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Version 1.005

Adjustments/Balancing:

- Strafing is now controlled via separate keys and is enabled even if you don't use mouse aim

- Added strafe key configuration to the controls section of the pause menu

- Boosting now chancels reverse thrust and strafe and you can no longer initiate these actions while boosting

- Added new mouse crosshair variants

- Your reticle selection now affects how your mouse cursor looks when mouse aim is enabled

- Made mouse aim crosshairs larger overall

- Pressing tab now toggles mouse lock on/off if enabled

- Mouse Lock captures earlier to avoid failed capture on very erratic movement

- Made damaging explosions a little more flashy

- Choice chests no longer pretend that they are tier three

- Added custom shot sprites for 6 damage kinetics to make them more distinct from about-to-fire-photon shots

- Player jump mines deal explosive damage now and are affected by explosive dmg modifiers

- Player jump mine hitlag reduced

- Melee shot deflection hitlag reduced

- Explosion enemy hitlag reduced

- Large player flares now break up if hit by explosions (instead of straight up tanking the shot)

- Warhead Workflow cooldown decreased

- Missile Hardpoints and Rocket Pod charge a little slower now

- Rocket pod profits a little less from charge increasing passives

- Strike Configuration active charges way faster by dealing damage now and also charges slightly every second

- Reduced damage bonus against massive enemies on some melee weapons

- Added some minor visual aids to [redacted] to show you that you can [redacted]

- Added some float text for when Machine Heart procs

- Armored Suits and all enemy drones might stop pursuing you once they've taken some damaged and attack you again later

- Armored Suits can now repair themselves while out of combat

- Made it a little harder to bait Armored Suits into melee attacks

- Armored Suits now actually have some armor (and a tiny bit more health)

- Middle shots of Armored Suit bursts are now 6 damage kinetic

- Slightly buffed Armored Suit burst rate

- Tier 3 fighters use their homing missile more sporadically now

- Tier 3 fighters attack a little less relentlessly

- Mine layer attachment fire rate decreased

- Celaformer elite mine layer attachment fire rate increased

- Max antimatter balloon count scaling decreased

- Ace Fighter and Command Gunship wave kill goal scales slower now

- Piercing player shots now loose all their hitlag after piercing the first enemy

- Friendly artillery fire will now be canceled if it'll hit within the store ship hack zone

- Made ruin zone backgrounds a little less dark

Bug Fixes:

- Some minor changes to how resolution and going into fullscreen is handled

- Shortened some sound effects, potentially improving stability with pitch changes enabled

- Fixed difficulty text briefly displaying -10% after launch (?)

- Fixed another bug causing large husks to never reset their hitflash color

- Fixed player death shot particles on player jump mine always being emitted at 0°

- Fixed Floatoid Celaformer death bloom not obscuring the boss enough

- Fixed intermission not resetting enrage state correctly

- Fixed a stray event being active during pause

- Fixed collision on explosions being active longer than intended

- Fixed returning from pause resetting the cursor position, potentially triggering instant wave advance

- Fixed mouse cursor resetting position in certain circumstance when mouse aim is enabled

- Fixed pause selector not being removed once last existing chest is opened and destroyed (?)

- Fixed Warhead Workflow being somewhat impeded by using single shot weapons (charges always now, not only while actively firing)

- Fixed End-Tech Code Breaker not working with mouse aim enabled (?)

- Fixed attempting to use End-Tech Code Breaker while no chest is selected contributing to "amount of actives used" stat and related unlocks

- Fixed difficulty text not being hidden when entering credits

- Fixed some parts of the pause menu still using sounds pitch variation even if disabled

- Fixed a bug preventing Machine Heart from healing you when entering intermission

- Fixed Hyperspace Gravitas not appearing on pause screen

- Fixed pulsing photon shots not being deflected correctly

- Fixed [redacted] not moving attack tells with shots in some circumstances

- Fixed [redacted] skipping one phase

- Fixed player Flock Drones becoming intermission behavior not taking effect

- Fixed enemy homing missiles deflected with vertice shield having too little shot speed

- Fixed tier one Flock Drones using the wrong shot sprite

- Fixed some scatter weapons with #AoE prefix detonating their shots too early

- Fixed player jet weight penalty capping too late, allowing to make your jet to heavy to fly

- Fixed infinite shot lifetime on Hardlight Shuriken

- Fixed some inconsistencies for when player get EMPed

- Fixed EMP permanently disabling player weapon and active UI (?)

- Fixed EMP not hiding player weapon ui glow

Version 1.006

- Fixed strafe key bindings not taking effect

- Fixee a bug interfering with combat sound layer fade in

- Fixed nuke bass attachments not displacing correctly when looping around the level

- Fixed player artillery using the enemy explosion sprite