Lost Eidolons: Veil of the Witch - ODS Kangaroo

Dear Tacticians,

We’re currently preparing the final release for Veil of the Witch, but we’re also working on an update to parts we hope to get more feedback about from Early Access players.

You heard that right: the official launch is just around the corner!

When we first entered Early Access, we mentioned that our goal was to release the full game within six months to a year. (Personally, I thought six months would be enough!) It’s taken a bit longer than expected, but we’ve since delivered according to our promised roadmap, and we look forward to sharing it all with you soon.

Here are the new things you can expect to see in the upcoming update…

Balancing Boss Battles & Adding Act 3 Battles Variations

What did you think of the new boss fights in Act 1 and 2? It seems some players have found them quite challenging. While some of that difficulty comes from the novelty, there are parts that may genuinely be a bit too punishing.

So we’re making some adjustments to the new boss variants in Acts 1 and 2, to make them feel more manageable and clearly structured. And looking ahead, we’re also adding two new battle variations for the Act 3 boss fight. We’ve love to hear your thoughts once they’re live!

New Monsters and New Battles

We’re adding 9 new monster units, along with 8 new battle scenarios to go with them. These new encounters have been placed primarily in Act 1, giving players more variety in early-game maps, as Act 1 tends to be the most frequently played part of the game, so it can be the quickest to feel repetitive.

This update is built to address that. We’ve also adjusted some of the existing battles by changing their objectives. We look forward to your thoughts on the new battles.

[carousel][/carousel]
Equipment Skill & Enchantment System Rework

Previously, the game had a system where your party couldn’t own multiple pieces of the same type of mythic equipment (for example, one-handed swords). Based on your feedback, we’ve changed that restriction.

We’re also introducing new, unique equipment skills, including 11 new active skills and 4 new passives. We believe this will make the gameplay experience feel a lot more dynamic and engaging!

[carousel][/carousel]
Signpost Upgrades

During the Early Access period, we received a lot of feedback about the signposts players encounter while traveling. Once players have collected all the resources tied to a specific signpost, its value naturally decreases (although there are ways to exchange resources). In other cases, there are signposts that are rarely chosen based on the player’s preferred gameplay style.

Instead of forcing players to choose the less-desired signposts, we decided to encourage more diverse choices by offering more tempting incentives.

While playing, you may come across signposts that look a little unusual, like in the screenshot below. Try selecting one of them during your run and see what happens. We hope you’ll be pleasantly surprised by the effects!

In addition to all the updates mentioned above, we’ve also added a bunch of new voiced lines to your party in combat, bringing the game to a more refined and complete state.

We can’t wait for you to jump in and try out all the changes!

Until next time,

- Jin Sang Kim

DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/

The Last Squad - timbre

Hello Survivors!

Welcome to our very first devlog, one of many as we develop the co-op survival game The Last Squad. Thank you for taking the time to read a bit about us and, of course, the game we’re working on.

Who are we?

We are STOIC Ent, an independent studio behind The Last Squad, founded in 2014 in Seoul, South Korea. We are a small but mighty indie studio of 23 strong, consisting of artists, developers, and planners, all led by our awesome producer.

The inspiration behind The Last Squad

The original idea behind The Last Squad came from our team's shared love for co-op games and survival games. 

There’s a constant tension when a single decision can mean life or death, and the cooperation between teammates often makes all the difference. We wanted to create a game that emphasized that theme.

Considering that, The Last Squad draws inspiration from co-op shooters, roguelites, and zombie survival games we’ve loved. Shout out to Killing Floor 2 and Apocalypse Party, to name a few!

More than just the action, our goal was to create an immersive experience where every player feels like the hero.

Everyone on the team matters in survival. 

With these ideas and themes in mind, we began planning in October of last year. Development officially began in January 2025.

Even though we’ve worked on The Last Squad for less than a year, we already have a demo available (link to demo) so you can try the early features today. See, told you we had a mighty team!

