New Stuff, - New option to delete story mode save files from the main menu. - New selectable deathmatch map. (Storage Yard) - New weapon mode, While the shotgun is equipped players can press to switch bullet spread modes between focused and random. - New sound to indicate incoming damage from other players. - New interface for customizing character appearance. - New buttons for selectable items in workbench. - New bullet effect for terrain impacts.|
Fixes, - Fixed player weapon level not displayed properly when using workbenches. - Fixed multiplayer body rotation not syncing correctly. - Fixed player appearance not loading correctly in multiplayer games. - Fixed access panels not working properly in quickplay games. - Fixed gate particles not playing in quickplay modes. - Fixed sideways air strafe speed not resetting after touching the ground. - Fixed quest popup interfering with quickplay interface. - Fixed deathmatch game results showing incorrect stats. - Fixed characters from other players shaking excessively while moving fast. - Fixed main menu audio muted when exiting game while knocked down.
Changes, - Modified some areas to storage yard map. - Modified some areas to water station map. - Changed feedback sound for critical hits. - Increased gun empty sound. - Increased gun near empty sound. - Players can now gain 'fire' by shooting other players in deathmatch mode. - Player hips and legs will now look into the direction that they are moving. - Improved general animation quality for other players. - Players can no longer customize character appearance in-game. - Main menu framerate fixed at 144 to avoid overworking hardware. - Improved workbench interface.
v. Beta 0.5 [Gameplay] New Tower Tutorial explaining the Game Basics. [Gameplay] New improved Level 1 Tutorial with faster loading time. [Gameplay] Faster interaction times for the DEMO/BETA. [UI] What Happened? window with a recap for those skipping the Game Introduction at Jerusalem. [UI] Now Pressing ESC in Jerusalem menus will take you BACK. [UI] Faster transition when entering the Library (no more inspirational quotes)
:BBHype: We've done some behind-the-scenes-technical work on how local scores are saved and loaded - meaning that if you're one of the many MuseSwipr gamers with thousands of local scores, you should see a huge improvement in how quickly MuseSwipr starts up. (The first time will be slow as it converts all your scores and stuff, but after that it should be speedy)
:hype: We've also added 4 new Yuna stickers to the game (previously known as "Unnamed Girl"... but she now has a name!).
:think: Fun fact: MuseSwipr players have submitted OVER 900 THOUSAND scores to Steam - closing in on one MILLION! And that’s only the runs we see... Retries and plays from players with auto-submission turned off aren’t even counted in this number!
We are a small team of friends working together and we are happy to show you our work with this first teaser of the game!
A lot more is coming soon, this is only the beginning. As I speak to you, our game developer is working on our most important feature : Multiplayer mode!
Stay tuned for the next updates and don't forget to wishlist if you want to support us!
While our main focus remains on developing the core gameplay, we’ve added a small feature to improve the lobby experience: Raccoon Runner, a lightweight mini-game that helps pass the time while waiting for other players.
What you can try right now:
Jump using mouse click, Spacebar, or the Up Arrow key
High-score tracking
Retro 8-bit style visuals
Collapsible window inside the lobby UI
We’re currently improving the panel’s toggle behavior and general UI transitions. Final layout may change slightly based on your feedback.
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