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Release Announcement for Neural Shock: Total Destruction
... INCOMING TRANSMISSION ... The radio towers have been restored and the communication channels are functional once more. Stand by for more information on your next assignment.
The first major content update for Neural Shock designated as Neural Shock: Total Destruction (v1.1.0) is now scheduled for release. The confirmed release date for the update is 03/07/2025 (March 7th, 2025).
Since Neural Shock launched, we have been listening to all of your feedback and reviews carefully. The Total Destruction update is our answer to your suggestions, commentary and concerns that we have heard along the way. The core priority of the update is to provide players with more interesting gameplay content, improve the replayability of previously completed missions, increase the variety of viable builds in the endgame (making also the low-tier weapons endgame-viable), as well as to give the game the finished look, feel and sound that it deserves. The main features introduced in the Total Destruction update are: Chapter 2 that offers 15 even more challenging Missions than before, new Enemies, a new Challenge mechanic, Active Skills & Skill Tree Overhaul for the Player Characters, Weapon & Armor Equipment Rewards for the characters, new unlockable Mission Modifiers, as well as an overhaul of the game engine's lighting system, soundtrack, visual effects and textures. Full feature list, detailed changelog and balance changes are found below. The full list of balance changes is found at the very end.
The following features have been added in the Total Destruction Update.
The following gameplay improvements and performance optimizations have been added in the Total Destruction update.
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All of the changes that affect gameplay balance are detailed below. This includes changes to gameplay mechanics, player characters, skill trees, enemies and traps & turrets.
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The Character Skill Trees were substantially revised in order to make the different branches more meaningful and to add more interesting Skill choice aspects into the design, so that even at a higher level there can be different builds which change the gameplay style of the character class. While some skills have been removed in order to accommodate for the changes, many of the skills have merely been relocated to different tiers, or had some alterations to their stats. These changes were required to balance the skill trees with respect to the newly added Passive and Active skills explained below, but the goal with the revision was to allow players to build their characters in a similar style as before.
Tier 1: - Changed: The Increase Damage skill's cap from 2 to 3 Tier 2: - Added a Choose-One type Passive Skill: Untapped Potential (Retain Special Charge Upon Death) - Removed: Max HP 15% (3, relocated), Increase Range by 5.0% (3, relocated) and Reduce Trap Cost by 3% (3, relocated) Tier 3: - Added Increase Range by 8% (4, relocated), Reduce Revive Time by 5.5s (3) - Removed: Add Damage by 3 (3, relocated), Increase Move Speed by 7.5 (3) and Penetration (1, relocated) Tier 4: - Added: Penetration (1, relocated) Increase Max HP by 20% (5, relocated) and Add Damage by Flat 3 (3, relocated) - Removed: Max Armor 15% (4, relocated), Add Range Tier 5: - Added a Choose-One type Active Skill: Rapid Regeneration (Activate to quickly regenerate HP and Armor) - Removed: Command Center HP 50 (3, relocated), Max HP 20% (3, relocated), Armor On Penetration 2 (3, relocated) Tier 6: - Added: Max Armor 20% (4, relocated), Reduce Trap Cost by 3% (3, relocated), Command Center HP 100 (3, relocated) - Removed: Increase Critical Damage by 50% (3), Penetration (1, relocated) Tier 7 (New): - Added a Choose-One type Passive Skill: Armor On Penetration 5 (1, relocated)