The Last Squad Features (yes, we do have favorites!)

In The Last Squad, there are a lot of features to enjoy, such as co-op, roguelite elements, preparation and leveling during the day, while fighting for your life during the night.

There is, however, one core mechanic that has been our team's passion: 

The Rainbow System

The Rainbow System amplifies that thrill we discussed earlier, which comes from cooperative gameplay and the exhilaration of mowing down hordes of zombies with your friends. We’ve worked hard to make that one of the most polished and finished parts of our game early on.

Here’s how it works. Players fight together to land critical hits, and as they do, they’ll build up a shared Rainbow Gauge. Once filled, it triggers a guaranteed critical attack that wipes out enemies in a dazzling, storm-like burst of action. The result is a visually and emotionally satisfying moment that captures the chaos and glory of battle.

Just like a rainbow cutting through the storm.

From the very beginning, we’ve prioritized the fun of playing together, and that philosophy is deeply woven into every aspect of our game’s design.

The Last Squad is being developed to be more than just a zombie-slaying game. We want players to experience the thrill of teamwork and the intensity of immersive combat as they fight to survive together with their friends.

It may not be perfect yet, but with your feedback, we’re committed to improving it. Even after release, The Last Squad will continue to evolve and grow. We wouldn’t want to do that without you! 

Join our community Discord (link) to give feedback and bug reports, and follow closely with The Last Squad news and development.

Thank you for reading and for being part of this journey with us! 

- STOIC Ent. Dev Team 💙

11:00am
Nin Online - Ueda

This is a small maintenance update to fix bugs introduced recently. The amount of minor revision versions (eg. 5.8.5b, 5.7.8c) to each update has gone down significantly, which means we're able to spend more time on actual content and features than fixing bugs. Since the Steam Launch, a lot of time has been dedicated to getting the game stable and playable for everyone.

These past few weeks the bug-reports are mainly visual glitches, minor UI issues and bugs that affect a small subset of players. I'm not constantly putting out fires like the server is crashing, nobody can login etc.

PS: We've been getting DDoSed over the last few days but our world class server infrastructure is unfazed ːsteamhappyː

Bug Fixes
  • Music now plays when you unmute the game immediately (Regression from recent updates)

  • Fixed sometimes triggers Jumping while performing ground dash

  • Fixed tutorial shuriken shooters projectiles not appearing

  • Fixes to stability of storages in player houses

  • Blurry Glasses added to Glasses Shop (Actually this time)

Dino Trauma - raptorex18

Hello friends!

2025 is shaping up to be a huge year for Dino Trauma. We’ve been working hard behind the scenes, cooking up new content, improving core systems, and making sure every update hits harder than the last. With ambitious goals ahead, exciting changes are on the horizon…

So, let’s take a look at the updated roadmap:

Originally, we planned to launch Episode 2 in early 2025, right after Expedition Mode. However, after our first internal playtests, we weren’t satisfied with the quality. The overall flow and level design needed a major overhaul. Additionally, Episode 2 turned out to be so large that we decided to split it into two parts! Part 1 will arrive sooner, while Part 2 will get the extra time it deserves to be truly outstanding.

We also want to take a moment to remind you that this project is created by just two people working after hours (a married couple). So please, recommend us to your friends, leave reviews, give us a feedback and support the game by purchasing it (now 33% off). Every single copy matters and helps us move forward faster toward version 1.0.

Here’s a few screenshots:

From our hearts to yours,

thank you for being part of this journey!

Łukasz & Anastasiia

=========

Dino Trauma Social Links

Dino Trauma Discord - https://discord.gg/cPdQwndRbk

Facebook - https://www.facebook.com/PhobiaInteractive/

Twitter/X - https://x.com/PhobiaInteract
YouTube - https://www.youtube.com/channel/UC16_7S3AFtNAmFnJ-sVnM3w

If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in our Discord server (where you can interact directly with us!).

