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.
Health Meter has been replaced with a heart visual
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 a new bread pet with 12 different types to cycle through.
Enemy health now scales from 0.75 to 2.0 instead of 1.0 to 2.0. This makes lower difficulty levels a little easier to handle. There is now an option to pause music when not in a match. This is on by default. Added a new transition pixel dissolve effect to normal transitions. Adjusted enemy AI algorithm chase distance to be closer to the player (this makes enemies predict you when slightly closer). Tentative fixes to some shop bugs where points could go into the negative. I fixed a shop bug where a disabled upgrade potentially wouldn't reset when refunding.
Not much more to say.
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!
Added new upgrade images for crit upgrades, passive upgrades, boomerang upgrades, and the dual shot upgrade.
Terminal abilities are no longer unlocked by default, instead, each character starts with one terminal ability.
Recruit - Frenzy Ghost - Dagger Scientist - Eyeball Tank - Heal Mercenary - Boost
Added a new upgrade type called terminal upgrades. Terminal upgrades add a new ability option to your terminal for the duration of the match. This is where the remaining terminal abilities have been shifted (there are 11 upgrades in total)
Other changes: Vampire heal amount nerfed from 4% to 2%
What these changes mean in practice:
The main thing that KWD felt like it was lacking was that matches felt very similar due to how samey upgrades felt. This was partly caused by the lack of a variety of upgrade images. But, this was also caused by a lack of impactful upgrades, most upgrades were cumulative upgrades that didn't lead to very drastic differences in gameplay experience unless stacked 2 or three times over. Even then, they had very similar effects. I also noticed that I very rarely bothered to open the terminal and change what terminal rotation I used because having them all without needing to unlock them made them feel cheap and worthless, even though a lot of them are really cool. Making terminal abilities locked behind upgrades and giving each character a unique starting ability gives characters more flavor and variety, but also gives matches more flavor and variety as unlocking different terminal upgrades has the potential to greatly change how you play the game. This also makes the terminal system feel more useful and worthwhile as it now has a sense of progression and growth. Let me know what you think!
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.
Not much more to say here chief
Fixed a crash that occurred when remapping controls. Apologies for any inconvenience this caused. If you find any serious bugs or crashes please open a new thread on the Steam forums to report them. It might seem stupid, but I'm human like the rest of us. If it's a bug you can easily reproduce, I can fix it in a few minutes. (Depends when I see it)
Added a new Summer Vibes song to the jukebox with a slowed version.
Added jukebox songs to the official soundtrack.
Fixed some stutter problems caused by improper loading of particle effects.
If you have any stutter problems, also let me know on the forums. It just means that I forgot to properly instance a certain particle effect so it's loading while you are playing (Godot compiles particle2D nodes at runtime which causes a stutter when they are first loaded). Let me know what build you are using, what arena, and what enemies you are fighting.
Thanks!
Also fixed some minor terminal bugs.
Self explanatory title
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)
Added a new auto-aim mode toggled with Control on the keyboard or the right non-dpad button on controllers (A on Switch, B on Xbox, and Circle on Playstation).
That means the game should be playable on Steamdeck. Unfortunately, Steam won't let me upload the default controller Input mappings for the demo, so I've disabled its controller functionality for the moment. If Steamdeck doesn't work feel free to let me know and I'll fix it ASAP!
The mode automatically targets the nearest enemy to the player or OSIRIS when he is active.
Controller support is now fully playable and fine-tuned but will remain in beta mode until any unknown kinks are ironed out.
There is now a default Input remap control scheme for the game on controllers via Steam.
Additionally, the controls at the bottom of the screen now update to show controller controls.
Fixed a bug where the control scheme mode selection would be overridden by previous game settings. Maroon Fog is now locked by default but unlocked after beating Ether Kernel Level 0.
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).
Added a new enemy AI system that tracks your movement patterns and adapts over the course of the match. I can't give away all the specifics of the system but there is a little recap at the end of a match that shows the percentage of the time you moved in each of the 8 directions as a little fun teaser. There really isn't much more I can say, except I hope it doesn't become sentient and take over the world. Anyways, on with the show.
Balance changes and bugfixes
Increased Octo speed and damage. Reduced driller dash cooldown on startup. Increased evolved goo ball health. Increased laser cube health and reduced speed. Adjusted enemy and special event spawning to change based on time, not Osiris amount. Max enemy number from 50 to 40. Maroon fog is now unlocked by default.
I genuinely believe this game has the potential to be one of the biggest games on Steam. I genuinely believe I have the ability to get it there. However, I am only one human being. I can't remember a night in the past month and a half where I haven't gone to bed after 4 am. The night before Christmas Eve I worked on this thing from 7 pm to 9 am doing optimizations. Please do not feel bad for me. I don't need you to. I don't even want you to buy the game if you don't think it's worth the price. I need you to give me your perspective. If you have a bug, tell me. If you have a gameplay problem, tell me. Arleas (who helps me playtest) has had plenty of problems with the game over the past few months. No matter how big or core to the game I always had something new for him to try the next week (if not the next day). Do you think the game needs more enemies? That's fine. Just tell me. You don't need to design any of them. You're even free to refund the game if you don't like it. All I ask is that you take a few seconds to tell me what you'd like to see improved, even if you don't exactly know. Thanks, Cosmos
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
Added outlines to enemies and player
Added options to disabled outlines in settings
Changed enemy prediction algorithm to have a bit of a random variation so it feels less robotic
Changed enemy prediction algorithm to stop predicting movement when enemies are a bit further out as this looked strange
Enemy prediction algorithm performance optimizations
Adjusted the levels of various audio effects
Timewarp special time slow from 50% to 25%
Timewarp special time slow no longer reduces fire rate
Fixed a bug with Octo hitboxes that caused them to deal too much damage
Removed OSIRIS guardian cubes from OSIRIS
Removed particle effect that played in the background when special events spawned
Performance optimizations when gold cubes are on screen
Gold cube size from .65 to .5
Gold cube damage from 3 to 1.5
Standard cube max speed from 400 to 600
Fixed defensive position visuals and audio effects. Defensive position now starts after 0.1 seconds instead of 1 after not moving.
