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You don't know what you have until it's gone. Answers are found where you don't want to look. Have faith, it gets better as you go. When you don't know what to do, you're in the right place. Everything happens for a reason. Happiness is in the little things. Thank you, Cosmos
Added a new spinning hologram world background to both maps. Increased default brightness to max. Hyper has been replaced with underclock which slows game speed by 50%. Uber-hyper has been replaced with overclock with increases game speed by 50%
Visual overhaul to backgrounds and enemy sprites XP is now slightly transparent Crystal collect radius increased by roughly 50% Increased enemy speed slightly, but reduced health
Improved visuals game-wide. Amulet chests now have a marker that indicates where they are even if they aren't on screen. Added XP dropped by enemies that need to be picked up, instead of auto-collecting XP. Upgrades are no longer deferred until after the boss fight. Fixed various crashes. Various UI redesigns. Adjusted various values for primary, secondary, and characters.
Game difficulty has been drastically improved. Enemy health goes from 0.625 to 1.625 to 0.25 to 0.75. All weapons now start at the epic rarity instead of common. Various visual changes. Fixed a crash on the game settings screen. Added new songs with slowed versions. Added new player visuals. A new crystal timer above the crystal requirements meter that counts down over 12 seconds. It resets every time a crystal is collected. If it reaches 0 you die... So keep collecting! Match time increased from 1:00 to 8:00 and is now 8:00 across both arenas.
Added a note about Arleas' help to the credits in game settings
Ether match duration reduced from 8:00 to 1:00 Maroon Fog match duration from 15:00 to 1:30 Various enemy visual tweaks Most late-game enemies have been removed from regular arenas and are instead accessible in the endless mode. Greatly reduced the number of crystals needed to unlock the boss fight I fixed a bug where current mythic text would appear on the reward screen even if there was no current mythic. Amulet chests now drop from regular enemies instead of OSIRIS OSIRIS now shoots his bullets from above down toward the player. These bullets attempt to predict movement. Adjusted enemy health scaling to 0.625 to 1.625 over difficulty levels.
Visuals have been changed drastically. Performance improvements. Difficulty levels have been rescaled so that higher-level enemies have less health and lower-level enemies are faster with better AI. Crystal duration is now 5 seconds across all difficulty levels. Increased various enemy sizes by 25-50%. Added tooltips to the terminal command screen. Increased number of crystals needed to unlock the boss fight across both arenas and all difficulty levels. Increased enemy crystal spawn rate. Improved audio sfx. Every enemy in the game has reworked visuals with a new texture. Added 6 customizable "add-on" upgrades that can be bought from the shop with crystals. These upgrades allow you to add clothing items to your character! They are: "Headphones" "Headband" "Helmet" "Rock Helmet" "Cape" "Orb" Implemented the crystal weapon section of the shop. You can now use crystals collected during matches to purchase a new weapon for your crystal. Current weapon types are: "Normal" - Traditional autofire "Boomerang" - Boomerang autofire "Launcher" - Singular rocket launcher bullet "Goo Bomb" - Goo Bomb secondary bullet "Trishot" - Trishot secondary blast Crystal weapons also have a randomly assigned power value associated with them that determines their damage. Fixed a bug where the "bossfight unlocked" text wouldn't appear after collecting all crystals. Running away from enemies after all crystals have been collected will now trigger a "Stop Running Away" warning with a countdown timer. Move back towards enemies to stop the timer. If the timer reaches zero you will die. The game now initiates a 1 minute overtime if time reaches zero before all crystals have been collected.
Added 4 new items to the crystal shop Helmet Rock Helmet Cape Orb Cape can be combined with helmets Fixed visual bug with Scientist's field before matches started Increased tank speed from 0.85 to 0.9 Increased tank health form 6 to 7 Increased tank passive from 20% to 25% Defensive Position Damage Reduction from 30% to 25%
Fixed bug with scientist field not appearing Fixed potential crash with new crystal customizables Added new "headband" customizable in the shop for 400 crystals Updated visuals to be less dark and more easy to see Fixed mercenary color visuals
Added a new crystal section to the shop where you can spend crystals you collect in battle! Added new "headphones" player skin that can be bought with crystals! Added a new crystal friend that fights above you and shoots bullets at nearby enemies. You'll be able to spend crystals to change him (coming soon)! Added a scrolling parallax background to the arena which helps give a sense of direction (and also looks REALLY good) Fixed a bug where ghost phase state visuals wouldn't play properly Fixed a bug with borken wasd achievement not triggering properly Fixed a bug where exiting the pause menu with the terminal open would cause the game to break Fixed a bug where teleporting characters were confined by the previous arena's teleportation limits. Fixed a bug where amulet chests were confined by the previous arena's limits. Fixed visual bugs with certain title scene skins not appearing properly Various QOL improvements with crystals and the shop Redesigned various UI elements in menus Added a new CD visual to the pause menu song area Added a new phaser audio effect when ghost is low HP Ghost now takes double damage for 5 seconds after exiting phase state. Increased tank's move speed from 0.8 to 0.85. Heal terminal command cooldown from 10 to 15. Tank steadfast damage reduction from 35% to 20%.
Added controller deadzone Fixed a bug where the game would break after pausing with the terminal open Crystals now disappear after the max amount has been reached and a "bossfight unlocked!" text appears.