The Perfect Tower II - SpeedyBrain
Hi everyone!

We hope you’re all doing well.

It’s been a while since our last update and we originally aimed to release Version 1 (v1) by now.
The most important information first. We don’t have an exact release date for v1 (explanation further down). However, we’ve been quietly testing v1 with a small group of players, gathered a lot of feedback and polished the game. The feedback has been incredibly valuable in fine-tuning the overall experience of the game. Starting today, we’re expanding access to our v1-testing branch to all premium supporters* (Discord server subscription or Patreon subscriber) while we continue to improve the game.

v1 When?

Short answer: when it’s ready.

Long answer:
We’ve been working on The Perfect Tower II since 2019 and a lot of our original ideas have been expanded over the years. There is a lot more content and deeper mechanics than originally planned. Even though the game already feels well rounded and has an ending, there are some things we just want to get “perfect” before we slap the v1 tag on it.

In the past months we have made a lot of progress on things, especially quality of life improvements, that we have previously had to put on the back burner to get all features done. We have tested those changes with a small portion of our player base and collected valuable feedback. We are now in the end stages of adding additional features and improvements. There would be so much more we would still like to add, but we also want to get v1 into your hands!

What does that mean for the release date?
Well, we are close, but we don’t want to give an exact date because in the past it always ended up with us having to delay it due to work from other projects interfering with the development process. Since we’ve been on this journey with you for such a long time, we want v1 to feel right. This is not something that can be easily measured. We are fully aware there will be areas where players might expect different changes or more polish and quality-of-life features. Figuring out how to balance those expectations for every feature is and has been a tricky task for us. Once we have reached a stable and well-rounded v1 release candidate we’re going to announce the release date and use the remaining time to properly advertise the game. We will try to increase the community engagement to make the actual release feel a bit more lively than just a regular update. Even though we don't want to give an exact date, it is coming out before GTA VI. ːSheepː

Does that mean no more updates after v1?
Of course not! Right after the release we are switching back to the regular update cycle. We will continue refining game mechanics, adding new features and of course, work on the post-endgame content and mobile version. ;)

 

v1 Testing Phase

We have been testing v1 changes since February with a small group of players and made additional changes based on feedback and test results. We’ve also started to replay the entire game ourselves to get a better feeling for the current experience. The result of those tests were 189 tasks on our Trello board, from which we have almost implemented all of them.

 

*Starting today, we’re expanding access to our v1-testing branch to all Eternal Flame or higher premium supporters, who have an active Discord server subscription or are a Patreon subscriber and who are on our Discord server.

The early game balance has changed a lot and is now faster and more streamlined. If you are thinking of playing on the v1-testing branch, a word of warning. There might be breaking changes that can alter your savegame and won’t allow you to go back to the public version (use a fresh save!). Save file migration works only one-way! Even though the testing branch is not exactly what will be the public v1, it does already contain the majority of changes that are going to heavily impact the gameplay. It’s better to wait for the public release, if you want the full v1 experience!

Some highlights of the v1 changes

Here are some highlights of the current v1 changelog. (~300 lines of changes) 

Highscore Mode

When you beat the game for the first time, effectively at the point where you can watch the credits roll, you now unlock a Highscore mode that lets you start a new game with challenges that increase the difficulty. At the end of that new game you will receive a score based on how fast you have completed the game and how many challenge modifiers you have activated! These include things like buildings having a higher conversion rate or your blueprint size having a hard cap of 10 modules.

Module balance and scaling

The majority of all modules can now be tiered up to T250. Previously many of them stopped at T5 which kind of took away the satisfaction of certain modules when stopping so early. For some of them this was really bad in later stages of the game since they quickly lost all relevance, especially modules with absolute values.

The new scaling of modules with a new maximum tier varies greatly based on the original module effect. For some of them it was relatively easy to scale since they can just grow stronger based on their original scaling and still remain meaningful without breaking anything. Others were a bit more tricky due to %-based values like movement speed reduction which should not increase beyond a certain threshold in order to cause game breaking effects.

