Hi Everyone! I'm excited announce our newest game: Pit of Gerstan! It is an action roguelite dungeon-clearing game, with a similar upgrade system to BroodStar. We are planning to release a demo build for the upcoming Steam Next Fest, so I hope you'll check it out! https://store.steampowered.com/app/1972720/Pit_of_Gerstan/
Hi everyone, As promised, here are the details for the Update coming on the 23rd, I'd also like to mention that the game will also be available for Xbox One, Series X/S systems and is now available for preorder!
Gameplay
- Added Dynamic difficulty for the campaign, Rank increases based on how efficiently and quickly you kill enemies, decreases upon taking damage, letting enemies leave the screen, or dying. The higher your Rank is, the more perilous the level will become.
- Many basic properties of the player ship has been adjusted, basic player shots are now faster, and the player ship fires more rapidly, the base movement speed has also been increased.
- Some enemy and boss patterns have been adjusted to accomodate the changes above.
- Many upgrades and weapons have been adjusted to better suit the new basic ship properties.
- Boss enemies now grant a lot more score than previously.
- Weapon upgrades have been made more common.
- Adjusted the difficulty of some of the challenge stages.
- Adjusted some of the extra enemy waves governed by the stage's theme.
Bugfixes
- Fixed several minor issues and inconsistencies.
Hi everyone, Just a heads up that the game will receive a new patch featuring many gameplay updates on the 23rd of February, more details to come soon, along with another announcement.
Hi everyone! We have issued a few small fixes for some leaderboard related issues and other small inconsistencies. Other than that, the Demo has also been updated to the latest version to better reflect the current version of the full game. Thank you for enjoying and supporting the game. :)
Hi everyone! The next update is upon us, with new additions, reworked assets, and a cross-platform global leaderboard, and maybe a new secret? The update will go live along with the Switch version on the 28th of June. We still have a couple more updates planned for the future, but until then, see you guys on the leaderboards!
Hi everyone! We've been a bit silent lately, so I wanted to share a few things of what's to be expected in future updates. First of all, the game will be available on other platforms in the near(ish) future, notably Switch and Xbox. With their release the game will also have a new Global Cross-platform Leaderboard! Other than that we are working hard on polishing up all the graphical assets of the game, so expect some new amazing pixel work coming up! Finally, the game will receive a new super boss - restricted to Hard difficulty and it might be a reference to something. :) Other notable things are: -Many new Ship Skins to choose from. -A couple new gameplay options, including Autofire. -Some balance adjustments and fixes. -Engine upgrade Things not just yet coming with the next update, but confirmed: Loadout system and polished UI/Menus And that's it for now, thank you everyone for still supporting and enjoying the game!
Hi everyone!
We're back with a few spooky Halloween themed additions to the game.
Including a new Challenge mode with new themed and adjusted enemies, modules and cosmetic rewards if you can beat it!
Apart from that the update will include several minor bug fixes and some adjustments to the item appearance rates, that should hopefully help the somewhat less seen modules to be more frequent.
The update will go live on the 25th of October, until then, we'll see just how much additional content we can squeeze in!
Hi everyone! Another update coming your way delivering some exciting content and changes. The update will drop next week on Wednesday, until then the notes for the update are below:
Gameplay
- Reworked and rebalanced several existing Modules
- Rebalanced some of the Weapons/Subweapons
- Added many new Bosses
- Added new Enemies
- Added new Modules
- Reworked and adjusted several enemy behaviour and patterns
- Added a new Stage Modifier
- Added a new Challenge - Endless Mode
- Reworked Score Multiplier
Art/UI
- Added new shop and title assets.
Sound
- Added new SFX
System
- Added new Achievements
- Added Unlockable Cosmetic Skins
- Added Codex
- Slightly adjusted the tutorial
Bug Fixes
- Fixed several minor issues
Hi everyone! Sorry for the long wait, we're finally back with another content update for the game. The update is set to release for this Friday, 21st of January, 7 PM CET. The patch notes are as follows:
Gameplay
- Added Final Stage - The Core
- Added many new Modules, we now have reached our target of 200 Modules!
- Reworked and rebalanced several existing Modules
- Rebalanced some of the weapons/subweapons
- Added new Enemies and Bosses
- Reworked and adjusted several enemy behaviour and patterns
- Added new Stage variations
- Added new Stage Modifiers and Events
- Added new Challenges
- Added new Secrets
- Reworked Magnet research node, the Player now has a weak Magnet effect as a baseline and the Magnet research will improve its effective range.