Tier 1: - No Changes Tier 2: - Added: Choose-One type Passive Skill: Reduce Normal Resistance (Reduces Normal Resistances of all Enemies by 10%) - Removed: Special Crit Chance 25% (3), Reduce Trap Cost by 3.0% (3, relocated) and Increase Bleed Chance by 60% (3) Tier 3: - Changed: Special DMG 50% (3) -> 30% (4) - Removed: Add Bleed Chance by 3.5% (3, relocated) Tier 4: - Added: Increase Critical Damage by 40% (4, relocated), Reduce Trap Cost by 3% (2, relocated) - Removed: Special Cooldown Reduction On Crit by 30 (2) Tier 5: - Added a Choose-One type Active Skill: Rapid Fire (Activate to boost Rate of Fire by 150% for 12 seconds) - Removed: Add Bleed Damage by Flat 2 (3, relocated), Increase Damage by 10% (5), Penetration (2, relocated) Tier 6: - Added: Add Bleed Damage by Flat 2 (4, relocated), Penetration (1, relocated), Add Bleed Chance by Flat 5% (4) - Removed: Increase Critical Damage by 80% (3, relocated), Add Bleed Duration by 3s (3) Tier 7 (New): - Added a Choose-One type Passive Skill: Adrenaline Shock (each Special Level you had left unactivated upon death reduces your respawn time by 15 seconds)
Tier 1: - Changed: Increase Rate of Fire skill's cap from 3 to 4 Tier 2: - Added a Choose-One type Passive Skill: Penetration (Adds one penetration to your shots, relocated) - Removed: Add Damage by Flat 2 (3, relocated), Reduce Trap Cost by 2.5% (3, relocated), Increase Critical Damage by 40% (3) Tier 3: - Added: Add Damage by Flat 2 (3, relocated), Reduce Trap Cost by 2.0% (3, relocated) - Removed: Penetration (1, relocated), Add Critical Damage by flat 5 (3), Increase Damage by 20% (3, relocated) Tier 4: - Added: Penetration (1, relocated), Increase Damage by 10% (4, relocated) - Changed: Increase Critical Chance by 40% (2) -> 20% (5) - Removed: Increase Range by 10% (3) Tier 5: - Added a Choose-One type Active Skill: Frag Grenade (Activate to throw a Frag Grenade with high AoE damage and shrapnels) - Removed: Increase Damage by 30% (4), Add Critical Chance by 5% (3), Penetration (2, relocated) Tier 6: - Added: Monstrosity Specialist 5% (5) - Changed: Add Critical Damage 10% (2) -> 8% (2), Increase Critical Damage by 80% (3) -> 40% (3) Tier 7 (New): - Added a Choose-One type Passive Skill: Special Level III (You may now reach Special Level 3 when you gain enough Special Charge)
Tier 1: - Added: Command Center HP 40 (4, relocated) - Removed: Reduce Trap Upgrade Cost by 5% (3, relocated) Tier 2: - Added a Choose-One type Passive Skill: Untapped Potential (Retain Special Charge Upon Death) - Removed: Reduce Trap Cost by 3.5% (3, relocated), Reduce Trap Cost Penalty by 5.0% (3, relocated), Command Center HP 50 (3, relocated) Tier 3: - Added: Reduce Trap Cost by 3% (3, relocated), Reduce Revive Time by 4s (3) - Removed: Max Armor 10 (3), Reduce Trap Upgrade Cost by 10% (3), Reduce Trap Cost Penalty by 10% (3) Tier 4: - Added: Reduce Trap Upgrade Cost by 5% (4, relocated), Reduce Trap Cost Penalty by 5% (3, relocated) - Removed: Reduce Trap Cost by 5% (3) - Changed: Increase Initial Resources by 500 (5) -> 600 (3) Tier 5: - Added a Choose-One type Active Skill: Turret Controller (Take control of the aim of all turrets in your Aura Radius and increase their Rate of Fire by 70% for 12 seconds) - Removed: Increase Trap DMG by 5% (2), Reduce Trap Cost by 6% (3, relocated), Command Center HP 100 (3) Tier 6: - Added: Reduce Trap Cost by 6% (3, relocated) Tier 7 (New): Added a Choose-One type Passive Skill: Reduce the Normal Resistance of all Enemies by 15%
