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Shallan

55
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A member registered Jul 31, 2018 · View creator page →

Creator of

Recent community posts

GENERAL

- Low time blue border indicator now starts when there are 10 seconds of real time left, this takes into account your timer speed (but not pauses).

UI

- Knockback Reduction now displays correctly as a percentage in the stats panel.

- Settings toggles now use clearer ON/OFF labelled artwork instead of an ambiguous icon.

- The Fullscreen toggle in Settings now correctly reflects whether the game actually started in fullscreen.

- Right click can now be bound in the options without forcing the menu to close.

- Increased the strength and pulse speed of the low time (blue) and low health(red) border indicators

BUGFIXES

- Fixed a bug where regular enemies could follow the player into a boss room and get sealed in alongside the boss encounter before it had even started.

- Dying to a status effect (poison, burn, etc.) no longer sends the player's body flying.

- Status effects applied by floor tiles now scale less agressively with floor level.

- Fixed a bug where holding down fire through a successful fast reload could fire an extra single shot and immediately trigger another reload.

Hotfix: Previous build crashed to desktop on death

NEW

- A new enemy has made floors 26+ its home, Lava Worms will hide udnerground until the right time to strike at you with their fire breath.

- Added new challenges for the following enemy kills: Alacar Ensign, Alacar Commander, Djiboron Commando, Lava Worm and Suicide Bomber.

BALANCE

- Reduced the scaling of the Thug Lieutenant slightly, was far too strong and frustrating for early game.

- Reduced the difficulty of the first two fllors by reducing enemy count and removing lockdowns, sponsor challenges and elite mobs.

- Increased the loot table luck for players on their first run.

- Slowed the timer down 33% on the first run for floor 1 and 17% on floor 2 to help ease new players into the mechanic.

- Enemy hitpoints nowscale much slower as the floors increase, they should feel less "bullet spongey".

- Enemy armor anmd resistances should scale slower with increasing floors too.

VISUALS/AUDIO

- Timer no longer beeps twice when entering a floor.

- New intro sequence additions to set the scene better.

UI

- Added some first run helper texts for basic controls

- Prison vest is now not shown equipped until kit selection in the character selector.

- Challenge notifications while on game over and floor compelte screens no longer obscure the tv host messages.

- Updated several incorrect enemy and boss descriptions in the compendium.

:30 Exit

GENERAL

- When a boss enters invulnerability, stunned or damage reflect they will display a floating text message saying as such. This should help better signal whats happening.

BOSSES

- Cyborg Soldier (floor 20) now displays the correct explosion particles in his final phase

- Cyborg Soldier's final phase now shrinks the room in a more predictable pattern.

- Cyborg Soldier's arc fire burst will now telegraph its arc.

VISUALS

- When a boss uses a charge dash ability it will now correctly display a dash trail.

- Fixed a rendering issue where some animations for enemies would glitch and render garbage when first hit

GENERAL

- After a report of some issues with certain windows gamepads, some fixes have been made to support a wider arrange of game pad configurations. While I'm unable to replicate this issue myself, I hope this change resolves it. If you continue to have problems please reach out to me on Discord for direct support.

BALANCE

- Increased the weapon scaling for Djiboron Technomage (floor 25 boss), previously his shock attack was far too weak

- Base attributes on overlevelled gear are now properly downscaled to runners level + 10%

- Weapon damage on overlevelled gear is now properly downscaled to runners level + 10%

- Bullet Hell skill now correctly scales damage to 50% per bullet, for a 150% total damage rather than the previous 300% unscaled damage.

UI

- Item tooltips now correctly reflect item attribute, armor and modifier downscaling when an item is significantly higher than player level.

- Patch notes and news panels can now be closed with Button B on gamepad or the Escape button on keyboard.

GENERAL

- Some minor tweaks to the skeletal animation system to improve performance on busy high levels 50+.

- Spaced out some of the tilemaps to give the feeling of "new" areas as you progress. Mining Quarters now from floor 6+ onward and Military Bunker from floor 11+

- Fixed several shader compilation errors that may have caused graphical glitches

- Fixed several issues with weapon muzzle tracking when changing directional animations, should result in a cleaner look when rotating and firing

- Fixed an issue where Bullet Hell skill in Warrior line was not spawning the extra bullets.

NEW STUFF

- New boss has made a home on floor 25, as with all boss fights please feedback any thoughts, suggestions or bugs

- New Djiboran Commando has set up home on floors 24+, fast and able to dodge, a serious foe.

- New gas mask skin, borrowed from the Djiboran Commando and made available for head slot medium armor loot table.

- New heavy helmet skin added to the drop loot table.0

- New tileset added "Dark Alien Hive" found from floor 16+.

VISUALS/AUDIO

- Improved the phaser beam rendering to remove the lag between the muzzle and the beam and keep them connected better

- Fixed an issue where blood spray could render outside its intended clip area.

- Storage container in hideout is now firmly bolted to the floor, it no longer moves when opened!

