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[previewyoutube=AYPDAaP1qjU;full][/previewyoutube] Main changes:
Like retro-styled fast-paced roguelite movement shooters? We've got the bundle for you! Dimensional Slaughter, Force Reboot and Voidborn, all together for 15% OFF. Already own one? Complete the set! You'll still get a discount. Yeah that's all lmao. You can check out the bundle here. Follow us on Twitter! @ManliestDev - Dimensional Slaughter @Xekvera - Voidborn @ln404 - Force Reboot
[previewyoutube=SyEEZIEgRuQ;full][/previewyoutube] Initially, I didn't plan to release a new update for a while, I was planning to keep everything for version Sigma 7.0. But I ended up doing a bunch of changes that I honestly just couldn't keep waiting another several months, I wanted to release them NOW! So, here's version Sigma 6.5 adding them in. A lot of these are looks related, though there are also a bunch of other changes. Main changes:
After many months of hard work, sweat, blood and tears, I believe I have finally found the (Exceedingly obvious) roots behind all this game's input rebinding related issues. And so, all the previous issues relating to key rebinds should no longer be there. On top of this I've also done several smaller things.
Small patch for now. The upgrades were supposed to appear in the next major update but that's gonna take a long time so I said "Screw it" and decided to add them in now. They only appear in difficulties under Expert, and have a 1/10 chance of appearing in a level, replacing a random ammo crate. The list includes:
The last major update had quite positive reception, however there have been two major complaints: 1. The airborne velocity feels different, compared to previous versions it feels much harder to control especially after a wall jump. and 2. Key binds seem bugged, not persistent. In this update I have attempted to alleviate these issues. Key binds should be persistent now, and I've updated wall jump velocity to handle better. Along side this, I have also made some other changes related to player movement.
Added:
[previewyoutube=j85-aLZnPHo;full][/previewyoutube] Well, after a long wait the new major update is out now! Version Sigma 6.0. With this update, I have entirely re-done the Portal Facility, introducing Cain, The DimensionalDude, voiced by Gianni Matragrano. Cain is the game's new antagonist and will serve as a recurring boss. On top of this, I have added a new Dimension, "AERIAL ENTRAILS" set atop a blood-fueled airship from an apocalyptic future where robots have enslaved their human masters. But that doesn't matter. What matters is that THERE IS A GRAPPLE HOOK NOW! This is something I've been wanting to add for an extremely long time and I'm very glad I did, it turned out great. I'm sure you all will enjoy it a lot. And to even further this update, I have also added a leaderboard, a re-done UI and HUD (courtesy of my fried @BrepNir), an overhauled Cultist Executioner (Now called the Cultic Executioner), an improved Quickscoper (Now titled "The Guttersnipe"), remastered music for The Cancer, and I've gotten some new key art! (Credit goes to the talented Chum) Further changes and additions:
[previewyoutube=KmTQBHw1vdI;full][/previewyoutube] The next Major update for Dimensional Slaughter should come out in around a month or so. It will introduce:
From now on every October 31st there will be a spinning pumpkin on your screen. There is nothing you can do about it.
(except change the system date)
Follow me on Twitter and Youtube. And if you have not bought the game, then BUY IT!!!!!
I've been listening to feedback and have decided to make some changes.
THE GAME IS OUT NOW IN EARLY ACCESS!
THERE'S ALSO A SPECIAL RELEASE SALE GOING ON SO GRAB IT WHILE YOU CAN!
Also
What's new about the Early Access release anyway?
You guys have been letting me know about some issues recently, and as promised, I always try to make my game better. So here are some changes I made in response to your guys feedback. - Increased Shocker punch reach distance a bit, in order to hopefully result in less misses. - Made it so that if you fall out of bounds in the tutorial it teleports you back in. - Fixed an issue where reaching 10 upgrades would result in a softlock. - Fixed an issue where reaching the Cultist Realm secret level would result in not being able to choose an upgrade. - Gave the Mechavore a more obvious audio cue for when the weakpoint is exposed. - Made scorpions a bit taller, most of the time you don't even have to look down much anymore to shoot them, a forward shot with the shotgun often suffices. They also have decreased speed on normal and easy difficulty. - Added some more splash text. - Some other tiny fixes. Please let me know about any other fixes needed. Also be sure to let me know more of what you DO like, so I can maybe add more things like it.
After a long time, you guys have finally managed to convince me to add an upgrade system. I've been hard at work this past week and with the help of my friend @BrepTheNir here it is!
You can now choose an upgrade between each Dimension. Upgrades have rarity levels, going from
Rare (Blue) to Radical (Purple) , and then "LEGENDARY" (Gold). You also have the option to instead opt for an extra life, or even skip the upgrade entirely if you prefer more of a challenge
(Protip, the entire game WILL be beatable without upgrades)
I also added a screen where you get to choose the next Dimension. Of course, there is still some randomness in the layouts and you don't get to choose the first Dimension.
