Mini-boss enemy bomber: if the player dies during the battle against him and has extra life, his energy ball remains in the arena, potentially causing multiple consecutive deaths of the player. When using the deal with Darling to remove passives, it caused an effect that randomized the equipment slots, making most of them unusable. Also, when choosing the passive deal, each time the player loaded the save, more passives were removed. The deal with Darling to increase the ship's dodge cooldown was bugged; instead, it decreased the crystal collection value, leaving it negative.
[ 2024-09-10 13:02:57 CET ] [ Original post ]
Bug fixes: On the title screen, when adjusting the volume in the options menu, the changes were not reflected in the music or sound effects on the title screen itself (although it worked correctly in the normal game). The passive effect of exploding a bullet upon hitting an enemy was not being applied. The "Show controls" tab was visible in the workshop and market menus. When in the workshop, market, or equipment menu, closing by pressing the "X" button in the corner of the screen would close all pause menus.
[ 2024-08-19 19:58:46 CET ] [ Original post ]
Updates and Bug Fixes Bug Fix: A crystal box could be dropped by an enemy outside the arena. This caused a situation where the player had to wait for the box to exit the game's absolute boundary to disappear and the wave to end (which could take minutes). Bug Fix: The camera rotation speed in the cockpit increased with a high framerate. Spiral Destroyer Modifications: The base health has been reduced for each body part in each stage, approximately 25% less. The first stage of the boss did not show health loss on the boss's health bar. The invulnerable head is no longer a valid automatic target.
[ 2024-08-06 18:29:55 CET ] [ Original post ]
*Some language not loading properly in specifics texts througout the game, like "Show controls" and infinite extra lives, now working properly. *If you are playing with infinite extra lives, there is a chance if you die and later on finish the sector normaly, the next cutscene might get bugged. It is fixed now. *some corrections with buttons UI, specially with gamepad. *Map zoomout, now resets when the ship launches
[ 2024-07-22 22:05:29 CET ] [ Original post ]
Small hotfix, where the language of the DOS1 plot, wasnt loading correctly (always in portuguese), now its fixed! Another problem was about a problem after you fight in earth coming from the yamato spacestation for new saves.
[ 2024-07-20 00:04:47 CET ] [ Original post ]
Hello everyone! The game development has been quite challenging. Balancing a main paying job and working on the game in my free time has been tough, extending the game development to over 5 years. But now that I'm working on it full-time, the game's release is finally on the horizon! The game will have 3 areas in total (Earth Horizon, Outer Beyond, and Deep UNSPACE), and the first area is already ready (available in the DEMO). The third area is almost complete, just missing the final boss, and now I'm starting to develop the second area (yes, I did everything out of order, haha!). ------
Deep UNSPACE
This is the last area of the game, a place where reality is just a suggestion, so strange and bizarre things (to say the least) are present all the time. Here's a video of what it's like to enter this strange area: [previewyoutube=YD1B_pnirHc;full][/previewyoutube] And some strange creatures in the region: [previewyoutube=-0LYY0qQLGA;full][/previewyoutube] A brief making of, of one of the new backgrounds [previewyoutube=-FA9Jy2cWG4;full][/previewyoutube] I think this gives you a sneak peek of what to expect in this new area!
Roguelike
The game went through several iterations, and I finally chose the path of the roguelike. The game now features a vast array of equipment and passives that change the behavior of the equipment. At this very moment, the game consists of 60 different pieces of equipment, including weapons, armors, generators, accessories, and specials. In addition, there are over 70 bonus passives that change the weapon's behavior, making certain shots guided or launching missiles during weapon fire. The range of combinations is colossal, and I believe many interesting combos can occur during the game! I'm eager to see what people will be able to do!
Dark Old Sun Universe
Dark Old Sun II has a huge storyline, especially compared to the first game. I'm well aware and understand that many people don't care about the story when playing, especially in a shoot 'em up game. That's why the entire story of the game can be skipped, and the player doesn't need to understand the story to play the game. But for those who enjoy a good storyline, I'm here to say that the games DOS1 and DOS2 are just a small fragment of the complete story of the Dark Old Sun universe. Probably, the two games together represent 10% of the entire story of this universe. This extra content extends to two tabletop RPG worlds that I created, one of which I'm currently developing and continuing. For those who don't speak Portuguese, this content is probably quite inaccessible, but I have plans to create some things in English in the future. If you understand portuguese, you can check this content here: https://www.youtube.com/@ThiagoKadooka Its a bit messy, someday in the future i will organize it a bit more.