Changed cursor trail visuals to no longer affect player UI with the recent visual changes Also, updated various UI elements in menu screens
Both Ether and Maroon Fog are now infinite-scrolling maps. Arena variations have been removed. This also means slight visual adjustments and overall performance improvements! Added new crystal mechanic and indicators at the top of the screen alongside other minor UI redesigns. Enemies have a random chance to drop crystals when they die. Crystals have to be picked up by walking over them. Crystals don't last for very long, so be sure to stay on your toes! You must collect a certain number of crystals before the end of the match otherwise you won't enter the final boss fight. Super-dash is no longer infinite and has been changed to simply be a longer dash. Movement deceleration has also been tweaked. Enemy health scaling increased from 0.35 - 1.25 to 0.35 - 1.85. Enemy speed scaling increased from 1.0 - 1.5. Changed the ruby amulet fire visuals. Fixed some bugs with drillers and tris not properly locking on to the player's position after spawning. Give it a try and let me know what you think!
Enemy spawning is now map-wide and indicated by an X. This should help the game feel more dynamic. Enemy AI is now more group-oriented and predicts the player better. Increase color batching which increases performance. Changed frenzy sfx. Changed gold cube sfx. Changed Octo sfx. Various audio mixing changes.
Fixed laser and frenzy cube crash introduced in performance optimizations last patch Adjust various audio effects and gold cubes now have a new hit sound
Added a new hyper and uber-hyper mode that increases game speed by 25% and 100% respectively. Note: this isn't just a movement speed increase, it's an increase in game clock speed. Added two new achievements based on the new hyper modes. Fixed a crash that occurred in Maroon Fog when blue goo balls spawned in. Fixed a crash that occurred at the end of a Maroon Fog match. OSIRIS now has altered and more lifelike horizontal tracking of the player. Guardian cube, evolved goo ball, blue goo ball, and gold goo ball visuals have been changed. Guardian cube health, shield health, speed, acceleration, and size have been increased. Decreased upgraded cube hitbox size and health. Fixed blue and gold goo balls looking weird when damaged. Increased blue goo ball health. Increased gold goo ball health and acceleration. Frenzy cube now fires less bullets a shot, but bullets are faster and last for a shorter period of time. Frenzy cube moves faster and has a smaller detection radius Frenzy cube health from 150 to 100 Penta health from 500 to 350 and and reduced rotation speed of lasers Penta laser visuals changed to better display when the laser is active General audio effect changes. General audio mixing changes. Maroon fog performance improvements and general performance improvements.
Improved performance on maroon fog 7 minutes+ Fixed a Maroon Fog crash that could occur when instancing blue goo balls later in the match Fixed a maroon fog crash that occurred when beating maroon fog Change gravity cube gravity well visuals Changed Mega Diamond Visuals Changed Penta Laser visuals and reduced rotation speed Penta health from 500 to 350 Reduced giant upgraded cube size from 1.0 to 0.75 and health from 50 to 25 Frenzy cube health from 150 to 100 and increased speed Increased guardian cube health from 15 to 20 and shield health from 3 to 10 Guardian cube speed from 800 to 1000 and acceleration from 1600 to 2000
Updated UI Visuals Updated Maroon Fog Visuals Slightly Fixed tank heal ability not retriggering Increased tank and scientist movement speed Scientist now deals 10% less damage and field deals slightly less damage at a slower tick rate Scientist health from 5 to 4 Tank health from 8 to 6 Tank damage reduction from 65% to 35% Tank damage reduction now stacks with Defensive Position Fixed a bug where endless mode could carry between arenas if not unlocked in one already Fixed various mythic perks not properly applying. Fixed the "healing" mythic perk from stacking endlessly Fixed healing from potentially causing the damage animation to play Fixed player health sometimes not fully resetting after a game
Updated visuals with a Desaturated style that lets through shades of red with background lightning vfx.
Enemy health now scales from 0.35 to 1.25 instead of 0.35 to 1.6 across kernel levels.
Enemy damage now scales from 0.5 to 1.0 instead of 0.5 to 1.5 across kernel levels.
Osiris' health at higher kernel levels has been significantly reduced.
Changed Carbon and Obsidian Octo Sfx to match standard Octo.
Laser cube laser has an increased startup time but deals more damage and spins faster.
Enemy AI is now more powerful at lower kernel levels and scales less harshly over kernel levels.
Fixed a bug where switching from controller mode to keyboard mode while the game was active would cause problems with custom controls loading.
Nerfed mega diamond health.
Nerfed driller and mini driller health. Mini drillers now more closely follow the player before dashing.
Nerfed sapphire hit chance and duration across all rarities.
Fixed a bug where enemies effected by sapphire wouldn't properly run away from the player.
Nerfed vampire passive to scale less across difficulty levels and the base amount is reduced from 1% to 0.5%.
Fixed a bug where endless mode could be played below kernel 5.
Fixed a bug where the initial story intro when opening the game would replay after beating your first game.
There is no longer deceleration when letting go of movement keys. This prevents you from standing still and also allows for super dashing by letting go of WASD mid-dash. Fixed some bugs with the story not playing in the proper order alongside some various end-of-game crashes. Adjusted laser cube laser to have a short windup and deal more damage, but laser cubes move a bit slower. Also, tweaked some songs in the jukebox. Notably, Synthwavey and Dreamstate.
Fixed an issue where the story wouldn't properly progress at the end of a match leading to a black screen. Also fixed some sneaky crashes, added background particles, and some general balance improvements.
Level Up rewards are now deferred until after Osiris boss fights. None of the actual rewards are changed, just the timing. Added some new subtle chorus and lofi distortion effects alongside a more noticeable bandpass filter effect to the game audio. This gives a "retro" feel. Updated main theme. Fixed a bug where the audio effect from upgrades wouldn't disappear properly under certain circumstances. Fixed some controller sensitivity settings bugs. Updated the visuals for every cursor sprite in the game.
