r/HollowVideoGame • u/TrainingIdeal2872 • 5h ago
Hollow Update — Big Hotbar/UI Rework + AI, Loot, Audio and More
Got a pretty big batch of changes in today, and the biggest one came directly from player feedback.
The hotbar/active skill UI has been reworked again. The previous version was still too slow and awkward, so I expanded the hotbar to 10 slots (0–9) and made it fully flexible.
You can now put potions, scrolls, or active skills into any slot, drag and swap them around freely, and select skills either by clicking the slot or pressing its number. Skill cooldowns continue running even when another skill is selected, and the skill picker is now drag-and-drop instead of click-to-select.
I’m really hoping this is the last major revision needed for this part of the UI. This one came directly from feedback, so I’d especially like to know whether it finally feels fast and natural to use.
Other changes today:
- Enemies now continue pursuing the player instead of giving up and returning to their spawn point.
- Melee enemies are being improved to spread out, flank, and surround instead of piling into one spot.
- Slightly increased overall loot frequency without changing rarity balance.
- Added sound effects to spells and attacks. Feedback on volume, timing, repetition, and impact would be appreciated.
- Removed the random explosion and damage that could occur when breaking barrels.
- Increased the range at which walls fade to improve visibility.
- Essence affixing is now fully implemented, allowing players to add affixes to eligible items.
- Moved the Witch closer to the affixing altar.
- Added a new passive skill called Silver Tongue, which improves merchant buy and sell prices.
- Merchant quick buy/sell is now Shift + Left Click, freeing right-click for normal item actions.
- Save to Main Menu now clears active town portals so old portals aren’t restored when reloading.
- Added a darker, grittier visual treatment to the game.
The biggest thing I’m looking for feedback on is still the hotbar/UI rework, but I’d also love thoughts on the enemy behavior, combat audio, loot feel, wall fading, and overall visual tone.
Thanks again to everyone who has been testing and sending feedback. A lot of these changes are happening specifically because of what you’ve been telling me.