Art/UI
- Added portraits to NPCs.
- Added several new background pieces and objects.
- Reworked many store and title assets.
Sound
- Added new theme tracks
- Added many new SFX
System
- Added new Achievements
- Many background optimizations and system reworks.
Bug Fixes
- Fixed an issue where specific weapon/pattern combinations would cause an exception.
Hi everyone! We're back with the second major update and it will be releasing later this week! This one is about bringing more content and overall polish to the game. The notes are as follows:
Gameplay
- Added 3 new Bosses.
- Added a new Stage.
- Added 25 new Modules.
- Rebalanced several existing modules.
- Switcheroo has been reworked into an Active Module.
- Several Enemy and Boss behaviour and patterns have been adjusted.
- Added new Enemies.
- Added new Waves.
- Added new Events and Stage Modifiers.
- Added new Achievements.
Art/UI
Many sprites and art pieces have been reworked/adjusted including:
- Enemies
- Bosses
- Backgrounds
- Pickups
- Effects
- UI
System
- Added a new Performance Rating System. The player's performance will be evaluated at the end of each level and bonus points will be given.
- Added Module unlocks. Some Modules can now only be found after their specific requirement has been met.
- The first Challenge is now available under the Challenges menu.
- Each difficulty and Challenge now has its own separate Leaderboard.
- Added an option for switching the Boss HP Bar's location. (Top or Bottom)
- Added an option for focus loss pausing.
- Many background optimizations and refactors.
Bug Fixes
- Fixed an issue where some invincibility effects wouldn't get applied properly or would be overridden.
- Fixed some bullet behaviour inconsistencies.
Hi everyone. Just a small patch full of tweaks and adjustments and a few fixes. Here are the notes:
Gameplay
- Some Research nodes will give slightly less stats.
- Slightly adjusted the behaviour of some enemies.
- Non-projectile based drones will now convert increased firing rate to movespeed.
- Kamikaze Drone deals slightly higher damage.
- Adjusted the cost and effects of some Modules.
- Reworked Guardian Angel module.
- Last Man Standing will grant a higher damage bonus.
- Efficient Inverter's effect will last slightly longer.
- Fuel and Health pickups will now give a small score bonus when the player is at max Fuel and Shields respectively.
- The projectile from electric based effects now has a larger hitbox.
- The stat change indicators will now update more frequently.
Bugfixes
- Fixed an issue where the extra shop from Arms Dealer would spawn too close to an early event.
- Fixed an issue where the Infested stage modifier would override special stage effects.
Hi everyone. Another small update containing tweaks and a bit of content before we start working on the new levels. The notes are:
Gameplay
- Added new waves.
- Adjusted Explosive Deals - the modules given will be installed immediately.
- Adjusted Weaponry Overcharge - the player must have greater HP than what using the item would remove.
- Added a new event.
- Adjusted the price of some modules.
- Added a new achievement.
- Added an option to reset the local highscore. (The option can be found in the Leaderboard menu)
- Entering the invulnerable state of Reaper Mode will now play a sound effect.
Hi everyone. Back with another small content update and some QoL fixes. Here are the notes:
Gameplay
- Added 10 new modules.
- Adjusted the Blaze Fly's patterns and behaviour slightly.
- Adjusted the EMP Drone's projectile. This should make this specific drone a lot more useful.
- The Ambushed shop will now have slightly more health.
- Score Multiplier will no longer lower on negligible instances of damage taken.
- Attempting to restart the campaign or go back to the menu during a level transition will no longer cause the game to pause abruptly without any pause indicator.
Hi everyone. Back with a small update again, here are the notes:
Gameplay
- Added a new event.
- Gold Mantis will now scale with the stages properly.
- Added more campaign restart options.
UI
- The Research Tree will now indicate which prerequisite you're missing when trying to upgrade a node.
Bug Fixes
- Fixed some bosses granting score during their death sequence.
Hi everyone. Back with a small update. The notes are as follows:
Gameplay
- Player Ship base Shields and Fuel reduced by 25%
- Added a new rare enemy.
- Added Swap indicators on the HUD for Active Items, Weapons and Subweapons.
- Slightly increased the speed of basic enemy projectiles.