NEW STUFF

- Leaderboards are now active, compare your score (calculated from level, highest floor and completed challenges), enemy kill count and wealth with other runners. 

- Complete a run, floor or level up on a character to register.

- Characters created  before this patch are separated into their own leaderboard. Create a new character to register on the "LATEST" leaderboards.

NEW STUFF

- New storage locker has been added to the hideout. Unlocked at level 5 and costs 50 scrap for the first 4 slots. Unlock more slots at higher levels and for more scrap (costs may be adjusted in future once I have more economy data).

- Dangerous new scout droids have been added from floor 21+, these will charge and stun the player before running for help. Take them out fast as things can get out of hand quickly with the reinforcements!

- New lockdown configuration for floor 21+

- New alternative lockdown configurations for ALL exisitng lockdowns this time with an elite mob and reward

- All enemies that spawn on a floor at map generation time have a small (1%) chance to spawn as an elite version that spawns a rare loot box on death.

GENERAL

- All existing players have a had a forced skill repsec due to balance changes, this does not use your respec allowance.

- Flying drones no longer have to navigate around obstacles in rooms.

- Installed a monitor on the spare desk in the hideout in preparation for the upcoming leaderboards.

- Fixed an issue where box awards could spawn in front of doors.

BALANCE

- Enemy armor and resistances caps are now in line with player caps. Enemy scaling was uncapped, meaning at the highest floors some enemies had full immunity due to overscaled armor and resistances. 

- Following some useful feedback the rate at which skill purchase costs increase has been reduced significantly. This should result in a feeling of faster progression and promote more diversification of builds.

- Damage from exploding barrels now scales correctly with floor, it was scaling far too slowly

- Reduced the damage of the C7-Cluster initial explosion and the subsequent mini explosions and increased its base reload time from 4.0 to 5.5s. This was never meant to be this OP without heavily speccing into explosives.

- Fixed an issue with explosives that would scale the damage output with floor like barrrels. These weapons should feel alot less overpowered now and more inline with expected performance. Far fewer one shot kills!

- Hype multiplier stacking has been changed to additive instead of multiplicative, it'll take much more to reach higher hype now.

- Significantly reduced the xp award for some easier to achieve challenges.

VISUALS/AUDIO

- Fixed some performance issues with instant replays that was causing later larger levels 50+ to lag.

- Fixed an issue where blood and scorch decals would render over room decorations.

- Added a small star next to elite enemy names to further highlight their eliteness!

(1 edit)

GENERAL

- Added more boss ability configurations to allow more clarity to telegraphed actions.

- Fixed an issue where sometimes exit doors would spawn in the open in corridors.

- Added two new lockdown variations for floor 11+ and floor 16+ and spread out the randomizer weighting

- Moved out one of the desks in the hideout to make room for a storage chest, its locked for now.

BALANCE

- Reduced the hype multiplier used in calculating hype that applies when switching weapons from 1.5x to 1.1x.

- Reduced the damage of the SC-12 Scatter by 10%.

- Fixed an issue where grapple would not release enemies.

BOSSES

- Bert & Ernie's (floor 5 boss) berserk phase, while intentionally punishing, was somewhat frustrating and dull. As such they've added a new ability to this final phase to break it up a little.

- Increased the hit points for Bert & Ernie by 10%.

- Increased Globorp's (floor 10 boss) hitpoints by 17%.

- Reworked the Cyborg Soldier (floor 20 boss) fight to provide a more engaging and interesting encounter.

UI

- Continue button has been moved down on the game over and floor complete screens so skipping through the awards doesn't leave it obscured by the tv announcer speech.

VISUALS/AUDIO

- Reworked the boss intro sounds and UI layering for better clarity.

- Fixed some issues with boss animations that were causing glitchy guns when transitioning between directions while shooting.

- Changed the Cyborg Soldier (floor 20 boss) character skin, for a unique look.

- More boss ability telegraph changes to better communicate encounter phases.

https://shallan64.itch.io/30-exit/devlog/1578651/devlog-2-gunplay

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Build 184 - 08/07/26

GENERAL

- Hotfix: Fixed an issue with one of the movement abilties for Bert & Ernie boss that would casuse them to freak out and run to corners in a strange way. Thanks for the feedbnack report!

Build 183 - 07/07/26

GENERAL 

- Improvements to grenade collsion with walls, particularly south facing walls.

- Fixed an issue with death "launches" where shotgun would launch enemys much much further than intended

BALANCE

- C7-Cluster has its initial explosion damage and radius reduced but now has secondary cluster explosions as planned.

- C7-Cluster now reduced to two rounds per reload from four.

- GV20-Gravnade has had its range reduced by 20%.

