The developers of BioGun join forces with Twitch Streamer Rufioh_8 to bring to you an energetic playthrough of their demo for Steam Next Fest!
Bio-Gun is a fast paced metroidvania shooter where you play as a vaccine that blasts it's way through infected regions of a dog's body to save dog-kind from extinction. Will you be the cure to the global pet-demic?
Come join the fun, invite your friends, and ask us any questions you have about BioGun. We'd love to get to know each and every one of you!
Added V2, V2 2nd, Gabriel, Cancerous Rodent, Very Cancerous Rodent, Mysterious Druid Knight (& Owl), Flesh Prison and Minos Prime into the Spawner Arm spawn menu
Added seperate enemy data entry for V2 2nd
Added "+MAURICED" style bonus to crushing enemies with a dead Malicious Face
Added option to turn off seasonal events
Controller Support:
Added controller support for all menus
Tutorials and on-screen text have been updated to show controller inputs when using a controller
Controller look speed is no longer affected by framerate
Fixed LB and RB not scrolling through weapons if mouse wheel weapon scrolling is disabled
Fixed LB and RB not scrolling through all variations when scroll type is set to "Both" and Remember Last Used Variation is enabled
Fixed weapon wheel being usable when dead or paused
Intro setup sequence will now have a auto-aim setting pop-up recommending to turn it on if the player has a controller plugged in
Walking slower will now also make view bob, gun bob and footsteps slower
Changes:
Halved the game's filesize
Options are now saved as files in the Preferences folder instead of in the registry (Options have gotten reset to defaults) and get synced by Steam Cloud
Players can now use right-click to zoom in while using an in-game screen such as a terminal
A screwdrivered enemy can now be punched with the Feedbacker to relaunch the screw, resetting its timer and dealing extra damage to the punched enemy
Updated the Shotgun's model and texture
Updated the Nailgun's model and texture
Variation colors will now also change relevant colors on the weapons themselves
Cleaned up and reworked many textures (especially Prelude textures) to make them look less compressed
Updated previous levels to fix some texture misalignment
Sliding no longer loses momentum if in the air or skipping on water
Objects and enemies that previously spawned inside a surface when spawned with the Spawner Arm are now offset to spawn correctly
Changed the painting inside the building of the final 2-2 arena from a generic angel painting to a portrait of King Minos
Nails that are being affected by magnets will no longer get launched by explosions
Reduced auto-aim on Whiplash to allow for greater accuracy
Whiplash will no longer auto-aim to dead Malicious Faces
Arms can now be swapped during the level intro falling animation
Malicious Face's eyes are now properly monocolored when Enemy Silhouettes is enabled
Sliding in Clash mode will now count towards the 0-4 slide length challenge
Deleting enemies in the sandbox will no longer mark the navmesh as out of date
Clash mode Herb skull invincibility now included in the "No Weapon Cooldowns" cheat
Player can no longer enter a slide state while being pulled with the Whiplash to cause movement direction conflict
Made the Nailgun's animations less extreme when using a Dual Wield powerup to improve visibility
Slightly updated jump pad particle effects
Updated 1-3 Hideous Mass' eyes to glow in the dark when enraged
Increased accuracy of the collision checks for MDK's Full Auto attack
The hand encounter in 2-4 will no longer unlock the enemy data entry for The Corpse of King Minos
Fixes:
Enemies no longer get stuck around the stairs of a specific Cyber Grind layout
Homing projectile speed is no longer affected by framerate
Fixed some weapon sounds not playing correctly in frozen time
Fixed some sound effects not playing at the correct pitch if the game speed has been slowed down with major assists
Turning on Clash mode while in ground slam state will no longer stop the spin attack from hitting enemies
Fixed Mindflayer swipe distance varying inversely per difficulty
Fixed Malicious Face's beam charging effect disappearing if enraged while charging
Cerberi will no longer keep an enrage particle effect when dying the moment they enrage
Fixed a bug that caused Insurrectionists to get stuck horizontally after a jump attack
MDK can no longer clip out of bounds if hit with great force the instant he spawns
Drones will no longer explode during their death dive when touching a spot where an explosion had recently happened
Fixed some options menus not rendering correctly at ultrawide aspect ratios
Fixed the Marksman revolver not getting the correct amount of charge if the player skips a cutscene while holding it
Fixed the Nailgun's nails and Screwdriver's drill not being aimed at the center of the screen when using centered weapons
Fixed the standard revolver's cooldown freezing when switching to another weapon, causing the next time the player equips the weapon to take slightly longer before the player can fire
Fixed Stalkers not dying from fall damage
Fixed Stalkers not destroying magnets that are attached to them when exploding themselves
Fixed a bug where enemies that have no weakpoints would only ever take a single point of damage from coinpunching
Fixed a bug where the V2 would be unable to use its shotgun when the player pulls off a specifically timed ricoshot
Fixed a bug that caused the player to be unable to spawn a sandbox block unless looking at a nearby surface
The last arena of 1-2 will no longer stay locked if the player restarts from a different checkpoint
Fixed a Clash mode bug where restarting from a checkpoint immediately after jumping would cause the player to enter an endless falling state
Classic HUD will now properly show the maximum HP value as 200 on Harmless difficulty
Fixed a bug where resetting to a checkpoint while in front of a locked door would cause it to open after the player has respawned, possibly despawning the room the player is in
Black Hole will no longer stay inert if Corpse of King Minos changes phases during its spawn animation on Violent difficulty
Fixed a Classic HUD bug where the weapon icon could not be disabled until another HUD icon setting had been changed
Fixed the shop terminal in the Cyber Grind not closing the Sandbox window if the player has it open and clicks the Weapons button
Fixed fullscreen option appearing to be off on restart even if the game is windowed
Fixed the ceiling lantern inside the small house in the first arena of 2-2 not having physics
Fixed the game loading the intro on startup if the player is using the second save slot without having any save on their first slot
Fixed a bug where throwing coins directly vertically could cause a multi-hit beam to get cancelled by hitting a dead coin
Fixed an issue where ground slam waves in 2-1 indoor areas would have outdoors lighting
Fixed the spine gib not being visible when destroying a husk's chest
We are only five days away from the Steam Next Festival! During the demo a new quest - Heavy Equipment - will be waiting for you to explore!
