Null Vector - Optical Override
The Official Null Vector OST is out now on Youtube! Adam Alake did such a fantastic job on the music that we decided to put the game's soundtrack together in its full and mastered form.

https://youtu.be/1TH9YOmSCXg

Also, quick announcement to let everyone know that Null Vector is currently 20% off during the Steam Summer Sale! If you or someone you know loves retro, arcade, or rogue-like action, now's a good time to pick it up!

Enjoy!
- Alex (Optical Override)
Null Vector - Optical Override
Null Vector is officially released!

Update 5 is also live, which brings with it a bunch of new content, some balance changes, as well as polish, new features, and bug fixes.

Mini-bosses have now been added, denoted by "{B}" on their teleporters. 2 of these new rooms will spawn per run, each containing 1 of 3 unique mini-bosses. Completing these rooms is difficult, but has the potential to drop high level ship parts and other loot as a reward.

A new challenge room type, Hold the Zone, has been added to the existing two challenge room types. It's a fun, king of the hill style mode that adds some nice variety to the challenge rooms.

This update also includes 7 new unlockable Modifiers, the new "Mortar Bot" ship part, and 2 new machines. The high score menu has also been updated and now allows you to view stats such as kills and active modifiers for newly achieved high scores. The full change log can be found below.

As a side note, we've also created a brand new trailer to celebrate the launch - you can view it here:

https://www.youtube.com/watch?v=1TU-d-z-kTc

Above all else, I'm delighted to say, we finally got there! It's been an incredible 16 months of development, with many ups, a few downs, and lots of great responses from the community. I want to again thank everyone who participated during Null Vector's Early Access. Your feedback was amazing and has shaped Null Vector into something I'm very proud to finally release. Also want to give a special thank you to Adam Alake for the amazing music, sound effects, and trailers. You did a fantastic job, Null Vector wouldn't be the same without you.

Thank you and enjoy!
- Alex (Optical Override)

Changelog:
Content:
  • New mini-boss rooms with 3 unique mini-bosses.
  • New challenge room type, "Hold the Zone".
  • Mortar Bot ship part.
  • Crusher machine.
  • Auto-Welder machine.
  • 7 new difficulty modifiers.
  • 2 new room obstacle configurations.

Balance:
  • Loot: HP spawn rates in both 1 and 2 wave-type rooms reduced 15%.
  • Loot: Crystals spawn rates on wave-type room completion lowered from one Crystal "guaranteed" every 2 rooms, to one every 3 rooms.
  • Modifiers: Iron Boss now also adds 25% HP to mini-bosses as well as the final boss.
  • Parts: Laser max upgrade changed to 1 (part can't be upgraded, find additional parts to stack laser property and gain accuracy bonus).

Additional Changes:
  • Pause Menu: activated modifiers are now visible as icons at the bottom of the pause menu's main menu.
  • Visuals: floor now "spawns" and "despawns" when teleporting between rooms (weird side note: the floor sliding between rooms was initially built for VR; it was used to keep the player visually "grounded" to help reduce motion sickness).
  • Modifiers: 2 renamed: "High Velocity 1" -> "High Velocity", "HP Spawn Rate" -> "Where's the HP?".
  • Modifiers: modifier icons shown in win screen stats.
  • Modifiers: any newly unlocked modifiers are now displayed after killing the boss.
  • Main Menu: scrolling left/right in Scores menu screen now changes the high score table type (removed the strange temporary menu switching using button presses).
  • High Score: run stats are now saved for high scores and are viewable from the High Scores menu (kills, rooms cleared, sector reached, specific modifiers used).
  • High Score: default high scores have been added (may push your old, lower scores off the bottom of the table).
  • 2 Player: darkened the color of enemies targeting player 2.
  • Polish: 2 player sector complete upgrade screen visually updated, added audio as well.
  • Polish: pressing "Cancel" closes the map as well as pressing the map button (B button on Xbox controller, Q button on keyboard).
  • Polish: Upgrade machine menu replaces Cost: xC with "Max Upgrade Limit" when part can't be upgraded (noticed a few players get confused here).

