This patch aims to increase game speed and pacing by increasing aerial mobility, increasing attack speed, and reducing knockback scaling on many attacks to make them more usable as setup tools for combos and knockouts. Shoutouts to the folks in the Discord who helped test these changes.
General Gameplay
Significantly increased fast fall speeds.
Increased max air speed and acceleration.
Suits now gain more speed from dash attacking.
Buffering an air dodge with no direction input will now cause you to wavedash down instead of airdodging in place.
UX/UI:
Increased volume of "match found" sound effect.
Escape now must be held for 2 seconds to exit fullscreen. This allows keyboard users to use esc as back button without accidentally exiting full screen.
You can now bind 3 buttons/keys to a single input, up from 2.
Keyboard users can now bind a key to use as a dedicated start button, as an alternative to the default keys.
Gear Pieces
Quad Staff
Slightly reduced length of bladed section of staff. This means most attacks had their range slightly reduced (unless otherwise specified).
Jab: -1f start lag.
Up tilt: -1f active frames, -1f end lag. Reduced knockback scaling on strong hitbox.
Forward tilt: -1f start lag, -1f end lag.
Down tilt: -1f end lag. Increased size of inner hitbox.
Dash attack: -1f start lag, -3f end lag. Range unaffected.
Up strong: -1f start lag, -1f end lag.
Forward strong: -4f end lag.
Down strong: -1f start lag, -1f end lag.
Neutral air: -1f end lag, -1f landing lag. Range unaffected.
Up air: -2f active frames, -2f end lag.
Forward air: -1f start lag. Range minimally affected.
Down air: -1f start lag, -1f end lag. Reduced knockback scaling.
Back air: -1f active frames, -2f end lag. Reduced knockback scaling on tip hitbox.
Flame Cannon
Up tilt: -1f start lag, -1f active frames, -1f end lag. Reduced knockback scaling.
Forward tilt: -1f start lag, -2f end lag.
Down tilt: -1f start lag, -1f active frames, -2f end lag.
Dash attack: -1f start lag, -1f end lag.
Up strong: -2f start lag, -1f end lag. Slightly reduced hitbox size.
Space suit: Slightly increased gravity and reduced jump height. Decreased shield size.
TV: Increased shield size.
Skelebob: Decreased instakill threshold by ~5%.
Cloak: Added +2f end lag on whiffed counters, reduced length of active counter hitbox by 1f.
Secondaries
Reduced start lag of all secondaries by 1f.
Plunger: Reduced knockback scaling on up throw and forward throw.
Spiked fist: reduced end lag by 1f. Reduced knockback scaling.
Harpoon: Reduced end lag on whiff by 5f. Increased knockback scaling and decreased angles of down throw and back throw (this makes them more powerful kill throws). Reduced knockback scaling of up throw.
Squirrel with a Gun - Tara | Modus Community Manager
Hey there, Squirrel Squad!
The last, but certainly not least, weapon in our showcase is the Sniper Rifle!
Post up on a squirrely vantage point with the semi-automatic sniper rifle to take out enemies long distance. The sniper rifle performs an epic takedown on enemies, even if theyβre far away. When platforming, utilize the sniper gun jump for an extreme vertical boost. Its powerful kickback can even knock down nearby baddies.
Pro tip: Take down a certain boss from above by finding the sniper rifle up in the scaffolding and aiming for weak spots.
The wait is almost over! Squirrel with a Gun releases this month! In the meantime, check out the previous Weapon Showcase, and be sure to follow for all the latest updates on X!
Implemented tooltips for the hover menu shortcuts in locality view.
The Buy Stand button now goes to research when locked.
Tooltip Implementations π¬
Research items.
Customer group icons in pricing survey results.
Improvements & Modifications π οΈ
Removed locked overlay for Promote tab requiring Barometer
Updated tooltips in the Inventory, Prices, and Recipe tabs.
Improved UI copy for news events.
Events copy now indicates permanent, citywide, and locality events as appropriate.
Bug Fixes π
Spacing, formatting, and other tooltip error fixes.
Fixed error affecting the locality tooltip provider.
Craving that Lemonade Tycoon nostalgia with a slight touch of Capitalism? Join our community and experience a world where every burger flipped, and deft strategic maneuver brings you closer to a successful business empire. ππ
- Base Pistol damage raised 35 to 38 - Base Garand damage lowered 65 to 60 - Base Shotgun damage raised 15 to 19 - Status effect indicator added to cultists above the health bar. Currently there are only two status effects; bleeding, and stunned - Removed slow player when stepping on dead cultists - Base knife attack damage lowered from 80 to 50. Knife attacks now always cause bleed status effect - Default wave size raised from 10-15 cultists - Bodies on map are no longer cleared and made untargetable when wave ends - Garand does not fire as fast anymore, not affected by attack speed scaling
It's been a while hasn't it? Today I'm happy to announce the latest update for the demo of Snowpult has been released into the wild and with it comes a tranche of improvements and features.
To get right into the skinny of the details this update includes:
Improvements
Improved UI with issues in the menus resolved.
New Idler mode - plays the game with a slightly lower score reward
Coins! As you play you'll find some targets will instead be coins that in the final release are used to unlock content such as cosmetics, new maps and even score modifiers. Some of these modifiers may come as alternative versions of maps where inclement weather can either help or hinder you.
Music - In the first demo build I had included a single track that was used for setting a theme but in the time since I have been working to create more tracks with a somewhat different tone that is closer to the original intent for the game.
Improve stability - I have been going through a heavy optimization pass in recent weeks which have led to some pretty major improvements in game performance and some of them have been in some novel areas...
New visuals, all of the maps have had some major reforms to their art and there has been a renewed attention to the VFX of the game.
Birds....?! As we all know birds aren't real but what if they are? Easter eggs ahoy!
On note of the improved stability, I am also working on seeing how feasible it would be to support cross platform purchases, During the optization passes I've also been getting the game stable on mobile, specifically Android. Now I can't make any promises right now but one of my goals is to see if I can make it so if you buy a copy of snowpult on steam you get access to it on Android and same in reverse. I'm working on all this by myself so if there are other developers who are able to point me in the right direction for this, that would be massively appreciated.
As always, I want to hear from you all about what plays well, what people dislike and where I can improve.