Ahoy Captains! 🏴☠️
we will be streaming the latest Beta build of 🌊 Nautic XP live here on Steam! ⚓
The demo has been available since mid-September, and it got a fresh update in the last days — featuring new improvements, bug fixes, and smoother sailing ahead. 🛠️
During the stream, I’ll be:
🚢 Showcasing the latest gameplay, Beta & demo updates
⚙️ Talking about the development process and upcoming content 💬 Answering your questions live in chat
🕓 When: Monday, October 13th at 8 PM CEST
📦 What: The newest Nautic XP BETA version, freshly updated and ready to sail!
Come aboard, join the conversation, and share your feedback as we navigate through the latest version together! 🌅
👉 Try the demo, add Nautic XP to your wishlist ❤️, and don’t miss what’s coming next on the horizon!
Added a volume adjustment slider to the settings menu
The game has been optimized and the frame rate has been greatly improved. Now the game can be played in full high quality without lagging
Fixed some 3D audio playback issues
Reduce the difficulty of obtaining clothing
Fix loading menu
Other Features:
Added 2 more tower control stages
Improved stage layouts
Made grapple hook special return
Added aiming arrow for to controller players
Made it to where you can change weapons by interacting with shop items
Added debug display for changing worlds and stages and weapons and specials (accessible by enabling debug option in gameplay settings and clicking the middle mouse button)
Added Hindi language support
Players can now go through tubes based on their velocity alone (with the exception of from above)
Polish:
Added gun fire particles
Added smoke particles on reloading
Added spawn death animation in lobby and shop
Made it more obvious when special is/isn't ready
Puff animation for when you double jump (and sound)
Made player disconnect on controller disconnected in connecting screen
Added ability to hold down joystick to navigate choices
Made where you press submit in rooms on an already equipped choice, it accepts it.
Updated player respawn animation
Tweaked post processing values
You no longer automatically unroll when entering tubes
Fixes:
Fixed the air strike bug
Improved switching between the mouse and keyboard to select buttons
No longer pull up menu when you press escape unless you’re out of menu
Fixed where some backgrounds for some stages weren't pulled up enough
Added some missing translations
Fixed bubble special
Balances:
Made pop pistol unique from sniper (give it exploding bullets, less damage, more shots)
Instead of dying instantly just deal damage and bounce back up when falling off the map
Decreased special charge times for all specials
Reduced bat durability
Removed control delay for missile special
Increased mine arm delay
Improved Sounds:
Shield break
Player death
Explosion
Supply drop hurt/breaking
Back again with another biweekly (or close enough) dev update! Once again very much focused on QOL, accessibility and general polish. The goal behind this one was to make the barrier of entry as low as possible, physically most of all - whether you're on crappy laptop with no mouse, on a Steamdeck, busted your keyboard, are left-handed, one-handed, hate using touchpads, or whatever in between, you should be able to play it just fine now. Oh, and we also just released our Demo Page at last, so be sure to leave your review in there if you want to ;)
CHANGES
Keyboard-Only Mode - As the name says, you can now finally fully play the WHOLE game only (and I mean it) using your keyboards. Use the arrow keys and/or WASD to navigate throughout the whole UI, and basically the same logic as the Controller's to navigate through the game's board. Tons and tons of improvements to input-handling, input-switching, UX/UI, controls, and more! The input icons now also dynamically switch whenever you enter keyboard-only mode (aka using the arrow keys to navigate).
New Mission/Artifacts - New Codex-discovery Mission-type, along with COMPLETEIONIST 1 Mission, which now unlocks endgame Upgrade "Hacked Enemy Units", fittingly so. New rare Artifact "Fractalis": +1 AoE and -2 Damage for every TANK Unit (loosely based on a previous user-suggestion from our forms).
Non Linear Volume Sliders (for all of you who deeply despise unreliable volume sliders).
Custom Artifacts Mode Improvements - Dynamic tooltip icons for stacking/unstacking artifacts, better navigation, visual feedback, etc.
Seamless Input Switching - No more going back-n-forth to the options menu to switch input-mode. Just hit the hotkey, and/or any controller button to active controller-mode, disconnect/connect it to do the same, etc...
Egg-hatch blocking damage (to keep it consistent with Nest-spawn blocking).
Major Improvements to the Units' Context Menu.
Actual Cloud Save-sharing! (between the Demo, Full Version, and upcoming Prologue)
Minor main menu overhaul.
Better Mouse and Mouse-only Navigation.
Even more controller QOL and tweaks.
New "Cycle Target" UI display
Upgrades Menu Improvements
At this point I'm just adding imaginary items to the bucket list to keep it going, but I'm soon running out of them once again. Any feedback from now on will be almost instantly taken into account, so don't be shy!
Final enemy Unit, The Corruptor, soon to be implemented (as soon as the assets for it are finished). Functionality-wise, it's already 100% complete.
As always, most of the feedback gathered and addressed from our Reddit.
- the_procrastinator
This is the first and probably only majour update to Deltascention. Any future ones will most likely either be small updates or just a patch or two. But this update provides A LOT of content that was necessary in V1, now finally here in V2
Changelog:
- New Weapon: Claws!
- 13 New Upgrades! (6 Common, 4 Uncommon, 3 Rare)
- Arena cannot choose the same layout twice
- Replaced Bleeding with Rust (Subject to future rework again)
- Reworked Fire into a Debuff
- Map Change Speed: 5 -> 4
- Shielder Drone Applied Shield: 200 -> 150
- Spawner Converts 50% of recieved Max Shield into Max Health
- Reworked Explosions to now have Size and Damage seperate values
- Enemies now scale in health and damage as waves progress (+0.04% per round (Round 50 = 2x))
- All obtained Upgrades can be viewed in the Pause Menu
- Damage Numbers now bounce when appearing
- Added Curses (Togglable settings to make the game A LOT harder)
- Added Virtues (Togglable settings to make the game A LOT easier)
- Stat Sheets are located in the Lobby and show previous stats.
- A COMPLETE Remake of the Apex Core Final Boss
This update also have a few other smaller changes that were not mentioned, but overall this is it.
I wish you all the best.
A long desired update to the leaderboard is now live:
Selected character and equipment is now displayed with each leaderboard entry.
Steam user avatar can be clicked to view that user's profile
Some other small bug fixes today:
Ingame tooltips updated to reflect new controls
UI improvements on start menu
* Adjust difficulty of making a Chest of Trinkets
* Updated some continuity errors in crew log entries
* Engaging to a new sector wasn't using fuel
* Hitting a key a few times will exit the Intro
* Reduce updating the achievement progress unless necessary
* Fix some focus issues with the menu not hiding when the mouse is moved away
* Reduce the number of artifacts found slightly
* Fix population size overflow with high tech planets
* Fix animation of the progress bars and handle negative or NaN progress
* Updates the displays when finishing a scan