Enemy pathing now alternates between directly chasing the player and predicting the player's movement.
In-game pause menu now allows you to remap controls and choose song rotations. As well as skip the current song, adjust volume levels and set random song rotation.
Ghost now only enters phase-stat when on low hp (below half)
Tris and Diamonds now face their velocity vector instead of the player.
Improved hand cursor.
Adjusted default volume levels to prevent audio clipping with certain songs.
Adjusted SFX volumes.
Fixed a bug where the hand cursor wouldn't scale with rarities.
Added a new jukebox (in settings) with 33 songs, you can pick which songs you'd like to hear in battle.
Adjusted default music and sfx volume
Fixed bugs where survival values weren't properly getting reset when returning to the main menu after pausing
Added 10 new achievements.
Added a new horizontal Maroon Fog stage variation
Direct enemy critbox has been removed and direct now crits like other attacks
Added three new upgrades in the form of "crit chance" 1, 2, and 3
Added boomerang autofire upgrade (comes with its own multi-rang and pierce upgrades). That's seven new boomerang upgrades.
Altered mega diamond and blue goo ball spawn points in maroon variations
Survival gravity cube blackhole duration from 2 to 1 and health from 4 to 3
Defensive position damage buffed from 1 to 3
Kinetic energy cooldown reduction reduced from 7 to 3%
Increased standard upgrades get chance in the upgrade pool by 100%
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
Added new Driller mini-boss - Large, fast, and dashes at the player. Splits into two mini drillers when killed Added new Mini Driller mini-boss - Mini version of the driller Added new Penta miniboss - Summons massive rotating laserbeams whenever the player gets close Standard Octos, Carbon Octos, and Obsidian Octos have been converted into minibosses.
All octos are now much larger (One octo is roughly the size of 20-30 small white cubes) All Octos now deal damage over time to the player when you hit them (it is VERY HIGH DOT so it acts like an instakill to lower hp characters, be careful) All octos have SIGNIFICANTLY (4-5x) more health and give less special when damaged All octos are now immune to status effects and move away from nearby enemies All octos are now immune to knockback effects
Minibosses have a 10% chance of dropping amulet chests OSIRIS' chance of dropping amulet chests has gone from 25% to 10%
Amulet chests now only appear if the amulet is at least the same rarity as your current amulet
Fixed a bug where amulet stats wouldn't scale precisely
Increased zap bullet speed and hitbox size
Changed zap visuals and added new sound effects
Hand and gravity special now trigger when the special button is pressed instead of primary
Added 19 new achievements
Nerfed laser cube laser damage
Increased blue goo ball health Increased upgraded cube max move speed and added an outline to make them more visible Haze particles are now deep blue Decreased bomb cursor special amount
Increased special terminal cooldown from 6 to 8
Increased survival guardian cube health from 6 to 18
Increased survival OSIRIS guardian cube health from 20 to 35 and shield recharge time from 1.5 to 1.0
Fixed a bug where terminal typing sfx wouldn't properly play on every new letter typed
Blackhole cursor primary now fires a fast-moving, high-damage, and high-piercing bolt of energy that bounces to nearby enemies after connecting with its first victim.
It has a relatively slow fire rate compared to other abilities but deals good area and knockback if you can line up shots and bounces.
The Blackhole cursor's gravity well also has increased pull on enemies, allowing you to better group them up for your shots!
Additionally, I fixed some bugs with bullet damage and weapon rarities. Shop costs of secondaries and primaries scale upwards less harshly. Alongside adding the primary pierce upgrade to the shotgun added yesterday!
The frostbite cursor is now a piercing, semi-auto shotgun. Special cost is increased slightly.
Bomb cursor now fires grenades that bounce off walls and explode on contact with each other or enemies!
Blitz upgrade now fires rockets automatically instead of after dashing
The blackhole cursor is now the "slash" weapon type (previously "direct")
Performance optimizations with particles while lots of enemies are on screen
OSIRIS is now more resistant to freeze effects
Changed how some later game enemies spawn
Tank dash cooldown reduced from 1.0 to 0.75. Tank move speed reduced from 0.65 to 0.55
Tank dash has been adjusted slightly to fit new move speed Changed how late game enemy's ramp-up
Set a default auto command rotation and add the ability to set your own (Default rotation is: Frenzy, Heal, Dagger) This replaces the old default command and means you will start the game with a solid preset rotation all ready for you!
Fixed a bug where the first bullet of frenzy would spawn in the wrong location
Picking favorites now reduces terminal cooldown by 15% for all abilities instead of just suggestions
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!
Melee weapon types are now split into two categories "direct" and "slash".
Direct is the previous melee type and slash is a new close-ranged aoe slash!
Sword and bomb cursors have been converted to the new "slash" type.
Direct melee is also buffed! The aoe, non-crit portion of direct attacks has been increased in size from 35 to 55 (that's in pixels)! That makes it a lot easier to hit enemies!