Added some new noise/hatching vfx to improve white balance after recent visual updates. The remove glow setting has been removed and replaced with remove hatch. Also, adjusted some glow and lighting settings with the new visual tweaks to improve fps. This causes no visual changes, the lighting was simply depreciated after 2.7.0's visual updates. As always if you find any bugs or performance issues let me know by opening an issue on the Steam forums. Thanks!
KWD now has a complete text-based story. The story begins when you first start the game and progresses as you beat each of the difficulty levels. Follow the crew as they venture into the mysterious world that surrounds them. Added a new vaporware grid to the background of both arenas with the option to disable it in settings. Added a health meter option to customizables where you can switch between the new heart health meter and the old circle one. Changed the level-up, pause game, and game settings visuals. Adjusted enemy health scaling across kernel levels from 0.35 to 1.0 to 0.35 to 1.6 Adjusted OSIRIS health scaling across kernel levels from 0.35 to 1.0 to 0.35 to 0.8. Reduced the harshness of shotgun damage falloff and added a minimum cap of 0.25 damage per pellet. Fixed secondary visuals potentially being misaligned with the player after dashing quickly.
I redesigned the visuals of the game around a warped VHS effect. Plus, I tweaked standard cube visuals slightly. Let me know your thoughts on the Steam Forums or if you have any problems!
Added new low pass audio filter effects that "mute" audio when low health or on an upgrade screen. Fixed a bunch of bugs with the amulet chest screen not properly grabbing controller input. Fixed amulet chests appearing if the amulet didn't have at least one stat better than the other amulet. Fixed a problem where playing on any resolution that wasn't 1920x1080 would result in control input text being mismatched with controller button icons. Increased the delay time before an upgrade can be selected on Steamdeck (0.4 to 1.0), to prevent accidentally pressing an upgrade. Since switching the game to full controller support, it appears that Steam Input support has been disabled (which is fine) that just means I've had to re-add right stick mouse control manually. I've also added a sensitivity slider for it in game settings. Let me know if you experience any problems with this! Added a new enemy spawning system that tracks enemy values and prevents spawning if it exceeds a certain amount. These "values" are manually set by me and higher enemies have higher values (so fewer of them spawn). I had a couple of systems in place to try and prevent this before, but they didn't work well. This one is the best so far. This also means performance improvements near the end of matches. I'm still on the lookout for performance problems during the final OSIRIS boss fight due to the number of bullets he spawns, so let me know if you come across any problems. Enemy health now scales from 0.35 to 1.0. Last stand damage buff scales from 0 - 30% instead of 0 - 50%. Basic Arithmetic now also causes your points multiplier to slowly decay over time. The point multiplier is now capped at 1.5x instead of 2.0x. Adjusted the hit chance of certain amulets so that lower amulet rarities have lower hit chances. Fixed defensive position being spammable by stutter-stepping and changed its visuals. Defensive position damage from 1.0 to 0.75. Changed background particles to be more visible and fixed a bug where they would disappear on maroon fog horizontal after moving a certain distance in either direction. Laser cubes have had their health and speed greatly increased (since fewer of them spawn) Fixed a bug where laser cube laser wouldn't damage you twice if you ran into it twice, and fixed it not damaging properly at the beginning of its cycle. All Octos now can get "pushed" by enemies nearby them. This causes them to sort of lunge at you. The Final OSIRIS boss now has its base health increase from 300 to 500. Fixed laser cube damage particles causing performance problems. Fixed bugs with the song and song skip system not working properly and repeating songs if random song variation was selected. Adjusted audio compression to be much softer. This prevents certain songs (like Atlantis) from causing audible clipping. Added weapon and secondary descriptions back to the redesigned shop. Enemy health now scales from 0.35 to 1.0 instead of 0.25 to 1.25. The "Sharp" passive has had its damage bonus reduced from 15% to 10%. Quickdraw has had its damage bonus reduced from 4% to 2% and its max cap reduced from 20% to 16%.
Added descriptions of primaries and secondaries to the shop. OSIRIS health now scales by 50% less each time he appears in Maroon Fog Changed evolved goo ball color to be brighter Increased brightness of Maroon Fog Maroon Fog Upgraded Giant Cube Health from 30 to 35 and max speed from 700 to 600
Fixed defensive position not damaging enemies after the initial pulse Defensive position damage from 2.0 to 1.5 Special frenzy now shoots more bullets and shoots twice as fast Enemy health now scales from 0.35 to 1.0 Reduced Osiris health scaling over the course of a match
Increased amulet chest drop chance from Osiris and Mini-Bosses from 10% to 25%
Tentative fix for a bug where button pressed signals would disconnect when leveling up/picking enemy buff Changed background particle effects to be more apparent Changed poison, haze, and snare elemental visual effects Increased the hit chance of all amulets
Difficulty levels now increase point generation by 20% per level instead of 10%
Fixed a bug where the laser cube's physical hitbox wouldn't properly free itself after death, leading to instances where it could damage you while invisible if you passed over the spot where you killed it within a few seconds of its death. Trishot damage from 1.5 to 1.3. Osiris damage multi from 0.75 to 0.8. Changed evolved goo ball color to be a bit darker purple.
