It's been just over a month since launch, and some of our players are already outpacing us! We've been hard at work improving visual clarity and reducing ambiguity throughout the game. We've also made several adjustments to better support players retaining upgrades across multiple drops. These changes introduced some unexpected shifts in the gameplay loop, which we've been actively addressing to ensure a smooth and balanced experience.
Upgrade panel
We've introduced a timer to the upgrade panel. If you don't select an option within the time frame it will pick a random one for you.
We have added icons and text letting you know what kinds of upgrade they are and how long they last for.
Upgrade Changes
Nerfed Shield upgrade power
Increased bomb recharge time
Increased Beam width upgrade
Bug fixes
Dash changes on frame rate
Health bar doesn't go when the game resets
Quality Of Life
Weapon shortcut keys - The number keys 1-5 now switch between the collected secondary weapons Enemy Outline Edge - We have added an edge outline around the enemies to make them more distinct on the planet.
We have made a few difficulty adjustments to account for your new ability to retain upgrades between drops. So now the enemy health increases more agressivly as you progress further. Tentacle and Big Eye Aliens health increased and Upgrades are more sporadic as you progress further.
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Uhh, another patching update with some..... THINGS.
First off before we get to book club and running and more, added a thing for early access-ers (sp?) It's a back cosmetic in the store you can buy for 1 dollar.
It's a limited time thing so it will disappear from the store after early access or it will go up to 9999 dollars or other.
New Feature - Sprinting
You can now sprint for a bit (tiny rhyming intended) Hold shift to run, it plays a running sound to let you know you are running (very intuitive!)
New Area - Book Club
It's kind of like a dance club but there's giant floating books everywhere. Added this because there was only 1 area that had giant brains and wanted another. Only appears on Hard runs.
New Cosmetics
In addition to the early access thing there's 5 new cosmetics.
Oversized Nose - Head
Oversized Ears - Head
Kick me Sign - Back
Foot Wings - Back
Classic Clown Nose - Head
New Features
The background now blurs when you pause or open various menus. (Fancy!)
Added pictures for button context instead of letters, like RMB (right mouse button) is now a mouse pic: THINK RIGHT AND LEFT MOUSE BUTTONS ARE BACKWARDS THIS WILL BE FIXED IN NEXT UPDATE
Added graphical effects to clown defeats (like fire particles on fire defeats)
Redid Talent Selection menu and updated Talent icons.
Maximum Locations for Normal runs is now 6 from 5.
Flashlight shadows aren't complete garbage anymore. This only works on best graphical settings tho.
Realtime shadows in general are better now too.
Hard run areas will now no longer repeat.
New Talents
Better Stamina: Sprint stamina increased.
Savvy: Better shop prices (doesn't stack with other clowns)
Negative Nancy: Negative status effects don't last as long.
Swimming Exempt: Move through water as though you were walking.
Data: Start with an info tablet in your locker.
New Achievements
Discover 20 areas
Cash 1000 relics
Unlock 5 talents
Purchase 5 cosmetics (doesn't include emotes)
Discover 5 and 10 Items
Reach level 10
Bug Fixes
Fixed items being frozen in place or following clients when switching them around in your inventory.
Birthday present no longer spawns on Normal because you can't go to the Birthday Party on normal.
Fixed Blind Date not noticing when you voice chat. (also will probably completely remake blind date model in future, don't like how it turned out)
Fixed Gremlin playing the walk animation when it's running.
Fixed Lava being walkable in Recess.
Fixed invisible entities or partially invis entities from appearing (like the gnome)
Fixed leaf piles not affecting clients.
Fixed Luggage Mimics not seeing clients.
Fixed a lot of triggers not seeing clients sometimes (like falling in the airport)
Fixed that weird graphical bug in the entrance of the Frying Chambers.
Fixed the invisible blocks in Restaurant area.
Fixed defeat sounds playing multiple times? This might need more fixing tho.
There was alot more bug fixes but they were small and boring. Can't fix that thing when items sometimes float when first spawning.
Lastly
Ok update done, remember to buy the early access item from the store because it's time limited!!
Mix mayhem with Marvin! š§Ŗ This clever Alchemist heals, explodes, and boosts rewards with every potion he brews.
š Restoration Flask š„ Volatile Brew ⨠Golden Draught ā ļø Acid Fog
Bottled brilliance meets battlefield chaos! Meet Marvin, the Human Alchemistāa master of potions, poisons, and profit. Whether he's healing himself, blowing up enemies, or boosting resources, Marvin always has the perfect brew.
With Restoration Flask, he regains health in a flash, keeping himself in the fight longer than most expect.
Volatile Brew unleashes explosive power, damaging multiple enemies at once with a single well-aimed throw.
His Golden Draught boosts his gains, increasing gold, gems, and experienceāmaking Marvin the perfect hero for players who love power and progress.
And with Acid Fog, he creates a toxic cloud that lingers, dealing bonus damage over time and pressuring enemies to flee or fall.
Marvin isnāt just a support or a damage dealerāheās a battlefield chemist, mixing mayhem and mastery into every match.
So Ladies and Gentlemen, after careful consideration I decided that an Early Access release would be the fitting choice for the game right now. I've been making this game by myself for quite a long time now, with very little player involvement. The game is in an acceptable and playable state now, so I thought putting out an early access version could help me get some feedback from the people who are truly interested in the game. Which, if you read this includes YOU, dearest reader of random announcement of obscure indie game. Anyways, I've been working hard in recent weeks, expect some other announcements soon!
Massively improved performance of vfx graph for the antimatter clouds (especially noticeable on macs)
Fixed a bug where if you loaded a game, depleted asteroids would take up inappropriate grid cells
Fixed a bug where you could target a depleted asteroid with a mass driver
Hey all, just trying to get high priority bugs, crashes, and performance problems fixed at the moment. If you have anything to report, hit the steam forums or the discord, it's great appreciated!
1. The invisible 'player ghost' that stays behind to stop rocks falling instantly when you move now hangs around a little longer
Old version: 233ms when moving laterally, 33ms when moving down New version: 233ms when moving laterally, 166ms when moving down
This makes certain manoeuvres involving both players a little less finnicky.
2. Slow mo!
To make it easier to execute certain moves involving rocks and gems, I've also added the option to enable and disable Slow-Mo at any time from the pause menu. This halves the movement speed of Gemima, Jules, and everything else in the game.
However, it does not slow down the level timer if you are playing with one enabled, so use these new powers judiciously...