A few modules actually received a completely new scaling, making them a bit weaker during their first tiers but way stronger than their old limit on higher tiers. Specifically for some of the damage modules the damage scaling has changed significantly. They now have less harsh drop-offs when going to the next tier. Previously they landed in the 1-2 digits area after a tier up which made them basically useless.

Apart from that there have been some fundamental changes in the definition of certain modules (spoilers ahead). For example infinity modules now count as tier infinite, meaning they can be taken into any challenge, regardless of the tier restrictions of the challenge. This provides you with a new opportunity to beat more difficult challenges later in the game by simply using end game modules, effectively giving you a way to clear challenges without needing any strategy or guide if you make it to this point.

There have also been adjustments to the drop rates of modules as well as the fixed waves that unlock modules. Multishot is now unlocked earlier, giving you another option to clear your first 100 waves quicker. Many of the very low chance region modules have now received a boost along with more building skills and upgrades that affect the module droprate. It’s now less of a grind to unlock all region modules. 

Headquarters

Apart from making the UI more concise with the overall style, the upgrade costs in the Headquarters have been balanced to be more usable in early game. Server costs have been significantly reduced and CPU/RAM upgrades have been balanced accordingly. Autoskip and Wave Streaming are two of the core software components, which is why we have reduced their price and install duration. They are now a more sensible part of early progression.

Software loadouts

One of the most useful additions regarding software are the long awaited and quite frequently requested software loadouts. They have always been on our planned-to-be-added list but never had a high enough priority to be added. Up to the point where we both fully replayed the game. You can now create, edit, import and export software loadouts for various scenarios in the game, allowing you to easily toggle multiple software upgrades on or off at any point. AI scripts also have full control over applying loadouts, meaning you can write shorter scripts that alter your current software configuration.

Factory

The early Factory received various changes in terms of balance, polish and progression. A few recipes have been adjusted to better match the early-game item availability. For example, the first tier of the town resource producer now requires T1 items instead of T2, effectively reducing its cost. Additionally, the production rate of the first two producer tiers has been slightly increased to provide a bit more than just a symbolic passive resource production.

The second floor also received a significant overhaul. The fabricator can now dissolve all items right from the start, but initially returns only 25% of an item’s original mass. Once an item has been scanned in the crafter, this value increases to 100%, resulting in a lossless conversion to mass. Fabricating an item now costs 3 times the original mass of the object instead of 4 times. You still need to scan items before being able to fabricate them. The scanning requirements for almost all items have been reduced.

With these changes you can immediately dispose of asteroid item rewards without having to scan a large number of items first, helping prevent your inventory from clogging.

There have also been numerous bugfixes and small quality of life improvements all over the place in the Factory that would take a while to list. You can find all of them in the release changelog once v1 is out.

Museum 

We have re-balanced all artifact prices and research times to better fit progression. Power Stones also received a slight balance change (mainly the market). We added more achievements for a total of 74 right now and yes, there will be Steam achievements on release!

Quality‑of‑life improvements 

We’ve unified and polished the user interface to give the whole game a consistent look.
You can now right‑click to “buy max” on many upgrade screens and open your save‑game folder directly from the game. Many building prices and production rates have been tweaked to better match progression. All buildings now have 6 skills and 3 exotic skills

Hundreds of fixes.

The changelog lists dozens of bug fixes affecting nearly every part of the game. From collapsing tunnels using the wrong formula, to dashboard windows not closing, to AI scripts flooding log files and Factory recipes breaking, we’ve tidied up a lot of rough edges.

What’s next?

v1 is playable, but we’re still working on it. Our immediate priorities are polishing the game and continuing to smooth out the balance. We’re also exploring quality‑of‑life features based on your feedback. We would also like to rework the Nexus and Workshop UI.