Bug Fixes:
  • Fixed Nanobots spawn probability persisting after dropping all Nanobots parts.
  • Fixed Weapon stat menu for Multi-Shot (showed x/3, now correctly shows x/4 as there are 3 additional levels of Multi-Shot from the starting weapon).
  • Fixed a rare bug where the player could inflict damage after getting killed which could have strange effects on the game state.
  • Fixed a bug where you could pause while a machine's menu was active (could create strange, game-breaking scenarios with some machines).
  • Fixed a "bug" where completing either a Collect or Hold the Zone challenge room in Sector 6 by killing all enemies could crash if the last burst of enemies contained a level 4 follower enemy.
  • Fixed a bug in 2 player collect rooms on Sector 6 where killing splitter enemies caused multiple new enemies to spawn.
Null Vector - Optical Override


After starting work on Null Vector in January of 2017 and developing the game for 16 months, I’m excited to announce the full game will be releasing on May 3, 2018.

First, I want to thank everyone who has played the game over the last 8 months since its release into Early Access. I also want to give a special thank you to everyone that has also been involved in the discussion boards. Your helpful feedback in the community has been more than I could have asked for and it has truly shaped Null Vector into something better than I could have imagined. Thank you!


Also, a new trailer (with a cool custom soundtrack by Adam Alake) has been created to show off some bits of new content that will be released with the next update on launch day. You can expect some new room types, new machines, and new enemies among other content additions and balance changes.

Thanks and I’ll see you all on release day!
- Alex (Optical Override)
Null Vector - Optical Override


After starting work on Null Vector in January of 2017 and developing the game for 16 months, I’m excited to announce the full game will be releasing on May 3, 2018.

First, I want to thank everyone who has played the game over the last 8 months since its release into Early Access. I also want to give a special thank you to everyone that has also been involved in the discussion boards. Your helpful feedback in the community has been more than I could have asked for and it has truly shaped Null Vector into something better than I could have imagined. Thank you!


Also, a new trailer (with a cool custom soundtrack by Adam Alake) has been created to show off some bits of new content that will be released with the next update on launch day. You can expect some new room types, new machines, and new enemies among other content additions and balance changes.

Thanks and I’ll see you all on release day!
- Alex (Optical Override)
Null Vector - Optical Override
Update 4.1 is just a small update/patch to polish up Update 4. There's no significant new content in this update (that's for Update 5!).

This mini-update includes a bunch of fixes and balancing to audio, added a short tutorial to get new players into the game quicker, and updated music for Sectors 1-3 in Standard mode.

The mini-update also includes 1 balance change to Hell Mode (thanks, Osiluss!) as well as some minor bug fixes and visual polish.

As you may have noticed, Null Vector finally has a price tag. Nothing will change for everyone who downloaded the game during the free period, you can continue to enjoy Null Vector like before. I also want to thank everyone who downloaded the game during the free period, your feedback in the community pages has helped shape Null Vector immensely.

Thank you!
- Alex (@OpticalOverride)


Full Change Log:

Content:
- New intro tutorial (only plays once, it should take players who already know how to play less than 30 seconds all together)
- teaches movement, shooting, machines/menus, teleporters and ship parts
- Updated music tracks for Sectors 1-3 in Standard mode

Balance:
- Enemy: added a small delay to the cross lasers for the chasing enemies in Sectors 3 and 4 in Hell Mode

Additional Changes:
- Audio: volumes adjusted for about a dozen sounds in game and a handful of sound files
- Audio: default audio levels changed (Music = 80%, SFX = 70%). You may have to readjust your desired sound levels
- Audio: increment/decrement adjustment granularity of Music/SFX volume levels in pause menu increased from 10% to 5%
- Audio: music duck volume threshold reduced from -30 db to -22 db (music was ducking the SFX too much, especially in the new Hell Mode)
- Audio: new, shorter stinger for Hell Mode (main menu -> Hell Mode)
- Misc: new transition into Hell Mode for the new stinger
- Misc: chest polish: text that appears when in interact range, can't push it around anymore (your ship flies over it now), and explosion VFX/SFX

Bug Fixes:
- popups no longer "pause" when the game is paused, cluttering up the pause menu (they'll fade away normally)
- follower 2 and follower 3 after-death effects no longer occur in Hell Mode when destroyed by an allied Bot
Null Vector - Optical Override
Update 4.1 is just a small update/patch to polish up Update 4. There's no significant new content in this update (that's for Update 5!).

