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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
Spark Early Access 6.0 is now alive and twerkin! Here’s what’s in this update:
GAMEPLAY TWERKS... ER, TWEAKS
The gameplay is now more streamlined and keeps the action front and center. It’s also much tougher, bordering on a rogue like experience. Enemies will hunt you down! Survival requires real twitchy fingers, and some strategy. We’re gathering data on how people play… and die… which will be helpful in determining the right balance. If you have other thoughts, please do share with us in the feedback form built right into the game!
Check out the snazzy new Beefy! He’s like a Die Guy on roids. He may be slow, but watch out for his arm cannon! There are now several flavors of turrets. The totem turret could spew a mix of deadly fireballs, ice balls, and dark balls… which are poisonous gaseous enemies in of themselves. Or be careful of the Diggler turret that burrows up from the ground. Or shake in fear of the Triple Diggler! The dropship has been overhauled to look like a flying massive turtle. Why? Why not. And there’s the Fly Guy you gotta watch out for who will nail you from afar and from above with his twin lasers.
NEW POWER UP SYSTEM
We simplified the way power ups work. Now each time you pick up a new ability it instantly becomes the default secondary ability you have. You always have your primary weapon, and juggling your secondary ability is going to be the real challenge!
NEW POWER UPS
Try out the new spear gun and see if you can nail the one hit kill. Or sample the new fireball blaster and bounce bounce bounce. Or lay waste with watermelon bombs. Great for napalming enemies back to the ice age! You also got a new shield ability that recharges. Very useful! Though beware. If you sprint often, it drains your energy which powers your shield...
We wanted the environment to feel a bit different each time you load up a game. So you might have noticed that there are different levels of brightness, different skyboxes, different colored trees and fog. Sometimes you’ll see a flock of birds. New environment objects might pop up here and there as well. Some which provide bonuses. We won’t spoil it for you! Kirby?
Enemies now try to avoid falling over the side of the world. Less stupid, right? They also are much better at navigating around this wacky world. We also fixed a bunch of crashes. Added in some new sound fx. And reduced visual glitches which popped up randomly before. Since this is an early access game, we try to avoid too much of this sort of fixing early on, so you’ll continue experience wacky stuff. Hopefully nothing that feels too game breaking.
We introduced different exo-suits in our last update… but it wasn’t all that interesting. So we pulled it out this update to rework it. The boss has also been hidden away so we can tweak it some more. Needs more… flavor. We did build a seemingly cool visual effect when you sprint, but… it was so disorienting that we killed it. Right now you can collect coins but there isn’t a way to spend just yet. Now this is where you come in. What you would like to spend coins on? Weapon upgrades? Unlock exo-suits? New music? Share with us your thoughts in the forums!
NEW WORLD NAMES
We decided to include a fun Easter Egg in the way our world names are generated. It’s a shout out to the hundreds of people who backed us over the past year. We know it’s been a long ride, and we appreciate your support over all this time.
And oh yet, we’re testing out a pet concept. Say hi to Fitbot! He’s also the star of a few mobile apps you should check out!
Spark Early Access 5.0 is now here! Here’s what’s included in this update:
CONQUEST MODE UPDATE
Conquest Mode is now designed to be a gauntlet that you must blast your way through. A whole lotta gameplay balancing went into this so give it a whirl! Enemy AI has been improved so they hunt you down more diligently now. It’s tough, and requires some quick thinking and strategy to beat 10 worlds. There are a few varying objectives for this version. If the idea of having different objectives is fun, we'll introduce more!
Watch out for the Summoner who can conjure up ghosts that hunt you down. They can go through walls so watch out! We haven’t updated any animations for her yet, but wanted to test how battling her feels before we finalize the visuals. You’ll also notice that other enemies have been changed. The turret uses a new design, though we don’t fully reveal how it stacks up like a totem just yet. The drop ship has been redesigned visually, but it’s main attack patterns aren’t fully baked yet. That’s coming soon as well.
You’ll start to see new enemy squads pop up. These squads could be patrolling, or hiding waiting to ambush. With a batch of enemies to take out you gotta be careful of getting swarmed, which is a typical Red Army tactic. Ongoing, as we introduce more enemy types, these new enemy squads can change up the battle situation dramatically.
WORLD DESIGN CHANGES
The worlds are less sprawling now, so that battles are more contained. This ups the intensity, and there’s less roaming around. In fact, the whole pace of the game has changed because of it. You’ll also find that each time you load up the world, there are now several times of base designs. Volcanos, sheer cliffs, dangerous narrow paths all exist, which makes traversing more challenging.
SHIELD & ENERGY
We introduce a new energy bar that can be used to power your new shield. This recharging shield gives you some temporary protection before your health is drained. The energy bar can also be used to power your power jumps, grapples, and sprints, but how that will work ongoing really depends on whether you find that mechanic interesting.
WHAT HAPPENED TO THE EXO-SUITS?
Based on feedback, we wanted to go back and rework this. In our last update you could use your coins to buy new exo-suits, which gives you different movement, health, etc. stats. But you wanted something a bit more different per suit, so well tackle that. As an example, a Ninja suit should have some other ninja like abilities. Perhaps a boost that gives you invisibility? Something like that!
CHANGES A COMING
The way we handle loot drop, weapons and objects will change in future releases. The idea being that once you get a new drop, it should encourage you to play differently. Rather than let you have access to all the abilities at once, which few people seem to be using, we’ll tweak the UX so that the emphasis is around that new pick up you got. Next update will also start to see much more enemy variety. Our goal is that each time you hit the play button, something feels different.
Have fun, and as always, we appreciate the feedback. Unlike many other games which marches towards a set goal that is already all designed by the team, we take a feedback oriented approach and adjust course based on it. The journey in conceptualizing this game is what makes it unique!
Copyright Wicked Loot. All rights reserved.
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