Posted October 22, 2025 by Taska
#armoredarachnid #update #balancing
Hey, everyone! I have one fairly small update that I'm putting out for Armored Arachnid before Halloween. This update is mainly meant to address some feedback I got from people who played and streamed Version 1.2 (as well as some of my own notes from watching others play), but it also expands on the achievements section by adding all-new "lore screens" that can be accessed by clicking on completed achievements. I'll try to keep this devlog brief (and will probably fail) while I go over the changes to the game.
The general consensus among my players is that the game's difficulty on Dicey Mode feels just right (that's a first...), so I was pretty happy about not having to implement any massive changes or reworks to systems! Even so, I've elected to adjust the strength of various enemies and minibosses that felt a little off in my eyes, and I also removed a grand total of one obstacle from one specific map that felt just a little bit too cluttered. I've also implemented a Deadly Mode-specific change to tone down the hardcore difficulty just a wee little bit - waves 21~29 were feeling about as difficult as I want the eventual endgame waves (41~49) to be, so in order to prepare for that (as well as for some players who have told me that they want to try Deadly Mode in the near future), an extra quarter-second was added on to the spawn timer for enemies.
As an additional pre-Halloween treat, I've written up lots of new context and dialogue for a new feature; clicking on achievements now takes you to screens full of information about people and places in the Kelerata System; I've attached a screen belonging to one of the early game bosses as an example of what they're like. I had a surprising amount of fun writing and drawing for the new screens, so I'm looking forward to making more in the future as I add new achievements!
EDIT: I forgot to disable debug controls like a doofus. I've disabled them and reuploaded 1.2.1!