Fixed an issue where the game could soft lock if you took damage right before an upgrade Enemy health now scales from 0.25 to 1.25 instead of 0.25 to 1.0 Enemy AI is now better at predicting dash/teleport timing intervals at higher difficulty levels Increased OSIRIS's health by 100% to compensate for recent scaling changes
Fixed a crash caused by recent amulet chest changes and made some minor shop navigation improvements
Continuing to iron out kinks with controller support, if you have any problems just let me know on the Steam forums! Title Scene, Shop, Game Settings, Customizables, and leaderboards have all had their UIs redesigned so that their text is bigger and more readable on smaller screens (like the steamdeck). Fixed a bug where Steamdeck wasn't properly being given the Steamdeck build via Steam's built-in depots (cough cough, valve). I've made a workaround by using Steam's API to track if you are playing on Steamdeck. It will have to do. There were also some issues with the controller potentially not working with Steam Input. Let me know if this is happening to you. Fixed a bug where switching to and from controller/keyboard mode in game settings wouldn't work properly. Fixed a bug where controller support wasn't given at the end of matches or in the shop accessed at the end of a match. Fixed a bug where beating a match and visiting the shop would return you to a defeat screen recap. Fixed a bug where Drillers and Mini Drillers would still be able to dash while frozen. Enemy health now scales from 0.25 to 1.0 instead of 0.5 to 1.75. Enemy damage now scales from 0.5 to 1.25 instead of 0.5 to 1.75. ^^^These are multipliers by the way^^^ Fixed a bug where using controller mode with the terminal would type letters into the terminal line when certain buttons were pressed. Clarified terminal instructions in controller mode. Updated spawn area visual particle effects. Updated default song rotation for new players. Fixed some bugs where skipping songs wouldn't work properly. Reduced downtime between songs. Trishot cooldown from 0.65 to 0.75. Trishot damage from 1.0 to 1.5. Trishot Osiris damage was reduced by 25%. Frostbite shotgun damage falloff is now 20% less harsh. Pulse and boom have had their damage buffed. (This actually happened a few patches ago, just forgot it in the patch notes) Fixed a bug where some songs would be skipped over in the jukebox while scrolling in controller mode. While in controller mode, the cursor color selector (in customizables) is now replaced with a few buttons of preset colors to pick from. Keyboard and Mouse mode is unchanged. Laser cube pre-firing delay from 0.5 to 0.35. Laser cube health from 20 to 30. Giant Upgraded Cube Health from 35 to 30. Frenzy cube health from 25 to 35. Teleport distance while using autoattack is reduced to 500 pixels When using a controller, controls are now shown via button images at the bottom of the screen (varies per controller type) Fixed some issues where controller accept inputs wouldn't register properly. Dash and teleporting no longer take place while the terminal is open and the buttons are used to cycle commands. The terminal now slows the game by an additional 10% when open. Fixed an issue where controller inputs were't being registered when opening an amulet chest. Reduced frostbite shotgun OSIRIS damage. Increased OSIRIS freeze resistance by 20%
Enemy AI now gets more difficult as you scale through the kernel levels. Improved the AI's ability to predict teleporting and dashing. Changed diamond sound effects Changed Ghost phase state visuals (and fixed a bug where you couldn't see anything with them) Enemy friction now smoothly accelerates enemies instead of causing them to jerk when quickly changing direction Tweaked maroon fog visuals to be a bit warmer and redder Fixed a bug where skip song would not skip the downtime between songs Survival Giant Upgraded cube health from 25 to 35 Improved game performance with Penta and Drillers on screen Penta and Driller can now follow ghost into phase state
Plus changed pick control scheme button focused colors so that the selected button appears more prominently
Fixed a crash that would occur when a grenade launcher bullet or goo bomb collided with a laser ball. Fixed hand cursor primary damage not charging special. Fixed a bug where goo balls would be knocked back way too far. Slightly reduced zap damage. Reduced sword cursor damage and special charge amount. Fixed a bug where the sword cursor could trigger twice in one slash. Reduced hand cursor damage and attacks no longer move with the player. Pulse no longer moves with the player. Increased goo bomb damage. Frostbite cursor shotgun now has damage falloff. Teleporting with auto aim now teleports 650 pixels from your current position instead of to the mouse cursor (normal teleport is unchanged). Fixed bug where ghost and mercenary wouldn't properly have 3 hp. Added multiplier command back. Fixed an issue where red cube elemental particle effects were rotated sideways. Fixed a bug where the dagger command could prevent kunai from spawning. Diamond enemies now only explode when hit. Fixed background particles on maroon fog horizontal. Fixed an issue where survival standard tri and diamonds could spaz out when being knocked back/standing still. The game will now automatically pause and unpause whenever a controller is connected/disconnected. The game now automatically pauses on overlay activation. Added a new steamdeck-specific build. The game now runs in controller mode by default on Steam deck and the option to select keyboard mode is disabled on Steamdeck. The game now automatically switches to and from controller mode when a new controller is connected/disconnected. The game now automatically infers your current control type based on connected controls when starting up (but you can choose to override it). Increased magic dagger and kunai speed and acceleration. Reduced the amount of Giant upgraded cubes that spawn in maroon fog special events from 30 to 20. Added rich presence support that displays what arena and difficulty you are playing on as well as the time remaining in your match on your profile. (Among other things). Giant upgraded cube health from 20 to 25. Normal upgraded cube health from 15 to 12. Fixed a bunch of issues with navigating menus via controller/arrow keys and added new visuals. Added a bunch of default colors for the color picker on a new save startup. Songs now have a slightly randomized downtime between them. Laser and gravity well sound effects now pause when the game pauses. Improved some blurry text in the survival shop. Ghost's phase state now prevents new enemies from spawning while active. Ghost now passively heals 0.25hp/s hp while in the phase state. Max number of enemies that spawns now scales from 30 to 40 over each kernel level. What Next: Fixing any kinks that pop up and continuing to fine-tune the arena and difficulty level balance. I'd like to do a bit more work on maroon fog.