SFX
- Added many new SFX.
Bug Fixes
- Fixed an input binding related issue.
- Unique modules that have appeared in the run should now be removed from the pool correctly.
- Fixed Bullet Modifier effect application order.
Hi everyone. Back with a small content update. The notes are as follows:
Gameplay
- Added 3 new bosses. This should help the run variety a tiny bit.
- Added a new rare module.
- Very slightly increased the health scaling of enemies.
- Added a Time bonus for killing bosses fast.
Bug Fixes
- Fixed an issue where with Luck of the Draw and Charge pattern the Lazer weapon wouldn't get initialized properly.
- Adjusted some module descriptions.
Hi everyone. Just a heads up that the Leaderboard has been reset due to the score gain discrepancy between the current and previous patch. Have fun hunting those bugs!
Hi everyone. Just a small update with some fixes and suggested adjustments.
Gameplay
- Slightly reduced the difficulty governed health scaling of enemies.
- Slightly increased the collider size and projectile speed of the Plasma weapon.
- Slightly reduced the damage of the Flamethrower weapon.
- Increased the damage dealt by the Bow Module.
- Increased the damage dealt by the EMP weapon.
- Added a projectile path indicator for the Bow Module.
- Adjusted the aiming sensitivity of the Bow Module.
- Added custom behaviour to the Mod Tech Targeting System module so that it properly handles the Flamethrower weapon.
- Some objects and entities will no longer be targeted by the Mod Tech Targeting System module.
- Maximum Control module will now also allow the player to fire during dodging.
- Luck of the Draw module will now also rarely grant some special weapon types.
Audio
- Added new boss and player SFX.
UI
- Removed the Grid background from the Research scene
- The Research Tree will now also take the Submit input for researching nodes.
Systems
- Reworked the navigation on the Research Tree
- Adjusted the level initialization to be slightly faster on lower target framerates.
Bug Fixes
- Fixed an issue where Gunner Drones would attempt to retarget an invalid target.
- Fixed an issue where in some cases the last shop button wouldn't get highlighted.
- Fixed an issue where some Worm Asteroids wouldn't get cleaned up.
- Fixed the Gold Mantis encounter not granting its achievement.
Hey everyone. We're back with the first major update of the game. The patch will go live tomorrow at around 5:30 PM CET. This update consists mostly of balance changes, fixes, reworks and adjustments. A lot of it was suggested by the community and we really appreciate all the help, testing, bug reports and suggestions that we have received. The notes are as follows:
Gameplay
- The health of some early bosses have been slightly reduced.
- The damage output of the basic weapon has been slightly increased.
- The damage of the Red Lazer weapon has been adjusted to scale properly with damage and firerate increases.
- The research tree has been reworked. Previously gained points will be refunded.
- The Mechanized Spider boss has been slightly reworked.
- The Charge pattern charge bar has been repositioned to be in front of the ship.
- Reworked the Flare bullet modifier.
- Added 2 new events and 2 new ambush types.
- Added 5 new modules.
- Added 3 new achievements.
- Added many new SFX.
UI
- Entire HUD was reworked.
- The HUD can now be colored by the player, the setting is available in the Gameplay options.
- The Leaderboard has been reworked and moved to the Main menu.
- Added new Event and Stage progress indicators.
- Added new Module collection section to the HUD.
- Added new Item charge and description indicator to the HUD.
- Added new Research progress indicator to the HUD.
- A direct discord invite button has been added to the Main menu.
- The boss healthbar will now turn slightly transparent when the player is over it.
System
- Engine Version has been upgraded to 2020.1.17f1
- Many background optimizations.
- Further stat tracking has been added for future codex/compendium style feature.
- Added an option to mute the audio when the game is not in focus.
Bug Fixes
- Fixed an issue where drones didn't aim correctly.
- Fixed an issue where module pickup and install text would overlap.
- Fixed an issue where active items that the player replaced would be regained the next level after using a one-use item.
- Fixed an issue where non-boss enemies may still grant score during bossfights.
- Fixed an issue where the stat change preview would show inaccurate values.
- Fixed an issue where frozen enemies wouldn't disable/reset properly.
- Fixed an issue where seed generation can be forced into following a tendency.
- Fixed some stat and pattern interactions for the Red Lazer weapon.
- Fixed several visual layering issues.
