We're happy to announce that we will once again be heading to GDEX! GDEX is gaming convention that takes place in Columbus, Ohio on Sep. 30th - Oct 1st. If you're gonna be in the area be sure to stop by and say hi! For more info you can check out their official site here. We're looking forward to seeing you there!
So onto this week's weapon, it's an untraditional one to say the least!
We're happy to announce that we will once again be heading to GDEX! GDEX is gaming convention that takes place in Columbus, Ohio on Sep. 30th - Oct 1st. If you're gonna be in the area be sure to stop by and say hi! For more info you can check out their official site here. We're looking forward to seeing you there!
So onto this week's weapon, it's an untraditional one to say the least!
Hey Everybody, today we got a patch that reimplements some of the missing audio along with improvements to the game's overall audio mixing!
Audio Bug Fixes
New audio mixing system in place
Fixed missing sounds on the following bosses: Borer ,Assembler, Combustor,
Machine (currently out of rotation), Fractured Guardian
Teleport sound will no longer play the second time when player enters the Abandoned Farmlands
All turret sounds will now play properly
Missing Abandoned Farmland ambience is now fixed
As always If you have any questions or have found any bugs, give us a head’s up on the forums! Also our weapon of the week and its lore will go up tomorrow along with a special announcement...
Hey Everybody, today we got a patch that reimplements some of the missing audio along with improvements to the game's overall audio mixing!
Audio Bug Fixes
New audio mixing system in place
Fixed missing sounds on the following bosses: Borer ,Assembler, Combustor,
Machine (currently out of rotation), Fractured Guardian
Teleport sound will no longer play the second time when player enters the Abandoned Farmlands
All turret sounds will now play properly
Missing Abandoned Farmland ambience is now fixed
As always If you have any questions or have found any bugs, give us a head’s up on the forums! Also our weapon of the week and its lore will go up tomorrow along with a special announcement...
Hey Everybody! We have a pretty big update for you all, so let’s get right into it!
What’s New?
Overcharged - New Enemy Modifier: Overcharged enemies move faster, and shoot faster projectiles. Overcharged enemies have electricity surrounding them
New Enemy: Stout walker golems that follow the player and do a spin attack when close
Enhanced Enemy tier update: The bombs enhanced enemies (the blue enemies) drop or shoot have been replaced with spike balls that can harm you on contact. Spike balls linger for a while before shrinking away.
Currency and Merchants: Enemies now drop currency (Cores) that can be spent at merchant rooms in dungeons. Health merchant Shield merchant Cartographer, pay to reveal the map. Tonic merchant, provides a random stat boost
New Weapons: 27 new weapons have been added
Improved weapon comparison and stats screens. Stats are now more accurately represented and easier to understand at a glance. Player buffs can be viewed along with your current weapon’s stats in the pause menu
Weapon Viewer: You can now view all weapons up close by activating the rug at the entrance to the storeroom in the weapon building
New Armor: 2 new armor sets have been added, as well as a misc. Hat
Interacting with a few items in town can change the player character’s skin color
Rebalancing
Increased base player movement speed
Increased base player damage
Increased base enemy movement speed
Increased base enemy bullet speed
Reduced chances of armor spawning from boss chests
Removed health/armor crates from weapon rooms
Only 1 health/armor crate will appear in hallways per dungeon
Improved dungeon generation, dungeons should have less long hallways and should be tighter overall
Weapons have been separated into ranks (D, C, B, A, S)
Weapon rebalancing
Roller Bomb enemies now damage other enemies when exploding
Health and Armor exchange shrines have been reduced to 3 uses per shrine
Art
Updated weapon storage room
New building interior location to equip armor, works similar to the existing dyes building
Visual tweaks to the dyes building interior
Updated weapon icons seen when a new weapon is unlocked
Updated armor icons seen when equipping armor
Updates to the layout and design of some Hub buildings
Additional portal particle effects
Updated various equip stations tutorial text
Sound
We’ve recently been overhauling the systems behind how our audio works, in the future this will make audio work easier to do. But for now we have also lost some effects that we’ll need to reimplement in the future. This may also introduce some general audio quirks to the game. However we didn’t want a few small hiccups to delay what we think is a pretty substantial update that improves the game dramatically.
Improved weapon swing sounds and timing
Slimes now make a gooey sound when hit
Bug Fixes
Roller enemies no longer leave an invisible hitbox where they died
Some UI tweaks and fixes
If you’ve been enjoying the game please consider writing a positive review over on our store page, they really help us out. If you haven't been enjoying the game or think something in it could be better, tell us over on the forums, we’re always interested in what people have to say about the current state of the game and how it could be improved!
Hey Everybody! We have a pretty big update for you all, so let’s get right into it!
What’s New?
Overcharged - New Enemy Modifier: Overcharged enemies move faster, and shoot faster projectiles. Overcharged enemies have electricity surrounding them
New Enemy: Stout walker golems that follow the player and do a spin attack when close
Enhanced Enemy tier update: The bombs enhanced enemies (the blue enemies) drop or shoot have been replaced with spike balls that can harm you on contact. Spike balls linger for a while before shrinking away.
Currency and Merchants: Enemies now drop currency (Cores) that can be spent at merchant rooms in dungeons. Health merchant Shield merchant Cartographer, pay to reveal the map. Tonic merchant, provides a random stat boost
New Weapons: 27 new weapons have been added
Improved weapon comparison and stats screens. Stats are now more accurately represented and easier to understand at a glance. Player buffs can be viewed along with your current weapon’s stats in the pause menu
Weapon Viewer: You can now view all weapons up close by activating the rug at the entrance to the storeroom in the weapon building
New Armor: 2 new armor sets have been added, as well as a misc. Hat
Interacting with a few items in town can change the player character’s skin color
Rebalancing
Increased base player movement speed
Increased base player damage
Increased base enemy movement speed
Increased base enemy bullet speed
Reduced chances of armor spawning from boss chests
Removed health/armor crates from weapon rooms
Only 1 health/armor crate will appear in hallways per dungeon
Improved dungeon generation, dungeons should have less long hallways and should be tighter overall
Weapons have been separated into ranks (D, C, B, A, S)
Weapon rebalancing
Roller Bomb enemies now damage other enemies when exploding
Health and Armor exchange shrines have been reduced to 3 uses per shrine
Art
Updated weapon storage room
New building interior location to equip armor, works similar to the existing dyes building
Visual tweaks to the dyes building interior
Updated weapon icons seen when a new weapon is unlocked
Updated armor icons seen when equipping armor
Updates to the layout and design of some Hub buildings
Additional portal particle effects
Updated various equip stations tutorial text
Sound
We’ve recently been overhauling the systems behind how our audio works, in the future this will make audio work easier to do. But for now we have also lost some effects that we’ll need to reimplement in the future. This may also introduce some general audio quirks to the game. However we didn’t want a few small hiccups to delay what we think is a pretty substantial update that improves the game dramatically.
Improved weapon swing sounds and timing
Slimes now make a gooey sound when hit
Bug Fixes
Roller enemies no longer leave an invisible hitbox where they died
Some UI tweaks and fixes
If you’ve been enjoying the game please consider writing a positive review over on our store page, they really help us out. If you haven't been enjoying the game or think something in it could be better, tell us over on the forums, we’re always interested in what people have to say about the current state of the game and how it could be improved!