Demo Patch Update!
Hey everyone, we have just publisher the first patch for the demo, taking various feedback into accound we've received. A HUGE thanks to everyone who has made suggestions and joined our discord. Here are the changes:
⏳ Gameplay & Controls:
* A separate stamina bar that is used for sprinting, double jumps, and shield smashes
* More Build Time in Easy and Default mode.
* Mouse Inversion Option for both character and building pawn.
* Pickaxe Speed Boosts at higher levels.
* Easier waves 1 and 2.
* Improved enemy army positioning.
* The tutorial can be skipped completely via a dialogue option in the first dialogue.
* Friendly archers aim better and predict enemy movement. They also don't charge into enemy units anymore when at a distance.
* We don't teleport minions home anymore if you build economic zones underneath them. We just lift them up.
🔥 Weapons & Combat:
* Improved Ballista and Multi-Ballista: they lock on target quicker and shoot more accurately
* Flamethrower Fixes & Improvements – Crash issue resolved while being destroyed, HUD updated, and fuel recharges faster.
* Smarter Army Composition Algorithm for more of a natural unit placement.
* The sword has a stronger knock-back effect & can be used while jumping
* Improved magnets: They now attract flying units too & have less of a performance impact.
📷 Visual & AI Enhancements:
* Improved Camera Angles when enemy armies spawn.
* Flying Skeleton Bombers Nerfed – Attack speed significantly reduced.
🔥Bug Fixes
* Crash fixed which was due to the flame thrower firing mechanism.
* Some players being stuck in the tutorial after the economic zone part.
* Sometimes brainlings don't get activated and stand around.
* Some players were stuck in the sword part of the tutorial.
* Enemy units now do the correct amount of damage to doors, traps, and other prefabs.
Let us know what you think!
By the way: Did you know that the game has voxel physics and falling voxels damage (friendly and enemy) units? Food for though: Mushrroom Traps.

Happy building & defending,
the Castle Craft crew
⏳ Gameplay & Controls:
* A separate stamina bar that is used for sprinting, double jumps, and shield smashes
* More Build Time in Easy and Default mode.
* Mouse Inversion Option for both character and building pawn.
* Pickaxe Speed Boosts at higher levels.
* Easier waves 1 and 2.
* Improved enemy army positioning.
* The tutorial can be skipped completely via a dialogue option in the first dialogue.
* Friendly archers aim better and predict enemy movement. They also don't charge into enemy units anymore when at a distance.
* We don't teleport minions home anymore if you build economic zones underneath them. We just lift them up.
🔥 Weapons & Combat:
* Improved Ballista and Multi-Ballista: they lock on target quicker and shoot more accurately
* Flamethrower Fixes & Improvements – Crash issue resolved while being destroyed, HUD updated, and fuel recharges faster.
* Smarter Army Composition Algorithm for more of a natural unit placement.
* The sword has a stronger knock-back effect & can be used while jumping
* Improved magnets: They now attract flying units too & have less of a performance impact.
📷 Visual & AI Enhancements:
* Improved Camera Angles when enemy armies spawn.
* Flying Skeleton Bombers Nerfed – Attack speed significantly reduced.
🔥Bug Fixes
* Crash fixed which was due to the flame thrower firing mechanism.
* Some players being stuck in the tutorial after the economic zone part.
* Sometimes brainlings don't get activated and stand around.
* Some players were stuck in the sword part of the tutorial.
* Enemy units now do the correct amount of damage to doors, traps, and other prefabs.
Let us know what you think!
By the way: Did you know that the game has voxel physics and falling voxels damage (friendly and enemy) units? Food for though: Mushrroom Traps.

Happy building & defending,
the Castle Craft crew