Brutal TD - SirLargeGaming

Big Balance Update 7/30/2025

If you encounter bugs or issues post update please report them in the bug thread on steams discussions or email xylexinc@gmail.com or add me on steam and dm me to fix.

This update was made to make the game more fair, it is still super difficult and we are not changing that, but we wanted to make changes to not require as much button mashing, get rid of gotcha moments that take the player by surprise too often, and make the game feel more fair in general. This comes with the added bonus of updating to the newest version of game maker 2 which has lead to improved game stability and performance. Thank you all for playing. I know it is crazy there is a giant update 2 years after launch, but I have listened to your feedback and will continue to do so in the future. Thank you all again, SLG & Merriman Games.

Ammo button now gives +15 ammo to require less button mashing
level 2 yellow seeker spawns slightly reduced to make spawn rates more fair
level 2 inverse red block spawns reduced by 4 per spawn to make things more fair
inverse red blocks now give +4 money to compensate for reduced spawn rates
slightly reduced the spawn rate of the yellow boss blocks projectiles to make it more fair
yellow boss block sub objects now give +2 money to compensate for the reduced spawn rate
level 2 inverse red circle blip spawn rate reduced by half
inverse red circle blip money reward has been doubled to compensate for the reduced spawn rate
level 2 red enemy block ex spawn rate slightly reduced to be more fair
red enemy block ex now gives an additional +1 money reward to compensate
level 4 green enemy blip diag spawn rate slightly reduced
level 4 green enemy blip wiggler spawn reduced by 2
level 5 green enemy blip half spawn rate slightly reduced
level 5 green enemy blip half now gives an additional plus 1 money when destroyed by the helper tower
level 5 orange boss now gives a base 145 money for each form defeated
level 5 orange tri now gives 9 money when destroyed by the players projectile and 6 when destroyed by the helper tower projectiles
level 5 orange tri spawns reduced to make it more fair and not require as much button mashing
level 6 boss now has 7000 hp for its second to final form and 6000 for its final form to reduce how long the boss fight takes
planet 1's health reduced by 10,000 points for the first 4 stages
Chippy has had its health reduced by 65 million across its stages
Chippy now gives an extra 50,000 money across its stages as a reward
Orange chippy health reduced by 60 million
Chippy projectiles now give +8 money each
updated to newest version of game maker
fixed all the assets updating to the new version of game maker that the update broke
fixed an issue where the meatball boss on level 19 was moving in incorrect ways causing it to be unbeatable in some cases
reduced the health of each of the meat balls bricks by 5000
level 17 tiny block spitter spawn rate reduced
level 17 tiny block spitters now give +35 money instead of +25 money to compensate for the reduced spawn rate
Level 17 Tri bullet enemies now give +1 money on destruction
Level 7 spawn rates of the rectangles has been reduced to make the segment easier
Level 7 boss health reduced by 2000
Level 7 boss now gives +300 money instead of +200 on destruction
YellowEnemyBlock, YellowEnemyBlockEX, YellowHalfDown, YellowHalfRight, YellowHalfUp, Yellowlet now all give +8 money increased from +5 to compensate for reduced spawn rates
all level 8 spawns reduced to decrease the insane difficulty
Leve8 boss now gives +600 money instead of +500
Level 11 spawn rates reduced for the first 5 waves
Level 11 text enemy blocks now give +25 money instead of +10

3:12pm
Pedal Rebel VR Playtest - ToasterFaceGames
Fixed the keyboard for create player profiles and introduced username profanity detection
MF-01 Aerostrike - LMG
Bugs:
- Fixed the Heartbroken challenge not being rewarded.
House of Necrosis Playtest - warrrkus
Hello! After releasing the Demo for House of Necrosis and participating in the Steam Next Fest I was very busy with getting through all the feedback. But now I'm happy to announce that I managed to get through my very lengthy TODO list!

There are a so many changes that it's impossible to list them here. I guess you have to get into the game and see for yourself :)

Thanks for playing!
Nexomon - Nexomon

Hello tamers!

For a while, we've been posting devlog updates for the upcoming Nexomon III exclusively on Discord. But as of today we'll also be using the Steam page to host them - debuting with a new video of the Encyclopedia menu!

