sword, bow, spear, and staff families while narrowing live progression to the safer generic backbone.
- Continued the armor/accessory direction with helmets, body armor, gloves, legs, boots, dual rings, and amulets as the readable equipment backbone.
- Kept temporary zone-aware tester drops as the bridge between the item pool and the later permanent crafting/drop rollout.
- Expanded the HUD with a stronger visual identity, right-side icon rail, loot-bag rarity visuals, and better panel framing.
- Added and expanded world event support, including boss-hunt reward integration.
- Added a much larger shuffled music playlist that now continues across all zones instead of only behaving like hub music.
- Improved zone pressure and combat pacing with maintained-population respawning, faster threat progression, and higher center-zone/outer-zone damage tuning.
- Rebuilt normal enemy roster structure: the 4 center leveling zones now use curated legacy grind pools, while the 12 outer zones use a new prefixed enemy wave.
- Added runtime support for new enemies to briefly play imported skill/cast sheets when they fire projectile patterns.
- Added authored projectile/melee pattern lists for the new enemy wave instead of leaving them on generic runtime defaults.
- Expanded the core combat runtime with dedicated actor, projectile, health-bar, and damage-popup support.
- Expanded dev tooling with new spawn/list panels plus test/tracing support.
- Added multiple dev/testing tools and content-side workflow docs, including weapon migration planning, map editor fixes, and explicit sprite-sheet guidance.
Added
- Full authored combat-map coverage remains live across:
- Green Hollow
- Whisper Woods
- Serpent Delta
- Crownlands
- Stone Ward
- Rootfen
- Nightglass Fen
- Duskmire
- Royal Barrows
- Dragon Peaks
- Bone Flats
- Warpaint Ridge
- Orc Siegefields
- Canopy Run
- Goblin Warrens
- Forge Hollows
- The authored main hub layout remains the active hub direction instead of the older placeholder hub pass.
- Flat stat progression remains the live character-growth model:
- HP
- ATK
- DEF
- SPD
- DEX
- VIT
- New gathering and trade-in content:
- Weathered Lure
- Weathered Geode
- Weathered Satchel
- Flowing Fragment
- Fossilized Fragment
- Deep Rooted Fragment
- Uncommon Fragment
- Superior Fragment
- Chieftain Fragment
- Epic Fragment
- New hub service support for:
- Fishing Station
- Mining Station
- Foraging Station
- First live fishing/mining/foraging reward-table flow through data/fishing/fishing_tables.json.
- New world-event-facing fragment reward integration:
- Chieftain Fragment from boss-hunt completion
- New weapon/gear crafting ladder coverage:
- T1 through T5 fragment usage now exists in live recipe data
- Large weapon-family content remains represented in the project:
- sword variants
- bow variants
- spear variants
- staff variants
- Higher-identity weapon/projectile patterns remain part of the expanded weapon direction, including:
- piercing_line
- forked_shot
- lance_aftershock
- crescent_wave
- returning_blade
- splinter_burst
- crosscut_wave
- rain_volley
- rune_trap
- New HUD/UI improvements:
- right-side menu rail
- authored menu icon support
- loot bag rarity visuals for reward moments
- threat meter
- stronger minimap-adjacent HUD clustering
- New equipment model support for gloves.
- New square icon-slot presentation in:
- inventory
- equipment
- New settings toggle for showing the player hitbox overlay.
