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Hello everyone! I'm excited to announce that controller support is now available on the experimental branch for testing. Although controller support was in the game previously, it was very limited and would often break or require 3rd party software to function. In addition to this, a recent engine upgrade completely broke the old input system, and so I've redone the entirety of this system to utilize the new Unity input API.
Hello again! This is just a small subsequent patch following the winter update that fixes a couple minor bugs discovered in that version, along with finally buffing the projectile drone. (and some other minor visual changes to compliment the changes made in v2.2) I'll continue to monitor feedback on this update, and release further patches if required. I also realise some people aren't a huge fan of the limited time arena due to the fact it wont be possible to 100% the game after the event ends, so I'm looking at options for addressing that. BALANCE CHANGES: - Buffed projectile drone (3 now spawn + better pathing) - Slightly lowered crystal drop rate on Sub Zero BUG FIXES: - Fixed shielders not dropping shields on Dynamo - Fixed being able to die in card-select screen - Fixed sub-zero button not displaying event info
Hello all! I hope you have been enjoying the update so far. I just wanted to push out a quick hotfix to address some of the initial bugs and balance changes discovered in the live release. This should hopefully fix the issues some people were having with saves not transferring to V2 properly. If anyone experiences any sort of strange discrepancies on their save files, please let me know! I have tested this new approach many times and it seems to be working as intended.
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Hey all!
The next experimental patch is now available. This can be considered the "second part" of v2.0.3, and it fixes up most of the bugs present in that version, alongside improving the upgrade system slightly.
This patch does not add anything new to it other than the card re-design. If you want the specifics you can find the patch notes in-game, but there really isn't that much exciting about it. However this should make the upgrade system feel a bit more complete, and a good base to build on from here on out.
Hello again! The next experimental patch is now available. This patch has changed the way card logic works, and it now supports extended card interactions, as well as dynamic card upgrades. WARNING: There is a VERY HIGH CHANCE I've broken some cards, so I'll follow this patch with a hotfix to address any issues that arise. There's also MANY cards that don't have upgrades to them yet, so they'll say "Upgrade Available" but will not prompt the new upgrade screen. This is an intermediary update which is meant to ensure the upgrade logic is working. It will be followed with a FULL upgrade patch in Phase 2 that'll contain more upgrades for all card types.
Hello again! The next patch for V2 Experimental is now available. Same as before, this is mainly bug fixes and minor tweaks / other changes.
Hello again! The first round of fixes is now available for download! This is a small hotfix that addresses some of the intial bugs discovered in V2, as well as cleans up some minor things with the UI.
Hello everyone!
I am excited to announce that the first version of the Black Market update (V2) is now available on experimental! Although there is still lots of work to be done, I am excited to finally get the ball rolling on V2 and get into everyones hands.
HOWEVER, please note that this first version has a LOT of new content disabled. Many of the new ships, cards, arenas, and synergies, along with ship cosmetics and the new trials feature are not available in this first iteration. This is because they are either not done, or I'm purposefully holding them back until the live release so as not to spoil everything for testers. If you are wanting access to all the new stuff V2 has to offer, PLEASE wait until the live release!
With that being said, if you're ready to start your V2 journey now and help test all of the new changes, redesigns, and some of the new features and content, than feel free to opt into the experimental branch! (instructions on how to do so can be found at bottom of this post) Do keep in mind that the experimental branch no longer uses your main save! You'll be able to use your main save once the update hits live, or optionally replace it with your experimental save if you end up liking it more.
So, here's what's in the first version, and what can you expect to come throughout experimental...
The first phase of experimental will focus primarily on ensuring all the redesigns are working. You'll quickly notice that pretty much everything has changed in one way or another, mainly in regards to the design of the interface. Because of the sheer amount of changes, this is my main focus with the first phase and ensuring that the stability of the game is where it was in the original version.
PLEASE NOTE: Like I mentioned above, this first version of V2 really does not have that much new content. Just a couple new arenas, ships, and cards, alongside the new bosses, UI redesigns, and some other minor things. If you're wanting to experience a bunch of new content right away, I strongly recommend waiting until Phase 2.