We'd like to redirect you to the Nexomon III store page for all updates and wishlisting:

https://steamcommunity.com/games/2444760/announcements/detail/538860954058752074?snr=2___Thank you for playing Nexomon - see you in the next journey!

Nexomon: Extinction - Nexomon

Hello tamers!

For a while, we've been posting devlog updates for the upcoming Nexomon III exclusively on Discord. But as of today we'll also be using the Steam page to host them - debuting with a new video of the Encyclopedia menu!

We'd like to redirect you to the Nexomon III store page for all updates and wishlisting:

https://store.steampowered.com/news/app/2444760/view/538860954058752073Thank you for playing Nexomon Extinction - see you in the next journey!

STALCRAFT: X - Daerkinai

We will be performing server maintenance in the EU, NA, and SEA regions:

📆 30-31 July, 2025

PM 09:30 - AM 12:30 (EST)

📆 31 July, 2025

03:30 - 06:30 (CET)
AM 09:30 - PM 12:30 (GMT+8)

❕ Schedules may change due to unexpected problems.

🚧 STALCRAFT: X servers will be unavailable during maintenance. We apologise for any inconvenience this may cause, and we thank you in advance for your understanding and patience.

Respectfully,
EXBO Team
Runes of Magic - [CM] Darcoon


An unknown alchemist is currently traveling through Taborea and is stopping anywhere people are thirsting for freshly brewed transformation potions. It’s said that his potions are exceptionally invigorating! But find out for yourself why his experimental creations have become so popular.

You’ll find the alchemist’s potions in our shop on July 31 (0:01 AM until 11:59 PM CEST).

Bottoms up!
The RoM Team
SUPERVIVE - PADDINGTON PWYFF

Aloha SUPERVIVERs - these are just the hotfix patch notes. If you want to read about our future plans for the game and general philosophy, you should read this dev blog! You may find we repeat some points here and there.

Daily Mission Prisma Gains Increased
#Discussions_QuoteBlock_Author
The Armory has been rewarding highly engaged players, but we want to make sure casual players also feel meaningful daily progress. Daily missions are designed to be quick, achievable goals that give everyone - no matter how much time they have - steady growth in their Armory.
To better support this, we’re significantly boosting the Prisma Gem rewards from daily missions. This ensures that even if you only have time for a few matches, you’ll walk away with real progress toward your collection.
  • Prisma Gems from daily missions increased from 100 >>> 400 per mission
  • The “Complete all daily missions” meta-mission still rewards 1 Capsule
In-Match Prisma Gains
#Discussions_QuoteBlock_Author
Over the last few days, we've heard feedback about gem gains for non-1st placements not feeling great. On the flip side, 1st place finishes are yielding too many gems. We’re raising the floor of Prisma gains for everyone in the game, benefiting those in the middle/lower placements more.
  • Gems lost on death reduced from 50% >>> 33% (you keep more when defeated)
  • Gem gains from gameplay actions increased ~20% overall:
    • PvP Execute bonus: 20 >>> 25
    • Minimum prisma gain for killing an enemy: 8 >>> 15
    • Minion & boss drops increased across the board (e.g. Soul Boss: 50 >>> 60, Final Boss: 80 >>> 100)
  • Gem multiplier based on placement changed from 1.75/1.6/1.45/1.3/1.15/1/1/1/1/1/1/1 >>> 1.6/1.5/1.4/1.3/1.2/1.1/1/1/1/1/1/1 times your team gems
Vault Loot
#Discussions_QuoteBlock_Author
Vaults are intended to be a reliable source of equipment for players that want an alternate source, whether because they’re still developing their armory or because they’re behind on gold.

