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We decided to get another update out with a large amount of balancing changes and new weapons. After this our focus will be on the 'end game' finale mission before release! Updated Ship Types: We updated all ship types, combining some and adding some new ones: - Cloaker: Always Jammer, ranged enemies - Duplex: Two cores. Balanced enemies - Factory: Multiple factories that build up enemies over time. Balanced enemies and hazards. - Dreadnought: Low number of powerful/shielded enemies - Miner: Hazard focused - Nuke: Nuke tank and self destruct system focused. Kaboom - ScienceVessel: Lots of tech. Defensive focused enemies - Scrapyard: Melee focused enemies and lots of destructible debris - Sentry: Turret focus - Swarm (colony ship): large number of light/weak enemies - Warship: balanced ship with a bit of everything New Weapons/Items: - Barricade shield: Fire in a direction to stop projectiles/enemies from coming - Taser: Melee weapon to stun enemies - Prism Laser: Shotgun rail cannon type blast - Slug shotgun: fires slug that bursts into shrapnel - Zap shotgun: fires sticky electric balls that do damage over time - Repulsor Shield: Shield that can push projectiles away at a large distance - Hostage Shield: grab enemies and use them as a shield. Slows player on use. - Subminution Rocket: Remote rocket that bursts into a swarm of seeking cluster munitions Enemy/System changes: - Repair system now repairs last destroyed system - so it's possible to stay ahead of the repair process - Took out self repair functionality from repair system - was too hard to take out in combination with the attacking bees - Goal time now slightly less - Alarm/sentry/core now dont attack cloaked player. Mines also dont go after cloaked player - Friendly turret item now has laser weapon to make it more powerful than drone item (but less mobile) - Juggernaut increased density to stop gunfire from pushing it into walls - Picket shielded added rapidfire blaster weapon - Viper lowered attack range and lowered movement speed - Lowered Ironclad health, and lowered amount of time shield is up - Decreased MrFixIt heal speed, and now no longer letting multiple heal the same enemy/system - Increased Sentry system laser damage - Faster advanced factory spawning, from 100 to 60 - EMP stun now works on shield systems, stops their rotation - Tattletale enemy now faces player rather than trying to run away - Now displays 'max drones' in sidebar, to show the total possible drones that can be created on the ship - Slimer enemy can now take slime damage Weapon/Item Changes: - Large balancing pass to ammo counts / prices - Drunk rockets: proper explosion and projectile sizes. increased initial projectile speed (now more accurate. you can spit them into a room before they boost) - Increased Rail Cannon charge speed - Alarm lure: added 3 uses to alarm lure - Nuke charge: added 3 uses to nuke charges - Speed loader: increased rate of fire from 10% to 20% - Speed booster: increased speed from +40% to +80%, and increased recharge time to 60 seconds Character Changes: - Now shows starting health in character select screen for rogue mode - Enforcer: Starts with 12 health - max 15. Now has a single large health pack. Starts with shotgun zapper. - Jennet: Starts with 11 health - max 13. Starts with two remote nukes - Salamander: Starts with 9 health - max 10. Now has mine rack instead of slime mortar. - Intruder: Starts with 6 health - max 6. Now has Guantlet melee weapon - Wevil: Starts with 6 health - max 6. Replaced melee spike with taser Graphics: - Lighting pass on all levels, giving more contrast / individual lights on enemies and game objects - Better background starfield maps - Enemy ship images in the ship selection campaign screen now better sized - Added star map to background of enemy ship selection screen - Fully lip sync for all new dialog / artifacts - New frag and small rocket particles - Fixed problem where minimap wasn't accurate with a lot of crushers/wall saws in the level Fixes: - Fixed Weevil character going into space mode when inside enemy ship after teleporting - Now stops enemies from exiting ship doors (except for advanced factory enemies, who will chase player into space) - Fixed issues with systems being spawned in bad wall positions in early levels - Physics optimizations - Fixed some sounds playing over each other - or left on when outside ship Let us know if you have any issues on our forums! Or any feedback at all, thanks, - Lee & Jesse
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