QOL
- Skill tree buffs now display the name of the tree above the upgrade
- Amulet text now changes color based on the rarity of the amulet
- Pressing escape while in a match now allows you to pause and return to the main menu
- Ghost is faster, and his teleport no longer cancels his phase state, but he deals normal damage
- Tank deals normal damage, but has a better dash
- Movement ability cooldown is now displayed by a fadeout of the ring underneath the player
- OSIRIS now moves faster and is no longer affected by any knockback, but his health starts out lower and scales less over time
- Rocket Tree rocket duration from 2.25 to 2.0 seconds
- Double Whammy audio is now compressed to prevent spiking with sword cursor special
- Fixed some terminal problems with heal and special not looping if your health or special meter was full
- Also changed heal and special to be accessible even when health and special meters are full
- Removed the multiply command
Bugfixes
Fixed an issue where Ghost could crash the game Fixed an issue where Tank was invulnerable Improved performance with health and special regen (not needed, but was part of a small fix) Fixed an issue where OSIRIS Guardian cubes were immune to damage Fixed an issue where stacking the diamond amulet ability with the red cube explosion could lag the game Adjusted dropped frames low graphics trigger to be a bit more lenient
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
5 New Characters to play as!
Recruit
- Basic, well rounded character. Ghost
- Low HP. Dash is replaced by a teleport. Moving initiates a phase state. Scientist
- Slow. Dash is replaced by a teleport. Moving creates an electrical field. Tank
- Slow. High HP. Increased damage. Comes with a built-in Steadfast passive. Mercenary
- Fast. Low HP. High damage.
Amulets!
Ruby - Damage has a chance to set enemies on fire. Fire spreads between enemies.
Saphire - Damage has a chance to haze enemies and make them flee you.
Emerald - Damage has a chance to snare and slow enemies.
Amethyst - Damage has a chance to poison enemies. Poison damages enemies until they die
Diamond - Damage has a chance to implant enemies with shards that explode upon death. Enemies hit by the explosion are also implanted, spreading the ability.
New Terminal Autocommand
The terminal now stores commands and puts them on a cycle of up to three commands. The cycle will automatically activate commands and loops until changed. That means you can pick a rotation of your favorite terminal commands at the beginning of a match, and they will continuously run until you change them. No need to keep typing them in!
Improved performance and rebalancing!
Various rebalancing of enemies and arenas so that scaling feels better. Lower kernel levels are more engaging and the game progresses smoother both during the match, between kernel levels and across arenas. The game now has greatly improved performance, and a new option to enable and remove glow effects (on by default). This acts as a minimalist light mode and still looks like the normal graphics mode, just matte. Also, I've added the ability to enable old glow effects should you want. The game also has various behind-the-scenes code optimizations and new a dynamic where the game will auto-kick into a pseudo-low graphics mode if your fps drops too much for too long. It should be noted that this rarely happens. Just a precaution to make the game playable on more computers.
Fixes/balance changes
Fixed OSIRIS boss fight crash Fixed frostbite cursor rarities potentially crashing the game Fixed primary weapon rarity damage affecting all weapons Fixed sword cursor not being purchasable in the shop/crashing Fixed a bug where the spawn reward timer wouldn't give rewards Fixed a bug where clicked would be set true after beginning the game (this allowed you to damage an enemy one time with a melee attack) Primary projectile damage and piercing reduced Melee autoattack is faster and melee now has a larger attack area for non-crit attacks Changed health pack default to q and special pack to be e Fixed an issue where damaged visuals wouldn't play Greatly improved performance of the entire game when enemies start to stack up Changed achievements to better reflect the current game state
Weapon Rarities
New extended gameplay progression!
Added weapon rarity "Common" "Rare" "Epic" "Mystic" Primaries and secondaries have weapon rarity A new weapon rarity is guaranteed at the end of a completed run. If your weapon is a mystic, then a new mystic is guaranteed instead! Weapons gain 10% bonus damage from each rarity level until mystic, where they gain a mystic perk. The power of mystic perks is randomly generated and weighted based on difficulty level so that higher difficulties give better perk buffs The types of perks that can be earned vary based on the arena. Ether mystic perks: "damage" - Bonus damage "knockback" - Bonus knockback "healing" - Increased healing "special_charge" - Faster charging special "pack_recharge" - Faster charging pack generation Maroon Fog mystic perks: "move_speed" - Faster move speed "xp_boost" - Lowered level-up cost "attrition" - Enemies have lower hp "health" - Increased max health "terminal recharge" - Decreased terminal cooldown
Mystic perks can be stacked across primaries and secondaries. For example, a mystic primary weapon with a 5% damage bonus and a mystic secondary with a 5% damage bonus would stack to give a 10% damage bonus. (Mystic perks don't have to both be "damage" to stack, perks stack regardless of upgrade type) This greatly increases replay value and progression depth!
Fixes and QOL
Fixed frenzy bullets piercing enemies with trishot piercing shots enabled Frenzy bullets now pierce 1 enemy Fixed some bullet nodes not properly despawning with piercing shots enabled Changed shop values to be initially lower but increase with each purchase level Changed enemy spawning so that fewer enemies are locked behind kernel levels
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.
The game now has WASD movement in addition to teleporting.
While moving you transfer into a phantom shadow realm where nothing can hurt you, you also can't hurt anything.
It should also be noted that the game progress timer is paused while in this shadow realm, and some powerful enemies (like OSIRIS and some enemies found in higher kernel levels) can still follow you into this realm.
Gravity cubes have also reduced their movement speed, and the black holes that they spawn on death now affect other enemies and the player. (This is a revert of a previous change)
Enemies have been scaled down by 25%.
This solves a lot of problems with enemies preventing each other from moving and makes them more fun to try and hit!
The OSIRIS boss fight now has frenzy bullets, and he evolves each time you fight him.
OSIRIS felt a bit too easy and stagnant these changes are designed to fix that.
Arena spawning and difficulty have been improved.
Arena spawning and OSIRIS enemy spawning have been changed to scale better with each difficulty level and with the current OSIRIS boss level. This makes the game progression better match the player progression.
