Hi everyone,
With Aurora Defense entering Early Access tomorrow, we want to take a moment to share our development plans and what to expect going forward.
We started working on the idea for Aurora Defense about a year ago. The game combines roguelike deckbuilding with base-building tower defense. There are still many ideas we want to try, and joining Early Access gives us more time to develop the game further.
It also gives us a chance to work with the community and helps us focus on the right things to do and make the game more fun to play.
We are already receiving invaluable feedback from early playtests! And clearly our top priority for the moment is to improve the overall player experience and build a solid foundation for future updates, which includes:
Improve game readability and add quality-of-life features to help you make better and informed build decisions.
Fix UI issues and polish translation.
Add a basic tutorial for new players.
Continue to optimize the game to make even larger-scale, epic battles possible.
Once we've done the quick fix , we plan to work on two types of updates:
Adding new cards, relics, units, and buildings to create more build variety and interesting synergies.
Implementing new mechanics to add more depth to the game. Some of the things we’re currently exploring are:
Improved defense range mechanics that let units better execute your strategy.
A new building grid system that allows mixing towers and summoners in a more flexible way.
New game modes, like Endless Mode.
Some sort of procedural generated timeline that gives more choices for build chances.
Thanks for being part of our journey to 1.0, if you have questions or ideas, please let us know in the comments!
See you at launch.
Fixed an issue where you could not enter the door of any stage if you were playing offline, this issue arose from the online mode update, and has now been fixed.
-Game size reduced by 2.3G, 15.7G->13.4G
-Press the run button while crouching to automatically leave the crouch
-When aiming, the weapon will be retracted when hitting a wall, and it will no longer be retracted when hitting an enemy
-Silenced pistol also adds a flashlight
-Fixed the oxygen value after interacting with items
-Immune to grenade damage when interacting with items
-Interacting with items will no longer retract the weapon (interactive text in the scene)
-Optimize textures and lod, optimize performance.
-Key input of the password lock is synchronized with the player's custom input
-The duration of the cutscene when entering the nightmare is reduced
-Fixed the small probability of weapon model disappearing
-Fixed the bug that the weapon will remain in the gun position when being knocked down when switching guns
-Fixed the character shaking when retracting the weapon
-Removed the camera shaking when switching guns
-Fixed the bug that the empty-handed stop animation will be played when the weapon is stopped and retracted after moving with a gun
-Reduced the long-press purchase time in the store
-Added a video tutorial on unlocking equipment skills in the skill world
Added:
- Voice Input
Fixed:
- Some minor fixes and improvements