Hi all, here's another hotfix with a bunch of bugs fixed. Also... It seems Elizabeth has evolved.... lol
UPDATES
Elizabeth has some new mechanics… you’ll need to visit her in T2 and T3 to see what they are.
Elizabth can now be scanned and added to Sketchy’s Data.
The Echo Lens now sees the spaceship and alive players making it much more useful for finding your way back to the ship or determining where friends are located on the map.
Boombot damage on T1 has increased from 50 to 100. This is because the moment a player hits suit Level 2 they have base health increased above 100 meaning that no boombot can one shot you at suit level 2 and higher. This is extremely reasonable.
FIXES
Fixed an issue where the Gathering Capsule was clipping the player viewport while swimming.
Fixed an issue where Loot Mimics would stop attacking and become immune to damage base on various conditions.
Fixed an issue where Loot Mimics were immune to damage when dug up from buried spots.
Fixed an issue where the Boombox was not working on Pew Pew correctly.
Fixed an issue where AI that walk through fire placed by a player would not stop pursuing the player until that player died.
Fixed an issue where credits pouches spawned from access crates that are not looted persist in the game when leaving to orbit.
Fixed an issue where opening the suit modifier would not disable the ability to upgrade carry limit if the number of points was set to 3.
Fixed an issue where the Sketchy Night Substance was killing the player holding the substance rather than players nearby as well.
Fixed an issue where the pizza slice was spawning with an offset position when logging into the game.
Fixed an issue where a gathering capsule and iron blade was sitting at one of the islands on Port Aeriss.
Fixed an issue where getting too far from storage crates on clients and then reapproaching them would display a different value until it was picked up and put back down.
Fixed an issue where level 3 doors opened too far away from clients would still show as not opened on the Echo Lens.
Fixed an issue where Subject 6 was rotating into the ground when using T3 ability against a crouched player.
Fixed an issue where Subject 6 was hearing crouched players from far on T3 which is not an intended mechanic.
Fixed an issue where the correct Froggy Suit skin color was not spawning when the player died with the Froggy Suit equipped.
Fixed an issue with lasers not dealing correct damage as they were using the old system prior to 0.2.0.0. Lasers now scale, dealing more damage at higher Tiers.
Fixed an issue where the strong Oxygenated Herb was not saving.
Fixed an issue where audio settings were not loading on game startup.
Fixed an issue where an O2 suit charger was unable to be interacted with in a Port Aeriss Level 2 are building.
Fixed an issue where Scallops were not spawning on Port Coral and Tresure Island.
Fixed an issue with a staircase in Level 2 Port Lumin forcing players to crouching in order to walk down them.
Fixed a spawn area in Level 2 Port Coral where Lurk Roots/Mines/Hatchlings were spawning in the air.
Fixed an issue where Elizabeth could run into mines.
Fixed an obstructed Access Crate in Port Ragnar making it inaccessible to open.
Fixed a spawn area in Port Lumin where Lurk Roots were unkillable.
Fixed a spawn area in Level 3 Sector Zero that was obstructing some loot.
I will be live tomorrow to discuss What's Coming next for Sketchy's. Please join the discord so you can be notified in case you are interested!
First of all, we'd like to say a big thank you to everyone that has played the demo, made videos, streamed the game or taken the time to give us feedback. We have really enjoyed watching you all play!
For this update we collected all the feedback from across multiple channels, along with some observations of our own, and rolled out a huge number of improvements (full list below!)
As always, please let us know your thoughts on the changes here in the forums or over in our Discord Channel. Your feedback helps us make the game the best it can be, and we appreciate you taking the time to let us know what you think!
Below is a list of everything we have added in Update #9:
UPDATES & IMPROVEMENTS
Classes
Tracker - 25% more attack speed (all attacks)
Tracker - Stab damage increased from 10 to 25
Tracker - Flurry damage increased from 15 to 25
Tracker - Range reduced from 250 to 150
Shaman - Skull fire now applies burning status effect to enemies
Shaman - Increased rate of fire on Scythe
Shaman - Fixed issue where skull melee was using scythe damage
Berserker - Reduced the amount grenades bounce
Berserker - Increased grenade damage and reduced frequency
Blacksmith - Reworked blunderbuss reload
Blacksmith - Increased number of pellets in shot
Blacksmith - Reduced Ammo count
Blacksmith - Improved FX to make gun feel more powerful
Monsters
V1 Implementation of new Boss - Mantara!
V1 Implementation of new Boss - Ursanox!
Spider Queen - Added choppable parts
Spider Queen - Added hit reactions
Spider Queen - Added weakposts to legs
Razan - Fixed issue where players were not being thrown off by spin after chopping the tail
Decreased knockback applied to chopped monster parts by battle cry
Significant improvements to monster spawning system.
