Lets get right into the highlights of this update!
Classic Campaign way faster loading times
Have you noticed that it could take quite a while to load in the classic campaign? This is now fixed with dynamic loading of the classic campaign levels, resulting in sweet load times! +80% Faster! Especially noticeable on the Steam Deck
EXTRA: First person mode
After completing the Most Wanted achievement, you unlock the First Person Mode. Because why not look at the tanks up-close when shooting them?! Enable first person mode in the unlockables menu.
Also: Third Person Mode has been improved, much more fun in the night missions! ;)
The full change-log
Fixed king tank bullets not working in multiplayer
Fixed king tank missing animations and SFX in multiplayer
Boss Tank HP bars should never be able to go out of bounds again
Fixed that when typing a lobby name, it resets to default when another player joins
King Tank has the heavy tracks sound again
Fixed game start values (no more low audio, weird resolutions and the like)
Fixed that if you have only normal bullets unlocked there is two bullet skins unlocked, but both of them are the normal skin
Fixed enemy health bars for custom tanks keep awkwardly snapping instead of smoothing being above their heads
Fixed thunder completely removing boss themes
Added sound when saving custom tank
Commandos have their colored team laser sights again
Fixed SHIFT+ H message showing controller shortcut when not using controller
Also Shift+H does not work when typing map name
Player location is now synced with server when the player is down, so that there are no de-syncs when trying to revive another player
Volume sliders are now working with controllers
Controls menu controller is now accessible with controllers (need testing on steam deck)
Trying to enter map editor with controller wont work and gives a note message
Browse lobbies menu now works with controllers
You have unlocked XXX tank in the editor is now translated
Lobby menu is now partially navigable with controller, but its a WIP
Fixed conveyor belts can have the menu key used on them but the text box has nothing
Fixed ratio and Resolution select at the same time when using controller
Fixed custom player speed not working in playing mode on grandpa maps
Fixed the speed of bullets that pass through electric pads/barriers are bugged in multiplayer
Fixed path-finding for Gary
Fixed a bug where you would die instantly on some levels in the classic campaign
Fixed adding mission past 100 , wiping the current mission 100
Fixed low health effects on custom tank, now working again with the new HP system
Fixed blocks highlighting green with no reason, especially when using SHIFT and dragging
Orange bomb tank has the orange tank theme now
Fixed instantly dissapearing effects on some bullet skins
Added a progress bar when loading scenes from main menu
Improved loading time to classic campaign
Player UI stats are added again, you can enable them in the video section in the settings
Confirm menu added when leaving the game in all game modes
Editing a multiplayer campaign now shows with which gamemodes its suitable
Multplayer maps now stay consistent when coming back from an in-game match
Added more translations and fixed some texts not showing in russian
Refresh button added in the map list for hosts
Survival mode, fixed some blocks having weird rotations
Enemies will not try and deflect bullets that can't be deflected
Fixed hex codes not updating after opening the custom tank menu
Tick sound doesn't play anymore when opening the custom tank menu
Fixed bug where lowering the audio a little bit, cuts out the audio completely
Fan custom tanks wont be able to blow away friendlies
Survival tanks spawning will now have their turrets face their goal
Also in survival, player 3 won't start with 10x amount HP (lol)
New weather appearing should stutter less
Made changes to screenshake not going out of bounds
I added a new system that combines objects and creates one huge mesh out of them, drastically improving performance on playing basically all custom campaigns, as well as tanks navigation smartness on top of blocks!
First Person Mode added in Unlockables menu, you need to have the Most Wanted achievement
Fixed menu bug where there would be a "Continue" button for survival mode maps
You can now test campaigns in Third Person Mode
You can now force players in Third Person Mode in campaigns (might need to be further tested)
Scrolling in video settings is now faster
This version contains the mesh grouper from the Youtube video
King tank bullets not flying over player tanks anymore
Unlimited FPS option added
Fixed level 100 tanks on the pillars having incorrect barrels
Repair sound fixed, it was missing in multiplayer
Fixed AI pathinding in multiplayer , causing tanks to be "twitching" on client side
Fixed tanks keep driving forward after being downed in multiplayer
Fixed bullet counter showing toddler bullets amount before game starts
Explosive bullets won't trigger each other when being dropped from the bomberplane
Today I put out a new update for Gloomgrave with a lot of new features, two of which are the new perks system and the addition of magic wands. With this update I'm also finally releasing Gloomgrave out of early access. When I first released Gloomgrave I did so with the intention to stay in Early Access for half a year; 12+ months later and I think it's finally in a place where I can consider it feature complete. This however, does not mean the updates will stop coming! I still have a lot of ideas for content I want to put into Gloomgrave and I'm excited to see the ideas and feedback people have for the game. Hope you all enjoy the launch update!
