Wow we're already through the first week of Bombing!! 2 being out?! Time flies!!
Thanks to everyone who has reported bugs, shared their awesome art and left feedback for the game; its all been so invaluable for development and I love seeing all the work everyone has been creating so far! :)
For the next month or so I'm planning on focusing primarily on stability fixes while I attend to some personal matters and take a short break from development. Starting in August I'm aiming to develop a patch ready with some quality of life updates and minor gameplay adjustments based on some excellent feedback and suggestions I've received from players. Once that has been rolled out I'll be setting my sights on preparing some new areas to paint, new tools, and planning some new content for y'all to play with! I've got so many cool things I want to introduce to the game, so keep your eyes on it in the coming months. 👀
Oh, also: if you've picked up the game please consider leaving a review for the game on the Store page, it helps development a lot!
- A few extra combat visual effects (arrows & physical attacks) - Show previous attacks during combat - Card execution order predictable, explanations added to glossary. - Sound when dodging
Earlier this week we released Alpha 1.9.0 and after a bunch of tuning and feedback, we just released Alpha 1.9.2 (1.9.1 was an internal build that we decided to build on top of to make 1.9.2 instead of releasing 1.9.1 with less stuff)!
Below are the patch notes:
Fixed bug that made enemies' hitboxes be based on their hurtboxes instead. This change makes it easier to hit enemies, and harder to be hit by them.
Made it such that enemies with dashes and projectiles have a group controller such that they are unable to attack all at once in high numbers.
Fixed bug that caused some enemies to deal damage to you again 0.5s after hitting you the first time, despite not being in contact with you.
Added a dash tutorial on your first run.
Made the Pestinox elite in act 2 be immune to knockback.
Made Regret have a base aim cone of 90° instead of 360°.
Fixed bug that made the invulnerability time after being hit 0.1s instead of 1.5s.
Fixed bug that made enemies' dash duration be dependent on your pushback stat.
Reduced the dash length of all enemies with dashes.
Adjusted Ascension 1-4 enemy health to account for the new damage system.
Adjusted Ascension 1-4 enemy damage to account for the new damage system.
Made Explosive coins a Physical attack instead of a Spawn attack, and it now has 10% more range.
Made it such that the left bumpers/triggers also trigger the dash and menu clicks to better accommodate for 1-handed play.
Fixed bug that made the big miner enemy stutter in its movement sometimes.
That's it for Alpha 1.9.3 but we've got tons of new stuff coming soon! We would love to get your feedback in the comments below or in the Steam Discussions as we're doing a huge polish/playability pass in these next few weeks and would love to get all the feedback we can get!
Hello everyone! I wanted to come on here and give a quick developer update. Thank you for taking the time to play the game. I understand it’s very frustrating not to be able to progress through the prologue. So, I just wanted to give an update on some upcoming changes in the next update to the game.
Some key frustrations were with the physics for the boxes to get into the vent. In the upcoming update, the vent and the boxes are going to be removed. Instead, it’s just going to be a streamlined process to get to the next area. I believe this will alleviate some of the frustration and issues players were having at this level.
Some more general updates are in the introduction to the Nightmare Level. There is a current bug that I am working on fixing. If the player moves too fast, the main text for what to do with the statues doesn’t appear and some players are frustrated, not understanding what to do. I’m instead changing this method. I should’ve presented this more clearly even if it was a bug. Along with the changes above, I am also adding a more direct approach to telling the player what to do with the given statues.
Additionally in the nightmare level, when going into the abandoned building, you could sometimes fall off the roof without getting the key. This will sometimes block your progress from progressing causing you to reset. I have alleviated this, so if you fall off the roof, the doorway is now open for you to go back inside.
There are still a few bugs that I am working on fixing such as the timer, fog, and items, resetting on a reload or death. This bug is a little more complicated so it will not be introduced in the next update. I hope you understand and thank you for your continued patience.
I hope with these additional changes it would make the player experience more enjoyable. I also plan on working on additional lore as the hidden lore in the game it’s hard to find. I want the story to be up front and center. Thank you again and wish you all the best! Thanks again for playing!
Following YouTuber: 'Aylia Anis game' gameplay video on RPG Fitness VR, we were keen to get out a rapid update to resolve some of the issues identified:
FEATURE: - Added a new Grab Rucksack tutorial quest so players can learn about the 'What Next' section right away. This will give new players guidance on the early sections of the game.
USABILITY: - Re-arranged the Rucksack's 'What Next' section to make it more prominent & flashing.
1. After repairing the evolution, the shield value cannot reach the maximum value. 2. Fixed abnormal percentage display of shield value for attacking targets. 3. Fix the issue of attracting mechanical animal components and obtaining incorrect genes.