So... it's been a while, hasn't it? DESYNC's hard-drive has been humming with activity, begging for attention, and we're excited to bring you an updated version of the game with loads of changes and fixes across the board! This update is loaded with goodies and comforts that we hope ensures a smoother and fresh experience for old and new players alike.
You'll be hearing from our corner of the void again in the near future, so without further ado, feast your eyes on the changelog below, and welcome back to the Digital Otherworld;
Performance; - Greatly increased framerate in all areas - Greatly decreased micro-stuttering issues
Accessibility; - 5:4 Ratio Support
Design Changes; - Added Level Name to introduction of each Level - Any AS performed during Desync Mode now grants 4x Score - Adjusted many Enemy Spawns in all Levels - Adjusted many positions of Traps in all Levels - Added text for Sidearm Terminal showing how to use each Sidearm Ability - Reworded and recontextualized many Tutorial Messages - Changed Tutorial Message Headers to Help instead of Guidance - Added Sidearm and Core names to notifications - New Tutorial Message regarding Dashing Ranged Attacks in Approach - Slightly lowered difficulty of Zone Defenders, they also now drop more Weapon Energy - Less glitch effects when selecting a level, and a faster transition - Elevator in Link Network now has buttons instead of being automatic - Tristol Energy drops less frequently, and Tristol regens faster - Attack Rush speed no longer decreases on self damage - Nutation Core can now DESYNC all Enemies - Standing Pads added to every Terminal in the Link Network - Music now phases down on player death, back up on Reconnect - The Enemy Death readout now displays if the Enemy had a Sync - Added sounds to various Terminal features - User is now moved to in front of the World Sphere when activated - Added input prompts for rotating the World Sphere and changing Terminal screens - Activating terminals is now faster and smoother - Message terminal will automatically open a category of Messages - Moved position of Polyhedrom Weapon - Removed Liquid Wall in Encounter 1 of Biomineral - Slightly increased time before Enemies explode with Aftermath Mutator - Added very helpful testers and users to Credits - Diameteor Secondary projectile travels slower, and uses more Energy - Diameteor Primary projectile travels faster - LayerCrawlers now shunt the User when they attach - Added many more Shard Cases throughout levels - FodderBots are more easily Overkilled - Added a hit reaction to TerraBlaster Shuriken - Explosive distance of Defrag and Aftermath reduced
Graphical Adjustments; - Updated Lighting across every Level - Altered colours and effects of some Explosives - UI is now moderately cleaner and easier to read - Link Network Terminals now adjust FOV independently so text is clearer - Explosive Hazards graphics update - LayerCrawler Mine graphics update - Zentore's Static Shields no longer clip through each other - Fixed certain objects and enemies casting shadows when they shouldn't - Spike Trap visual improvements - Right Click HUD icon now gets removed when player access a LN Terminal - Changed Shadows to be OFF and ON rather than LOW MED HIGH - Nutation Core colour changed from Orange to Dark Purple - Added a hit effect to WaveScythe Secondary attack - More visual and aural interaction with the World Sphere - Glitch graphics for Zone Defender Levels on the World sphere now moves - Changed the color of Side Arm Abilities that are locked - Highlighted input text with Cyan in Messages - Added 4x Score graphic to Desync ASs
Bug Fixes; - Fixed Automatic firing weapons not auto swapping when out of ammo - Fixed Link Network Shard amount showing 999 when have more than that - Fixed a text error for Hard AS values - Fixed being able to Dash while game is paused - Fixed Core Graphics showing incorrectly in different aspect ratios - Fixed some explosions not triggering Singleton AS - Fixed DiffuserRail not hitting certain Enemies/Shields - Fixed ColdCross Projectiles sometimes not colliding with Enemies/Shields - Fixed Enemies in Zentore Boss Fight not having names - Fixed not being able to Rocket jump with Diameteor Secondary - Fixed Sidearm Icons being squished - Fixed some projectiles not colliding with Zentore's Shields - Fixed Entripment AS sometimes not working even with Shuriken on the ground - Fixed Enemy Pathfinding acting weirdly in many situations - Fixed Zentore sometimes spawning in the air - Fixed being able to bypass Zentore's wave events - Fixed Xeoron's audio sometimes not being in sync, and footsteps not playing - Fixed Out of Ammo being spammed when using Automatic fire - Fixed music not phasing out correctly when player dies - Fixed a broken wall in Helix - Fixed ColdCross Bolts sometimes crashing the game - Tox Bursting Enemies no longer causes stutter/crashes - Ensured all achievements can be retroactively unlocked with Save Data
Big thanks to everyone that has posted bugs and feedback here as it's helped us out immensely. Reminder, we've got our discord going here for anyone that's interested:
This patch brings along some polish and shine alongside a few final fixes that've been bugging us for a while. It's been great seeing you guys tackle the leaderboards with strategies old and new and we want to keep making sure as little as possible gets in the way.