Tier 1: - Changed: Increase Move Speed by 5% (2) to 4% (3) Tier 2: - Added a Choose-One type Passive Skill: Epinephrine Shot (Allows Instant Respawn if you had 2 Special Levels upon Death.) - Removed: Max Armor by 15 (3), Increase Range by 5 (2), Special Charge 10% (3) Tier 3: - Changed: Increase Rate of Fire 5% (3) -> 7.5% (3) - Removed: Special DMG 20% (3, relocated) Tier 4: - Added: Special DMG 25% (3, relocated) Tier 5: - Added a Choose-One type Active Skill: Turret Rampage (When activated, gives all Turrets & Traps in your Aura Radius a 100% boost to their Damage) - Removed: Increase Range 15 (3), Add Damage by Flat 2.5 (5, relocated), Max HP 20 (2) Tier 6: - Added: Add Damage by Flat 2.0 (5, relocated), Support Aura Radius 5 (3) - Removed: Special DMG 50% (3) Tier 7 (New): - Added: Choose-One type Passive Skill: Reduce Enemy Explosion Resistance (Reduces the Explosion Resistance of all Enemies by 30%)
Tier 1: - Changed: Support Aura Radius skill's cap from 3 to 4 Tier 2: - Added a Choose-One type Passive Skill: Grunt Specialist (All your weapons deal 10% Extra Damage against all Grunts (Heavy, Tough included) and Juggernauts) - Removed: Max HP 10% (3), Increase move Speed 10% (3), Increase Trap Critical Chance 10% (3) Tier 3: - Removed: Reduce Trap Cost by 5% (3, relocated) - Changed: Support Aura Effect from 10% (3) to 5% (3) Tier 4: - Added: Reduce Trap Cost by 5% (3, relocated) - Changed: Support Aura Effect 20% (3) -> 10% (3), Support Aura Radius 5 (3) -> 3.5 (3) Tier 5: - Added a Choose-One type Active Skill: Neural Shock (Enemies inside your Aura Radius are subjected to a 35% slowdown and Damage-Over-Time effect. Affected by Support Aura Effect skill.) - Removed: Supported Traps Give Armor per Kill 3 (2), Trap Rate of Fire 10% (3), Trap DMG 7% (2) Tier 6: - Added: Support Aura Effect 12.5% (3) Tier 7 (New Tier): - Added a Choose-One type Passive Skill: Reduce Enemy Fire Resistance (Reduces the Fire Resistance of all Enemies by 25%)
Increased the maximum skill caps of Turret & Trap Weapon skills from 12 to: 24, 20 and 18 depending on the Tier of the Turret / Trap. Tiers 1-4 max skill is 24, Tier 5 is 20 and Tier 6 is 18. Blade Trap: Bleed Chance per Skill Point 10.0% -> 7.5% Chopper: Damage per Skill Point 5.0% -> 10.0% Plasma Ripper: Fire Rate per Skill Point 10% -> 5.0% Piercing I: Critical Chance of all Traps and Turrets that can crit 3.5% -> 2.0% per Skill Point Piercing III: Critical Damage is increased by 10.0% -> 5.0% per Skill Point Physical Mastery: Increases Damage caused by Physical Tree Traps and Turrets by x% - 5.0% -> 2.5% at Tier 4 - 3.0% at Tier 5 (New) - 3.5% at Tier 6 (New) Rifle Turret: Increases Critical Chance -> Increases both Critical Chance and Critical Damage. Value per Skill Point 2.0% -> 8.5% Shotgun Turret: Damage per Skill Point 5.0% -> 7.5% SMG Turret: Modifies Fire Rate -> Modifies both Damage & Fire Rate. Value per Skill Point 5.0% -> 3.5%. Handcannon Turret: Critical Damage per Skill Point 10.0% -> 7.5% High-Value Target II: Increases Critical Chance by 10.0% per Skill Point -> Add Flat Critical Chance by 2.5% per Skill Point Anti-Materiel Turret: Fire Rate per Skill Point 10.0% -> 12.5% Rocket Turret: Fire Rate per Skill Point 5.0% -> 6.5% Laser Turret: Damage per Skill Point 7.5% -> 5.0% Big Guns I: Reduce Resource Cost of HW Upgrades by 5.0% -> 4.0% per Skill Point Big Guns II: Reduce Resource Cost of HW Traps & Turrets by 2.5% -> 2.0% per Skill Point New Passive Skill EW Mastery: Increases Damage caused by Energy Traps and Turrets by x% - 0.5% per Skill Point at Tier 4 - 1.0% per Skill Point at Tier 6 Shock Trap: Damage per Skill Point 12.5% -> 7.5% Scorcher Trap: Burn Duration per Skill Point 10.0% -> 3.5% New Passive Skill Fire Mastery: Increase Damage caused by Fire Traps and Turrets by x% - 2.0% per Skill Point at Tier 5 New Passive Skill Cold Mastery: Increases Damage caused by Cold Traps and Turrets by x% - 2.5% at Tier 5 - 4.0% at Tier 6