3 New Skill Trees
Teleport Damage Terminal
Teleport Skill Tree - Special delivery - leave behind a blackhole when teleporting Flash - Spawn a pulse of energy at your teleport position Autocannon - Automatically fires piercing cannonballs at nearby enemies
Damage Skill Tree - Double whammy - Firing your primary damages enemies in a radius around you. Laser ball - Periodically creates a slow-moving laser ball that damages over time, pierces enemies, and bounces off walls Basic arithmetic - Points multiplier now increases your damage. Terminal Skill Tree - Picking favorites - Using the suggested terminal command reduces terminal cooldown by 15%. Kinetic Energy - Dealing damage reduces terminal cooldown time. Potential Energy - Deal more damage the more health and special packs you have.
Autofire
There is now an automatic attack that is with the player by default. It shoots low-damage bullets at the nearest enemy. It has two upgrades. Pierce - Bullets deal less damage but pierce through enemies Double Auto - Now attacks two enemies at a time
Version 1.7.0
What's the breakdown?
New skill tree abilities, the game has better conveyance, is easier to understand and use, audio improvements via slight pitch and volume variations to add a "natural" feel to everything, redesigned special events, balanced changes and bugfixes!
- 8 new modifier abilities (modifiers are unlockable once certain loadout requirements are met). Ex: Gravity Bombs for the Goo Bomb Secondary (If used with gravity cursor), Piercing Shots for the Trishot (if used with sword cursor), Double Shot for projectile primaries, etc. - 6 new skill tree upgrades (that's 2 skill tree paths). With 3 more skill tree paths to come! Skill tree abilities are powerful abilities that support a certain playstyle and can only be unlocked after beating the boss. Ex: Spawn a homing rocket after killing an enemy. - New "Eyeball" terminal ability that summons a creepy eye. The eye circles your mouse cursor and autotargets nearby enemies with a beam! - New rising bubbles background effect during special events and OSIRIS (red eyes) now spawns out of a portal. Neat! - Significant thought has been put into the way the game presents its controls when a match starts up so that new players always end up with the basics. Without going through a boring tutorial, of course! - Improved the color coding and visual communication of the game to make enemy types easier to understand. - Improved performance (not really needed, but still a plus) - Improved enemy ai, abilities, and balance - Improved audio effects. All SFX in the game now have slight pitch and volume variation which isn't consciously noticeable, but prevents audio from sounding "unnatural". Fun fact: This audio pitch variation runs on a global level to prevent unwanted chorusing and flanging effects! - Bug fixes, control remapping improvements - A ton of redesigned special events - Balance changes
Fixed a crash that occurred in maroon fog with the blue diamond enemy
Modifiers
Modifiers are a brand new type of upgrade that change how you play the game. They can only be unlocked when certain conditions are met, though.
The "Dual Shot" modifier can only be found when using a projectile weapon. It allows you to fire a bullet behind you. The "Explosive Fracture" modifier can only be found when using a melee weapon. It makes enemy crit explosions damage nearby enemies. "Gravity Bombs" - Only found with a certain combo of "goo bombs" and cursor (I'll let you figure out which one). Goo bombs will pull enemies in. "Double Beam" - Only found with a combo of "Beam" and a specific cursor. Spawns an additional beam behind you. "Bullet Time" - Only found with a combo of "Bolt" and a certain cursor. Charging the bolt slows down time. "Piercing Shots" - Only found with "Trishot" and a certain cursor. Trishot bullets pierce enemies. "Malfunctioning Systems" - Only found with the "Rocket Launcher" and a certain cursor. Rocket launcher warheads no longer home in, but deal a lot more damage. "Larger Clip" - Only found with the "Mini Gun" and a certain cursor. Minigun has a larger clip.
Changed the enemy soft collision algorithm to only move enemies sideways around each other instead of influencing forward and backward movement.
Changed enemy friction physics to not bug out and randomly jerk enemies. Changed standard cursor knockback to be more affected by knockback upgrades. Changes arena visuals. Changed Spawnpoint visuals. Changed which enemies spawn at each kernel level and during the OSIRIS fight. OSIRIS is now faster but has less health. Level up XP amount now increases per kernel level (as enemies increase with kernel-level too) Added Jerry, who will sometimes appear in the background of the area. Don't worry, he's just curious!
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.
Here's the rundown
Teleporting
That's right, and it's MORE fun than it sounds. Zip around the arena while carefully navigating gaps in the horde to buy yourself time and secure your safety.
Primaries (Cursors)
Every cursor except Sword has been reworked.
Secondaries
4 NEW SECONDARIES. AND THEY ARE REALLY SPANKING COOL!
Terminal Commands
Multiple commands have been overhauled, and all others have been significantly rebalanced.
NEW ENEMIES
LASER CUBE - Fires a circling laser when the player gets too close. FRENZY CUBE - Unleashes a bullet frenzy when the player gets too close Upgraded cube - Standard cube, but better
NEW BOSSFIGHTS
The OSIRIS boss fight has been completely redesigned to fit KWDs new gameplay. OSIRIS will follow above the player's head, and his guardian cubes have been reworked.
Control Remapping
Thank me later.
Default terminal commands
Set your favorite command as the default for easy access!
Bugfixes, and balance changes.
I literally don't have a list it would have taken up too much time to make one as I was going along. It's currently 5:35 AM where I am, and I didn't wake up early. If you get what I mean. It's been that way the past week or so trying to get this out to you all. So I hope you understand.
Just know that the gameplay feels much more awesomer.
I hope you enjoy it!
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
Reduces the prices of many items in the Survival Shop
Hi folks!