- Controllers should be working fine now, even with Steam configurations in place.
What's next?
From here on out our main goal is to finish the campaign and introduce as much content as we can. Meanwhile of course we will continue to listen to feedback and adjust things as necessary. Thank you very much to all of you for sticking with us and supporting the development of the game.
Hey everyone. It has come to our attention that a lot of new controller issues popped up lately. Upon further investigation this is caused by a known compatibility issue in Unity's recent versions and Steamworks. https://issuetracker.unity3d.com/issues/input-xbox-controller-input-not-detected-while-steamworks-is-running Unfortunately at this point there's no known fix for this issue. There are a few things you can try however:
- Connect the controller before starting the game.
- Reconnect the controller after the game has started up.
Hey everyone. We're back with more fixes and a bit more content.
- The notes are as follows:
- Fixed an issue where the Seed text in the menu would reset when transitioning between menu points.
- Fixed an issue where Open Fire wouldn't fire properly.
- Fixed an issue resetting the shop may fail in some cases.
- Fixed an issue where when acquiring drones during drone overdrive, they wouldn't reposition properly.
- Fixed an issue where some of the Stat indicators wouldn't show the correct value.
- Fixed an issue where an incorrect rotational value would get applied to projectiles under certain circumstances.
- Adjusted the value gain and scaling of the ROF stat. Overall it will be harder to achieve the hard cap of 10, but early on there won't be a huge difference in the stat acquisition.
- Added 7 new modules.
- Added a confirmation window for the Arcade Pickup. (Random module for 100 coins)
- The Gravity Well module's effect will now be stationary in regards to the playfield. (follows the camera)
- Quitting an in-progress campaign in the middle of a level will now reset the multiplier of the run to 1, to avoid restart abuses.
- The "Lost Ship" boss will now have a small health scaling based on the current stage.
- Updated the engine version to 2020.1.10f1
- Made some minor optimizations to basic systems.
Hey everyone. Just deployed a few hotfixes and adjustments that are related to the latest patch. The notes are as follows: Fixed: -Freezing some enemies may cause unintended behaviour. -Projectile performance has worsened. -Red Laser weapon will stay active after swapping out weapons. -Tutorial may end abruptly or not at all. -Some boss components failing to grant score to the player. Adjusted: -Score multiplier now carries over between Stages. -Self-caused damage will no longer reduce the score multiplier.
Hi everyone, Just deployed an update to the game that fixes several issues, introduces a bit of content and revamps some existing systems. Here are the patch notes: -Fixed an issue where some movement speed modifiers would override the focus ability. -Fixed an issue where homing projectiles targeted invincible enemies. -Fixed an issue where the Gatling Gun effect can stay active after the player loses control. -Fixed an issue where module descriptions could cut off at the shop. -Fixed an issue where the game would get stuck if the player dies at level transitions. -Fixed an issue where the back to menu option wouldn't work during level transitions. -Fixed an issue where attempting to go back to the menu during initial level loading can cause a crash. -Fixed an issue where pausing the game could cause the audio track to be swapped after leaving the shop. -Fixed an issue where projectiles with homing behaviour could occasionally have their visual direction swapped when losing a target. -Fixed an issue where souls were not drawn in by Magnet. -Fixed an issue where some enemies were marked incorrectly to be affected by specific effects. -Fixed an issue where the menu Back function and Research Toggle function is mapped to the same key on controllers. -Fixed an issue where Adjusting the BGM volume may cause stage/boss theme to play simultaneously. -Fixed an issue where Electric Drones would target invincible enemies. -Fixed an issue where level generation would fail to reset special levels. -Fixed an issue where Coins could go offscreen and despawn. -Added a new rare boss. -Added many new enemy projectile types and effects. -Adjusted the ship stat indicator to show up to 3 decimal values. -Adjusted the Reanimator module, enemies will only become zombies if they're killed by the player. Cost is reduced by 100. -Raised the maximum limit and lifetime of active projectiles and allowed the reuse of currently active projectiles. -Revamped the Red Laser weapon to be an actual continuous laser beam instead of a standard projectile. -Revamped the score system. Minor enemies during boss fights will no longer grant any score. Introducing a score multiplier system, the maximum multiplier is 3X and the minimum is 1X. The multiplier increases by 0.1 every 10 kills and decreases by 0.2 on damage taken or completely resets to 1X on death. -The scoreboard will be reset due to all the score related changes. This might happen several times over the course of the Early Access phase. As always, if you run into any issues while playing or have any suggestions, feel free to post here on steam or hop onto our Discord server.
