- Steam Cloud implemented in the Steam version. This way, players can truly unlock achievements and back up their save data to the cloud.
- Fixed an issue where the game would crash during stage 6 when playing in multiplayer mode.
- Initial release.
NOTE: This was last version of the demo before the beta launched on January 10, 2020.
- Fixed a major issue with the high score table when playing as Kagami Ochiai. The score would be placed in the wrong place as the wrong variable was loaded. The problem was it loaded player 1’s score. So, we changed it to the correct variable.
- Our team said that Crown Princess Konata’s initial design was “too childish” for a woman in her early twenties. So, we decided to make her look a little more modern just like in the game.
- Added a map screen intermission to all stages.
- After a chunk of a boss’ health is depleted, enemies would continue the attack until it ends. Now, bosses now move straight onto their next attack.
- Addressed a minor issue with Kagami Ochiai whose “no bomb” bonus was not rendered invalidated after using a bomb.
- Changed the particle color when taking damage from red to plain white. Some players would mistake it for blood and could cause an age rating concern among parents.
- Added a continue screen if in case you need a second chance if you can’t afford the ingots to revive for half of your points.
- Also fixed a minor issue with stage 3 as the enemy character would jump all across the playing field when throwing danmaku outside its designated origin.
- Fixed an issue where the screen would go blank after pausing. This was discovered by one of our playtesters who was debugging stage 6.
- You all asked for it, the ability to play in full-screen mode. You can now play in hi-res mode with a 1200×900 display, but it will only work if your monitor supports that resolution mode.
- The added hi-res mode does come with its differences:
- Effects will be much flashier than low-res mode.
- The colors on the boss’ healthbar may differ in color slightly.
- Some elements have been fine-tuned to give players a much cleaner experience.
- Cutscene text sound effects are not as noisy as they were before. This was a player feedback request.
- New title screen, featuring a logo that falls.
- The buttons on the main menu are now bigger so they can be easier for younger players to make selections.
- Character portraits are now cleaner and in higher quality. Their file sizes are much smaller to give room for more content as development continues.
- New soundtrack for AdLib/SoundBlaster option. The original had a mixed reception, so it would be nice to give you a much better version, albeit it borrows sounds from a variety of Yamaha sound chips (including the YM2608 option, though it doesn’t use the same sounds).
- Added a special “fourth” stage playable only in Free Play Mode.
- New intro. Some players complained that the intro was excessively long and confusing, so it had to be simplified along the way.
- Fixed an issue where the Enter key would not confirm on some menus.
- Some players complained that the introduction and tutorial were a little lengthy. We added an option to let you skip them entirely.
- The tutorial can now be completed a lot faster, just by pushing the A button, although repeatedly like in an RPG.
- Fixed a bug that would cause the game to randomly crash after getting KO’d.
- Fixed an issue with the text on the name entry screen not displaying properly.
- Compressed all the audio to .OGG, as the original file size ended up taking and entire gigabyte.
- Initial release.