This mini-update includes a bunch of fixes and balancing to audio, added a short tutorial to get new players into the game quicker, and updated music for Sectors 1-3 in Standard mode.

The mini-update also includes 1 balance change to Hell Mode (thanks, Osiluss!) as well as some minor bug fixes and visual polish.

As you may have noticed, Null Vector finally has a price tag. Nothing will change for everyone who downloaded the game during the free period, you can continue to enjoy Null Vector like before. I also want to thank everyone who downloaded the game during the free period, your feedback in the community pages has helped shape Null Vector immensely.

Thank you!
- Alex (@OpticalOverride)


Full Change Log:

Content:
- New intro tutorial (only plays once, it should take players who already know how to play less than 30 seconds all together)
- teaches movement, shooting, machines/menus, teleporters and ship parts
- Updated music tracks for Sectors 1-3 in Standard mode

Balance:
- Enemy: added a small delay to the cross lasers for the chasing enemies in Sectors 3 and 4 in Hell Mode

Additional Changes:
- Audio: volumes adjusted for about a dozen sounds in game and a handful of sound files
- Audio: default audio levels changed (Music = 80%, SFX = 70%). You may have to readjust your desired sound levels
- Audio: increment/decrement adjustment granularity of Music/SFX volume levels in pause menu increased from 10% to 5%
- Audio: music duck volume threshold reduced from -30 db to -22 db (music was ducking the SFX too much, especially in the new Hell Mode)
- Audio: new, shorter stinger for Hell Mode (main menu -> Hell Mode)
- Misc: new transition into Hell Mode for the new stinger
- Misc: chest polish: text that appears when in interact range, can't push it around anymore (your ship flies over it now), and explosion VFX/SFX

Bug Fixes:
- popups no longer "pause" when the game is paused, cluttering up the pause menu (they'll fade away normally)
- follower 2 and follower 3 after-death effects no longer occur in Hell Mode when destroyed by an allied Bot
Feb 8, 2018
Null Vector - Optical Override
Update 4 adds a new, much more difficult game mode called Hell Mode.

The mode changes all enemies (including the boss) to make them significantly more deadly and includes 7 new music tracks by Adam Alake. The new mode is unlocked after all 5 of the current Modifiers have been unlocked (but not necessarily enabled). This mode is the way I always envisioned Null Vector. It's hard, and with all of the current modifiers enabled it absolutely kicks my ass... Which is awesome.

There have also been a few balance tweaks to the weapons. The biggest change is Rockets now explode once per level when combined with Piercing or Ricochet. This means Rocket + (Ricochet or Pierce) explodes once, and then the projectile converts back into a standard bullet. Upgrading Rocket to Rocket II would explode on both the first impact as well as the final impact. This reduces the previous OP nature of the Rocket part and gives reason to upgrade rockets past level 1.

Finally, there's been a handful of minor balance tweaks to most loot tables (too small and too many to mention on the change log) as well as a few handfuls of polish tweaks to audio, the menus, and game play. Check the full change log below for more info.

Hope you enjoy the new update! Get in touch on the discussion boards and let me know what you think!

Also special thanks to everyone who has already contributed on the discussion board: Osiluss, d e a t h, plaguetonic themes, Recruit™, to name a few for the great feedback and suggestions!