Fixed a crash that could randomly occur when using Auto Aim. Fixed a crash that occurred near the end of a match. Fixed a crash that occurred near the end of a match when OSIRIS was active. Fixed a bug where terminal upgrades would show up with skill trees. Fixed a bug where terminal upgrades that were already unlocked could potentially display again. Fixed 2 of the same terminal command upgrades showing at the same time. Fixed a bug where last stand wouldn't scale properly Updated more upgrade descriptions to give specifics and fixed some spelling errors (whoops) Last stand now scales damage up by 50% instead of 25% The multiplier is now capped at 2x instead of 3x Multiplier gain from killing enemies is halved and now properly snaps to 0.0125 intervals Potential energy damage buff per pack from 5% to 1% Fixed a bug where gravity wells would cancel enemy momentum Survival mini drillers now have slightly randomized initial dash times Fixed a bug where laser cubes wouldn't properly free themselves from the game (this could cause performance problems and potentially getting attacked by invisible laser cubes) Adjusted enemy health scaling across difficulty levels from 75%-200% to 50%-175%. Adjusted enemy damage scaling across difficulty levels from 100%-200% to 50%-175%. LASER CUBE The laser cube size has been reduced from .75 to .65. Laser cube laser duration from 1.5 to 1.0. Increase movement speed. Decreased spawn amount and health. Reduced laser cube friction value and adjusted soft collision intensity and radius. Laser cube laser now sweeps toward your position after initially spawning instead of hard tracking Fixed laser cube laser appearing jittery at higher fps Increased laser cube laser damage from 0.75 to 1.5 The laser cube is no longer slowed when firing **The Laser Cube is the enemy that shows up near the end of Ether. It felt very janky and weird and annoying when grouped up and the game spawned WAY too many of them. These changes should address that significantly. Secondaries Beam - Damage from 0.25 to 0.35 Trishot - Crit chance from 10% to 25% Terminal Abilities Push - damage from 2 to 2.25 Laser - Increase beam width and damage from 1.0 to 0.5 Special - Cooldown from 8.0 to 10.0 OSIRIS - Health now starts at 100 instead of 50 Health now scales by 10 instead of 15 Osiris frenzy bullets now have a smaller hitbox and a white outline to make them more visible When fighting OSIRIS for the last time (right before winning the match) OSIRIS now has, -50% speed -50% frenzy cooldown +100% health Plus, the number of enemies that can spawn is limited from 40 to 25 during the final fight. Pets Added a steak pet with a smiley face when you click on it. Don't eat it though, it's not cooked. What's Next I'm going to go through Maroon Fog and rebalance it some. Alongside rebalancing some of the primary weapons to ensure everything is viable.
Fixed bug where terminal upgrade commands could potentially be shown once you already had them unlocked Fixed a bug where terminal upgrade commands would be shown with skill trees Increased enemy damage ramp-up throughout difficulty levels from 1.0 to 1.5 to 1.0 to 2.0
Added a steak pet Fixed some bugs where gravity ability (blackhole and special delivery) would cancel enemy momentum Further decreased enemy homing distance and reduced the amount of cubes that spawn in upgraded cube frenzy in ether from 30 to 20
Added the Pet's screen to customizable: Dog Cat Amogu (himself) Pets can be petted by clicking on them (even in a match)! Added new "Animal Abuse" and "Feline Abuse" Achievement for all you psycho lunatics out there. Fixed a crash that could occur when opening the customizable screen alongside minor customizable QOL fixes. Unlocking certain achievements now gives you access to terminal skins (these are a remnant of KWD's past iterations that I've repurposed). Terminal skins change the visuals of your title scene background. There are 8 in total, so happy hunting!
Fixed a crash caused by the rocket launcher. Fixed goo bomb and grenade bullets from interfering with each other when launched. Goo bomb and fireworks bullets now have impact damage. Decreased blackhole, bomb, and sword cursor special costs. Bomb special now detonates where it was activated instead of following the player.
Nerfed Zap primary damage and max enemy bounce Grenade Launcher now has a larger explosion radius and deals extra damage for direct hits Fixed an issue where the gravity bombs modifier wouldn't properly pull enemy inwards
Fixed an issue where the bomb cursor could stop triggering its special.
Added a new song with a slowed version called "Here I Will Find My Peace" Plus, jukebox song rotation now updates in real-time (this is a bugfix)
Fixed issue where controller could be unresponsive if controls had been remapped for Keyboard and Mouse
Fixed a crash that could occur when opening the shop with no amulet equipped. Fixed a crash that could occur when entering and exiting the shop from the survival recap screen. Tweaked the AI to adapt better and be more precise. Also added some more numbers to the AI recap screen. Fixed a bug where Penta's would spawn twice. Reduced Penta trigger range. Changed some spawning values for later Ether and Maroon Fog to prevent late-game enemies from piling up too much. Changed flash visuals. Changed scientists' electric field to be more visible. Added the option to pick a control scheme on startup. Controller mode is still in beta, so please help test! Controller mode doesn't have the ability to remap controls and the terminal uses a system where you can quickly cycle through terminal placeholders instead of having to type them. Additionally, while in controller mode you dash in the direction of your movement instead of your mouse (unless not moving).
Enemy AI will now randomly predict your movement based on your current trajectory up to your dash amount. This makes enemies more engaging as it's harder to simply outrun them. You now have to try and weave between them. Additionally, standard, upgraded, and red cubes now accelerate faster. This allows them to adapt to changes that you make faster, but their max speed is unchanged. The max amount of enemies allowed in the game is now limited to 50 or so. This number limit allows swarms to build without too many enemies (which hurt gameplay and performance). Rebalancing has (and will continue to) take place to make sure difficulty scales properly with this new change. Buffed upgraded cube health to 15 Buffed Scientist speed from 0.65 to 0.75 Buffed Tank speed from 0.55 to 0.65 and tank dash from 1.925 to 2.6 Bugfixes Fixed the default controls when first starting up the game with a new save file. Fixed a crash that could occur with the upgraded cube Fixed a bug where it was possible to discard an amulet when you didn't have one of that type already.