We aren’t ready to set dates yet, but we’ll keep you updated as work progresses.
We hope this post shows how much progress has been made and why we chose to not release v1 yet, as we wanted to build a better foundation for everyone. We’re excited to see what you think and we’ll continue to listen closely to your reports and ideas.

Since the start of development we received almost 5000 suggestions on our Discord and countless idea posts on Steam. Without your help we would have missed so many opportunities for unique ideas, quality of life features and satisfying game design decisions.

 

Thank you

Thank you for sticking with us and for all the feedback you’ve shared so far. Your patience and support have allowed us to make The Perfect Tower II better for everyone. We’re looking forward to reading your thoughts on v1 and to sharing more updates as we move toward the full release.

Cheers,
SpeedyBrain and XmmmX

__
Follow us on social media to not miss out on any news!
Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
Twitch: https://www.twitch.tv/fireswordstudios
Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower

Die For The Lich - info

We try our best to keep the game polished and bug free and this patch should fix up a bunch of issues.

Hey look, you can see the curses now!

We got a new Bug Report Form, it's a quick way to make sure a bug is reported without being lost in the sauce.

Make sure to join the Discord Server, it's the fastest way to keep up with the development.

v0.7.1 Changelogs:

  • Blood Moon 2 stacks.

  • 'Broken Crystal Ball' makes 3 random low dice predictions.

  • Angel statue now reveals what curse the weapon has.

  • Angel curses are seeded.

  • Report bugs link.

  • Blood moon polish.

  • Rare shields are less rare in the weapon chest.

  • Hover info in daily menu added.

  • Calculating score accounts for healing.

  • Fixed some weapons costs in the shop.

  • 'Tenacious Targe' changed to uncommon.

  • Shopkeeper dialog.

  • Dice fusion accepts special dice on left side.

  • Dialog hides on map toggle.

  • Battle chests dice rarity fixed.

  • Buffs trigger quicker.

  • Fixed rotten chance missing D4 rolls.

  • 'Draw' buff renamed to 'Fetch'.

  • Fixed lagging cursor.

Cheers!

Slapshot: Rebound - Erveon

Season 3 is coming in September

Hi Slappers, we're happy to announce that the wait for Season 3 is almost over!
With the new season, we're making some changes to existing features and introducing a big new one.

Slapshot Showdown will be an in-game event you can participate in for a limited time. Pick one of three teams (Green Goats, Pink Puffins, or Yellow Yetis) to support during the event and every goal, pass, save and other points you earn during matchmaking will contribute to that team. You can earn rewards by signing to a team, scoring points for them, and for your team winning the overall event. Completely free. More information will follow!

Season 2 rewards will be credited when the new season starts. This season, we're giving out some fancy capes! To qualify for a reward, you need to reach that rank at least once during this season. You can find which rank that is in Player -> Career as "Highest Rank". There's still some time if you're close to ranking up.

With the new season, we've also taken the opportunity to tackle some areas of the game that need some love after 6 years of Slapshot. Notably, we've upgraded the visuals of older arenas while improving their performance at the same time. We've also reworked the spectators to make sure the arenas look a lot fuller while not eating away your frames either, as well as a small main menu facelift.

Lastly, we're also taking the opportunity to rebrand our season passes. We'd like to be able to experiment with different types of content (like the Slapshot Showdown) instead of releasing a new pass every season. To avoid confusion with ranked seasons, we'll be renaming the season passes to contracts. They'll work the exact same way as before, just using a different name.

PS: Another neat feature we're working on is custom lobby presets for leagues. Alongside a new setting to adjust the bumping strength, you'll be able to quickly select the presets for EUSL and SPL right from the lobby creation to make your competitive life a bit easier. If you have any other preset suggestions, feel free to let us know.