Enjoy!
- Alex (Optical Override)

And if you want earlier updates on development or just hear me talk about stuff, you can follow me on Twitter @OpticalOverride


Full Change Log:

Content:
- Hell Mode: similar to the standard mode, but all enemies and the boss have been rebuilt and/or rebalanced to make them significantly harder
- All new music by Adam Alake for Hell Mode (7 new tracks)
- New high score tables for both 1 and 2 player Hell Mode
- New main menu intro

Balance:
- Weapon property: Rocket level now corresponds to the number of times a projectile can explode (ex: Rocket + Ricochet now results in only 1 explosion on first impact, Rocket II + Ricochet results in 2 explosions)
- Parts: Damage max level per part is 1 (part no longer upgradeable, must find additional parts to upgrade)
- Parts: Rocket max level per part is 2
- Parts: Ricochet max level per part is 1 (part no longer upgradeable, must find additional parts to upgrade)
- Parts: enemies killed by Bots don't produce any projectiles on death
- Parts: Laser Bot is now much more accurate (it was kind of a bug, but it changes the balance significantly)
- Machines: any machine (not just the Mechanic machine) may or may not spawn in the first room
- Machines: Radar machine can now only "find" a machine that doesn't currently exist on the map (machines that have been used/exploded can have another machine of that type "found")
- Machines: small adjustments to the starting machines table on all sectors (Radars slightly more likely, Converters slightly less likely, etc.)
- Boss: reduced the attack delay between the boss landing and firing

Additional Changes:
- Audio: sound effect for the Roulette machine
- Audio: sound effect when crushing parts
- Audio: sound effect for purchasing items from the Converter and Exchange machines
- Audio: sound effect for Exchange machine re-rolling
- Audio: sound effect for the Radar machine
- Audio: quieter impact and laser sounds for the boss (hell mode and standard)
- Input: Pause button (Escape key on keyboard, Start on controller) on main menu navigates back like the Cancel button (Q key on keyboard, B button on Xbox controller)
- Misc.: 2x score multiplier now pauses when Boss is unable to be attacked
- Misc.: +2 HP pickup now pulses red/white, making it easier to differentiate from a +1 HP pickup
- Misc.: removed Overheat from the Pause->Weapon Stats page (no longer a possible weapon property)
- Misc.: added Pierce level to the Pause->Weapon Stats page
- Misc.: Converter now drops purchased items near the machine rather than the middle of the room
- Misc.: added analytics data collection (just anonymous progression data such as sector completes, score, etc.)

Bug Fixes:
- a rare bug that could produce glitchy results (frozen bullets) when completing a Collect challenge room
- a rare-ish bug that could score enemy kills multiple times (including the boss, resulting in multiple 1,000 point rewards)
- can no longer purchase an item or re-roll as the Exchange machine is still re-rolling
Feb 8, 2018
Null Vector - Optical Override
Update 4 adds a new, much more difficult game mode called Hell Mode.

The mode changes all enemies (including the boss) to make them significantly more deadly and includes 7 new music tracks by Adam Alake. The new mode is unlocked after all 5 of the current Modifiers have been unlocked (but not necessarily enabled). This mode is the way I always envisioned Null Vector. It's hard, and with all of the current modifiers enabled it absolutely kicks my ass... Which is awesome.

There have also been a few balance tweaks to the weapons. The biggest change is Rockets now explode once per level when combined with Piercing or Ricochet. This means Rocket + (Ricochet or Pierce) explodes once, and then the projectile converts back into a standard bullet. Upgrading Rocket to Rocket II would explode on both the first impact as well as the final impact. This reduces the previous OP nature of the Rocket part and gives reason to upgrade rockets past level 1.

Finally, there's been a handful of minor balance tweaks to most loot tables (too small and too many to mention on the change log) as well as a few handfuls of polish tweaks to audio, the menus, and game play. Check the full change log below for more info.

Hope you enjoy the new update! Get in touch on the discussion boards and let me know what you think!

Also special thanks to everyone who has already contributed on the discussion board: Osiluss, d e a t h, plaguetonic themes, Recruit™, to name a few for the great feedback and suggestions!