Launch in 2024
I think the main highlight of this post is about the launch for 2024! Yes, the game will be finalized, and its release is scheduled for around the middle of the year! There are just a few things left to finish now: I have to complete the enemies of the second area (6 left), create the 3 bosses of this area, finish some plot scenes, as well as the end of the story, and finally assemble the final boss of the game (which I don't even have the design ready yet). Indeed, it's a lot, but by mid-year, I should be able to finish and balance the weapons and passives, as well as the final polish (including bug testing). Now it's time to take a deep breath and get to work! If you've read this post, say hi! It's always good to know that people are reading the post! Best regards to everyone!
[ 2024-01-14 17:31:09 CET ] [ Original post ]
When playing with Keyboard and mouse the game froze at some point. (Thanks Guilherme Campos to warn me about this)
[ 2023-04-17 03:10:36 CET ] [ Original post ]
Another major update to the game! I'm probably nearing the end of updates for the demo, while also working on developing parts for Area 2 of the game (Deep UNSPACE) in parallel. Area 2 won't be available in the DEMO, but I'll likely continue adding new weapons, passives, etc. to the demo itself. Well, the focus of this update is GAMEPAD support, which I've been meaning to add for quite some time. The truth is, I simply didn't have a good idea of how to translate some of the mouse-based abilities and mechanics to the gamepad, but I think I finally figured out what the game needs for smooth gameplay with a controller. Below is a video demonstrating how the new targeting mechanics work: [previewyoutube=2LbioroY6G4;full][/previewyoutube] I remember many people telling me that aiming, dodging, and shooting simultaneously in the game was difficult. For me, as someone who has probably played my game the most, it's easy to do these tasks as second nature, but for players, it's quite challenging, or even frustrating. This made me think that while this mechanic may be interesting and challenging, I believe that for many people (and probably the majority), it's more frustrating than challenging. With that in mind, I decided to change the entire mechanic to a more "automatic" approach, where the player can lock onto the enemy and simply shoot at them, focusing more on dodging bullets rather than precisely hitting the enemy. However, I still had the issue of bullets in the game not always hitting the target, especially if the target moves in curves, so I also added the possibility for the player to move the targeting in relation to the enemy's position, so that the player can make a small adjustment in the direction the shot is going, which is usually enough to hit the enemy. I believe the mechanic turned out to be so satisfying that I personally (MAYBE) enjoy playing with a gamepad more than with a keyboard and mouse, even after so many years of getting used to them.
New Red Spider Nebula Background
[previewyoutube=IxZXJBnqL2w;full][/previewyoutube] I also created a new background for sector 2 of the first area in the game. Originally, Red Spider Nebula was supposed to be the second area in the game, but I ended up changing it to Deep UNSPACE as area 2. To not completely discard the idea of a red nebula area, I implemented it in this sector.
Free Movement in the Cockpit
[previewyoutube=jfkbY3Db-uo;full][/previewyoutube] One of the things I really wanted to do is allow for more free movement within the cockpit, so that players can move around without being stuck in fixed positions. This will help with exploration and allow players to get up close to exactly what they want to see.
Background for Sector 2 of Deep UNSPACE
[previewyoutube=RuXgMCg59IQ;full][/previewyoutube] I've been thinking for a long time about creating a new background for sector 2 of Deep UNSPACE, and I finally made it a reality. I'm bringing a more "bizarre" effect to the new region, with abstract and strange elements. One of the styles I really like is Dark Fantasy, and I want to convey that feeling throughout the entire region of Deep UNSPACE. In the storyline, the Dark Old Sun is a mysterious and little understood figure, and I want to convey that sense of mystery in the new area.
What's Coming Next?