The first mission ends with a great discovery - there are ancient ruins beneath the Guild! To explore them, Gatewalkers must dig into the ancient tunnels. Unfortunately, it turns out that they are not able to dig in with their strength, because the rock is too hard. Your mission will be to find a special machine in the Ice World.
This is how the machine looks like. It’s pretty impressive, don’t you think?
Remember, the #steamnextfest starts on February 21! We hope you will have fun while playing! And, after finishing the demo you will be able to explore other worlds and test many weapons. We will tell more about them on Saturday this week, so be sure to check it out! 😊
Feel free to post your comments, ideas, or constructive criticism on the Steam Community page and our Discord server here:
(click on the banner above)
See you on the other side of the Gate! Gatewalkers Dev Team
Hello Machines, did you have a good Valentine's Day?
Is your heart FULL OF BLOOD? Good, because it's time to SAW IT IN HALF.
Is that what it looks like? Indeed it is...
BEHOLD, the alternate nailgun:
THE SAWBLADE LAUNCHER
IT SLICES
IT DICES
BUT IT MOSTLY SLICES
(We're not going to tell you where it is and how to get it. It's definitely not in level 4-4)
We also added V2, V2 2nd, Gabriel, Cancerous Rodent, Very Cancerous Rodent, Mysterious Druid Knight (& Owl), Flesh Prison and Minos Prime into the Spawner Arm spawn menu (for practice)
Oh and a "+MAURICED" style bonus to crushing enemies with a dead Malicious Face
And added the option to turn off seasonal events (but WHY?!)
But more importantly... we've added
FULL Controller Support:
And yes we mean FULL
Controller support for all menus
Tutorials and on-screen text have been updated to show controller inputs when using a controller
Controller look speed is no longer affected by framerate
Fixed LB and RB not scrolling through weapons if mouse wheel weapon scrolling is disabled
Fixed LB and RB not scrolling through all variations when scroll type is set to "Both" and Remember Last Used Variation is enabled
Fixed weapon wheel being usable when dead or paused
Intro setup sequence will now have a auto-aim setting pop-up recommending to turn it on if the player has a controller plugged in
Walking slower will now also make view bob, gun bob and footsteps slower
Steam Deck Verification... SOON?
As for Changes?
We halved the game's filesize
Options are now saved as files in the Preferences folder instead of in the registry (Options have gotten reset to defaults) and get synced by Steam Cloud
Variation colors will now also change relevant colors on the weapons themselves
Cleaned up and reworked many textures (especially Prelude textures) to make them look less compressed and updated previous levels to fix some texture misalignment
Sliding no longer loses momentum if in the air or skipping on water
Changed the painting inside the building of the final 2-2 arena from a generic angel painting to a portrait of King Minos.
Nails that are being affected by magnets will no longer get launched by explosions
Reduced auto-aim on Whiplash to allow for greater accuracy
Whiplash will no longer auto-aim to dead Malicious Faces
Arms can now be swapped during the level intro falling animation
There were also more than 30 fixes: check out the full patch notes for those.
You've been waiting a bit for new information about the game, and today we have a new teaser for you!
Additionally, we have refreshed our screenshot section on the Steam page. We hope you will like it and we will be back soon with a new dose of information from the game to you!
-------------------------------- You can also check out the game Booze Master, which will be released during the upcoming Steam Demo Festival ;)
Fix end credits partial fade out effect which broke in previous update.
Fix issue where lighting up things with the torch would sometimes not work if reaching out far, leaning forward with extended arms. This was caused by a cheat detection system being a bit too aggressive.
A bigger update is on the way with a new Speedrun Challenges feature, which you can read more about here and even try out early if you want.
-Added Tractor Beam / Grapple hook beam. Left or right click to activate either mode. Replaced Trash Vac (which can still be crafted) for pick up trash. Grapple for when marooned near objects in space. -Updated asteroid mesh and activity culling to allow grapplehook from further -Updated HUD for secondary fire functionality -Fixed equipped item text to reset on empty hotbar use. -Fixed grider destruction on base impact -Updated world scene. A whole new world to explore!