STORE COMMUNITY ABOUT SUPPORT
Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
After a few weeks of huge in-your-face changes, we've decided to try and do a subtle update. So we focused on loads of things that were really needed for a long time! After that, we couldn't help ourselves and got a few massive things in as well.
For example, there's now a very, very rough daily scoreboard in-game, allowing you to see your global rank, the top 10, and even compare your scores to your friends! There's a new Boss Intro for the first loop boss, new Big Dog music, we completely redid the total Hyper Crystal fight, and made some small but significant changes to Big Dog and Lil' Hunter on loops. For the Stress and Y.V. lovers among us, you can now have a rate of fire higher than the speed of light 1 shot per frame!
We've also done a ton of weapon and enemy balancing, nerfed Plant's Snare a tiny bit (big enemies are now less affected by it), and we even made some changes to Last Wish!
That covers a small portion of everything we've done. Next week part of the team will be out for GDC Europe and Gamescom, which means that there's a fair chance we won't be able to push an update that week. Everyone's been working exceptionally hard on the last 8 updates or so, so a bit of a breather to clear our minds and get some fresh perspective doesn't sound like a bad idea.
Enjoy this one, and as always, please let us know your thoughts/findings and keep being awesome. We'll check back throughout the week.
This is probably one of the biggest updates we've ever done! Shit.
First of all, we've done a massive amount of interface and menu work. This includes a brand new mutation and pause screen, and a lot of tiny tweaks helping make things flow a bit more. We've added convenient alt+F4 rage-quitting, and you no longer need to look at the beautiful Vlambeer logo every time you go back to the menu (we know, we'll miss that too). We've ironed out a ton of bugs in the process, so hopefully things should be a bit more smooth now!
We're re-introducing something the game used to have in some of the earliest versions this week as well. Justin sketched new Boss Intros that Paul then painstakingly pixeled. The two of them worked extraordinarily hard to get this thing in, and we're convinced it's some of the coolest art we have in the game.
Now, for actual gameplay things: For starters there's a fun late-game shell weapon now that allows you to do some fun long-range bouncing tricks. It should be pretty viable in the late game, especially with Trigger Fingers.
That's not all, there is really a ton more exciting stuff in this one! Please continue reading, play the game, and let us know what your thoughts are!
We're aware that a lot of things are still in a kind of rough unpolished state, but we are getting very close to having most of the features we want for Nuclear Throne in place. This means that we can move on to actual hardcore polishing soon, which is super exciting to us!
Oh, and, for all the nice things we added this week, do you like the IDPD? There are Elite versions of them now. They're basically Throne Butt versions of the mutants they're similar to. You can figure out for yourself what that means for the Shielders.
“It’s a rapid-fire, deliciously crunchy randomized romp starring a cavalcade of characters from Vlambeer’s past.”
Rock, Paper, Shotgun
“A brutal game that rewards patience, situational awareness and mastery of trial and error.”
“The shootiest of shooters.”
Nuclear Throne development is livestreamed every Tuesday and Thursday from 1PM CET to 5PM CET on http://twitch.tv/Vlambeer. Updates happen every weekend between Friday and Sunday.
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