- New persistent music playlist expansion:
- 26 live MP3 tracks total
- shuffled playback
- full-world playback across all zones
- New core combat/runtime files added after v0.4.5.0:
- actor.gd
- actor_health_bar.gd
- damage_popup.gd
- projectile.gd
- projectile_impact_effect.gd
- New dev tooling support after v0.4.5.0:
- boss_spawn_ui.gd
- dev_list_ui.gd
- SmokeTest.gd
- MapSmokeTest.gd
- perf_trace.gd
- New docs/tooling after v0.4.5.0:
- WEAPON_TIER_MIGRATION_PLAN.md
- PROJECT_STRUCTURE.md
- PROJECT_STRUCTURE_AUDIT.md
- crafting_recipe_planner_taxonomy.md
- mob_import_plan_2026-04-22.md
- New normal-enemy replacement wave:
- 486 curated legacy mobs restored into the 4 center leveling zones
- 117 new outer-zone enemy definitions imported as new_* ids
- 117 matching base movement sheets copied into sprites/runtime/actors
- 216 matching 96x96 skill/cast sheets copied into sprites/runtime/actors/skills
- 115 new enemies now have skill_animation_paths wired for cast animation playback
- 33 ranged new enemies now have 4 authored attack_patterns each
- 84 melee new enemies now have 4 authored melee_patterns each
- bosses kept protected and unchanged during this normal-enemy pass
- Earlier large enemy import batches remain documented as project context:
- cryptic_legions
- wetlands_tide
- thornwild
- sunscorch_war
- highlands_frost
- nightshade_court
Changed
Progression and itemization
- The live weapon roster has been cut over from the broader earlier experimental pool to a generic progression backbone:
- Sword T1-T5
- Bow T1-T5
- Spear T1-T5
- Staff T1-T5
- The live progression-facing armor/accessory line is now also using plain tier naming:
- Helm T1-T5
- Body T1-T5
- Gloves T1-T5
- Legs T1-T5
- Boots T1-T5
- Ring T1-T5
- Amulet T1-T5
- The current intended fragment ladder is now:
- T1 -> Uncommon Fragment
- T2 -> Flowing / Fossilized / Deep Rooted
- T3 -> Superior Fragment
- T4 -> Chieftain Fragment
- T5 -> Epic Fragment
- The current weapon migration direction is now documented and intentionally generic-first instead of exotic-first.
- New players no longer start with the old tester weapon bundle and instead begin with a cleaner starter kit direction.
- Rare and higher-rarity weapons are intended to carry more obvious pattern identity instead of being only stat bumps.
Drops and reward structure
- Tiered zone drops were reworked several times and now follow a more explicit banded plan:
- center 4 leveling zones:
- normal mobs drop T1 weapons
- normal mobs drop T1 and T2 armor/accessories
- outer zones:
- normal mobs drop T3 weapons
- normal mobs drop T3 and T4 armor/accessories
- bosses drop T4 weapons
- bosses drop T5 armor/accessories at a low rate
- center 4 leveling zones:
- T5 is no longer a guaranteed event-boss item payout.
- Boss fragment rewards are now guaranteed by boss source instead of random:
- leveling-zone bosses -> Uncommon Fragment
- outer-edge bosses -> Superior Fragment
- corner bosses -> Epic Fragment
- boss-hunt completion -> Chieftain Fragment
Combat tuning and pacing
- Respawning was reworked away from a slow one-at-a-time trickle and toward maintained minimum population behavior.
- Threat progression was sped up so maps react faster and escalate more clearly.
- Center four leveling zones now hit much harder than before.
- Outer-zone non-boss enemies were also retuned upward for much more obvious danger.
- Enemy projectile damage floors were added for:
- weak melee follow-through projectiles
- weak non-melee ranged projectiles
- The current player hitbox was retuned larger/lower and now has a live debug overlay for tuning.
UI / HUD
- The HUD visual language moved away from flat defaults toward a more deliberate gold/dark framed style.
- The top menu concept was replaced with a cleaner right-side rail.
- Menu rail icons are now authored PNG icons instead of placeholder glyphs.
- Loot feedback now uses authored loot bag rarity icons.
- Recent-loot placement was moved into the minimap cluster.
- The inventory/equipment windows now scan more like item-slot interfaces instead of plain lists.
- Several broader UI surfaces also changed since v0.4.5.0, including:
- pause_menu_ui.gd
- world_map_ui.gd
- crafting_panel_ui.gd
- item_visuals.gd
Audio
- Music playback moved from a fixed set-order playlist to a shuffled playlist.
- The title/hub music pool was expanded significantly with imported tracks and mashups.
- Music now continues in all zones instead of behaving like a hub-only layer.