Enjoy!
- Alex (Optical Override)

And if you want earlier updates on development or just hear me talk about stuff, you can follow me on Twitter @OpticalOverride


Full Change Log:

Content:
- Hell Mode: similar to the standard mode, but all enemies and the boss have been rebuilt and/or rebalanced to make them significantly harder
- All new music by Adam Alake for Hell Mode (7 new tracks)
- New high score tables for both 1 and 2 player Hell Mode
- New main menu intro

Balance:
- Weapon property: Rocket level now corresponds to the number of times a projectile can explode (ex: Rocket + Ricochet now results in only 1 explosion on first impact, Rocket II + Ricochet results in 2 explosions)
- Parts: Damage max level per part is 1 (part no longer upgradeable, must find additional parts to upgrade)
- Parts: Rocket max level per part is 2
- Parts: Ricochet max level per part is 1 (part no longer upgradeable, must find additional parts to upgrade)
- Parts: enemies killed by Bots don't produce any projectiles on death
- Parts: Laser Bot is now much more accurate (it was kind of a bug, but it changes the balance significantly)
- Machines: any machine (not just the Mechanic machine) may or may not spawn in the first room
- Machines: Radar machine can now only "find" a machine that doesn't currently exist on the map (machines that have been used/exploded can have another machine of that type "found")
- Machines: small adjustments to the starting machines table on all sectors (Radars slightly more likely, Converters slightly less likely, etc.)
- Boss: reduced the attack delay between the boss landing and firing

Additional Changes:
- Audio: sound effect for the Roulette machine
- Audio: sound effect when crushing parts
- Audio: sound effect for purchasing items from the Converter and Exchange machines
- Audio: sound effect for Exchange machine re-rolling
- Audio: sound effect for the Radar machine
- Audio: quieter impact and laser sounds for the boss (hell mode and standard)
- Input: Pause button (Escape key on keyboard, Start on controller) on main menu navigates back like the Cancel button (Q key on keyboard, B button on Xbox controller)
- Misc.: 2x score multiplier now pauses when Boss is unable to be attacked
- Misc.: +2 HP pickup now pulses red/white, making it easier to differentiate from a +1 HP pickup
- Misc.: removed Overheat from the Pause->Weapon Stats page (no longer a possible weapon property)
- Misc.: added Pierce level to the Pause->Weapon Stats page
- Misc.: Converter now drops purchased items near the machine rather than the middle of the room
- Misc.: added analytics data collection (just anonymous progression data such as sector completes, score, etc.)

Bug Fixes:
- a rare bug that could produce glitchy results (frozen bullets) when completing a Collect challenge room
- a rare-ish bug that could score enemy kills multiple times (including the boss, resulting in multiple 1,000 point rewards)
- can no longer purchase an item or re-roll as the Exchange machine is still re-rolling
Null Vector - Optical Override
Update 3 adds a local two player co-op mode, better support for 'generic' dual analog controllers, as well as some balance and bug fixes for the single player mode. The full change log is at the bottom of this post.

Overall the most exciting addition in this update is the two player co-op. It's still fairly early in development for this mode, so please let me know in the discussion board what you think! Player 1 controls the standard ship, while player 2 directly controls a helper bot. After completing each sector, player 2 is allowed to upgrade their weapon. Player 2 also has the unique option of using "Abilities", which are recharge-able weapons that can be used while enemies are present. Abilities can be chosen and upgraded after completing a sector.

The Overheat property has been removed in Update 3. In testing the property worked well, but thanks to substantial feedback since Update 2 it's clear that complicating the simple, old-school firing system just isn't fun. Instead, parts that granted Overheat before (Homing Shot and Multi-Shot) visually pulse red and white and reduce the player's max HP by 1 upon pickup. I think this does a much better job of balancing these two powerful parts without complicating the simple and fun firing mechanics. Thanks for the feedback everyone!

The Radar machine now simply shows 1 hidden machine in the sector for 2 crystals and Nanobots are now a much more effective option against the final boss.

I've also implemented a new input system that should allow better controller support for almost any controller with dual analog sticks.

Enjoy the update!
- Alex (Optical Override)


Full Change Log:

Content:
- 2 Player mode added (local co-op game mode)
- 2 Player high score table (press Interact key when viewing the Scores in the main menu to toggle viewing 1P/2P scores)
- Some parts remove Max HP upon pickup, shown by parts that pulse red/white (Max HP is regained when dropping the part)