The Diffuserrail secondary never sat quite right with us so we've given it a bit of a redux as a burst shot with fairly high stagger. This shot blends well into the penetrating primary and is able to grant some score and an easy Desync in it's own right.
The new Crosshairs look a bit sharper, and also includes some greater insight into the targeted enemy's health (which is now shown as a gradient) and weight class (which also displays how many Health Drops they'll drop when Overkilled!)
Additions - New Crosshair system + Appearance - Altered Diffuserrail secondary fire (rapid shot) - Added various links to Main Menu - Added Encounter Rank display within levels in the Codex - One new Attack Sequence - Three new Steam Achievements Fixes - Fixed camera going below ground when killed by Volumes - Fixed Xeoron Arrow Shot effects - Fixed FOV when using Terminals - Fixed reflected Player projectiles not displaying "Killed by Self" - Fixed Polyhedrom projectiles flying off randomly sometimes - Fixed a bug where game would crash if Defender dies while Player is dead - Fixed Player Account Terminal not displaying relevant input mapping - Improved movement in Link Network - Improved visuals of Defender Shapes in Link Network - Improved visuals of End Level Readout - Reduced size of some HUD elements - Updated Shard Tutorial with information on Shard Types - Updated Weapon Sprites on HUD
Big thanks to everyone that's posted bugs and feedback here as it's helped us out immensely. Reminder, we've got our discord going here for anyone that's interested:
Some fixes and gamefeel adjustments today. Two major new changes are new Disconnection Readout system has been added that shows you how you died, and some adjustments to forward jump height and air control have been made to increase player mobility a bit. Hope you enjoy these changes.
And hello to newcomers from the Summer Sale! See you on the leaderboards.
- Added new Disconnection Readout text on death - Increased User forward jump height, increased gravity to compensate - Altered ScarJammer enemy appearance - Fixed Q rebind activating Quick Restart - Fixed a bug with Tracer Mutator stopping movement - Fixed a spawn point in Necropolis Aberration - Fixed an invisible wall blocking space in Colossal - Fixed Approach out of bounds gap - Lowered Xeoron HP slightly - Adjusted Aerial killboxes in Approach/Colossal - Slowed weapon sway when airborne or dashing - Adjusted all akimbo weapon positions and animations - Added a slight feedback to weapons when dashing - Slight performance optimizations
Big thanks to everyone that's posted bugs and feedback here as it's helped us out immensely. Reminder, we've got our discord going here for anyone that's interested: https://discord.gg/wjcaKkp
Currently, we're working on Controller Support and GOG/Twitch versions, while continuing to unearth the lowest terminal in the Link Network...
Steam Trading Cards have finally been added for DESYNC. If all went well, if you own the game and have played it for a couple of hours, you should retroactively immediately have gained 4 cards already.
We especially hope you enjoy the new profile backgrounds.
DESYNC was developed over a three year period and every step of the way was wild. We've put together an album of pictures showing what we started with and the iterative process our mechanics, features, and visual style went through.
DESYNC is having it's first discount this week. We've updated and smoothed out the experience heavily since release, so if you were considering aggressively fragging some organic synths to the beats of dark synth, now is a damn good time.
We're also wrapping up Steam Trading Cards which will hopefully be live shortly.
BLOOD AND VIOLENCE has finally been added back in. This missed release as it had some performance issues that took some effort to resolve but it's here now and looks awesome.
Lots of tweaks and fixes and general polish has gone into this patch. The Wavescythe Weapon in particular should now be a staple in your loadouts as it can execute some nice new Attack Sequences and has had it's damage and usefulness increased. The Quick Restart option should help score hunters get on the leaderboards quicker, too.