Rifle Turret: - Critical Chance: 15.0 % -> 10.0% Flame Turret: - Weapon Range: 40.0 pixel units -> 48.0 pixel units - Max Damage: 5.0 -> 6.0 Shockwave Turret: - Weapon Range: 40.0 pixel units -> 30.0 pixel units - Critical Chance: 12.5% -> 8.0% - Critical Damage Mod: 1.5x -> 3.0x Rocket Turret: - Fire Rate: 1/6 seconds -> 1/5 seconds (0.17 RPS to 0.2 RPS) Laser Turret: - Projectile Speed: 300.0 pu/s -> 400.0 pu/s Plasma Cannon: - Projectile Speed: 150.0 pu/s -> 250.0 pu/s Chopper: - Base Stun Chance: 0.0% -> 5.0% Pyro Cleaver: - Base Burn Chance 55.0% -> 15.0% Sniper Turret: - Damage: 25-35 -> 35-45 - Resource Cost: 1500 -> 1800 - Critical Chance: 60.0% -> 50.0% Shock Trap: - Shock Effect is triggered every 350 -> 150 ms (trap now triggers its damage 6.7 times per second instead of 2.9 times per second) - Stun Duration 2.0 s -> 3.0 s - Min Damage 6 -> 3 - Max Damage 20 -> 8 - Resource Cost: 1500 -> 1800 - Developer Note: The average DPS is virtually unchanged, but the trap is more likely to hit its targets more often, and there's a higher chance to stun enemies due to the increased RoF Blade Trap: - Critical Damage Mod: 0.0x -> 2.5x - Critical Chance: 0.0% -> 10.0% - Bleed Chance: 40.0% -> 25.0% Cold Ring: - Freeze Chance: 70.0% -> 30.0% Scorcher Trap: - Burn Duration: 7.0s -> 4.0s
Turrets and Traps now have a Level 4 Upgrade, which is unlocked when the player has spent 24 points on the corresponding Trap/Turret Skill. Changes and new upgrades found below. Spike Trap: - Level 2 Bonus Cripple Chance: 20% -> 10% - Level 3 Bonus Cripple Chance: 50% -> 40% - Level 4 Upgrades: * Increase the Cripple Chance against Bleeding Targets by 200% : Costs 1200 * Increase the Damage against Frozen Targets by 300% : Costs 1200 * Increase Rate of Fire by 100% : Costs 1000 Blade Trap: - Level 2 Increase Damage by 50%: Cost 600 -> 400 - Level 2 Increase Bleed Damage by 80%: 80% -> 65% and Cost 800 -> 500 - Level 2 Add Cripple Chance (40%) changed to Increase Rate Of Fire by 80%, Cost 600 - Level 3 Add Freeze Chance: 50% -> 25% - Level 3 Add Bleed Duration: Cost 1000 -> 800 - Level 3 Increase Bleed Damage: Cost 1200 -> 800 - Level 4 Upgrades: * Increase the Bleed Chance against Frozen Targets by 400% : Costs 1200 * Increase Bleed Damage by 100% : Costs 1000 * Increase the Damage against Burning Targets by 300% : Costs 1200 Spear Trap: - Level 1 Increase Damage: 40% -> 20% and Cost 450 -> 300 - Level 1 Increase Critical Damage: 60% -> 100% - Level 4 Upgrades: * Increase the Critical Chance against Bleeding Targets by 300%: Costs 1300 * Increase Damage by 80% : Costs 1200 * Increase Damage by 80% for each Bleed Stack on the Target (Max 240%) : Costs 1500 Chopper: - Level 3 Increase Stun Duration by 60% -> Increase Stun Chance by 80% : Costs 1060 - Level 4 Upgrades: * Increase the Stun Duration of Crippled Targets by 300% : Costs 1800 * Increase Bleed Chance by 80% : Costs 1300 * Increase Flat Base Damage by 6 : Costs 1300 Pyro Cleaver: - Level 3 Increase Bleed Duration by 80% -> Increase Burn Chance by 100%: Costs 1200 Shock Trap: - Level 3 Increase Critical Damage: 200% -> 400% - Level 4 Upgrades: * Increase Stun Chance against Bleeding Targets by 400% : Costs 1000 * Increase Critical Damage by 600% : Costs 1400 * Incrase Flat Base Damage by 3 : Costs 1200 Flame Turret: - Level 2 Increase Burn Duration by 80% changed to Add Burn Chance by 20%, Cost 600 -> 800 - Level 3 Add Critical Chance by 40% changed to Increase Burn Duration by 80% : Costs 800 - Level 3 Increase Range by 80% changed to Increase Burn Chance of Crippled Targets by 300%, Cost 1000 -> 1000 - Level 4 Upgrades: * Increase Damage against Bleeding Targets by 300% : Costs 1200 * Increase Burn Chance against Crippled Targets by 400% : Costs 1300 * Increase Burn Damage by 100% : Costs 1300 Shockwave Turret: - Level 4 Upgrades: * Increase Critical Chance against Burning Targets by 500% : Costs 1500 * Increase Radius by 25.0 pixel units : Costs 1200 * Add Burn Chance by 50% : Costs 1200 Cold Ring: - Level 2 Increase Radius: 15.0 -> 10.0 unit pixels - Level 3 Increase Freeze Chance by 100% changed to Increase Freeze Chance against Burning targets by 400% - Level 3 Add Cripple Chance: Chance 80% -> 40% - Level 4 Upgrades: * Increase Freeze Chance by 120% : Costs 1500 * Increase Damage by 100% : Costs 1500 * Increase Radius by 15.0 pixel units : Costs 1500 Scorcher Trap: - Level 1 Increase Burn Chance: 35% -> 45% - Level 2 Increase Rate Of Fire by 70% changed to Increase Radius by 6.0 pixel units - Level 3 Increase Radius by 30.0 pu changed to Increase Burn chance by 65%, Cost 1200 -> 1300 Frost Lance: - Level 2 Add Critical Chance by 35% changed to Increase Critical Chance against Frozen Targets by 300%, Cost 700 -> 1100 Rifle Turret: - Level 3 Add Critical Damage: Damage 40 -> 10, Cost 1200 -> 900 - Level 3 Add Bleed Damage: Damage 10 -> 3, Cost 1160 -> 700 - Level 4 Upgrades: * Add Flat Base Damage by 25: Costs 1000 * Increase Bleed Chance of Stunned Targets by 300%: Costs 1200 * Mini Rockets: Cost 1000 SMG Turret: - Level 3 Add Bleed Damage: Damage 2 -> 3 - Level 3 Penetration: Cost 600 -> 1600, - Level 4 Upgrades: * Increase Damage against Stunned Targets by 300%: Costs 1200 * Increase Bleed Chance against Frozen Targets by 250%: Costs 1200 * Auto-Aim: Costs 1800 Shotgun Turret: - Level 4 Upgrades: * Add Armor Bypass Chance against Bleeding Targets by 100%: Costs 1500 * Increase Critical Damage by 300%: Costs 2000 * Auto-Aim: Costs 2500 Sniper Turret: - Level 1 Increase Critical Chance: 30% -> 40% - Level 2 Increase Critical Damage: 80% -> 100% - Level 4 Upgrades: * Add Flat Base Stun Chance against Crippled Targets by 40%: Costs 1000 * Increase Damage against Burning Targets by 350%: Costs 2000 * Increase Fire Rate by 100%: Costs 1400 Chaingun Turret: - Level 4 Upgrades: * Increase Damage against Burning Targets by 300%: Costs 2300 * Add Flat Base Bleed Chance by 10%: Costs 1500 * Add Flat Base Damage by 2: Costs 1500 Rocket Turret: - Level 4 Upgrades: * Increase Damage by 200% for each Cripple Stack on the Target (Max 600%): Costs 2000 * Increase AoE area by 100%: Costs 2000 * Increase Cripple Chance against Burning Targets by 200%: Costs 2000 Proximity Charge: - Level 3 Increase Critical Chance: 70% -> 50% - Level 4 Upgrades: * Increase Damage against Bleeding Targets by 200%: Costs 2300 * Increase Radius by 25.0 pixel units: Costs 2000 * Increase Critical Damage by 250%: Costs 2300 Anti-Materiel Turret: - Level 3 Add Critical Chance 80% -> 25% - Level 4 Upgrades: * Add 3 Partial Penetrations: Costs 2000 * Increase Damage by 200% for each Freeze Stack on the Target (Max 600%): Costs 2000 * Increase Critical Damage by 200%: Costs 2000
Psycho: - Increased the Walk Speed from 17.2 pu/s to 19.2 pu/s - Increased the Run Speed from 21.7 pu/s to 23.8 pu/s Creep: - Increased the Fire Resistance from 15% to 95% - Increased the Explosion Resistance from 0% to 50% Tough Grunt: - Increased the Fire Resistance from 20% to 40% Heavy Grunt: - Increased the Walk Speed from 15.3 pu/s to 20 pu/s - Increased the Run Speed from 19.2 pu/s to 21.7 pu/s Juggernaut: - Increased the Walk Speed from 20 pu/s to 21.7 pu/s - Increased the Run Speed from 22.2 pu/s to 23.8 pu/s Tough Spawn: - Increased the Critical Resistance from 0% to 10% Mutated Spawn: - Increased the Fire Resistance from -5% to 15% - Increased the Critical Resistance from 0% to 20% Hunter: - Decreased the Walk Speed from 33.3 pu/s to 31.3 pu/s - Decreased the Run Speed from 40.0 pu/s to 37.0 pu/s Nightstalker: - Decreased the Run Speed from 38.5 pu/s to 35.7 pu/s