I made some more performance improvements as well as changed the way the direct cursor works so that its primary attack is like a mini version of its special. Laser cube has also been changed to be more hunter-like in that it now moves faster than the player, has had a slight health buff, and its laser beams deal more damage, but at a slower tick rate. If you encounter any bugs or crashes, please let me know and I will fix them ASAP. (Although you might have to wait until this evening. As you can imagine staying up til 9 in the morning requires some recovery.)
Added new enemy spawning to ether where enemies spawn in patterns indicated by x's on the arena floor. This is hybridized with the current system and does not appear in ether's pillar variation. Additionally, all maps now start with some basic enemies pre-spawned to prevent the lull of enemies that could happen at the beginning of a match. LOTS of performance improvements with large numbers of enemies on screen. Increased costs of all specials by roughly 50% Increased special pack gain from 5 to 8 Timewarp cursor duration increased Timewarp cursor now only slows time if on low hp, but slows by 50% more Fixed some visual color bugs with the new outline feature and the penta and driller mini-bosses Fixed a bug where the low HP visual could prevent certain mouse inputs Updated lots of upgrade descriptions to be more specific Blitz has been changed to light enemies on fire Fixed issue where enemies could stop spawning near the end of matches Changed flash skill tree upgrade to apply damage and knockback over time Screen shake now applies when primary and secondary weapons fire instead of when enemies are damaged Changed player-damaged screen visuals Changed rocket skill tree fire rate from 0.1 to 0.15 Changed enemy spawning algorithm to check for player position every 0.1 seconds instead of every physics tick. This greatly improves performance and gives enemies a less robotic feeling as they don't instantly react to your movement. Reduced OSIRIS health and changed scaling over time Changed Osiris visuals Changed Osiris spawn visuals
All weapons except beam weapons and amulet effects now have a chance to proc a crit every time they damage an enemy.
Arenas now have variations. Ether is the first arena to get a variation with "Pillar". The arena is reshaped into a long, vertical column! When you pick ether, you will randomly get put into either normal or pillar.
The "More crit" upgrade now affects all weapons
Added "more crit 2" and "more crit 3"
Increased driller alert line length
Changed double whammy sfx
Fixed a bug where double slash would show up in the upgrade pool even after already acquired
Fixed mini bosses potentially spawning too soon
Fixed a bug where more crit wouldn't apply until after beating Osiris
Buffed "special frenzy" cycle amount from 2 to 5
"Defensive position" predelay from 5 to 1
Fixed a bug where the primary pierce upgrade would appear for weapons where it had no effect
All primaries can now access crit upgrades and debuffs
Zap can now retarget enemies as long as it's not the last enemy damaged
With the new crit system, buffed Osiris' starting health by roughly 50
You can no longer discard an amulet of a higher rarity than your current one
Fixed an issue where freeze visuals wouldn't line up properly with freeze duration
Fixed amulet chest description visuals
Particle performance improvements
Added new visual effect when on low hp
Add amulet descriptions on the amulet chest screen
Knockback has been removed from the upgrade reward pool
Survival shop knockback bonus from 10% to 5%
Fixed driller freeze sprite
Fixed penta freeze sprite
Direct melee now acts as an aoe attack that knocks enemies away from the mouse cursor. Critbox attacks still function how they used too though. This allows you to still skill shot critboxes, but also play around with aoe damage and juggle enemies around the map. Try it, it's fun!
Increased tank dash cooldown from 0.75 to 1.5 Tank dash speed from 3 to 4 Tank no longer deals increased damage (Alongside various other performance improvements and bugfixes!)
Fixed a potential crash with the ghost character in the the maroon fog arena Ghost now has a faster teleport which no longer interrupts his phase state Ghost no longer has increased damage
8 new standard upgrade options: "Piercing" has been removed "Triple Auto" - Autofire can now target 3 enemies "Quad Auto" - Autofire can now target 4 enemies "Pierce 1" - Autofire pierces an additional enemy "Pierce 2" - Autofire pierces two enemies "Pierce 3" - Autofire pierces three enemies "Primary Pierce" - Primary fire pierces an extra enemy per shot "More Crit" - Crit deals 10% more damage "Range 1" - Increased autofire attack range by 15% "Range 2" - Increased autofire attack range by another 15% Standard bullet visuals have been changed, autoattack bullet visuals have been changed, and tri shot bullet visuals have been changed. Standard cube enemy eye visuals have been changed. The standard tri enemy is now smaller. Also, currently working on adding weapon rarity and randomly generated weapon perks for beating survival arena's!
Primary projectile bullets are now smaller and pierce up to 3 enemies Basic white cubes in ether are 33% smaller (critbox size is a bit bigger relatively) They now cost half as much to spawn, which means they spawn roughly twice as often Let me know what you think!
Phantom mode visual is now slightly translucent. Timewarp has piercing bullets and its charge cost went from 12 to 14. Fixed goo balls giving too much special charge.
Fixed a crash that occurred in maroon fog with the blue diamond enemy
Improved secondary reload meter to more accurately display reload times Improved hitboxes on standard (white) and upgraded (lock) cube
Fixed a crash that could happen on maroon fog startup Teleporting outside an arena boundary will bring you to the closest position in the arena, instead of just canceling teleport Red and Gravity cubes have had their hitbox sizes reduced (this prevents issues with feeling like you were dying for no reason when getting clipped by a corner of their hitbox.)