Balance:
- Weapon property: removed Overheat (Homing Shot and Multi-Shot no longer grant Overheat)
- Parts: removed Heat Sink (because Overheat is gone, may come back later)
- Parts: Multi-Shot part now lowers Max HP by 1
- Parts: Multi-Shot also lowers Fire Rate by 1
- Parts: Multi-Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Homing Shot part now lowers Max HP by 1 (same as Multi-Shot)
- Parts: Homing Shot now only lowers Fire Rate by 1 (instead of 2)
- Parts: Homing Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Nanobots now have a small chance to spawn when hitting an enemy (not just by killing them)
- Parts: Nanobots can attack the boss
- Parts: Nanobots also have a slightly lower chance of spawning upon killing an enemy
- Machines: Radar machine now just reveals a new, "hidden" machine in the sector (costs 2 crystals)
- Machines: Radar machine no longer guaranteed to spawn after Sector 1 (chance of spawning in any sector)

Additional Changes:
- indirect support for generic, "dual analog" controllers through Rewired v1.1.7.8 (Steam Controller not directly supported at this time)
- the collectibles in the "Collect" challenge rooms now pulse in size, hopefully making them visually more obvious

Bug Fixes:
- pickups (like crystals and HP) will now reset their position to the center of the room if they get "stuck" on top of obstacles
- the enemies that split from the splitting followers in sector 6 won't persist after completing a collect challenge room
Null Vector - Optical Override
Update 3 adds a local two player co-op mode, better support for 'generic' dual analog controllers, as well as some balance and bug fixes for the single player mode. The full change log is at the bottom of this post.

Overall the most exciting addition in this update is the two player co-op. It's still fairly early in development for this mode, so please let me know in the discussion board what you think! Player 1 controls the standard ship, while player 2 directly controls a helper bot. After completing each sector, player 2 is allowed to upgrade their weapon. Player 2 also has the unique option of using "Abilities", which are recharge-able weapons that can be used while enemies are present. Abilities can be chosen and upgraded after completing a sector.

The Overheat property has been removed in Update 3. In testing the property worked well, but thanks to substantial feedback since Update 2 it's clear that complicating the simple, old-school firing system just isn't fun. Instead, parts that granted Overheat before (Homing Shot and Multi-Shot) visually pulse red and white and reduce the player's max HP by 1 upon pickup. I think this does a much better job of balancing these two powerful parts without complicating the simple and fun firing mechanics. Thanks for the feedback everyone!

The Radar machine now simply shows 1 hidden machine in the sector for 2 crystals and Nanobots are now a much more effective option against the final boss.

I've also implemented a new input system that should allow better controller support for almost any controller with dual analog sticks.

Enjoy the update!
- Alex (Optical Override)


Full Change Log:

Content:
- 2 Player mode added (local co-op game mode)
- 2 Player high score table (press Interact key when viewing the Scores in the main menu to toggle viewing 1P/2P scores)
- Some parts remove Max HP upon pickup, shown by parts that pulse red/white (Max HP is regained when dropping the part)

Balance:
- Weapon property: removed Overheat (Homing Shot and Multi-Shot no longer grant Overheat)
- Parts: removed Heat Sink (because Overheat is gone, may come back later)
- Parts: Multi-Shot part now lowers Max HP by 1
- Parts: Multi-Shot also lowers Fire Rate by 1
- Parts: Multi-Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Homing Shot part now lowers Max HP by 1 (same as Multi-Shot)
- Parts: Homing Shot now only lowers Fire Rate by 1 (instead of 2)
- Parts: Homing Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Nanobots now have a small chance to spawn when hitting an enemy (not just by killing them)
- Parts: Nanobots can attack the boss
- Parts: Nanobots also have a slightly lower chance of spawning upon killing an enemy
- Machines: Radar machine now just reveals a new, "hidden" machine in the sector (costs 2 crystals)
- Machines: Radar machine no longer guaranteed to spawn after Sector 1 (chance of spawning in any sector)

Additional Changes:
- indirect support for generic, "dual analog" controllers through Rewired v1.1.7.8 (Steam Controller not directly supported at this time)
- the collectibles in the "Collect" challenge rooms now pulse in size, hopefully making them visually more obvious

Bug Fixes:
- pickups (like crystals and HP) will now reset their position to the center of the room if they get "stuck" on top of obstacles
- the enemies that split from the splitting followers in sector 6 won't persist after completing a collect challenge room
...

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