This is Elijah (Aka Cosmos). I've been working hard for years to develop innovative and exciting game concepts. Concepts that make you excited to play them. KWDs road definitely hasn't been a smooth one, but it's been an awesome one. I've very grateful to have had the opportunity to share such an awesome game with you all. I hope you've felt the same about playing it. If you did, don't forget to vote it for "Most Innovative Gameplay" in the Steam Awards. The best is yet to come. Cheers, Cosmos
Fixed music cutting out after visiting shop from the title scene
NEW VISUALS!
I added Amogu because I like him, but I can't guarantee he'll be around forever.
Other changes
Resilient passive now reduces the multiplier reduction from taking damage from 50% --> 30% Heavy hitter passive knockback increase buffed from 15% --> 25% Not much else to say here. Stay tuned for more!
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
The Multiplier
Killing enemies increases the multiplier, and taking damage reduces it.
The multiplier boosts both SHOP POINTS and XP LEVEL-UP POINTS
Other changes: Added a recap screen to survival Fixed a bug where OSIRIS could spawn twice during the final OSIRIS boss fight Adjusted maroon fogs kernel difficulty levels Adjusted shop prices to be in line with the new multiplier potential Added a new survival-only terminal command called "Multiplier" that doubles multiplier gain for 10 seconds (20-second cooldown) Yin and yang are now faster and farther out from the player Reduced yin and yang knockback Earthquake now has a pre rumble Rift visuals now show up behind UI Utilities are now free and given by default and can be clicked to deactivate Guardian cube visuals have been improved
Sooner or later. Keyboard Warrior: Dreamstate will be one of the biggest games on Steam.
The amount the game has improved just in the last WEEK is insane.
Here's a full list of changes, I look forward to hearing your feedback on them.
Major changes are bolded.
Fireworks pattern changed Fireworks cooldown time from 17 to 15 seconds Frenzy and fireworks now have sound effects. Tweaked click sound effects, audio mix levels, guardian cube sfx, survival enemy death sounds, and more! Changed visuals for title scene, ether, maroon fog, and campaign. Title scene song is now slowed down. Added kernel levels for each survival arena. Kernel levels are difficulty levels. Kernel level 3 is similar to the previous arena difficulties. Kernel levels range from 0 to 5. Updated critbox visuals to look better. Increased critbox hitbox size by 10% Changed survival guardian cube visuals. Fixed a bug where guardian cubes could be damaged after death. All guardian cubes now move FASTER with their SHIELDS UP and SLOWER with them DOWN. (This was opposite before) The "dagger" terminal command now has a slightly increased detection radius, a much faster acceleration, and a faster top speed. Ability level-ups now have descriptions for exceeding level 1 that tell how the ability is buffed (instead of repeating level 1's description). Updated rift's visuals when triggered (it looks really cool) Survival point generation has been reduced by 20% to keep pacing consistent with new content New Bomb cursor visuals New Frostbite cursor visuals New Timewarp cursor visuals New Blackhole cursor viisuals Timewarp special cost from 22 to 15 Gravity special cost from 24 to 22 Bomb special cost from 22 to 20 Enemy damage buff now scales from 10% instead of 18% Enemy special reduction now scales from 15 instead of 14 with a 5% variance instead of 6% Fixed a bug where freeze would end early if the game was paused Changed the ending of survival arenas to be a bossfight with OSIRIS while other enemies are still spawning in The campaign now uses the selected shop cursor instead of defaulting to the sword cursor. Greatly increased the difficulty of campaign levels
Added new player visuals to show when "boost" is active.
Frenzy has had its fire rate reduced from 0.04 to 0.05 seconds.
This reduces its burst damage while increasing its duration and stalling power.
Fireworks cooldown from 15 to 17 seconds
Fireworks firing pattern has been modified so that bombs don't bounce into each other as much.
No, no, no!!!!
Cosmos.
You can't just release version 1.5.0 and then in the span of 1 DAY add 2 MORE COMPLETELY UNIQUE ABILITIES, IN ADDITION TO A TON OF QOL AND BUGFIXES.
Oh, but I can.
And I just did.
Fireworks
Launches a flurry of 8 goo bombs. 5 get shot upwards, and 3 get shot downwards. 15-second cooldown.
Also, fun fact. You can use keyboard shortcuts to select (Control + A), copy (Control + C), and Paste (Control + V) terminal command abilities. Try it!
Pulse is now Push
Sounds better and a shorter name fits the ability better.
Both pulse and push have had their radius increased from 300 to 315.
Push's cooldown is now 0.5 seconds from 1.5.
Enjoy!
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%.
COMMANDS ARE HERE!
Keyboard Warrior: Dreamstate's vision is now complete.
Terminal commands are commands accessed by typing a command into the terminal command line (accessed via the Tab key).
Time is slowed by 50% while the terminal is up, you have three seconds to type your command before it closes! Using a command will incur a terminal cooldown. The cooldown time varies based on the ability.
Here's a current list of all commands that can be found in game: Pack - fully charge a special Heal - heal 4 hp Purge - deal huge damage to all enemies on the screen Dagger - spawn a seeking dagger for 10 seconds Frenzy - Frenzy of bullets Pulse - activate a pulse Boom - deploy two bombs
Secondaries in Campaign
Secondaries can now be used in Campaign and Rogue. Not much to say here. Enjoy!
Visual changes and QOL goodness!
Various bug fixes and visual changes. Notably to backgrounds, color, special meter, and critbox particle effects to make them less distracting.
Campaign hack no longer stops accessing a level. Fixed a bug where time-slow effects would cause the enemy buff selection to take longer than normal. Fixed campaign save bugs. Fixed campaign crashed caused by octo spawners. Updated campaign visuals. Guardian cubes can no longer be knocked back but move slower with a shield up Survival guardian cube crit box color changed to white (from purple) Critbox visuals updated to be less distracting Guardian cube damage particle effects updated to be less distracting. The special meter is now immediate in filling up. The campaign is no longer unlocked by default
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
Increased survival point generation by 25%
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)
Re-added the tutorial Fix for launch error with no exe
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.