- In snapshot-comparison terms, every playlist track from playlist_02 through playlist_26 is post-v0.4.5.0 content in this repo state.
Core combat runtime
- The combat runtime expanded beyond the earlier baseline with dedicated actor/projectile-side support files already listed in Added.
- This broader runtime support underpins the more visible projectile pressure, damage feedback, actor health presentation, and current combat feel-tuning workflow.
Dev tooling
- Dev tooling expanded after v0.4.5.0 with the spawn/list panels, smoke tests, and tracing files already listed in Added.
- These additions support faster local verification, spawn-side testing, and tracing/debug passes without having to hand-edit data for every check.
Content and systems
- The gathering concept has been formalized as:
- fishing: live
- mining: live token/station loop
- foraging: live token/station loop
- Crafting has been expanded beyond the earlier fragment-free baseline into a real T1-T5 ladder.
- The project now includes a live gloves slot across:
- player runtime equipment
- item data
- loot generation
- equipment UI
- The current pipeline now explicitly tracks modular sprite-sheet preferences for 32x32 action sheets as a working temporary standard.
- Normal enemy content has been reorganized into a safer replacement structure:
- center 4 leveling zones now act as broad legacy grind pools for players who want lots of creature variety
- outer 12 zones now use smaller, theme-sorted groups from the newer enemy sprite wave
- new outer-zone ids are prefixed with new_ to avoid collisions with retired/legacy ids
- new enemies with imported skill sheets now play brief one-shot cast animations when projectile patterns fire
- melee projectile phases also trigger the same one-shot skill animation layer, so smash/slash/shockwave attacks read more clearly
- silver_saint remains active but unused as a temporary placeholder
- Salamandrite special-state sheets were intentionally left unwired until they have matching base movement sheets or a behavior pass
Fixed
- Fixed misleading behavior in the external map editor where erase operations could report success without honestly reflecting whether anything was actually on the layer.
- Fixed map-editor feedback so edits are more visibly confirmed after paint/erase.
- Fixed right-rail menu icon alignment so icons sit correctly on the button faces.
- Fixed dev item spawner refresh behavior so newly added content like Weathered Lure appears reliably.
- Fixed several progression leaks where older weapons still showed up in active crafting/progression paths after the roster reduction.
- Fixed music import duplication by checking candidate tracks against live content with file hashes instead of trusting filenames.
- Fixed hub/world music behavior so entering non-hub zones no longer kills playlist continuity.
- Fixed the normal enemy content graph after the retirement/replacement pass so active zone rosters no longer reference retired mobs.
Technical / Data Notes
- There is no git history in this workspace, so this changelog was built by comparing the current project against the local release snapshot in:
- release/Absurdum_alpha_v0.4.5.0/source
- The current project has several post-v0.4.5.0 files that did not exist in that release snapshot, especially around:
- world events
- bank/retention/save services
- expanded actor/projectile runtime support
- gathering reward tables
- weapon migration planning
- project structure audits
- music imports
- Latest enemy-roster rebuild verification:
- active mobs: 630
- retired mobs: 920
- referenced active mobs: 629
- missing enemy references: 0
- retired mobs still referenced: 0
- only unused active mob: silver_saint
Tester Notes
- Spawn the current test-only imported 64x64 weapons from the dev item spawner and judge sprite handle/tip behavior before promoting any of them into the live progression ladder.
- Pay special attention to whether the current hitbox overlay now matches the player’s real lower-body gameplay center.
- Watch the new center-zone and outer-zone damage tuning carefully, especially after the recent damage multipliers and projectile-floor passes.
- Check whether the new square-slot inventory/equipment layout makes item families and rarity easier to read in normal play.
- Treat this as a working changelog pass; some naming and tier/drop details are still being actively tuned.
| Updated | 11 days ago |
| Status | In development |
| Author | sarepat |
| Genre | Action, Shooter |
| Tags | 2D, Bullet Hell, collectathon, Open World, Singleplayer |
| Average session | Days or more |
| AI Disclosure | AI Assisted, Code, Graphics |
Download
Install instructions
download and extract the files and run the .bat file and hope that it works

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