Ahoy friends!
Before we get into all the changes, we wanted to take the opportunity to say thank you ( ! ) for playing One-Thousand Cuts. And an extra special thank you to everyone who's given us feedback, suggestions, and pointed out bugs. This update would look a lot different without you!
While we've done a couple minor bugfixes since
1000 Cuts: Jomaku's release last week, this is the first major update, with specific attention to some of the suggestions you've given us in your feedback :- )
Big Picture Changes
- Refined player controls for more satisfying combat
- Remastered soundtrack, with new tracks for both bosses.
- Tutorial rework for players looking to jump right into the action
- Numerous quality of life changes and bugfixes
Player Movement and Combat Update
Players can now combo attacks. Press and release the attack button any time during an initial attack to combo into a second attack.
This can be especially useful for the mercy route where it takes two hits to defeat individual enemies.
Smoothed out and tightened up transitions between all combat-related animations. Especially when transitioning from a parry recovery back to the prepared stance idle. We've also increased riposte window after a successful parry and perfect parry.
In addition, players can now bank one attack, block, or jump input during movement locked animations such as attacking, blocking, and jumping. We've also improved the player attack hitbox and hurtbox to more accurately reflect the animation.
Quality of Life Changes:
New "New Game" feature allowing players to choose which tutorial experience they'd prefer.
The "Full Tutorial" option contains more dialog (you can skip this at any time) and a combat / enemy overview (also skippable, for players who only want the story). The "Skip Tutorial" option allows players to jump ahead to That Big Moral Choice you have to make, while shortening the necessary dialog to its absolute bare bones. This is especially useful for players who want to experience both storylines without having to redo the tutorial, as well as non-english speakers.
The Blacksmith boss fight has also gotten a minor rework. In her third phase, during her blinded rage attack, she no longer automatically runs to the left of the screen upon initial recovery. We've also eased up on her running attack hitbox based on player feedback. Having engaging boss encounters is very important to us, so we'll continue to be attentive to your feedback and tune them as needed to keep the challenge fun!
Additional dialog throughout, more lore, more backstory, more character interactions, and new cats to find and pet based on player suggestions!
Bugfixes:- Fixed defeated enemies respawning in cleared rooms
- Fixed the player being able to enter another room before their death animation completes
- Fixed armored blocking and double-cut enemies being impervious to fire
- Fixed armored blocking enemy in kitchen optional room not reacting to player in a timely manner
- Fixed stacking sound effect bug causing certain sound effects to stack and become wayyy too loud
- Improved lantern hazard hurtbox - players can no longer destroy lanterns which are placed behind them
- Improved flame hazard hitbox for players and enemies
- Fixed miscellaneous spelling and syntax errors throughout the dialog
Well that's all for now folks. We have a couple more "Big" updates planned for Jomaku in the next couple weeks, so stay tuned and keep that feedback coming! It's a huge help to us when you find new bugs / suggest potential improvements. Your review could become a highlight in our next big update!
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