A few Aberration alterations have come along also. Meridian Aberration should actually be enjoyable now, for instance.
Another major win was saving some performance and memory across the board, so hopefully the game runs better and has a lot less microstuttering!
- New Overkill Blood System and Effects - New Main Menu screens based on last Zone played - New Quick Restart option in Pause menu - New sprite animation when setting Desync Imbue - New AS (Divider, Stimulator, Sculptor) - Added Preferred Styles to User Data - Added Directional Arrow pointing to end Portal - Added Effects for Pause/Codex screens - Added more reactivity to Pulsar Sidearm - Major Memory optimizations in all levels - Wavescythe Weapon redux - Meridian Aberration alterations - User stats display during the end Credits - Ypisilform difficulty increased, breaks platforms more often, harder to Stagger - Ypisilform ranged attack tracks User better - Fixed Zentore quick kill issue - Fixed Ypisilform quick kill issue - Fixed some Volume issues - Fixed issues with Rockets and hitting multiple enemies - Deliverance AS changed to Damage Type not Kill Type - Shocker AS set to Advanced - Osmosis AS triggers when killing enemies correctly - Freeze and Virus cores now affect Zone Defenders correctly
Sorry for the longer than usual delay on this one. Wanted to keep it all tight and add in some new functionality that people have been asking for.
Big thanks to everyone that's posted bugs and feedback here as it's helped us out immensely. We've got a small discord going here for anyone that's interested: https://discord.gg/wjcaKkp
This patch has a whole heap of changes and fixes, and some new key features.
We're really comfortable with where DESYNC is at now in terms of difficulty and progression. If you have any feedback or issues, let us know here or on discord or twitter or email! We'll likely be slowing down the patches this month and focus on Steam Cards + Controller support and some other periphery features and additions.
-------------------------------------------------- - 4:3 / 21:9 Aspect Ratio now supported - New Edge/Center GUI option - New Outsider Messages - New sounds for a few enemies - New Cooldown AS - New Powerdown sound for Sidearm - New effect when encounter has been cleared - End level readout now shows your current highest score - Zone 3 Aberration Zones have been revamped - Zone 3 Zone Defenders difficulty increased + some bug fixes - Added two new Attack Sequences (Amplitude, Extent) - Mousewheel as bindable input - Some priority/maneuvor/offence bugs fixed - Rivals shows Top 10 Steam friends (was Top 5) - Sidearm pickup/putaway animations sped up - Fixed several AS settings - Fixed Decimate not working - Fixed enemies spawning inside Venus traps - Global/Rivals only triggers if you pass/overcome them on rank - Can stake enemies into traps now
This patch adds some new functionality and fixups, and improves on the Boss fights a bit. We've also focused on bringing more excitement to the experience sooner, so you'll find some new Aberration levels unlock even if you haven't overcome the Zone Defender.
As for the immediate future, we've got some more to wrap up for Patch #5... and we're starting work on a new game mode that we know everyone will enjoy.
- Added credits to menu - Added three new Attack Sequences (Justicar, Nether, Joust) - Added High score, Global score and Rival score bonus to End Readout - Added ability for Pulsar Sidearm to instant stagger heavy and flying enemies - Added new Steam Achievements - Added new sounds and ambience to Boss introductions - Lowered strength of ShieldBear shield - Added sounds to pause menu - Fixed Ambidextrous not working in all Aberration levels - Fixed instances where dead user wouldn't look at cause of death - Fixed Evader not working with all weapons - Fixed some collision issues - Fixed left weapon alignment issues - Fixed Rival Notification not being able to be disabled - Zentore fight tuning / fixes - Aberration levels now unlock after beating it's normal counterpart - Allow Flying enemies to be staggered like all enemies - Level music fades and restarts smoothly
- Faster/Interruptible Weapon Swapping - Pink S+ on end screen + edited end screen visuals - Terrablaster Shuriken uses accuracy correctly - Loading Screen shapes fixed and added - Disable Link Network terminal tutorial button if option is off in options - Fixed some achievement stats - ToxBlaser Level 2 Ability speed increased - Fixed spinning traps not colliding with airborne enemies in Aberration Colossal - Zone 1 enemies begin their Melee attacks slightly faster - Fixed several locations players could get out of bounds