I won't list all the changes and modifications here, as I'm not sure if anyone actually reads this... if you want to know more, comment below ;) But in summary, I made several changes to how crystals are collected and increased the amount of crystals on the screen. I also slightly improved some weapon mechanics, adjusted market and workshop values, and now DOSII is fully compatible with gamepad on Steam. Additionally, I made many other small changes. For the future, I plan to revamp some weak secondary weapons in the game and give them a more interesting visual. I'm also planning to create at least five new passive skills, including normal and radiant ones, for the next update. I have a great design for the first boss of the Deep UNSPACE area, and maybe I can share updates about it in the next update. A new trailer is also on the way! I'm not sure yet how it will be, but I plan to create a trailer that better showcases the gameplay loop and how roguelike mechanics work. Furthermore, I will update the store page with some animated GIFs and maybe change the game's horizontal cover to something more interesting.
[ 2023-04-14 16:48:25 CET ] [ Original post ]
Deep UNSPACE
First of all, I started the development of the second area of the game! Remembering that if you want to follow the updates, follow the social networks at the end of this article! Below is a video about the Deep UNSPACE creatures: [previewyoutube=1aMb9CiuV-0;full][/previewyoutube] I already set up the background there! This one turned out pretty cool ;) [previewyoutube=-FA9Jy2cWG4;full][/previewyoutube] Area 2 stuff won't be available in the DEMO :(
RADIANT PASSIVES
And now the main course of the new DEMO content! Radiant passives are more powerful than common passives, and much rarer! Few of them will appear during your run, but they can make all the difference! Below is a video demonstrating them: [previewyoutube=h2K5Il0G9Ug;full][/previewyoutube] Below, the detailed description of them! - Parallel Missiles: fires 2 misses quite frequently, which are guided to the nearest enemy, dealing { 25, 35, 50 } % of base damage (each missile). - Repel at the end of the dash: Creates an area effect at the end of the dodge, which repels enemy projectiles. - Repairing Essence: Whenever the player collects essence, he gains +1 essence and recovers { 5, 10, 15 } % of ship resistance. - Scrap Drones: { 30, 60, 100 }% chance for a drone to spawn when an enemy is destroyed Also, a new common passive! - Explosion at the end of the dash: Generates an explosion at the end of the dodge, dealing 400% base damage in an area of damage.
NEW HAZARDS
Some new combat effects that spawn randomly in combat: [previewyoutube=BNPMnWk6aaA;full][/previewyoutube] - Magnetic field: pushes the ship constantly towards some direction in the arena - Electrostatic Erosion: Drains energy from ship extremely fast
NEW MAP CONTROLS
Immense update with quality of life! Several new map functions, including trip skip and cancel, as well as map view control: [previewyoutube=UbyqPve1HUI;full][/previewyoutube] - Move map with arrow keys - Zoom in and Zoom out - skip trip -- The player can now skip the trip by pressing Space 2x, going straight to the end of the route, or to the next point of interest, such as battle or getting crystal or parts for the Dolli - Cancel trip -- By pressing Backspace, the player can cancel the route, stopping at the next cell. - Link Routes -- holding the shift button makes the route disappear from the previous one, instead of fully recalculating.
REBALANCE
- Rebalanced the amounts of dark crystal in the game - The amount of crystal from one level to the next has been drastically reduced - Dash is 30% longer, and if the player releases the shift before, the dash stops before, if he holds the button, the dash extends - Increased the price of upgrades available in the workshop. - Yamato improvements with rebalanced pricing.
