New build for you! Included are two new consumable items: Wormhole Journey and Anomaly Detector. There is also a loooooong list of consumables that have been tweaked and tuned. A number of bugs have been fixed relating to homing weapons and familiars, and there are some new sound effects as well.
New build for you! Included are two new consumable items: Wormhole Journey and Anomaly Detector. There is also a loooooong list of consumables that have been tweaked and tuned. A number of bugs have been fixed relating to homing weapons and familiars, and there are some new sound effects as well.
New one! This continues the recent trend of refinement-focused releases. It updates/adds a number of sound effects, it adds several enemy variants, it refines a number of player weapons, and fixes a number of bugs. It also adds yet more modding xml commands, and a new main-slot weapon: the Smart Gun.
New one! This continues the recent trend of refinement-focused releases. It updates/adds a number of sound effects, it adds several enemy variants, it refines a number of player weapons, and fixes a number of bugs. It also adds yet more modding xml commands, and a new main-slot weapon: the Smart Gun.
New one! This continues the recent trend of refinement-focused releases. It updates/adds a number of sound effects, it adds several enemy variants, it refines a number of player weapons, and fixes a number of bugs. It also adds yet more modding xml commands, and a new main-slot weapon: the Smart Gun.
New build! This one is about refinement more than anything else. It has sound effect improvements, various bugfixes, some improved enemies and weapons, and a variety of new xml features if you're into enemy creation or modding.
Also! This one finally puts a nail in the coffin of that one long-term bug we've had with some ricochets not acting as expected in some circumstances. We'd always see it occasionally, but it was hard to reproduce and even then would be like 1 shot out of 100. But that 1 shot could be absolutely fatal when playing on Misery mode against a couple of bosses. So that's a really good one to finally have out of the way -- I think that was our biggest longstanding bug, although not many people actually noticed it.
New build! This one is about refinement more than anything else. It has sound effect improvements, various bugfixes, some improved enemies and weapons, and a variety of new xml features if you're into enemy creation or modding.
Also! This one finally puts a nail in the coffin of that one long-term bug we've had with some ricochets not acting as expected in some circumstances. We'd always see it occasionally, but it was hard to reproduce and even then would be like 1 shot out of 100. But that 1 shot could be absolutely fatal when playing on Misery mode against a couple of bosses. So that's a really good one to finally have out of the way -- I think that was our biggest longstanding bug, although not many people actually noticed it.
New one for you! This one has 14 new rooms, a new enemy with 4 variants, a bunch of improved weapons, and more. "More" includes some bugfixes, as well as the start to a sound-effect-upgrade process. The game is already rich with sound effects, but we (most specifically Craig, who is doing it) want it even bigger and better.
New one for you! This one has 14 new rooms, a new enemy with 4 variants, a bunch of improved weapons, and more. "More" includes some bugfixes, as well as the start to a sound-effect-upgrade process. The game is already rich with sound effects, but we (most specifically Craig, who is doing it) want it even bigger and better.
Another biggun! This one has a ton of balance and exploit adjustments, as well as some important bugfixes surrounding the sacrifice shops in particular. No more should the sacrifice shops accidentally kill you when you make a purchase -- sorry about that!
There are a couple of new enemies, a couple of new familiars and practically-new familiars, and made a number of other powerups more desirable and/or interesting.