Arenas
Survival is split into two unique arenas to progress through!
- Ether - Standard enemies, fast ramp-up. Short, intense, and requires mastery of the basics.
- Maroon Fog - Special enemies, slow ramp-up. Long, difficult, and requires tactics.
- Added arenas (Ether and Maroon Fog)
- Ether is an 8 minute arena with standard cubes, gold cubes, and lower level special events
- It's short, but ramps up fast and focuses on mastering the basics
- Maroon fog has red cubes, gravity cubes, guardian cubes and more higher level special events
- It ramps up slower but has more difficult enemies and requires more creativity
- Title Screen visuals changed and now match terminal skin
- Secondaries now match cursor trail color
- Fixed bug where goo bomb would cancel auto-attack when triggered by click
- Fixed auto-attack not being as responsive as it should be. (This incorporates 5-6 different fixes)
- Trishot attack speed lowered from 0.75 to 0.65
- Trishot damage reduced from 1.0 to 0.9
- Survival duration lowered from 15:00 to 8:00.
- Updated special and overcharge visuals
- Goo Bombs now explode when colliding with each other
- Goo Bombs no longer explode when clicked
- Special Pack Level up reward reduced from 5-8 to 4-6
- Survival Standard (white) Octo special given reduced by half
- Standard tri special event now spawns 15 tris at a 0.4 second rate instead of 0.55
- Rogue is now locked until Campaign is beaten
- Endless is now locked for an arena until it is beaten on normal
- Impossible is now locked until rogue is beaten
- Survival songs are now split between the two arenas
- Fixed a bug that decreased the chance of rolling an ability from level up with less that 4 abilities
- Survival shop cursor cost increased from 500 to 1000
- Survival shop upgrades costs increased for damage, knockback, pakc generation, xp boost, and health regen
- Survival point generation from enemies reduced by 20% (Makes progression happen slower to fix pacing)
- Fixed bug with autoattack and specials not triggering
- Osiris health increased to 150 and scale by 50 (from 100 scale by 25) in Maroon Fog ONLY
- Tentative bugfix for cursor changing when dying in Survival
Arenas
Survival will soon (sometime in the next week or two) have multiple arenas to progress through!
- Each arena will have its own unique visual style.
- Difficulty ramp-up and scaling will be adjusted for each arena.
- Arenas will be unlocked by beating the previous arena.
- Enemies will be different for each arena.
- Endless mode will be available for all arenas.
The Title Scene has a darker visual with clear buttons.
Guardian cubes can now be stopped by normal knockback, but their shield health has been doubled.
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
- Altered layout of the text on the title screen and improved its readability
- Reduced the cost of survival abilities from 350 to 250
- Reduced the cost of survival cursors from 1000 to 500
- Survival upgrades reduced from 300 to 100
- Survival tradeoffs reduced from 750 to 500
- Survival passives reduced from 850 to 650
- Survival special upgrades reduced from 500 to 250
- Survival health regen reduced from 500 to 300
- Survival Special regen reduced from 450 to 300
- Survival max health upgrade reduced from 650 to 250
- Survival XP booster reduced from 750 to 400
Gameplay
- Icy touch duration increased to 1.3
- Trishot knockback reduced, but knockback now ignores friction
- Removed health pack boost and heal pack heal from the upgrade and tradeoff reward pool
- Added secondary reload time to tradeoff and upgrade reward pool
- Increase kunai detection radius from 400 pixels to 1000 pixels
- Kunai and Magic dagger now retarget the closest enemy to the player
- Health regen buffed from 1hp/30sec to 1hp/25sec
- Standard cube special gain reduced from 1.0 to 0.25
- Red cube special gain to 0.5 (from 0.75)
- Gravity cube special gain to 0.5 (from 0.65)
- Survival Gold cube special gain to 0.5 (from 0.75)
- Magic Dagger detection radius reduced from 400 to 375
- Magic Dagger Acceleration increased from 3000 to 3500
- Magic Dagger max speed from 1000 to 1250
- Osiris guardian cube health now scales with OSIRIS
- Adjusted secondary reload timer to fill instead of unfilling, making it more obvious when your secondary is ready
- Damage with abilities now gives special charge
- Special regen reduced from 1/5 seconds to 1/10 seconds
- Special and secondaries will now automatically activate upon the cooldown ending if the button is held before the cooldown ends
- The blackhole cursor can now spawn two black holes at the same time
- Rift now triggers when enemies get close
- Rift cooldown timer increased from 5 to 15 seconds
- Rift cooldown timer now scales by 1.5 seconds per level (instead of 0.5 seconds)
- Survival diamond health lowered from 1.0 to 0.5
- Auto-attack is now on by default in survival
- Slightly reduced survival blue diamond explosion radius
- Survival Special events now scale quicker
- Freeze special time slowdown increased from 50% to 80%
- Rearranged the order of game modes on the title screen
- Increased max survival upgrade points to 38
- Increased Guardian cube knockback resistance in survival
- Reduced survival blue diamond speed
- Updated freeze special visuals
- Adjusted Guardian cube visuals to improve visibility
- Improved health and special meter visuals
- Added health and special pack use particles
- Improved player visuals
- Improved visuals of special particles
- Survival endless mode time now counts up from zero instead of just being invisible
- Reduced player hit flash
- Increased auto-attack indicator outline visibility
- Reduced static noise intensity in survival
- Fixed a bug where endless mode in survival would stop after 15 min
- Fixed bug where "use special particles" would play when they weren't supposed to
- Fixed bug where secondary aim visual would not disappear under certain circumstances
- Fixed a bug where damaging an already dead enemy would reduce special charge
- Fixed crashes in minimalist graphics mode
- Added crit box to survival gold cube
- Fixed bug where guardian cube crit box wouldn't trigger properly
- Fixed a crash caused by guardian cube critbox
- Adjusted Osiris guardian cube health
Survival -
- Changed knockback resist enemy buff to crit resist enemy buff
- Added crits to standard and guardian cubes
- Added health bar to Osiris
- Enemies are no longer knocked back by the Player's primary fire, only slowed/stopped
- Osiris guardian cubes have less health and deal less damage
- Added secondaries
- Added reduce secondary reload time upgrade
- Special booster charge rate increase lowered from 10% to 5%
- The icy Touch perk has been buffed from 10 hits to 8
- Rift ability made to trigger much more often, but for less time
- The Health meter can now be overfilled up to double
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.
- ALL Enemies have been given faces that react to damage.
- Pressing escape now automatically returns to the main menu in the campaign
- Standard Tri and Octo have been removed from the rotation of normal enemies in Survival
- Survival Damage and Knockback bonuses now scale up by 10% (instead of 6%). Max number of times the upgrade can be purchased has been lowered from 5 to 3.
- Damage numbers have been added to every enemy in the game.
- The survival shop has been visually altered so that it is more clear how many upgrades of a certain type are remaining.
- Auto attack is no longer on by default in survival.
- Auto attack is now MUCH more responsive when first hovering over enemies (this is a bugfix).
- Auto attack rate has been lowered from 0.115 seconds to 0.135 seconds (from ~8.6 to ~7.4 clicks per second).
- Red Goo Ball special event in survival now spawns slower and mini goos are bigger.
- Standard Tri special event in survival now spawns slower and the max amount of tris has been reduced from 15 to 10.
- Purple (evolved) Goo ball special event in survival now spawns roughly 0.5 seconds slower and mini goos are bigger
- Blue Goo Ball special event in survival now spawns slower and goo balls now take a different path towards the player
- All octo special events in survival now spawn roughly .25 seconds slower.
- All diamond special events now spawn slower in survival.
- Survival enemy ramp-up has been reduced.
- Survival Osiris has had his health increased from 75 to 100 and it now scales upwards by 25 (instead of 15) each additional time he appears. (This is to prevent guardian cubes from spawning too quickly.)
- Survival Osiris now appears roughly 20% higher than he did before (giving the player more time to kill him).
- Guardian cubes are more receptive to player knockback and no longer jolt forwards when their shield is broken (but the max amount they can be knocked back has been reduced).
- The portal underneath the player now expands every time the primary fire is used.
- Improved visuals for the first area of the campaign.
- The current enemy buff (applied after defeating OSIRIS) is now displayed in the top left-hand corner of the screen in survival as a small visual icon.
- Added hack attempt each time a level is decrypted in the campaign that allows players to save progress.
- Campaign progress is no longer saved after beating a purple level (progress must be saved by hacking).
- Campaign failsafes now prevent death and heal to one hp (similar to how they function in the OSIRIS boss fight) instead of returning to the terminal for another attempt.
- Fixed a bug with Special Charge Rate Shop Upgrade sometimes not properly applying.
- Fixed a bug with player damage visuals not properly displaying.
- Fixed bug where OSIRIS would be knocked back too far by the heavy hitter passive.
- and probably a ton of other stuff I forgot...
Holy wall of text, Batman.
- Enemies have been given faces that react to damage.
- Pressing escape now automatically returns to the main menu in the campaign
- Standard Tri and Octo have been removed from the rotation of normal enemies in Survival
- Survival Damage and Knockback bonuses now scale up by 10% (instead of 6%). Max number of times the upgrade can be purchased has been lowered from 5 to 3.
- Damage numbers have been added to every enemy in the game.
- The survival shop has been visually altered so that it is more clear how many upgrades of a certain type are remaining.
- Auto attack is no longer on by default in survival.
- Auto attack is now MUCH more responsive when first hovering over enemies (this is a bugfix)
- Auto attack rate has been lowered from 0.115 seconds to 0.135 seconds (from ~8.6 to ~7.4 clicks per second)
- Red Goo Ball special event in survival now spawns slower and mini goos are bigger
- The portal underneath the player now expands everytime primary fire is used
- Improved visuals for the first area of the campaign
- The current enemy buff (applied after defeating OSIRIS) is now displayed in the top left-hand corner of the screen in survival
- Survival Osiris has had his health increased from 75 to 100 and it now scales upwards by 25 (instead of 15) each additional time he appears. (This is to prevent guardian cubes from spawning too quickly.)
- Finish implementing faces for all enemies
- Fix bug where damage numbers are displayed when certain enemies damage the player
- Fix decrypting levels either make a hacking minigame or make them linear (aka fix dying in campaign mode being annoying)
- 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.
What's new?
-
Added a new "Rogue" game mode that quickly cycles between 5 randomly picked levels in each area of the single-player campaign. Beating a level will immediately move you onto the next level for nonstop gameplay!
- Removed "Random" game mode (replaced by "Rogue")
- Renamed "Normal" game mode to "Campaign".
- "Speedrun" has been removed and split between "Campaign" and "Rogue"
- "Campaign" now has a Hardcore switch that activates Speedrun's previous difficulty increase. However, it is no longer possible to speedrun the Campaign.
- Speedrunning is now only available as a switch for the new "Rogue" game mode.
- Updated Title Scene Visuals.
Bugfixes
- Fixed a bug where failsafes in the Campaign would be used twice and potentially drop below 0.
- 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
Survive!
Prove yourself against an endless horde of ever-growing and toughening enemies.