The "Green Tyrannosaurus Rex Set," which was available for a limited time until September 25, 2023, has now been removed from sale as the sale period has ended. Players who have already purchased this set can continue to use it without any concerns.
We appreciate the players who have purchased this set and have trust in our team. The DLC was marked as limited-time, and we have permanently closed its sale through customer support.
We want to emphasize that, unlike some developers who change their minds frequently, when we say something is closed, it's closed. We won't change our stance on this. Thank you for your understanding.
Astrogator’s matrix multiplication error could cause your ship to hit some big objects, most notably the most recently discovered class of moonlets, during astrogation sequences.
Get ready for an adrenaline-fueled ride! INJECTION is making its highly-anticipated debut at SHMUP Fest, and we've got an exclusive demo just for you:
Dynamic Gameplay: Experience a fusion of intense platforming and chaotic shooting mechanics. Temporary Enhancements: Experiment with powerful drug injections for that extra edge. Diverse Arsenal: Arm yourself with a deadly selection of weapons. Heart-Pounding Music: Immerse yourself in the electrifying soundtrack.
But that's not all! Join us for live streams where you'll witness the action firsthand. And don't forget to hop onto our Discord channel for a chance to win keys and provide us with valuable feedback. Your input is crucial in shaping the final game!
It's been a while since the last update and I've been doing a lot of quality changes & been working on new stuff so this update is PACKED with new stuff! Along with the update, we're discounting the game by %30 for the rest of the SHMUP festival!
First of all, a new weapon set: Jade Weapons. It contains 4 new jade-themed techniques and a new starting weapon! Let's get into it:
Ten Blades Of The Emperor
Send multiple flying jade blades in the targeted direction
Cursed Magatama
Curses a random nearby enemy and turns them into a jade statue. When broken, it curses another enemy. Enemy must be alive while cursing
Fury of The Jade Dragon
Slash in the targeted direction. On every 4th slash, swing the weapon around yourself and deal 2x damage
Howling Bell
Slows down pushable enemies on the map for 5 seconds
Starting Weapon: Imperial Guards
Create a statue that attacks nearby enemies and heals you. On expire, collects the nearby experience
A New Mechanic For The Eastern Castle (3rd Map)
The 3rd map always felt a bit simple compared to the other two maps. And breaking down the door wasn't that rewarding for its trouble. So I decided to add another mechanic to the map.
There are three cannons in front of the castle. Once you break the door, you can steal cannonballs from inside the castle and carry them to the cannons. Then cannons start shooting nearby enemies! They deal 1500 damage to every enemy inside the explosion radius. When they run out of ammunition, you can resupply them again. They're especially useful in early-mid game.
Various New Stuff:
Added a Restart button for the main menu. You'll gain a soul reward if you restart immediately after you die. No need to wait for the defeat screen anymore!
A new Brightness option in the Options menu
Unlocked codex entries now will give you %5 more damage against that type of enemy
Added scale and rotation animations to both enemies and your character. Now they squash and stretch when damaged or during an attack!
A new technique test system. When you unlock a new technique, it will be given to you as a level-up option in the next game
Cost of unlocking a new technique reduced (from 120 per level to 60 per level)
Now, as you gain walking speed, the camera zooms out so you can see where you're going
Some ranged enemies will flee from you when you get close! They developed a new type of fear called Samuraiphobia
Now, there is a health bar attached to the door in Eastern Castle so you can see how much health it has left.
New Localizations: Chinese, Russian, and Japanese!
Thanks to the incredible work done by Locpick, you can now play Samurai Survivors in these languages! If you want the game localized in your language let me know! The Russian language was added thanks to a Russian streamer who played the game last month. I can't seem to find who it was though!
New Music
The composer of the project and my friend Oguzhan did another piece of music for the game. Check it out:
Bug Fixes & Changes:
Game prices in TRY and ARS will be increased (after the festival)
Fixed the combination bug for Ghost Walker with ghost slasher
Fixed Walk particles render order
Fixed the bug that causes values in options to change by increments of 2
Fixed the issue that causes the player to get stuck inside holes
Fixed the bug that caused ghost slasher to not copy area size
Fixed the bug that causes you to continue walking on attacking a lock in DOJO
Updated idle bowman sprite. Now you can see their bow between their attacks
Door health reduced from 100 to 50
Increased performance during curse level increases
Fixed various area size-related attack size and attack collision issues
Fixed the blank door background issue at Eastern Castle
You can now quit DOJO after you die and still get soul rewards
Added support for space characters in technique stats and player stats
Fixed the issue that allows you to push past through the door
Final Thoughts
So that's it for the update! Let me know if you discover new broken builds with these weapons! They get pretty crazy when you invest in them and I plan to make more of these types of weapon sets in the future. Here's a samuraicopter for good luck:
DoubleWe
In case you missed it, I'm also working on a horror game where you have to kill your clone before you die. Wishlist here: