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Shallan

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

Creator of

Recent community posts

NEW

- A backstage shortcut has been added to the break room. Find the VIP backstage pass to access it.

GENERAL

- Wall cracks now have a lighter highlight so they are easier to spot on darker tilesets.

- Hidden areas now appear on the replays.

BUG FIXES

- Fixed an issue where enemies would not deaggro the player when entering the break room.

- Fixed an issue caused by locale work, where applying a recipe would not update the tooltip with its modifiers. Existing items should now show modifiers if they were previously upgraded.

- Bert and Ernie fight now correctly shows as complete in the compendium if already defeated.

NEW

- Added the first armor set "Neon Mirage" a rare two piece set available to find from lvl1-40. Set pieces count as product placements, triggering adverts and all relevant challenges. They always spawn at max level (in this case 40) and have extra modifiers.

- Added 2 new challenges for armor sets.

- Added 10 new challenges for hull breaches.

GENERAL

- Entrance and exit doors now have flooring, no more hovering in space as you enter/exit.

BUG FIXES

- Fixed an issue where some low level items could spawn with +0 on some of the stats.

- Fixed an issue where the lighting from some weapons would linger for too long.

(2 edits)

Build 259

GENERAL

  • Removed the fanfare from Cliffhanger buff/nanomod activation

BALANCE

  • Cliffhanger now restores 50% hp instead of 1 hp.

BUG FIXES

  • Cliffhanger and Overtime nanomods now can only trigger once per run, fixing an infinite time and/or hp exploit.


Build 258

BUG FIXES

- Fixed an issue that could cause a hang on floor start in rare cases.

- Text in the character creation should fit properly now.

- Enemies outside a lockdown or boss encounter will now stop trying to attack the player. This should resolve some cases where enemies could shoot through some gaps in the blockade.

- Adjusted the tile transition layer to hopefully remove any gaps that remain.

- Fixed an issue where break rooms or hull breaches near exit doors could remove the door and replace with a wall.


Build 256

NEW

- Added 19 new challenges for new buffs and break room discoveries.

- Break room crew now have named roles, can you spot them all?

- Storage chest is now available for use in the break room.

- Vending machine is now available in the break room. Use your timer as currency!

- Take care hunting for break rooms, its been reported that the hull has weakened in some areas of the ship.

GENERAL

- Removed several speech messages for enemies that just didn't feel right.

BALANCE

- The number of rooms on a floor will increase slightly faster on higher floors.

LOCALE

- Patcher messages were not being translated.

- Damage types in tooltips were not being translated.

- Nanomod descriptions were not being translated.

- Switching locales mid floor would not correctly switch the fonts for speech bubbles.

BUG FIXES

- Break room crew should now have correct skin color and hairstyle variations.

- Break room crew no longer have health bars.

- Fixed an overflow issue on some buff pick text.

- Fixed an issue with speech bubbles not rendering correctly.

Build 254

NEW

- Added two new buffs, "Overtime" and "Cliffhanger".

- Added a new hidden area, the "Break Room". Discover this room every few floors used by the game show crew for relaxation between shifts. Use it to heal up fully, take a breather with a fully paused timer and listen to the crews gripes. Storage, vending facilties and more coming soon.

BUGFIXES

- Applying recipes and dyes directly from storage will now correctly consume the item.

- Fixed an issue where switching locales mid game woiuld break fonts in the notifications area.

- Fixed an issue where the TV panel labels were incorrectly overlaid when viewing product placement adverts from the hideout after a game over replay.

- Fixed an issue where the player could run offscreen after a lockdown before the camera could catch up.



Build 254 - 28/07/26

NEW


- This patch contains mostly only experimental language support. Initially for testing this is just Japanese, due to the different fonts required a perfect test for the system. Mostly machine translated currently, this test is to determine if all areas of the game have been covered and render correctly. There are over 3000 strings to human review for correctness, choice of alphabet and particularly tone. I'll be slowly working through them in batches over the next few weeks.

BUGFIXES

- You can no longer skip picking a buff by pressing escape or button B on gamepad.

NEW

- New boss encounter for floor 40 - Kroven Legion

- New boss encounter for floor 45 - ADS 709 (Auto defense system)

- New reroll mechanism in the inventory panel, reroll your item modifiers for scrap and fabric.

- Added a leaderboard for challenges, complete a run to submit your count.

BALANCE

- When opening a chest with fabric or scrap, the amount should now scale with the floor level.

BUGFIXES

- Boss kills are only counted per encounter, for instance the Bert & Ernie fight counted as two boss kills, now it will count as just one.

- Fixed a rendering position issue with the Kroven Enforcer's shield in the compendium.

NEW

- New explosive weapon, the FF7 Flak. A slow firing shotgun type spread weapon with explosive shells.

- New alien race spotted on floor 41+. The Kroven have deployed Enforcers, a unit that shields its front arc and charges to bash with its shield.

GENERAL

- Some minor changes to the time display during pause to help better convery stacking time additions in lockdown.

- Moved some messages to the tutorial hint system, and added a new one for lockdowns.

- Added a new hints tab in options so players can review past hint messages.

BALANCE

- "Domino Theory" challenge should be harder to obtain now, it was previously too easy to trigger using C7 Cluster or FF7 Flak.

- Enemies in lockdowns now have the corrct levels. Along with the pause timer experiment from the previous patch, this turns lockdowns into a useful time generating encounter rather than something to avoid.

BUGFIXES

- Removed some erroneous entries from the enemy compendium.

- Fixed scaling for Arachnid enemy animations in the side views.

- C7-Cluster will no longer roll with might stats.

- Magazine size in weapon compendium now shows the correct values for multi-shot weapons.

NEW

- Floor 35 is now the home to the Doom Pear, an autonomous cybernetic attack pear. Fruit is supposed to be healthy, this however is anything but!

GENERAL

- Enemies now have a little inertia, to slightly reduce their ability to instantly track the players movement and help players who effectively use their dodge dash.

- Bosses beyond Floor 35 are repeated but were not increasing in hitpoints, this has now been scaled as a temporary measure until bosses eventually get replaced all the way up to floor 100.

- Boss minions no longer award xp or contribute to hype.

- Boss minions will spawn aggroed to the player and will die with the boss.

- Turrets and deployed cover utility items now take melee touch damage from enemies.

BALANCE 

- Starting a run from a higher floor (e.g. 6, 11, 16) will now grant more starting time. Extra 3 seconds per boss skipped.

- To counter the large increase in boss damage (see bug fixes) and to make the normal enemies slightly less deadly, enemy bullet damage has been reduced by between 6% and 25%, reduction is higher as the floor increases.

- Minor increase to normal enemy hit point pools, to make up for the reduction in their damage output. Again more apparent at higher floors.

- Decreased the shotgun damage significantly from Thug Lieutenants and Bert and Ernie boss fight.

- Decreased the damage from Bert and Ernies ring volley ability.

- Reduced the amount of hype awarded for some more common actions.

BUGFIXES

- Several boss weapons were not dealing the correct damage, this has been resolved and boss fights will be significantly more hazardous now. This will be observed, tested and reviewed. Please feedback if it feels impossible now.

- Fixed an issue where boss health bars were not in the correct default positions

- Fixed an issue where enemies could appear to lunge at the player during their attack cycle, even without dash attack available.

- Fixed an issue where bullet collisions were forcing enemies to be pushed or dragged along the bullet path independant of knockback.

NEW

  • New utility item, "Deployed Cover": A high hitpoint shield that can be deployed to block enemy paths and bullets.
  • New product. A modified version of the "Deployed Cover". Simply called the "NOPE", a stronger version that reflects weapons fire.
  • New Buff, "Extra Utility": Gives all utility items a second use, cooldown spread over both uses.
  • Added 12 new challenges relating to the new Deployed Cover item, NOPE product and Extra Utility buff
  • Added 9 new challenges for other products that were missing them.
  • Added 54 new challenges for unique and interesting synergies and scenarios, lots to discover!

GENERAL

  • Deployable utilities can no longer be deployed into the same map tiles. This does not include mines.
  • Combat Turrets and Deployed Cover now have a timer bar under their health bars to show when they expire.

BUGFIXES

  • It is no longer possible to reset a utility item cooldown by swapping it with anbother utility item and then re-equipping. Utlity items must be equipped for their cooldowns to tick.

NEW 

- Implemented Twitch Integration, chat can now send messages to the tv broadcast ticker and vote on a selection of 24 nasty or nice effects in game.

GENERAL

- Reduced the ambient light a little on The Old Prison maps.

- Boss health bars can now be repositioned through the UI customisation.

BUGFIXES

- Fixed a minor issue with the Djiboron Commandos behaviours

NEW

- Added new Orbital Drone utility item, indestructable phaser drone that rotates around the players head for 20s.

- Added a product placement version of the Orbital Drone, the Buddy Bot, with dual phasers.

- Sponsor challenges now award special Sponsor Boxes, these have almost same loot table as the rare box but with an approximately 10% chance to get a product placement item.

- Added a new rarity color specifically for Product Placement items as they are technically legendary items, look out for orange colored gear!

GENERAL

- Renamed Hoarder buff to Bandolier to better match its function.

- Bandolier (previously Hoarder) now correctly increases mag size for multi shot weapons like shotguns.