BUGS CORRECTIONS
- Skipping the scene where Dolli is first encountered caused a bug where she wouldn't disappear from the screen - Market connection upgrade, did not create extra equipment in the market. - Lasers that appear outside the arena, never disappear. - Buying from the market or workshop, did not update information and resources. - Cockpit invisibility button not showing up in a loadgame - When buying accessories in the Market, he did not disappear from the list, and also spent the money even if the player canceled the purchase - When you buy any equipment on the market, you don't clean any object that it has left in the arena (such as drones or bombs) - Market reserve window, was behind other windows. Follow me for game updates! Facebook Twitter Youtube
[ 2023-03-16 00:51:59 CET ] [ Original post ]
During the initial launch of the DOS 2 demo, I realized that those who played the game, did not end it, the adhesion of the game seemed bad, so I decided to do something that I was thinking for a while, maybe now it's time to finally move on with this plan, which is completely converting the game to a rogueLite system. This will probably be my final card in trying to work on the mechanics of this game, I've made one or two big changes in the game, which needed almost 1 month of unbridled work to develop everything ... This is the last time, them i will move on to develop further areas of the game, like the second game area and so on. I hope the gameplay now will become interesting enough for players to keep playing until the end of the experience. One of the biggest complaints from the mechanics is the game map, going in and out of combat becomes tiring and the map itself does not have much to do or discover beyond small crystal awards. What I did now is to make a rogueLite mechanics so that the player has a sense of progression during the UNSPACE trip, which RogueLite does exceptionally well. Another thing is to change the market and the workshop, placing them inside UNSPACE, so players can find them during trips, this becomes an interesting experience. Checkpoints are now called "altar", and there are several different possibilities and different types of altars to find. In addition, at the end of each battle the player will be able to choose some awards from a list available, making his ship stronger after each battle, not to mention that the crystals he earns can be spent upgrading the ship during the trip, making it collect it more engaging. Below is a large selection of modification, improvements, corrections and revisions:
New mechanics
* Passives had random values. that changed. ** Passives now, have 3 levels, each level of the passive is a fixed value, whenever the player acquires a new passive, starts at level 1, and through battle prizes or workshop, the player can levelup this passive. * Removed the mastery mechanics in equipment (I intend change this mechanics in the future). * Removed the game's permanent equipment system, now it is Full Rogue. ** If the player dies, he loses all the equipment he has acquired, and returns to sector 1. ** In sectors, the player acquires dark crystals, upon returning to YAMATO, they are converted to permanent gold crystals, and the player can use to buy new parts of YAMATO. * Market changes ** Markets can no longer be accessed directly in YAMATO, now maps in sectors have cells in market format, there the player can access the new market and use dark crystals for purchases. ** Now it will always have 2 options of each type of equipment. ** Modified menu background to reflect the new plot of how markets work in UNSPACE (market plot will be available in the next update). * Workshop changes ** Workshop can no longer be accessed directly in YAMATO, now maps in sectors have cells in workshop format. ** Dismantling equipment has been removed, to acquire essence players must now find it when dropped from enemies in battle, with a small 2% chance when any enemy is destroyed. ** Modified menu background to reflect the new plot of how the workshop works on Unspace (workshop plot will be available in the next update). ** Menu for mastery modifications removed. ** New option to increase the level of a specific passive ** New option to buy a specific passive from a list of all possible passives for that equipment. ** New option to buy a random passive for the equipment * Modified seeker weapon ** Now she chases the next target perfectly (after hitting the first one) ** +1 piercing ** Seeker can now seek out the same enemy he previously collided with, creating a ricochet effect bouncing back and forth between enemies. * Armor Passive where fires a bullet when picking up crystal has been modified, now instead fires a missile that chases a random target in the arena. ** chance% have been modified according to the level. { 5, 10, 15 }% * Nova of bullets when an enemy dies, is now created from the enemy that was killed, the projectiles are also faster. * The game now only have 3 sectors. * YAMATO's control menu in the cockpit, now in the sectors part, shows the sectors and the planet Earth, better indicating to the player that he is moving away from the planet * During the results board at the end of any trip to a sector, dark crystals are now converted to golden crystals (which can be used for YAMATO upgrades). * New improvements to build on YAMATO ** Radars to reveal the map, which can be upgraded to level 6, giving the player the ability to use 6x the map revealer. ** Part where you can evolve the bridge builder on UNSPACE (where the player can insert cells on the map to create new routes), the player can evolve this up to 5x. ** New upgrades to increase the amount of prizes available at the end of battles. ** Improvement that allows the player to re-roll the options of the prizes. ** Improvement that allows the player to buy extra prizes. ** Improvements that enable workshop options. * New Dash, using the SHIFT button the ship gives a dash that make the ship invulnerable during use, it is a permanent skill that the player will always have, regardless of equipment. * Checkpoints are now named "Altar", and have gained several new possibilities ** Radar Altar *** Reveal random route *** Reveal boss cell *** Reveal all altars on the map *** Reveal a large area around the altar ** Resource altar *** Earn repair crystals *** Earn dark crystals *** Gain power crystals *** Earn golden crystals ** Random Altar *** (has 1 to 4 random options from other altars) ** Obscure Altar *** Buy prize **** 30% chance of failing and getting nothing **** 70% chance to win 2 prizes **** It gets more expensive each time you use it.