Up until now, Vaults were dropping equipment rarely (~3% chance per item). This was too low for them to achieve the intent, and many players weren’t aware they could even contain equipment - especially higher-star gear.
  • Vaults now have at least one piece of equipment (Grips or Relics) each
  • Gear star level is relative to lobby progression (20% chance for 2* or better in a fresh lobby, increasing as the lobby’s armory progression increases)
    • This was true before but was pretty hard to notice, so we’re noting it here
Bad Luck Protection
#Discussions_QuoteBlock_Author
Capsule rolls feel frustrating when streaks of bad luck keep you from ever seeing a Legendary. While the rarity of Legendaries is part of what makes them exciting, we don’t want long dry spells to feel punishing or unfair.
To address this, we’re adding a “bad luck protection” system for capsules.
  • If you haven’t seen a Legendary (Relic or Perk) in a certain number of rolls, your next roll is guaranteed to be Legendary
  • Once you get a Legendary, the counter resets
Daily/Weekly Rotating Forge Updates
#Discussions_QuoteBlock_Author
The Armory Forge is meant to give you direct control over building your collection—a place where you can pick up specific items you want, rather than relying only on capsules. Up until now, Forge prices were tuned high enough that capsules were almost always the “efficient” path, with the Forge acting more like a luxury option.
We’ve adjusted the system to make the Forge a clearer and more rewarding choice when you see something you want.
  • Forge item prices are now 1000 Prisma across all rarities
    • Legendary Relics 8000 >>> 1000
    • Epic Relics 4000 >>> 1000
    • Rare Relics 2500 >>> 1000
    • Uncommon Grips 1500 >>> 1000
  • Each item can only be purchased once per rotation
  • Daily Relic slot(s) can now roll all Blue (Rare) and Purple (Epic) relics
  • Weekly relic slots increased from 3 >>> 4
Weekly Chest updates
  • The capsule granted from the Weekly Bounty can now only contain Relics and Grips
  • The “select 1” chest reward can still contain all item types
Arena Prisma
  • You’ll now receive Prisma from Arena matches
    • 16 prisma for a round win/4 prisma for round loss
    • You’ll earn a 1.5 multiplier if you win the match
    • You do not drop Prisma on death
Balance
  • Shiv’s LMB and Malice damage were reduced by 10% (this already happened)
  • Brall’s LMB damage was reduced by 15% (this already happened)
  • Shiv cartwheel no longer triggers Armory Relics as an ability (it’s considered a primary attack)
  • Wukong’s held-LMB impulse now decays with repeated use during a short period of time
  • Wukong is now yaw-slowed during his RMB
  • Wukong’s clones have diminishing returns on their damage when hitting the same target with RMB
  • Jin’s LMB impulse now decays with repeated use during a short period of time
Macro
  • We now differentiate Heart/Kobayashi Everbeacon timings - these are now increased from 6s >>> 10 seconds; these are already uninterruptible, so engagements in the area should feel slightly more controlled
  • Final circle search radius expanded by 20% to get more play in more biomes
Bugfixes
  • Ultimate Diadem now has a 0.05s internal cooldown to prevent multihits
  • Fixed an issue where players could be invisible during warmup
  • Fixed an issue where tapping Myth LMB locked the player out of casting for longer than intended
SUPERVIVE - PADDINGTON PWYFF

Salutations SUPERVIVERS!

Whenever we shipped a patch in Open Beta or pre-alpha, we’d often spend time on Discord discussing the changes with players in a megathread. Now that we’ve hit 1.0(!) we’re looking for more ways to bring that experience to a wider audience, so we’re going to test writing our thoughts here on Steam. Let us know if you like the format or have any additional things you’d like to see.

OK! Let’s talk about that 1.0 release! We just pushed out our first hotfix - you can read those notes here if you’re just looking for the changes without so much of the blathering.   

Armory

Starting off with the big one. We know there’s a ton of player discussion about the Armory - it’s a big shift in how you earn equipment, customize your Hunters, and upgrade gear over the course of a season. We appreciate everyone who’s shared their feedback and critiques throughout the first few days of launch. Let’s cover a couple of the topics we’re seeing raised most frequently and what we’re doing about them. 

Randomness

One of the most common criticisms we’re seeing of the Armory is that there’s too much randomness in how you unlock items. We think this feedback is fair, and we are discussing both short and long-term ways to improve agency.

In the short term, we’ve reduced the Prisma crafting cost of daily & weekly specials in the Forge to 1000 Prisma each, as well as increasing the number of items on offer. Our goal with these specials was to appeal to players looking for more agency, but their previous crafting cost was too expensive relative to capsules - and they weren’t really feeling like viable options. For anyone who crafted items from the Forge before the price reductions, we’ll be refunding you the difference via the in-game mailbox (just…give us a few days, there’s a lot going on lol).

In the long-term, we want to give you more ways to chase equipment or invest into certain ones to power up, rather than relying purely on the RNG gods. We’re still in early prototypes for these systems, but we'll share more information as we get further along.