Rocket launcher projectile lifetime from 2.5 to 3.0. This should prevent rockets from exploding before they hit an enemy. Also changed the shape of some enemy soft collision hitboxes alongside soft collision acceleration and ai. This significantly changes horde behavior, especially in ether. Let me know what you think!
New clicking/primary fire sfx New secondary reload sfx Audio levels and in engine SFX have been changed There is a new particles exposition when your secondary has reloaded Improved bomb special visuals Bomb special now spawn bombs around the player instead of at the mouse cursor Improved freeze and time warp visuals Changed enemies pathing logic so enemies have a tendency to move around other enemies in their path instead of getting stuck behind them.
Adjusted the levels of certain audio effects after yesterday's audio patch Likely will take one or two more of these before I'm happy with everything
Fixed a bug that prevented enemy spawn rates from properly increasing Adjusted upgrade values to scale proportionally (tradeoff and damage) Bomb special visuals improved Frostbite cursor base duration reduced from 2.0 to 1.5. Ying and yang base damage was reduced from 0.25 to 0.1. Kunai knockback nerfed by 25%. Earthquake and purge size reduced to not expand beyond the screen so much.
Nerfed new bomb special damage and knockback Fixed a bug with Osiris guardian cube soft collision where other enemies wouldn't recognize them
OSIRIS cubes have been moved back up to 3 with their health coming down Their spawn distance has been changed alongside their speed scaling with difficulty levels
New click sound effects New secondary reload sound effect and particle effect to make it more obvious when you can fire again All sound effects have had their levels rebalanced and global audio effect chains have been altered too (sounds were overcompressed before). This will likely change more in the future as I tweak and fine-tune it. Nerfed abilities to bring them in line with other upgrades and reduced their costs in the survival shop from 500 to 200 Small information QOL updates Fixed gravity cube blackhole damaging the player after teleporting away Fixed frenzy and laser cube only trigger their abilities once under certain circumstances Changed frostbite and timewarp special visuals Survival OSIRIS now only spawns one pair of guardian cubes, the cubes have more health but accelerate slower to give them more time to react to them.
New Visuals for the player's meters and maroon fog arena Various minor enemy visuals changes Added environments in the game settings screen that create weird and trippy visuals for survival Tradeoffs and damage upgrades are now reduced in scaling amount and tradeoffs now work so that the buff is double the nerf Guardian cubes give less special charge
Fixed various problems with knockback-resistant enemies getting displaced by normal knockback Boom knockback no longer ignores knockback resistance Knockback and damage scaling are now as a percentage of the original value instead of exponentially scaling Guardian cubes are more resistant to ignore-resistance knockback Added new "Lasers" Command ability that scans the screen with an "x" laser pattern
Higher kernel levels are now more difficult Osiris guardian cubes now spawn at correct health intervals
Fixed music cutting out after visiting shop from the title scene
Increased bomb cursor damage roughly double Increased knockback by roughly 25% First bomb now triggers if primary fire is held while active instead of needing to let go a reclick
Tweaked the volume of various audio effects Adjusted sfx EQ and FX Replaced all music with a new song called somber Somber's pitch is randomized between 0.77 and 1.0 at startup
Nerfed the new "boost" terminal command from 8 seconds to 5-second duration. Cooldown time from 16 to 15.
Massive fixes to time slowdown problems. I just finished implementing a system that tracks all active time slowdowns and automatically defaults to the lowest one. That means time slowdowns will now consistently work how they are supposed to. Also, just for fun. I added a new terminal command ability called "boost". Boost increases damage and knockback by 25% for 8 seconds and has a 16-second terminal cooldown. Also, the command terminal can now be opened while enemies are paused. (This also fixes a bug where if you had the terminal open on the survival level-up screen you would be soft locked) Also, the command terminal's duration timer has been removed. That means you now have as long as you need to type your abilities. (Atleast before enemies get you). Enjoy, Cosmos
To make it easier to type commands in the heat of battle, the amount that the terminal command line slows down enemies has been increased from 50% to 75%.
OSIRIS Survival Guardian cube health from 20 to 15 and shield from 4 to 3 Trishot projectile duration from 0.35 to 0.5 Trishot damage from 0.9 to 1.0 Trishot knockback from 0.25 to 0.3 Adjusted spawn areas in survival to be slightly farther from the player The same special event will now no longer trigger twice in a row In Ether, standard tri and diamond special event spawn rates reduced Reduced the cost of abilities in the survival shop Reduced the cost of the damage upgrade to 1000
Fixed a crash after beating the ether survival arena Adjusted shop prices after the new autoattack crit box change
The Enemy Buffs of "Health" and "Speed" in survival have had their base amounts cut in half. In survival, enemy critboxes now automatically trigger if the mouse touches them while autoattack is held (this greatly reduces time to kill with autoattack) Fixed a bug where the "reduce secondary reload time" upgrade would sometimes not function properly Tentative fix for a bug where the special overfill meter freezes and then becomes unusable
Fixed arena click through sending players to the wrong place Nerfed Survival Guardian Cube damage from 5 to 2 (so they no longer one-shot)
Fixed bug where it wasn't possible to click through the ending screen after beating arenas Buffed Trishot knockback by 25% Campaign is now locked until Ether is beaten
Removed the tutorial, as the game's controls are decently straightforward and can be viewed before a survival match at the bottom of the screen. The tutorial felt more annoying than helpful.