Bugs
* Title screen now changes language according to selection * "Loading" message now displays numerical value correctly in title screen. * Bakcground of openening stage, now works normally * Fixed the issue where a tutorial screen opens on top of another menu, and the game enters a "soft lock" * Fixed the issue of being able to open the pause menu during one of the first cutscenes of the game, causing possible "soft locks" * Some dialogue texts were in the wrong language. * Shotgun now has its spread correctly reduced as the passive evolves * Fixed bug where passive resistance bonus was not calculated correctly in the workshop * Passive cooldown reduction now works correctly * Passives now available for armor equipments * Checkpoints(Altars) now give dark crystals instead of golden ones * Blast size Remote bomb bonus passive now works correctly * Fixed a cockpit menu navigation bug, which caused it to lag when switching menus.
What's next?
Now I'm going to focus on the last updates that were missing, some like being able to skip trips on the map pressing the "Space" button 2x, some UI improvements on the map, sale of essence in the market and a randomizer of equipment and passives for those people who likes to do wilder runs. From that, i'll start developing the next area of the game, with new enemies and environments, and start creating the "DEEP UNSPACE", where other "beings" similar to Dark Old Sun, inhabit... ----------------------- Leave your opinion on what you think of the new changes! Follow the game on Twitter
[ 2023-02-27 17:23:42 CET ] [ Original post ]
Skip dialogs!
It is now possible to skip the game's cutscenes, for people who don't have much interest in the game's plot, and want to get into the action as quickly as possible.
New Icons
Several equipment had their icon updated to a version with better definition. [table] [tr] [td]
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New equipment
Primary: Shotgun
Fires several projectiles that spread out, at close range can deal considerable damage.
Secondary: Laser
A laser that cuts the entire screen, dealing continuous damage to enemies, it also varies in size according to the acquired passive
Aux: Missile Rain
upon activation, 120 missiles are fired from all corners of the arena, searching nearby enemies.
Aux: Energetic ricochet
Shoots a ball of energy that bounces around the arena, each bounce makes the ball faster, increases its size and also slightly increases damage. Ball bounces about 50x (depending on passive)
Aux: Laser Sphere
When activated, it shoots 5 lasers in different directions around the ship, and they spin, dealing continuous damage practically in the entire arena.
Generator: Power Surge
This generator does not regenerate any energy during combat, but at the beginning of each combat the generator gains a huge amount of energy.
Vast armor
Has a significantly higher amount of health (About 4x more than normal), however the ship's collision area becomes much larger
Polarized armor
It has 70% of the normal amount of resistance, but has the ability to slightly knock back enemy projectiles (slightly!)
Map updates (sectors)
Map now shows the level of each cell with a small number in each cell It is now possible to build a bridge on the map, making it possible to cross sections of the map and create path shortcuts.
Options and config menu
(Finally!) Volume options menu Visual UI options menu in game combat that can remove rings that demonstrate the area of effect of some equipment or ship crystal collection area.
Bugs Fixed
- Seeker weapon now seeks the best target after collision - Some station construction animations were slightly buggy, now they are as they should be. - Superficial fixes to game dialogues - Signal bomb now has an effect that spreads the missiles before they become homing (makes a slightly prettier effect)
What's next?
