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Version 0.96  
New Stuff:

- Beating the game with a jet now unlocks a mk2 loadout for that particular jet

- 16 new actives added - 4 new passives added - 2 new weapons added

- After defeating the final boss a second time the game now gives you a choice between ending a run and continuing into endless play

- Added credits sequence; displayed when ending a run (or dying during endless mode)

- Reworked the tutorial so that it gets going quicker and better reflects the actual gameplay

- The game now shows you your unlock percentage on the title screen and marks jets you've beaten the game with

- The game now tracks a score and a couple other run stats, score is displayed on the credits and in the pause screen

- Replaced GDevs whack particle system with normal objects as particles, hopefully with better performance 

 
Adjustments/Balancing:

- Tuned transition into ground/ceiling camera mode to be less jarring/noticeable

- Reworked combat chatter portraits to be less memory intensive

- Some active items can now be used during the intermission (ace injector etc)

- All "maker" passives now have synergies with their corresponding actives

- Made the way actives are handled more economic

- Missile Hard-points now gain additional extra charges from Sentient Battery

- Flares active gains more charge per wave now

- Emergency Displace now immediately creates a first beacon after starting a wave

- Vertice shield can now catch photon shots

- Containment Shutdown will now inflict additional damage cascade as long as you are burning enemies with your engine fire

- Containment Shutdown now inflicts double the damage cascade to enemies if you ignite your boost right into their face

- Flock Drones have additional burst count when Drone Flock is equipped

- Scatter Ammo now lowers hitlag of individual shots, leading to less slowdown if all shots hit

- Scatter Ammo fire rate penalty is a little lower now

- Sentient Combat AI is now better on its own

- Money Implies Poverty now impacts small SRM drops way less (rounds)

- The Greater Good will now be lost if you cause too many civilian casualties

- Skyborne initial damage dealt requirement is higher now

- Every Weapon Attachment now changes your reticle

- Glass Configuration now increases recoil

- Nerfed ultraviolet lasers and laser chainguns a bit

- Made unlocking [redacted] less random

- Shuffled some unlock conditions around (your previous unlocks will carry over regardless, you won't get notified when matching the new conditions)

- Added missing nemesis unlock for The Fur

- Wave counter now shows you if you are in endless mode

- Endless mode now has you jump to new zone types at every jump and spawns enemies from all zones

- Endless mode now lowers heart drop chance, lowers chest quality and increases enemy elite chance

- Endless mode no longer drops chests as regular wave rewards (random chest drops can still happen and in fact are slightly more likely to occure) 

- Added more distinct shot visuals for high kinetic damage shots fired by enemies

- Space elevator defense sliders now fire heavy (6 dmg) shots from their turret batteries

- Your rival using DMZ field now also EMPs you if you are too close

- Pause description now grows into place and stops growing if it becomes too big to fit the description window

- Message box no longer has a right border, so text can't be larger than the box any more :D :O

- Important combat chatter now draws more attention to itself

- The game uses overall less particles now (should improve performance a bit) - Made enemy debris collision detection more economic

- Collidable enemy debris draws more attention to itself

- Made the way debris gravity is handled more economic

- Shield fragments now count as particles and won't appear if particles are turned off

- Tuned player post death movement to be more erratic; added smoke trail

- Smaller enemy husks will now blow up if you shoot them enough, allowing to reach targets blocked by them

- When entering the title screen the game now selects the last jet you launched a run with

- Store hearts are a little more expensive now

- SRM storage raid wave objective scales slower now - Armored Suits are a little more vicious again

- Missile mark respell on jumps now actually moves missile marks away from your jet instead of moving them in a random direction

- Space elevator boss spawns further away from your jump in point now

- Optimized various collision event

 
 
Bug Fixes:

- Fixed a bug where the hyperspace streak wouldn't attach correctly to the player jet during tutorial intermission jump

- Fixed several instances of zone 2 enemy assets not being preloaded correctly

- Fixed photon shots deflected with melee not counting as photon

- Fixed deflect photon and EMP shots not inheriting those properties if deflected with Vertice Shield

- Fixed shots spawned by passives and actives not being penalized by having Scatter Ammo shot multiplier 

- Fixed most actives not being affected by Impact Converter Plug

- Fixed redundant "Active Ready" text appearing when using multi-charge actives but not depleting the last charge

- Fixed Ace Injector removing all pickups from the current wave o_O

- Fixed indestructible boss attachments being affected by debuffs in some niche cases

- Fixed Emergency Displace active never creating any beacons

- Fixed star objects not being correctly destroyed while staying in the intermission

- Fixed zone unlocks never taking effect (ooops... :o)

- Fixed Galactic Supply Lines setting your boost turn rate to 0.1

- Fixed store price multiplier from items never taking effect

- Fixed some spelling errors in various combat chatter

- Fixed The Fur MK1 being able to fire a nondescript ghost weapon before getting its random starting gear

- Fixed player health not being displayed correctly when launching health modified jets

- Fixed jump completion resetting mouse cursor position if G-Link Ammo is equipped

- Fixed heavy gunships not being repositioned when moving away from them

- Fixed movement force accumulating in tutorial dummy targets while tutorial is slowed for messages

- Fixed Kinetic Burstcannon not displaying its pickup quote on the pause screen

- Fixed Floatoid (or any?) boss music not looping - Fixed pickup up SRM Bomb not working (?)

- Fixed AP Ammo and Double Heart unlock getting mixed up, leading to repeated Double Heart unlocks

- Fixed husk of [redacted] traveling to later waves

- Fixed various aspects of SRM Bomb active being broken

- Fixed a problem where the pause selector would stop moving to selected items on the pause screen

- Fixed chest attachments not following chests correctly when ending intermission jumps

- Fixed some unlock messages using the wrong icon

 - Fixed Tech Market Crash unlock counting destroyed stored ships as successful store waves

- Fixed active activation unlocks being cheesable by simply using rapid deploy actives like rocket pod

- Fixed some bad layering on active UI box

- Fixed a problem where defeating the nuke boss would fail to trigger wave advance (?)

- Fixed flak danger marks not being removed when launching into intermission

- Fixed photon shots being unable to bounce (?)

- Fixed floating islands sometimes spawning directly on hack objective zones

- Fixed a bug where radiation damage would play a hit sound for every single enemy affected

- Fixed some issues with activating and deactivating the tutorial while on the title screen