On top of that I've also done some smaller changes. I added a stat screen, buffed the Executioner and gave him a less flat look, made the sniper lower your sensitivity when scoped in, believe I fixed a bug where the Mechavore just wouldn't stun, decreased base slam damage, and a bunch of other smaller changes and bugfixes.
Be sure to add the game to your Wishlist if you haven't already, and follow me on Twitter for regular updates.
Also there is a discord server, feel free to join that too.
As promised, I have re-designed the revolver. As you can see, it is no longer ugly and generic.
If you don't know what the old one looked like, here it is.
Terrible. Glad that's gone.
Anyways, onto the other patch notes:
- FINALLY fixed the bug where people with an extra controller plugged in couldn't pause using esc.
- Added fun Splash Text!
- Re-did the health particles to be actual 3d objects instead of just crudely drawn 2d sprites.
- Touched up one of the Cultist Realm act 1 Variations to make it look cooler
- There is now a small sand [strike]waterfall [/strike] sandfall there. I wanted to add more but couldn't figure out where.
- Yeah that's about it.
Be sure to add Dimensional Slaughter to your Wishlist, as early access is slated to release soon!
Also feel free to join the Discord and follow us on Twitter if you haven't already.
[previewyoutube=13GQ2j24V0g;full][/previewyoutube] On top of what is covered in this video, I've also fixed a lot of bugs and added new small features. A few are: - Added wallslide particles and SFX for when you can walljump - Improved the tutorial - Fixed? An issue where you couldn't pause mid game if you had a controller plugged in. - Fixed a bug where upon startup vol would be set to 0 - Added a patch notes screen upon startup for older players who don't wanna replay the tutorial - Made one of the Cultist Realm levels look better - Removed Heroin Be sure to add Dimensional Slaughter to your Steam Wishlist, as the NextFest is coming up soon and that will greatly help me in getting this game noticed.
I've been working on some new content and reworks recently, such as a new way to get ammo via a new melee attack, the protagonist, a re-done revolver, re-done tutorial, and an upgrade system between Dimensions.
I am hoping to release all that stuff before the NextFest.
This update however is just mostly simple changes and fixes.
I have:
- Added a proper tutorial popup for the things that are hard to teach with 5 seconds of test-mid gameplay. Also because for some reason you guys can't seem to figure out what wall jump is.
- Added Connor Adams top the credits as a composer. You can't hear his music yet though because that's not available in the demo however.
- Added a border on UI elements
- HUD now sways with the players movement
- UI buttons now make sounds when pressed
- There is now a start screen before your first play that allows you to change some settings before starting the tutorial.
- Audio sliders have now work properly
- Made some balance changes, made Ammo now comes in higher quantities and the crate hitboxes sizes have been increased.
- Re-did some SFX
- Re-did some lighting
- Improved the teleporting effects between stages
- Did not add Herobrine
Since you read (or skimmed) this far , here is some concept art for the new revolver I made in a very short period of time.
Okay thanks for checking this out, be sure to Wishlist the game and follow me on Twitter if you haven't already!
This update isn't too big, mostly minor changes and fixes. I have been working on new levels and content but most of that won't be available till Early Access after the next fest. I do post regular updates on my Twitter though, so be sure to follow me there at https://twitter.com/manliestdev if you're interested in staying up to date mon the game's latest developments.
Also, I commissioned some actual cover art! It's not done yet but here's a sneak peek:
As you can see, we have a protagonist now. I'll work on implemented him into the actual game in a future update.
Alright, onto the real patch notes:
- Added proper knockback and stuff like explosion force. This is not too obvious however as the rocket launcher isn't in the demo
- Added Hit-stop on things like explosions, level clears, death, etc.
- Improved the screenshake
- Added an option to Invert the X and Y sensitivity
- Health drops from enemies heal less on expert mode
- Improved some sound effects
- Made menu UI look much cleaner when highlighting buttons
- Made menu UI work better for different resolutions
- Fixed some stuff in the manual
- Fixed the credits a bit. Still needs work though, I'll have a proper credits when the game is done.
- Scorpions are a bit more aggressive now
- You can now be damaged by the Revolver's alternate fire
- Fixed some small bugs
- And probably also added some new ones!
Thanks you all for reading. be sure to Wishlist or play the demo if you haven't already!
You can also join my Discord server here if you have any suggestions, I am always trying my best to listen to feedback.
Have a great day!
These update notes actually cover the last few small updates I have made, since I didn't give them all their own individual update notes. - Fixed a bug where the player gains invincibly from outside damage upon being teleported back to the arena as a result of venturing too far, whilst having recently taken damage. - Made certain areas of the tutorial more obvious. - Updates some menu elements. - Added an animation for when firing the sniper whilst in the middle of scoping. - Balance changes. - Added a screen for when you finish the demo. - Probably lots of other stuff I forgot. Maybe I even introduced some new bugs, who knows \_()_/
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