- Grapple should now originate and stay anchored to the players hand instead of just in the center of the character sprite.

- Improved the look of the grapple cable.

- Slowed the grapple down by 20%.

- Scorpion product placement version of the grapple now has an animated scoprion on its tip.

- Utility items that aren't grenades or mines only ever spawn at level 1 by design, so the level has been removed from tooltips and notifications as its not necessary and can be misleading.

BALANCE

- Reduced cooldown for Cure Poison, Douse Flames and Grapple utlitiy items from 15s to 10s.

- Reduced cooldown for the "It Burns!" product placement item from 10s to 6s.

- Reduced cooldown for Combat Turret utility time from 120s to 60s.

- Reduced cooldown for Health Pack utility item from 30s to 20s.

- Increased health for Combat Turret utility item to 50% of player health instead of 25%.

- Increased SG-0 Breacher damage per pellet by 30%.

- Increased SC-12 Scatter damage by 15%.

- Combat Turret and Eliminator damage now scales correctly with player level.

- Bandolier buff no longer counts nanomods towards the buff count.

BUGFIXES

- Fixed shotgun description to indicate they are best at close range.

- Speccing skills Resolute I and/or II while in game will now correctly update the health bar.

- Fixed an issue where Sponsor Challenges could occur in rooms with an exit door, this should no longer happen.

- Grapple no longer grants hype score unless it actually connects to a target.

- Fixed an issue where exiting to title via options from hideout would not stop the hideout ambience from playing.

- Fixed an issue where being awarded multiple boxes in a short space of time would only award the first.

- Product placement videos were not correctly pixelated, this has been resolved.

- Fixed an issue where pressing TAB on the hideout would highlight floor selection arrows.

- Bandolier buff is now immediately reflected in the UI ammo bar.

NEW

- Pyrass & Toxiss (Floor 30) boss is now active for brave souls who make it this far

GENERAL

- Wall bounce weapon modifier is now exempt from level downscaling effect.

VISUALS/AUDIO

- Changed the Technomage orbiting shields graphics to somethign more suitable.

- Changed the exit door particle animation to something more fitting

- Altered the running out of time beeps from the timer to follow a linear speed up for a smoother but still intense audio effect.

UI

- More adjustments to the floor complete bonus time, to make time additioon at floor start consistent with first floor

BALANCE

- Boss & Ernie (Floor 5) first phase has been slightly adjusted to keep them apart more.

BUGFIXES

- Fixed an issue with the UI customiser that had moved the hype meter offscreen rendering it invisible to players

- Fix: The player gains a 2 second immunity to their own dash fire and poison trails and should no longer accidently apply the effect to themselves.

- Fix: Customise hud is now hidden in options when using gamepad

GENERAL

- Active quick bar slot will persist between floors. No more selecting slot 2 and being reset back to 1 between floors.

- Removed the speech from the Lava worms. (Most) Worms can't talk silly!

- Reworked floor 1 on a first run so that timer does not start until the tutorial hints have finished to give new players a better chance to understand the mechanics.

UI

- Some UI HUD elements are now resizable and repositionable, go to customise HUD in the genral options.

- UI color theme can also be adjusted from a selection of color swatches both in options and the hud customiser mode. This affects ALL game UI elements.

- Note currently these customisation options arent available on gamepad, they will come in future for now switch to mouse and keyboard to configure and save.

- TV host messages have been slowed down to reveal slower and hold longer between messages. Skippable messages can still be skipped by clicking left mouse or Button A

- Experimenting with some slight rearrangement of the default UI layout to reduce the spread of vital information across the view and prevent the tv broadcast from obstructing the map

- Added options button to the title screen in the title screen button UI rework.

- Enemies are now visible in the minimap as black dots.

- Added item quality label to tooltips.

- Added armor absorb total to the inventory panel, with explanatory tooltip.

- Experimenting with the add time animations to make it more obvious how much time is being added

VISUALS/AUDIO

- Default volume is now 50% across the board, to save the ears of new players.

- Made some tweaks to the background starfield shader to make nebulas render clearer on Intel integrated graphics

- Added a black outline to the aim cursor for better clarity

- Added a particle effect to the exit door to help it stand out more, likely to be revised in future.

GENERAL

- Many skills were not yet actively wired up this has been rectified.

- Survivor skills: Rampager, Survival Instincts, Lockdown Focus & Vigilant Horder

- Warrior skills: Crit Damage, Critical ammo, Splash Damage, Annihilator, Magazine Master, Ricochet, Quick Draw & Piercing Rounds

- Chronomancer skills: Time Compression, Time Dilation, Temporal Recoil, Warp, Temporal Mastery & Time Lord

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

(1 edit)

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 :)

(1 edit)

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