




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
If you are reading this with only your shorts on, then understand that me and you currently have a metaphysical connection, because I also only have my shorts on right now. Allow me to use that very same connection as bandwidth internet to transmit this very patch to your house, which mostly aims to reduce the game's difficulty a tiny bit, while also fixing your usual bugs alongside some QoL improvements. The "Quality of your Real Life" (QoyRL) might not be quite affected by this, but rest assured, the "Quality of the Not-So-Real-Illusionary-Life" (QotNSRIL) that is this Video game is very much affected.
[hr][/hr]Restarting during a Weekly will now submit your score instead of having it vanish into the aether.
When the CLOCKWORK Badge is active, a visualizer will now show the current slam direction.
Increased player enemy-detection hitbox while performing a slam. This affects both auto and manual slam. All types are affected the same way.
Reworked the REALISM badge: No longer instantly destroys you on wall-contact. Instead, now just deals a (fairly large) amount of damage when coming into contact with walls. This damage scales with your movement and push-speed: The harder you ram into a wall, the more damage you take.
Added some new tips.
Reworked DODGE CHALLENGER Job: No longer tracks hits. Instead, now tracks damage taken. (150/100/50 for Bronze, Silver and Gold respectively).
Removed the Track Bar in the Final Boss stage
Final Boss Rocket Carrier Rockets now have a bright green outline to make them less missable.
Various misc. adjustments not worth a mention.
DEVIL'S DOZEN now incurs an extended spin time.
Increased Rocket Gunner firing cooldown.
Increased Rocket Gunner pre-fire period.
Decreased Rocket Gunner detection range.
Tweaked Rocket Gunner Rank-scaling behavior.
Significantly decreased Rocket Gunner explosion damage.
Increased CERTIFIED HOOD max speedboost.
Decreased CERTIFIED HOOD effectiveness fall-off time.
Having CERTIFIED HOOD will now prevent any wall-contact slowdown. (As a result, the effect of CERTIFIED HOOD will no longer "fight against" that slowdown).
Increased the amount of money gained by defeating standard, big enemies.
Made it more difficult for the game to spawn big enemies.
Made it more difficult for the game to spawn augmented and elite enemies.
Reduced enemy ramming damage (slightly).
Reduced the amount of extra damage dealt to the player caused by the VULNERABLE status effect.
Wrecking Ballers will now suck the player into them during their wind-up period.
Increased minimum push-force received by boost jumps.
Medium and Strong boost jumps will now set the player speed to their max when used from a standstill.
Reduced the amount of time the final boss spends in the bullet attack state, as well as the bullet firing rate in general.
Reduced the amount of slowdown caused on hit by the final boss bullets.
Grabbing a boosting enemy as DEADLIFT will now cancel their boost, preventing some weirdness.
[spoiler]Shopkeep's ORBITAL LASER now properly extends further into the sky to prevent the cut-off from showing.[/spoiler]
GUI Elements that draw outside the observable screen area under normal circumstances will now be properly blocked off by the black bars that force aspect ratio. Rejoice, 2862.32:12672.0001 Aspect Ratio enjoyers.
Fixed CARBON FURNACE's Status Icon sometimes displaying negative values.
Fixed CARBON FURNACE's Status Icon appearing multiple times sometimes.
Fixed the "MONEY EARNED THIS LEVEL" Pop-up appearing at the end of the CREDITS stage.
Also: Did you know?
REDLINE CROOKS is a whopping 40% off this Summer Sale!
I wish everyone a good survival of this summer. Keep those shorts on. Once again, a heartfelt thanks to everyone that has played the game and submitted feedback!
- Alexander
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