Posted January 11, 2023 by laikaproj
It's finally here! After a little over three years my wee game is fully released!
Here's what's been changed or added:
I am really excited for you all to experience this. To be honest when I started this whole project I didn't have a story in mind at all but I'm proud I was able to craft something that feels this grounded and solid. The introduction is a bit of a different approach to story telling than typical cinematic openings so I hope you find it enjoyable and immersive.
I'm calling this the 4-1 ship and it may be my favorite design. It's incredibly versatile but still tricky to get full value out of so I'm very excited to see how you all use it. You'll be able to find this ship in the last region of the game and each other ship will "shift" down a region from their current unlock area.
I'm pretty happy with how the Surge system brings a lot of optional difficulty to the game but I'm still a bit disappointed about the completion rate of the base game. So I'm adding some statistical progression to the base game. Just a wee bit! As you play and level your progression score you'll unlock various power upgrades to all ships. There's a handful of these and they are relatively minor each but add up to a significant power jump if you obtain them all. They are all obtained relatively early on in the progression levels and I've significantly reduced how much each level takes to progress with these additional levels. My hope is this helps players who are struggling grind through a bit more and are eventually able to complete the game without too much tampering with the balance of Surge levels.
Not hitting a few key upgrades can really make a run flounder. I want to give players a bit more agency over this so I've added an option to reroll upgrades (if you have the credits for it!). This should make it much easier to nab that favorite upgrade that just makes your build sing.
It felt like "optimal" play to only reroll the lowest tier containers, because there's a chance to downgrade if they are higher. This feels a bit limiting as far as choices go. It already costs a fair amount to reroll containers so having a double penalty just feels really bad. So I got rid of it! Rerolling will either do nothing or upgrade and occasionally it will double upgrade! The upgrade that removed the downgrade make it have better odds at upgrading. Hopefully this will be more fun all around and give a lot more strategic choices to gear containers.
A few changes focused on adding some more functionality to a few under powered upgrades.
In later regions it's pretty easy to stagnate with resources if you get an unlucky roll on the ratio of uninhabited to inhabited. These changes should make that scenario far less likely as it'll be easier to find sources.