We’re also improving a poor experience on the capsule side, by adding “bad-luck protection” to make sure no one can go too long without rolling a legendary capsule.

Prisma Progression

Another thing we’re seeing is discussion about overall Prisma earn rates and concerns of falling behind the average player (and then not being able to compete). We’re just a few days into the start of the season, but there’s a few changes we’re looking to implement. 

Catch-Up Mechanics

One system we haven’t talked about before is in-world equipment drops - specifically, how items you find in-game have their star level determined. In every game, we take the average star and rarity rating of the lobby's Armory, and then apply that average to the strength of Relics found in vaults and random drops in the world (in summary: random gear drops match the lobby’s progression). 

Up until now, equipment was dropping so rarely in-game that this was difficult to notice. We’d like for Vaults to be a more reliable source of in-game equipment, so we’ve adjusted all Vaults to guarantee at least one grip or relic. These vault equipment drops have a base 20% chance to be 2 star, and as the season goes on, you’ll start to see 2 or 3 star equipment drop in the world more frequently. We know this isn’t a complete solution, but it should give you another avenue to get Relics of equivalent power to the lobby you're playing in, even if you haven't made as much progress in your personal Armory.

Besides in-game equipment, we have a few additional catch-up mechanics in the game - like having a significant amount of Prisma rewards in daily quests, weekly quests, and the Weekly Bounty -  so even an infrequent player still has access to sources of prisma. (Speaking of - the first Weekly Bounty is available to open tomorrow, and at higher tiers, includes a choice between 3 legendary relics). But we’re hearing from you that these still don’t feel like enough. In the short-term, we’ve increased the rewards from daily quests from 100 prisma each to 400 prisma each, while in the longer-term, we’re exploring ways to make sure players who join later in the season don’t feel far behind the curve.

Placement Prisma Rewards

Playing well in SUPERVIVE should come with additional rewards, but looking at the numbers from our first week, it’s clear the current balance is skewed way too heavily toward first place. Sometimes the top-placing team earns more Prisma than the rest of the lobby put together! We’ve got a suite of changes to make this a little less extreme, so winning is still the best way to earn Prisma, but not at the cost of everyone else getting so little.

  • We’ve buffed the overall Prisma gains from both PvE and PvP interactions

  • We’ve reduced the amount of Prisma you drop per death from 50% >>> 33%

  • We’ve increased the minimum amount of Prisma received from kills from 8 >>> 15 (this is a guaranteed amount, even if the killed player had less)

  • We’ve slightly decreased the Prisma multiplier for top 3 lobby placement, and increased the multiplier for placing 5th or 6th

In combination with the additional Prisma in daily quests, the end result of all these changes should be that everyone is earning more Prisma over time, and the Prisma reward for Ws still feels good without leaving the rest of the lobby with scraps.

Arena

Though most players choose Breach as their main mode, Arena has always had a loyal following. With 1.0, we’ve seen many Arena players tell us that they feel neglected - especially with Arena games not earning Prisma. This is something that we were hoping to get in for a later patch, but we’ve been able to pull it forward to this hotfix. As a caveat: our goal isn’t to make Arena the most efficient way to grind Prisma, but we do want it be something that respects players time.

And, more good news for Arena players! We’ve got some visual upgrades planned for the near future. We’re excited to give these maps some more love.

Balance

The biggest balance area we’re keeping an eye on right now is characters with dunking abilities. With the updated glider and map layout, several of our resident dunkers are starting to feel more oppressive - especially in heavy abyss endgames. We’re exploring some wider changes that include making dunks feel a little less binary and addressing unintended glider momentum optimizations (slightly), which we plan to ship in a later patch. 

We’re also keeping an eye on individual Hunter winrates across different MMRs to see how everyone’s adjusting to their best 1.0 selves. We only have a few days of data to work with, but there are some outliers that we’re looking to fix before resuming our biweekly balance cadence. Brall and Shiv received some nerfs earlier over the weekend, and we’re making some additional adjustments to Wukong and Jin’s movement so their LMBs don’t make them quite so slippery.

Throughout SUPERVIVE’s alpha and beta, we’ve always valued player feedback as one of the main inputs for us to make the game better - that’s not changing now that we’re in 1.0. We’ll be back next week with our first (real) patch, along with a rocking new Hunter. See you there!

~ the ViV team

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