Try a new twist on the ever-popular genre with the Keyboard Warrior: Dreamstate formula!
Protect yourself from an onslaught of various enemies, beat challenging special events, and use unique and adapted gameplay mechanics to launch yourself further than ever!
Earn points to unlock various new upgrades and abilities.
Choose from a variety of new and adapted randomly generated upgrades!
General Updates
New Title Scene
QOL
- Autoattack now instantly triggers upon entering an enemy hitbox (making it easier to detect small/fast-moving targets)
- Improved guardian cube SFX and visuals.
- Improved various text readability.
- Improved various text alignments.
- Speedrun and Random game modes are no longer locked behind beating the game at least once.
- Further lowered primary attack volume while Autoattack is active.
Bugfixes
- Fixed a bug where failsafes weren't being consumed properly.
- Fixed a bug where using a blackhole cursor while a blackhole was already active could potentially crash the game.
- Fixed a bug where knockback wasn't being properly applied to certain enemies from cursor specials.
- Fixed a bug where the Speedrun game mode wouldn't start.
Visually redesigned the Title Scene of the Game!
Bugfixes
Fixed a bug where special booster special reduction wouldn't apply properly Fixed a bug where special booster special reduction would apply, but not visually via the special meter Fixed a bug where using the blackhole cursor special while another blackhole was already active would result in nothing happening (the newer blackhole will now replace the old one) Fixed a bug where failsafes weren't properly being consumed after dying with them active Fixed a bug where the Player's visual damage and death VFX weren't displaying as intended
Balance Changes
Blackhole cursor damage reduced from 5 to 3 (Upgraded damage reduced from 11.25 to 7.5)
General
Further reduced the volume of mouse clicks during auto-attack Added Abilities and Utilities to the Survival Shop (Coming soon) Added more survival backend. Including 4 new songs! (Will be added to the soundtrack when survival releases before the end of the month)
Huzzah!
A new level select GUI has appeared (alongside a player loadout GUI) directly in the terminal!
This means you no longer need to learn keyboard commands to play the game. (The current command system is still intact, the GUI is built on top of it) Also, I've improved the readability of -h commands in the terminal.
Added an "exit game" button to the bottom left of the Title Scene.
Bugfixes
- Fixed a bug where the Frostbite cursor would cause the game to speed up after ending.
- Fixed a bug where certain heavy enemies (Octos, and guardian cubes) would speed up to their minimum defined speed after being damaged (instead of simply staying the same speed.)
Fixed a bug introduced last patch where the sword cursor wouldn't work properly with auto-attack enabled
- Fixed a bug where Timewarp cursor felt like it wouldn't trigger properly.
- Fixed a bug where auto-attack mode would allow players to manually click while it was active (stacking it with normal attack mode).
- The third area song has been removed and replaced (with the previous tutorial song).
- The tutorial song has been replaced with a digital wind ambiance.
- Survival shop now displays as "Coming Soon!".
- Optimized game file size by removing unnecessary audio files.
- Added behind-the-scenes backend for Survival.
- Fixed bug where Timewarp and Freeze cursor would speed up time after ending
- Improved hand cursor particle effects (making it clearer where the hitbox is)
- Unlocked Survival Shop for your viewing pleasure (although please note it is subject to change before release)
Added new auto-attack mode (toggled with the A key)
When active, an indicator will show above the player's head like so.
- Fixed the tutorial to be more concise
- Added auto-attack explanation to the tutorial
- The tutorial now starts immediately at the beginning of the game (when starting for the first time) and leads directly to the title scene
- The title scene now leads directly to the "initializing..." terminal (instead of "Do you need a refresher?", which has been removed)
- Fixed a bug where the player's primary attack would get "stuck" for one click after the sword special ended
- Added a preview of the "Survival Shop" to the Title Scene
What's Next?
Survival Mode: Survive an onslaught of enemies.
Survive an ever-growing horde of enemies. Unlocked new power-ups, defeat new enemies, and collect points to upgrade your character and progress even further!
- New enemies (Red Cube, Gravity Cube)
- New Mechanics (Pack generation, Survival Points, Survival Shop, Levels)
- New Abilities - Unlock survival specific abilities (Earthquake, Pulse, Rift, Boom, with more to come!)
- And more! (Stay tuned)
To help beta test join the discord here
The best is yet to come, Cosmos
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
General song mixing improvements.
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.
Keyboard Warrior: Dreamstate
Cosmos_
Cosmos_
2022-07-27
Singleplayer
Game News Posts 166
🎹🖱️Keyboard + Mouse
Positive
(12 reviews)
https://store.steampowered.com/app/2076850 
[364.21 M]
Click enemies to damage and knock them away from you. The faster you click the more damage and knockback you deal.
Dart From Enemy to Enemy.
Quickly dart around the screen to defend from all directions. Enemies can come from above, below, behind, around, and just about anywhere else you can think of.*
*Disclaimer: Within the confines of 2 dimensional space.*
Unleash Powerful Special Abilities.
Dealing damage charges your special meter. Once full, the special can be unleashed to deal massive damage, knockback, crowd control, etc. based on your current cursor.
Features
Designed for replayability.
- 50+ Levels (Each level is short, and not all levels can be completed in a single run)
- 6 cursors (each with their own specials and upgrades)
- 7 passives
- 5 different combat items
- 25+ Enemies
- 5+ areas
- 4 different game modes (with more to come)
- 7 unlockable terminal skins (with more to come)
- Includes a minimalist graphic mode for even more performance (or if you just find it soothing)
- OS: Ubuntu 18.04
- Processor: AMD Ryzen 5 4500xMemory: 500 MB RAM
- Memory: 500 MB RAM
- Graphics: AMD Radeon RX 570x
- Storage: 500 MB available space
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