 
	 
  
AI Improvements – Adjusted AI sight ranges for more balanced and consistent detection.
Audio Adjustments – Tweaked specific sound volumes.
Tunnel Sequence – Made small changes to help improve player experience in this sequence.
 
	
	
Archtower v0.6.10.0 build is ready!
Free Demo updated as well.
v0.6.10.0 Patchnotes:
-For Alpha and Demo-
The maximum clan level has been increased to 85
-Only for Alpha-
New quests in the Clan Hall after beating Act 4
New quest locations
New music track
Now you can build Stone Walls in the Clan Domain through quests
The maximum hero level has been increased to 22
The third bracelet slot is available at level 21
At level 21, the next grade of healing and skill resource pots is available
Added an alternative set of level 20 equipment for Act 5 (rare quality and below)
Added level 22 equipment for Act 5 (rare quality and below, currently only available from rare merchant)
New power crystal “Psychoblast” (drops from the mini-boss at 13-3)
New power crystal “Frost Trap” (drops from small chests in Act 4)
2 new achievements
-For Alpha and Demo-
Rebalanced the chances of getting healing and skill resource pots
Optimized the code for generating power crystal descriptions (old crystals can be repaired by talking to the Tower Attendant)
Added the ability to delete your saves in the extra settings
In Act 1, the merchant now sells second-level items earlier
Other minor changes
-Only for Alpha-
Potion bottles for Rage have been repainted so they are not misidentified as healing potions
In one of the older quest locations, textures have been replaced with new ones, as in the new quest locations
Achievements for the number of classes unlocked - crystals are awarded as a reward instead of gold
In some dialogues, NPCs refer to the subclass instead of the class if the subclass is selected
Small chests in Act 4 in the loot list now contain 6 crystals (previously 5)
Other minor changes
-Only for Demo-
Fixed a bug, removed notification about the limit of helper crystals when reactivating them (already fixed with a hotfix for the alpha build)
-For Alpha and Demo-
Some edits and renames in localization texts
Fixed bugs in the dialogue with the first character in the Intro
Game pad sticks now do not work in keyboard mode (to avoid unexpected cursor and character movements when a game pad is connected but not in use)
The quest to return the lands, the mini-map correctly displays the open passage in the fence, and the gate at the entrance to the estate is displayed
Other minor fixes
-Only for Alpha-
When buying/selling quest items, the quest status is updated at the NPC in the same location as the player
Fixed a crash when trying to select a subclass with the shop/storage window, or other similar windows open
The availability of ultimate skill upgrades was sometimes displayed incorrectly in the skills window
Fixed minor bugs when displaying quests in the log
Some trap skills did not work correctly when set up in contact with bosses
Other minor fixes
 
	- They are still as lethal as ever. However I have increased the amount of Ammo they consume.  - Increased minimum clip size. Having too small of a clip size meant players were not getting enough ammo subtracted when using the launchers.  - EMBEDDED NANO PRINTERS Cybernetic - Rockets have a 50% chance of consuming no ammo - reduced to 20%   
This was done to prevent 1 click, rocket spam builds. Rockets should be lethal, but used sparingly. 
- Increased base HP from 6000 > 15000 
- Makes for a more satisfying fight 
 
	
	Hi everyone!
Just a quick reminder that Blade Rush will be at FORMAT Liverpool 2025 tomorrow. I'm bringing Steam keys and other cool stuff as give aways :)
This is a quick update before that event to add some last minute small fixes.
Fixed music for a certain gamemode missing the intro part of the loop.
Further improved the tutorial text.
Finally fixed an issue where the sound effect that plays when your boost invulnerability ends (either naturally or from disabling it by shooting) does not play. I also took the time to further improve the effect that plays alongside it.
Please let me know if you find any issues. Thanks!
 
	
	Greetings commanders — a lot of people have been asking for a roadmap with Early Access coming up, so here it is! As a solo dev, I tend to work on several things at once rather than following a strict linear plan, so think of this more as a branching path of ongoing to-dos rather than a straight line of milestones. Some systems move faster than others depending on what clicks that week, but everything here is part of the bigger picture I’m building toward for BattleGroupVR2.
Status: ✅ Implemented
You can now use your headset’s microphone to issue voice commands directly to your fleet. Commands like movement orders, formation changes, and attack priorities can be spoken in real time for a more immersive bridge-commander experience.
Status: 🧩 In Progress (≈50%)
The core Conquest framework is operational, allowing dynamic sector control and persistent progression. Next steps include:
Implementing sector perks that reward players who control sectors
Expanding the unrest system to drive rebellion as empires must be maintained
Introducing player-led factions and how to create and switch factions
Status: ⚙️ Underway
The Quest port is in active development. Optimization for standalone hardware has proven challenging, so the mobile version will release after PC. Extra time will be spent improving performance, visual fidelity, and memory usage to ensure a smooth VR experience.
Status: ✍️ Ongoing
The main campaign storyline continues to expand. Work is underway on:
New main story missions advancing the player’s journey across the sector
Additional side mission chains that explore lore, allies, and rival factions
Status: 🚧 Planned
Online multiplayer infrastructure is being designed to support:
Co-op Gauntlet mode with combined fleets and coordination
Open World co-op, allowing friends to explore sectors together
PvP skirmishes, testing tactical skill against other commanders
Status: 🧠 Design Phase
A sandbox mode to create your own battles. This will include:
A simple in-game editor for placing ships, setting objectives, and defining map parameters
Custom battle sharing and replay support (long-term goal)
Status: 🧩 Expanding
New modules are being added across all slot types. The focus is on:
A wider variety of weapons, defenses, and support systems
Meaningful tactical diversity — every ship build should feel unique
I know I haven’t had a ton of time for keeping everyone up to date on progress — most of my hours go straight into building the game. If you want to chat directly, give feedback, come hang out in the SpaceOwl Games Discord: https://discord.gg/f86JjH9Nqe
Early Access launches November 7th, and I can’t wait for you all to finally get your hands on it.
See you on the bridge, Commander!
 
	
	

 
	
	

 
	
	

 
	
	
