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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.
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.
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.
*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
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.
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!). ------
When playing with Keyboard and mouse the game froze at some point. (Thanks Guilherme Campos to warn me about this)
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.
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:
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