[ 2025-02-21 16:59:36 CET ] [ Original post ]
Neural Shock: Total Destruction Awaits
... INCOMING TRANSMISSION ... The radio towers have been restored and the communication channels are functional once more. Stand by for more information on your next assignment.
Release Date
The first major content update for Neural Shock designated as Neural Shock: Total Destruction (v1.1.0) is now scheduled for release. The confirmed release date for the update is 03/07/2025 (March 7th, 2025).
Main Features
Since Neural Shock launched, we have been listening to all of your feedback and reviews carefully. The Total Destruction update is our answer to your suggestions, commentary and concerns that we have heard along the way. The core priority of the update is to provide players with more interesting gameplay content, improve the replayability of previously completed missions, increase the variety of viable builds in the endgame (making also the low-tier weapons endgame-viable), as well as to give the game the finished look, feel and sound that it deserves. The main features introduced in the Total Destruction update are: Chapter 2 that offers 15 even more challenging Missions than before, new Enemies, a new Challenge mechanic, Active Skills & Skill Tree Overhaul for the Player Characters, Weapon & Armor Equipment Rewards for the characters, new unlockable Mission Modifiers, as well as an overhaul of the game engine's lighting system, soundtrack, visual effects and textures. Full feature list, detailed changelog and balance changes are found below. The full list of balance changes is found at the very end.
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Features
The following features have been added in the Total Destruction Update.
- New Chapter with 15 Missions
- Night City, Facility and Dungeon Missions
- New Monsters
- Psycho Prime
- Gargantuan
- Cyborg
- Boomer
- Mini-Bosses (Elimination Targets)
- The Demented One
- Behemoth
- Cyber Tyrant
- Challenge Mechanic
- Complete additional Challenges in Missions to earn Rewards
- Turret / Trap Rules, No Damage Challenges, Modifier Challenges, Time Challenges
- Character Equipment Rewards
- Earn new Armors and Weapons for your Characters by completing Challenges
- Character Skill Tree Overhaul
- The Skill choices in each characters' Skill Trees have been overhauled while respecting old play styles
- Added Choose-One type Passive Skill Choices
- Added Choose-One type Active Skill Choices. Active Skill is activated with a hotkey and has a skill-specific cooldown
- NOTE: Your Character Skill Choices will be resetted and the points will be refunded after the update
- More details are found below in the Balance Changes section
- Increased Skill Caps of Turrets & Traps
- Tier 1-4 Traps/Turrets have a Skill Cap of 24, Tier 5 Traps 20 and Tier 6 Traps 18
- After allocating 12 points, the Skill Point cost is doubled, and after 18 points it is tripled
- Turret & Trap Upgrade Level 4
- After allocating 24 Skill Points on a Turret or Trap, a new Level 4 Upgrade is unlocked
- New Passive Turret & Trap Skills
- New Resource Pick-Ups
- New Mission Modifiers
- New Experience Factors
- Statistics View at the End of Mission
- 45 New Steam Achievements
- 14 New Songs added to the Soundtrack
- Enemy waves in the last missions in Chapter 1 overhauled
- Lighting and visuals in all Chapter 1 missions revamped
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Improvements
The following gameplay improvements and performance optimizations have been added in the Total Destruction update.