Fixed Gold and Guardian Cube critboxes canceling autoattack
Fixed a crash that would sometimes happen if the player had one ability equipped Fixed a bug where crit box special effects would play after an enemy had already died
Fixed a bug where sword special would hold primary fire after it ended
Pulse level 1 and passives are now on by default (they can still be refunded) Fixed a bug where sword special would stop autoattack
Auto-attack has been changed so that it activates when primary fire is held instead of being toggled by the A button
Fixed tutorial special values after recent special change On the hunt for specific survival crashes. Let me know if you have them and how you trigger them. Thanks!
Fixed crashes when survival abilities would roll Increased visibility of survival aim reticles for secondaries
Reduced Kunai and Magic Dagger Knockback by 20% (This is to prevent them stalling OSIRIS)
Increased survival point generation by an additional 25%
Increased survival point generation by an additional 33%. Survival Point Generation Upgrade Increased from 4% to 5%
Survival Points now round up to the nearest whole number Survival Osiris now accelerates twice as fast (Max Speed is unchanged) and is slowed 50% less by normal knockbacks Fixed a bug where survival standard (white) cubes would have their crit boxes outside of their normal hitbox
Cube enemies in survival can now be slightly knocked back by primary fire Made Survival points text more readable and added sound effect when it updates Kunai and Magic Dagger have had their knockback changed so that it no longer ignores knockback resistance
Added new survival point score numbers to the top left of the screen in Survival! Survival Guardian Osiris cube health increased from 15 to 20. Survival Guardian Osiris cube can now be slightly knocked back from normal attacks when its shield is broken. Survival Guardian Osiris cube shield knockback resistance buffed by 10%. Survival Guardian Osiris cube non-shield knockback resistance nerfed by ~8%.
Osiris guardian cube health reduced from 20 to 15 Increased survival point generation by 50% Reduced survival level up scaling increase by 20% (this is only the amount that the scaling INCREASES per level, it is not a 20% reduction in starting amount).
Updated red diamond's eye placement and death trail particles to now fade out over time Goo Bomb mouse detonation size doubled Goo Bomb bullets now lose 40% of their velocity when colliding with eachother Goo Bomb damage reduce from 3.0 to 2.0 Fixed a bug where Goo Bomb damage and knockback wouldn't scale properly with player buffs Increased Trishot bullet hitbox size by 10% Adjusted Player visuals Increased knockback resistance of standard cube (in non-survival game modes) by 50% Increased knockback resistance of carbon cube (in non-survival game modes) by 33% Tentative fix for crashes while damaging standard enemies Survival mini-goo hitbox sizes increased by roughly 30%
Fixed bug where red and gravity (blue) cubes would deplete special if attacked while dead Fixed a bug where secondary would not reset properly when refund all upgrades was pressed Fixed a bug where secondary would not display properly Auto attack is now OFF by default in survival Fixed a bug where the vhs shader wouldn't correctly disappear while in minimalist mode during the OSIRIS campaign boss fight Fixed a bug where rolling an ability or passive without having one unlocked in the shop would crash the game in Survival Doubled the cost of every special in the game Buffed Trishot knockback from 0.15 to 0.2
Added VHS effect to campaign and rogue mode Fixed a crash is survival the would sometimes happen when choosing an enemy buff
Adjusted the survival level up reward pool so that health and special rewards are less common when other options are available
Gameplay
Survival -
Hiya folks,
As you can tell by the decent number of updates this game has had over its short lifetime, I am very dedicated to making it something awesome.
Over the past week or so I did some playtesting with the wonderful Arleas who helped me to identify and sort out some major problems with KWDs gameplay.
So, Version 1.2 is here to fix them. I hope you enjoy it, and please feel free to join the discord and give your own feedback. (It would be very helpful.)
Let's go.
Holy wall of text, Batman.
- Standard Tris and Standard Octos now appear in the normal rotation of enemies in survival mode - DOUBLED the number of survival points earned per run - SIGNIFICANTLY reduced the cost of certain items in the survival shop These changes are designed to make survival feel less repetitive and allow players to always have something to buy in the survival shop after a good run.
- Fixed a bug where primary fire sound effects would radically fluctuate in volume when auto-attack was enabled - Title Scene Audio now fades out when entering Survival Shop
Fixed a bug introduced last patch where the sword cursor wouldn't work properly with auto-attack enabled
Added new auto-attack mode (toggled with the A key)
When active, an indicator will show above the player's head like so.
Replaced 2 Standard Cubes on Level 11 with a Basic Goo Ball Updated hand cursor reward to include equip instructions
Updated build settings with the latest version of Godot. This includes: Better performance Lower Latency Better Audio Better Load Times Better Visuals More Vibrant Colors Additionally, the option to return to the title scene via the "R" command is now available before beating the game. Additionally, a new Vampire Survivors like "Survival" Gamemode is in the works. Stay tuned!
Improved carbon cube, tri, and octo outline visibility Improved carbon cube, tri, and octo spawner outline visibility Changed 200% cursor size to 100% cursor size Changed 100% cursor size to 50% cursor size Default cursor size is now 100% (previously 200%)
Improved text readability in player loadout Fixed some minor issues with text misalignment in the resilient passive reward scene Made terminal commands more readable and straightforward
- Improved text visibility in various places throughout the game - Minor bugfixes
- Adjusted OSIRIS Bossfight Music Level - Fixed a bug where Speedrun Recap wouldn't properly recognize beating a high score
At the end of the month (precisely 12am EST on August 1st) the Top 10 Players on the Global Speedrun Leaderboard will be memorialized in the Speedrun Hall of Fame. After this event is over, the Speedrun Hall of Fame will never be touched for as long as Keyboard Warrior: Dreamstate exists.
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