The exact date of the update will be announced soon! ːreboundː

GLHF,

Oddshot Games

10:53am
重装无限·Metal Infinite - 路过的骑士皇
1,跳起来能对空
2,气象云在贝诺利区域
Shotgun Dreams Playtest - Tarkensplat
Made sure players can more fluidly swap levels during level select.
Is this a Game yet? - Little Needle Interactive

Cycle 3 is our biggest update yet with massive changes to how the game plays and feels. Thanks again to the Cycle 2 winner's for your great submissions! Detailed patch notes at the bottom, here's a breakdown of the main features.


WASD Character Controls - Scatus

One of the best things about the concept of this game if that the gameplay can completely change from one update to another. Scatus wanted to shake things up this time around and decided to transition from clicking to WASD-controls.

With the currently established aquatic theme, I thought it would be great to make these new controls feel like a swimming fish and I hope you like how it turned out.

Movement remains quick, snappy and yet smooth at the same. The twin button mechanic stays the same, but now you have to dash through the bubbles with left click.

To ensure a smooth transition for both old and new players, I also introduced a controls overlay to the start of the game.


Background Boss MEGANOM - NOMNOM

The initial idea was to have a background boss that takes damage with higher combos, which made sense given the clicking gameplay of the old cycle. However, with the new character controls we had a bit more Freedom to introduce more advanced mechanics.

While Meganom lurks in the background, he will take damage from combos, but every time a new song starts he will come forward to attack the player from different angles. While charging, MEGANOM reveals a weakspot on his tail that can be attacked to deal critical damage.

At the end of the final song, MEGANOM enters his final phase and attacking his tail will stagger him to reveal additional weakspots for burst damage.

Make sure to defeat MEGANOM before the last song runs out or he will get away!


Limited Run Duration - Papa

With how easy it was for Papa to take the top of the leaderboard in Cycle 2 by just grinding it out on an infinite run, Papa decided to ensure that this won't happen again.

With the new Boss it made sense to neatly tie a run's duration to him. Each run now ends when MEGANOM is defeated or escapes at the end of the fourth song.


Piranha Swarm Challenge - Dyxa

The initial Piranha event felt a bit lackluster, which was the unfortunate result of the tight update schedule of past cycles. Dyxa decided to sacrifice another submission to have a proper swarm attack the player in a bullethell-style survival challenge.


Aquatic Theme - Yeladia (+ Kohari)

Pairing Yeladia's design directive with my own submission, the gameplay now reflects the hub world's aquatic theme. With the new character controls, it made sense to also add a particle trail to the player.

The twin buttons are now bubbles and everything is tied together with a darkened ocean background, some environmental glow, and this beautiful god rays shader by pend00.

Unfortunately, there was not enough time for me to overhaul the UI, which is something I would've loved to tie into this graphical update as well.

Hopefully I will find some time during the off-cycle period to refine health bars and UI panels to fit the new aquatic theme as well.


Spiral Animation - RikuDayo

The initial idea was to introduce some magical transition whenever the game pauses during score challenge pop-ups, etc. Some kind of galactic orbit of the buttons spiraling around each other and bursting into a supernova at the end.

Unfortunately, this submission had to be cut to it's very minimum implementation due to the time constraints and already running late for the update. For the time being, it now is just the initial spiral with a short particle burst in the center, which already makes the challenge pop-ups less disruptive.

I hope to be able to revisit this animation to give it a lot more impact by adding some sound effects and additional visuals.


Patch Notes

The new gameplay shifted the balance of the game a lot, and while I did adjust a lot of the values I did not have enough time to test the new balance extensively.

This means that the might be some additional balance tweaks while the leaderboard is open.