Hi everyone. Another small update incoming!
- Fixed an issue where some movement modifier effects could override the focus ability.
- Fixed an issue where homing projectiles could target hidden enemies.
- Fixed an issue where the Reaper module could bring the damage of the ship below what it was originally.
- Fixed an issue where some effects could override the invulnerability granted by others.
- Fixed an issue where the spider boss' web attack could linger after it has died.
- Fixed a graphical issue with one of the enemy projectiles.
- Increased the damage of the Laser weapon type.
- Increased the damage of the Mine subweapon type.
- Minor optimizations for gameplay.
- Added 6 new modules.
- Adjusted the price of some modules.
- Added a few missing modules to the drop pool.
- Increased the freeze duration of the cryo freeze generator's effect.
- Added new waves for later stages. (Station level and onwards)
Hey everyone. We are deploying fixes and feature additions that our initial burst of players found and suggested. Here is the complete list of the changes:
- Fixed an issue where some modules could reduce the ship's shields below 0, causing the player to become invincible.
- Fixed an issue where flashing pickup texts could overlap.
- Fixed an issue where names on the leaderboard wouldn't get resized correctly when the leaderboard mode is set to Local
- Fixed an issue where some menu components may remain active after going back and forth between some menu scenes.
- Fixed an issue where homing/tracking behaviour would target indestructible parts.
- Fixed an issue where one-time use modules would be restored upon level transitions.
- Fixed an issue where drones wouldn't get disabled when they're supposed to.
- Fixed an issue where the previous health value snapshot was taken incorrectly at level start.
- Fixed pausing being inconsistent.
- Adjusted level theme specific spawns so that they don't spawn just before the bosses.
- Added a warning for progress reset when attempting to start a new game with the campaign already in progress.
- Slightly reduced the HP of the Mechanized Spider Boss.
- Resetting the research tree will now refund the spent points.
- Added an option to disable the CRT filter.
- Added an indicator for when the player has available research points to spend.
- Added rebind function for keyboard movement.
Hey everyone. With the release of the game we've also opened up our discord server to the public. Feel free to join and share your thoughts about the game, any suggestions that might come to mind or any problem you might have ran into. Not many people around just yet, but we're hoping that will change over time. https://discord.gg/5ZYEppH
BroodStar
David Schmidthoffer
self-published
2020-09-30
Indie Adventure Singleplayer EA
Game News Posts 26
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(73 reviews)
https://store.steampowered.com/app/1232100 
BroodStar - Linux [630.48 M]
Join us on Discord!
Features
- 12 Procedurally Generated Levels with Random Enemies, Events and Bosses
- Challenges and Leaderboards
- 7 Main and 6 Sub Weapon Types
- 200 Unique Upgrades
- Research System
- Seed System
- Challenging Bosses and Boss Variations
- Stage Modifiers and Events
There are 12 campaign stages, each with its own unique theme and enemy types. Keep an eye out for some secret/optional stages as well!
Besides the campaign you can also tackle a few challenge stages with specific setups and separate leaderboards!
Stage Modifiers will change the behavior of the enemies and introduce new hazards. Events such as ambushes, mid-stage bosses and more can spawn during each stage, introducing a new objective when triggered and generously rewarding the player when completed.
Enemies in BroodStar are a variety of standard SHMUP enemies and some more "confrontational" ones. There will be quite a few that aren't afraid to get in your face and ruin your day. Enemies that spawn in "Infected" stages are even tougher than their normal counterparts, so watch out!
The Upgrades in BroodStar can vary from simple Stat Upgrades that power up your ship, to more advanced types that can grant you powerful Active Items,
Projectile Modifiers or Drone Companions. Most of the Upgrade modules will combine with eachother to create unique combos. There are a ton of combo possibilities so don't be afraid to experiment!
The Research System will allow you to further power up your ship before each playthrough. Research points are obtained through picking up Modules of any kind and may be spent on any of the 3 available Research Trees: Offense, Defense and Utility.
Each playthrough will have a unique string identifier that determines the generated content. Share this seed with your friends so they can experience the same crazy combos and hardships that you did!
[ 5951 ]
[ 3221 ]