World
Savannah - Continued decoration pass
Added significantly more supply barrels to the world
Added destructible cart to improve visibility for barrels
Tuned the amount of enemies that spawn in a module based on module size
Added tumble weeds to Savannah
Added trees to Hub
Created secondary mission objective for killing snails
UI & UX
First pass of localisation system
New class select screen - Provides more info about classes
New map select screen - Can now enter specific biomes
Upgrades - Added level label to upgrade tiers
Upgrades - Added label to clarify "hold to unlock"
HUD - Now says "max" when at max stamina to reduce confusion about why apple can't be eaten
HUD - Now says "Full" on interact prompt to reduce confusion about why items can't be picked up
Tutorial - F1 Arrows now trigger on tutorial
Tutorial - Added big banner to clarify the mission is a tutorial
Improved tutorial dialogue
Made E the default interact key
Updated kill marker to only show on ranged kills
Now show the HUD in the Hub
Updated damage chevron
Updated map screen images
BUG FIXES
Fixed - Enemies occasionally spawning in the ground
Fixed - White grass present in Savannah
Fixed - Berserker Sword inheriting Scout dagger info
Fixed - Issue with missing textures in tutorial level
Fixed - Visual artifact on kill marker
Fixed - Clients crashing when respawning in Hub
Fixed - Missing interact prompt
Fixed - Client not able to pickup items when host at max
The next update ( V0.1.2 ) for Battlefall: State of Conflict has now deployed to the battlefield.
Our game will also be 20% OFF for the duration of this fest ( 28th April - 5th May )
General:
Implemented better pathfinding for all ground units by:
--- Units will now mostly attempt to funnel through smaller gaps to their destination as opposed to finding a longer route.
--- Longer and unblocked routes may be chosen if it's no more than 12 grid spaces longer than the original route.
--- If all else fails, the longer route is preferred.
--- Unit 'nudging' is planned and being worked on for a later update.
________________________________________________
* Various game optimizations. Without being specific, players should notice significant FPS boosts in * combat-heavy scenarios. * Some localization fixes
New content:
Three new Skirmish maps:
* ( 3 ) KVGC Tri-Savanna
* ( 6 ) KVGC Showdown
* ( 8 ) KVGC Heat
________________________________________________
New units:
* New units are in the works for all Factions but WON'T be producible in this update, however a few of them will spawn as enemies in a select number of EFNET mission maps, including:
* SEL Converter - Insta-kills enemy infantry only. Will provide 200 credits for its side whenever it kills a unit.
* SEL MindBlower - Deploys to enable a distinctly visual zone full of strange energy. Any enemy infantry/tanks that step inside this zone will be instantly converted over to the enemy players side.
* SCRAPPER Strika - A large structure on tank wheels that sends airborne Pipers to its target. Very dangerous ( and expensive ) unit.
Balancing:
* Reduced build-time for Warpad ( 2400 ticks down to 1600 ticks ). * Slightly increased weapon range of Wastelanders. * Springer weapon max retargeting count reduced to 5 ( from 8 ) * Increased life-span of Acid-Tank warhead to 300 ticks ( from 150 )
EFNET Mission map changes:
Mission 06:
* Enemy SEL will receive additional backup 3 minutes into the map. ( SEL Mindblowers and SEL Converters )
Mission 07:
Carved access path into area with Patriarch and Scrapper Conyard. * Added periodic spawns of Strika Tanks for enemy player if playing in co-op mode.
Mission 08:
* Added periodic spawns of Strika Tanks for enemy player.
______________________________________
As always, if you want to participate directly and maybe get a sneak peek of what we're working on for next patch join our Discord!
In 2086, in the heart of the Pacific Ocean, the adventures of Bloop-Bloopie Scrubby Subby Y-86 and the mythical water creatures are coming to life! 🐟✨
Check out what's new in the latest update:
✅ Clownfish: swims against the anchovies and loves hiding under the submarine!
✅ Bonus: side mission to earn extra points! ✅ Centered HUD: cleaner, prettier, and super intuitive! ✅ Bug fixes: smoother and more stable gameplay! ✅ Juice: your underwater dive is now even tastier to play!
✅ Chapter 1 of the Story Mode "Pirate Sereya" fully playable in the Demo! 🏴☠️
⚡ Update now and start your splashy underwater adventure!
In two weeks (May 9th, 2025 at 00:00 Pacific Time), to mark the one-year anniversary of launching in Early Access, I’ll finally be releasing Reborn 1.0.0!
I just want to take a moment to thank all of you who have played so far — especially those who have shared feedback, reported bugs, and helped shape the game along the way. Reborn has grown so much over this past year, and I hope I’ve been able to create something fun and captivating for you to enjoy.
In these final two weeks before full release, if you're willing, I’d love for you to start a new game using the new save file system. Fresh playthroughs are incredibly helpful right now, and I’m especially looking for any last thoughts on pacing, balance, intuitiveness, or anything else you think could make the game even better post-release.
Thank you again, truly!
New
- Floors 80, 85. 90, and 95 side quests
Adjustments
- Increased ¢ reward for floor completion
Bug Fixes
- Log no longer shows crafted plates as having a stat
I'll be exhibiting "Me and (My) Cat's Island" at Tokyo Game Dungeon 8, taking place on Sunday, May 4, 2025.
My booth is located on the 3rd floor, booth 3N-11.
■Exhibition Details ・Demo of the completed version ・Download cards (Steam keys) available: ¥200
・Platinum trophy (acrylic stand) giveaway for those who unlock all achievements ⇒ Only 5 available, first-come-first-served ⇒ Please bring proof of achievement completion (a screenshot or similar is fine – it's not too late to prepare!)