Complete overhaul of "DEEP UNSPACE" mode
One of the biggest problems in the game right now is traveling around the sector map, it has little purpose and feels rather tiring, not to mention the lack of progression in the player's own power, as he cannot acquire new equipment and use it while in the sector. With that in mind, I intend to apply a Roguelike mode where the game starts with a weapon, and little by little it increases the weapon's level (increasing the damage) and applying passives to these weapons, making them stronger during the run of that sector. With that the player has a feeling of being evolving, and also has all that feeling of a good drop that comes from rogue like. This can also improve exploration, as the player will have to think a little better about where he will explore the map first, and how much he will "farm" upgrades for the ship, before facing the final boss of the sector. Hopefully with these changes, traveling to in-game sectors will become more engaging. Perhaps if the reception of this mode becomes very good, it could become a more present mode from the beginning of the game, or perhaps, completely replace the current normal mode of the game. If you like the idea or have an opinion about it, leave a comment!
[ 2023-01-16 02:00:28 CET ] [ Original post ]
new additions
- Dolli now doesn't have all clothes available, they can be acquired during sector trips, and found in cells usually at the end of each route on the map and sometimes randomly in the middle of the map
- New avatar and story illustrations for Parsec
- Shots can now come with a homing power passive, causing the shot to chase the nearest enemy for a short period of time
- Shots can now come with the "crescent" passive, which causes it to become larger and increase its damage the longer it remains traveling around the arena
- White screen when entering combat has been removed, now it's just a "fade to black", also no longer has the movement to "exit" the cockpit when entering combat.
- Cockpit display now shows the ship's equipment level (so you don't need to enter the pausemenu to check this information)
- Drones now move more naturally, faster, responsive and visually more interesting.
- Aux to summon drones, have higher damage.
- Fixed some bugs with passives not calculating correctly
- Improving the Garbage collector of some skills in the game
- Fixed the bug when showing "APPROACHING!", now it appears at the correct moment.
- Fixed a bug that caused enemy Lasers to not disappear from the arena.
- Fixed a bug that, when opening the game after some progress, caused the music not to play.
[ 2023-01-04 19:21:13 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
- [0 B]
We present to you a vibrant Shoot'em up style game, filled with roguelike mechanics to keep each match interesting and unique, and also an intriguing storyline unlike anything you've seen in a "spaceship shmup" game.
Prepare to be challenged by breathtaking boss fights, as well as various enemies with unique mechanics, with battles and situations procedurally generated for a diverse, incredible roguelike experience.
You will also be able to venture into UNSPACE, exploring the most remote and dark locations, while enjoying a first-person view from the comfort of your cockpit.
You can also build and improve the YAMATO space station, which is your operations base, resulting in new abilities for your ship, as well as new mechanics that are acquired as you progress in the game and continue to build new facilities.
- - Over 50 base equipment, which become completely different as more upgrades are installed.
- - Procedurally created maps, which change every time you enter them.
- - The small navigator, Dolli, whom you can customize, changing her clothes and hair! 🤩
- - Workshop system where you can modify the behavior of weapons and equipment, as well as their levels and masteries.
- - Space station where you can build improvements and new facilities, expanding it and creating new interactive features.
- - Interactive cockpit where you can relax and observe the space around you, while listening to beautiful synthwave music.
- - Including... A sensational selection of synthwave music. 🎶
- - Enemies with diverse and interesting mechanics that aren't just "appear-shoot-leave", the enemies have intriguing and varied abilities.
When the Dark Old Sun disappears into its own shadow, Earth and all its inhabitants enter an era of decay. The terrible calamity known as UNSPACE unleashes, trapping everyone in proximity to the planet and barring any chance of return for the unfortunate who venture beyond its boundaries. Within UNSPACE, reality warps in bizarre ways and it's virtually impossible to find a way back.
The challenge is colossal, but fate still has one last bastion for humanity - the YAMATO space station.
YAMATO, the only structure capable of launching spaceships to unravel the mysteries of UNSPACE. This is the last hope, a labyrinth of distorted realities and monsters from another world, where GRID seems to be the only one capable of piloting CROW - a spaceship that resonates with YAMATO, tracing the way back even from the deepest UNSPACE.
GRID is accompanied by an AI named Sarah, who with her cheerful and friendly personality, joins him in exploring the UNSPACE, meeting various people and "entities" along the way.
GRID's mission is clear: to create a route through UNSPACE and guide humanity to a new home.
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Also...
You'll have amazing opportunity to customize the adorable Dolli, finding new outfits for her as you progress through the game.
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