NOTE FOR CONTROLLER PLAYERS: This version does NOT include the new controller mapping feature that was talked about months ago. I haven't had a chance to actually finish it, so some controllers may still not work without external software. This will be added in a later experimental version though, and will definitely be in the live release of V2.
The second phase of experimental will introduce a lot more of the content that's in the black market. Many of the ships, cards, and arenas will all be unlocked and available for purchase with power crystals. This phase will still not include trials, but MAY include master synergies.
If you're wanting to experience a lot of the content all at once, but don't want to wait for live, this is when I would recommend opting into testing. It introduces enough new stuff where you'll have PLENTY to do, but still holds back some awesome new features and content for the live release.
The final phase will unlock the remainder of content in V2, alongside the new trials feature (and master synergies if they weren't available in the previous phase for some reason). Phase 3 is essentially the entirety of V2, but will still remain on the experimental branch to ensure that once it goes live there are no major bugs or unbalanced items.
Once again if you're not wanting to wait for the live release, this phase is pretty much the whole update. So if you don't mind bugs or unbalanced items, this would again be a great time to opt in.
So with all that out of the way, you can opt into experimental whenever you like by following the steps below. Experimental is available to everyone, but I STRONGLY recommend joining our Discord so you can report bugs directly to me.
Hello everyone!
I just wanted to update everyone on the status of the Black Market update (v2.0), as well as talk about what's coming post v2.0 in regards to the integration of mod support.
Hello all!
Just wanted to update everyone on some changes to how I'll be releasing v1.2 and v2.0 of the game. I know we're now well past the originally anticipated release of v1.2, but it's not without good reason. This post also won't be very long - I just want to get everyone on the same page so there's no confusion!
A new patch is now available for experimental! For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. Once the update and any subsequent patches have been fully tested, it will be pushed to the release branch!
A new patch is now available for experimental! For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. Once the update and any subsequent patches have been fully tested, it will be pushed to the release branch!
The first content update is now available on the experimental branch! For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.
The first minor update is now available for everyone! I've done fairly extensive testing on this version to ensure it's stable, but as always sometimes bugs manage to get by me and my testers, so if you notice one shoot me a message on here or on Discord so I can get it patched up ASAP!
The first minor update is now available on the experimental branch! For those that are wondering how I will be doing updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.
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Hello all!
I just wanted to let everyone know that I'm planning on moving Neon Sundown back one more week to March 18th. The game is already done and I could release this Friday no problem, but I still feel like the cards and levelling system could use some more love. A lot of cards feel kind of dull, and I'd like to work on adding a lot more unique ones so that each run will feel completely different (and give you a lot more control over how you want to build your deck)
Here are some of the cards I'll be adding:
- Mines: Lays down mines that explode on impact
- Pulse: Sends out a large pulse, pushing enemies back
- Vacuum: Right Clicking on XP moves it towards your ship
- Teleport: Right click somewhere to teleport to that location
- Chain Lightning: Sends out bolts that chain from enemy to enemy
- Area Bombing: Randomly drops bombs around your ship
- Inverse Explosions: Explosions pull enemies towards them rather than away
- Brawler: Reduces incoming damage by 80%, but lowers movement speed by 50%
- Assassin: Doubles damage dealt from behind, but lowers overall damage by 15%
- XP Healing: XP restores health, but can no longer level up
- Homing projectiles: Projectiles home in on closest enemy, but damage is greatly reduced
- Sticky projectiles: Enemies stick to projectiles, but projectiles no longer deal damage)
I'll be using this extra week to add and test all of those cards (and more), as well as adding a levelling system to add some meta-progression as the current power module system is consumable-based and doesn't really provide rewarding progression. I understand delays are not fun, but I never delay things without a purpose. I think Neon Sundown has the opportunity to mark it's own spot in the Roguelite genre, and so I'd like to take extra time to make sure the game stands out.
If you have any ideas for cards you'd like to see added let me know! I love brainstorming with the community, and would love to hear your ideas.
Thank you all for being so patient, I promise it will be well worth the wait :)
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