- FT-2 Inferno Rig flamethrower damage increased 33%

- FG-6 Ignition flare gun daamge increased to bring it more inline with other starter sidearms

- Minor increase to the CQ3-Flechette shotgun damage +8%

- Phaser damage increased 30%

- Grenades with secondary effects such as poison and fire grenades have had their explosion damage reduced significantly

- RGP-10 Launcher and VC-8 Projector now do less damage on the inital hit and have had the explosion damage scaled back to more reasonable levels they were far too powerful

- RGP-10 Launcher and VC-8 Projector splash radius increased by 25% to compensate for the damage reduction

- SC-12 Scatter has been reworked to make it more distinct from shotgun and a viable weapon in its own right

- Increased the damage of the SP-4 Arc Pistol by 50% it was far too weak

UI

- DPS values have been removed from the inventory tooltips for now as at best they are misleading not taking into account splash damage, secondary effects etc. This will be revisited once a better method for determining accurate DPS can be determined. Use a weapons level and rarity tro determine its relative strength in the meantime.

- Patch notes should now correctly load and display in game.

- Speech bubbles are now layered above everythign so they arent obscured by effects.

- Floor Complete and Game Over screens can now be fast forwarded by clicking left mouse or button A on the gamepad

- Minimap scale is now consistent, previously larger maps would zoom out and reveal more than intended

- Fixed an issue where hitting an enemy with a rocket that didnt kill it wouldnt update its health bar

- Fixed an issue where the killing blow from the arc pistol did not render its lightning bolt

- Added a link to the Discord on the title screen

- Fixed an issue where equipping two of the same weapon would highlight both as selected in the quickbar

VISUALS/AUDIO

- Lighting no longer bleeds into walls where it should not.

- All particle effects are now correctly clipped by the walls and void space.

- Improved variations on particle hit effects when hitting barrels and enemies not just walls.

- Improved muzzle particle effects allowing better looking barrel smoke and more.

- Grenades have had their correct sprite restored instead of using the gravnade sprite.

- Cluster mortar now renamed to C7-Cluster, with new sounds and muzzle smoke.

- GV20-Gravnade Launcher name shortened to Gv20-Gravnade.

- GV20-Gravnade gravity well effect improved.

- New flamethrower effect

- New flare gun effects and sound

https://shallan64.itch.io/30-exit/devlog/1577387/devlog-1-post-playtest-release-...

(2 edits)

Build 181 - 06/07/26

NEW STUFF

  •  Buff: "Sponsor Segment"
  • Sponsor Challenge: "Jack of all Trades"
  • Challenge: "Attractive" Bronze/Silver/Gold
  • Weapon: Explosive category "Gravnade Launcher"

 BALANCE

  • Tier 5 Hype award boxes now appear quicker, no more hanging around!

VISUALS/AUDIO

  • All unopened chests now sparkle to give them a bit more prominence.
  • Void cannon now correctly dismembers enemies on direct hits.
  • RareBox awards now are less strict about their placement, so should appear in adjacent rooms less often. Please keep an eye out for spawns that create traps or blocked room exits
  • Hype award sounds wont play if the corresponding buff is already active

UI/CONTROL

  • Right Click will now exit any panel with a red close button, note that inventory uses right click for auto equip so this only works on non intereactive elements in the panel.
  • All menu buttons on the title screen can be reached with gamepad.
  • Added control hints for skills and inventory in gamepad.
  • Quickbar control hints now correctly show gamepad controls when using gamepad.
  • Added new tutorial text for safe inventory slots, and skills.

Nice suggestions and very welcome additions. I'll add them to my list :)

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And it will continue to be free to play for some time to come. Lots of stuff inc!

Announcment
Early Access to our little game  "Mining My Business" for PC and Steam Deck is now  released
https://shallan64.itch.io/mining-my-business and for the next month its 33% off.

Summary
It's a work in progress twin stick shooter roguelite (vampire survivors style) for PC and Linux(tested on Steam deck). Mine ore and survive endless waves of enemies as your work to upgrade your ship with better weapons and capabilities. As you progress you'll unlock things like mining lasers, drones and new ways to get cards.

Early Access Info
The plan is to release a larger early access on Steam in the coming months (maybe 2-3 worlds), purchasers on itchio will receive Steam keys and both versions will continue to auto update. This release contains World 1 and over 200 cards to collect. We want to use this Itch.io early access release to tweak our online stats system @ https://miningmybusiness.co.uk/ and use community feedback for improving and balancing the game as we work our way to our ultimate goal of 5 Worlds with hundreds more cards, ships and weapons to collect.

Please view our developer logs for more info https://shallan64.itch.io/mining-my-business/devlog

RIP buddy, will think of you every time I hear Xmas sid music now. You'll be missed by the whole community :(

The game is intentionally designed to be very very hard. Some players have been able to get to wave 80+ it just takes patience and some strategy :)

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This is an inline label. Allowing to reference the value of an instruction directly rather than having it before the instruction and using label+1

I guess it depends on how easy it is to complete. You could argue it affects the replayability if it's too short, and could slightly affect the level design scoring maybe. But nothing stopping you submitting at all.