New Content

New Gameplay

  • Player now moves using WASD

  • Introduced a dash attack on left mouse button

  • Twin Bubbles (fka Buttons) now require dashing into them

  • Player has now 100 health and takes damage instead of strikes

  • The score penalty now heals the player to full instead of clearing strikes

  • Songs now play sequentially

  • Runs now end when the boss is defeated or escapes at the end of the final song

  • Challenge spawn timer increased to every 20s (up from 10s)

New Boss: MEGANOM

  • Total Health: 200.000

  • Deals 50 contact damage during charge attacks

  • Takes 500 damage every 10 combo, multiplied by current combo multiplier

  • Takes 2.000 damage from weak spot hits to his tail during charge attacks

  • Enters stagger when weak spot is hit during final phase

  • Takes 250 damage per hit when staggered, multiplied by current combo multiplier

  • Escapes when final song ends

  • Kill Bonus Score: 50.000

New Challenge: Swarm

  • Piranhas swarm the player for 20 seconds

  • Piranhas deal 10 damage and disable cursor upgrades for 20 seconds

  • Reward: 7500 Score

  • No Fail Condition

Balance

Base Game

  • Base score increased to 50 (up from 10)

  • Combo Multiplier now increases every 5 combo (down from every 10)

  • Combo Multiplier now has a final jump from 5x to 10x at 50 combo

  • Combo timer now ramps from 3s at 0 combo to 0.7s at 50 combo

  • Bubbles now grow and vibrate stronger as the combo timer runs out

  • Score limit reverted back to 999.999 (down from 9.999.999)

Rush Challenge:

  • Base Target Score: 5.000 (up from 1.200)

  • Reward increased to 5.000 (up from 2.000)

  • Penalty increased to 2.500 (up from 1.000)

Target Challenge:

  • Reward increased to 5.000 (up from 2.000)

  • Penalty increased to 5.000 (up from 2.000)

Rhythm Challenge

  • Score now properly multiplies with combo multiplier, locked at the value it was at challenge start

Basic Cursor

  • Adjusted to new base score 60/75/100 (same % increase as 12/15/20)

  • Now also affects damage dealt to the boss (+20% / +50% / +100%)

Twin Cursor

  • Now limits combo multiplier instead of combo to 2x/3x/5x (previously 20/30/40)

Ice Cursor

  • Price decreased to 20/40/100 (down from 50/80/150)

  • Now slows combo timer to 3s at around 15/25/40 to 0.7s at 65/75/90

Piranha

  • Now deals 10 damage in addition to disabling the player's cursor upgrade for 20s

  • Base speed increased by ~33%

Shells

Currently past cycles use the latest cursor upgrades instead of their original cycle's values, which means shell in the arcade is somewhat broken. As a temporary fix, shell gain has been adjusted accordingly.

  • Cycle 3 - 1 Shell per 5.000 Score

  • Cycle 2 - Reduced to 1 Shell per 5.000 Score (previously 1 per 1.000)

  • Cycle 1 - Reduced to 1 Shell per 5.000 Score (previously 1 per 2.000)

Other Improvements

  • Added player controls overlay that fades after the game starts

  • Added new score challenge transition animation

  • Score challenges now appear on hit and the next hit after accept/decline can't break combo

  • Challenges can now be declined/accepted with Q/E

  • New ocean background

  • Added bubbles particle trail to player movement

  • Added glow and god rays visual effects

  • Introduced DELAYED and TBA state to leaderboard and cycle tutorial popup for delayed releases

Bug Fixes

  • Fixed cycle tutorial popup and leaderboard countdown showing incorrect values in some cases

  • Fixed game crashing on exit in some cases

  • Fixed some outdated corrupted scenes causing various insignificant warnings and error logs

  • Fixed arcade gameplay cycle's having incorrect challenge timers

  • Fixed rhythm challenge not considering combo multiplier

Developer Note

Sorry for another delay. Even with the increased cycle duration the timeline is quite tight. There's many things I wanted to tweak like overhauling the UI, more player feedback with sounds and visual effects, better balance, etc.

Some of these might make it into a mid-cycle update. I hope you enjoy the new stuff regardless!

As usual thank you all for playing and a special thank you for everyone who's keeping me company on stream during development! I'm excited to see all your new ideas for Cycle 4 on the leaderboard!

Cheers,

Kohari

...

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