Gameplay Improvements
- The trap and turrets' stats are now shown also while in a mission when selecting a trap or a turret. When clicking on an upgrade, the changes are reflected in the stats view
- The stats view can be toggled on and off with a hotkey to reduce UI clutter on screen when required (Default: T)
- Added visualization for the player character's weapon range. Range visualization can be toggled with a hotkey (Default: R). Range visualization is toggled off by default.
- Added a Respawn button for confirming the Respawn after dying. This allows players to ensure they have selected a safe spawn point before the character respawns
- Top stats for a completed mission are shown in the mission selection screen: Top Damage, Top Time, Top Kills
- Explosive projectiles (rockets, plasma cannon etc) now explode when they reach their maximum weapon range if they had not impacted anything before
- Improvements to wave spawning mechanics:
- Some missions now have "Special waves". These waves will always have a fixed number (unaffected by mission modifiers) of certain special enemies that will always spawn at an exact point of time in the wave
- E.g. mini-bosses, rarely spawning enemies
- Adjusted the intervals of enemy spawning so that there should never be a huge clump of enemies spawning at the last second of the wave even with a high enemy count
- Some missions now have "Special waves". These waves will always have a fixed number (unaffected by mission modifiers) of certain special enemies that will always spawn at an exact point of time in the wave
- Added New Turret and Trap Upgrade Effects
- +X% damage when target is under Bleed/Freeze/Burn/Cripple/Stun effect
- +X% damage per each Stack of targets' Bleed/Freeze/Burn/Cripple/Stun effect
- +X% Chance to cause Y status when under Bleed/Freeze/Burn/Cripple/Stun effect
- Convert projectile into a different type
Performance Optimizations
- Initial loading time of the game is vastly reduced. Some of the gameplay assets are now being loaded in the background while in the menu, and the loading is finalized when first starting a mission
- Major performance improvements and optimizations to
- Gameplay performance
- NPC pathfinding & processing logic
- NPC wave spawning logic
- Performance of blood splatters
- Processing of graphics / rendering pipeline
- Lighting processing
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Visuals
- Lighting update: Added new lighting types, improved existing lighting and their performance
- Remodeled the lighting and sceneries in all of Chapter 1 Missions
- Added Camera Shake effects. Camera Shakes are caused by explosions and strong weapon kickbacks
- Strength is dependent on the distance between the player character and the source of the shake
- Texture improvements
- Updated the UI element visuals in the mission selection screen and skill trees
- New sceneries, new mission tilesets
- Added a "shine" effect on traps / turrets which indicates when the traps or turrets are upgraded to Level 4
QoL Improvements
Indicators / Visual effects
- Added Player character weapon range indicator (See Section: Improvements)
- Added a field in the turret/trap information that shows the attack style of the weapon: Line shooting, Auto-Aiming, AoE or floor trigger
- Added texts in the main Loading Screen that indicate the progress of the game's loading
- Added a light that surrounds the player character which automatically adjusts its brightness according to the lighting of the surrounding area
Skill Trees
- Logic for picking skills in the skill trees changed: Left-click to increase skills, right-click to decrease
- Shift-click the skills in the Turret & Trap skill tree to quickly add or decrease skills by 5 points at a time
- Added numbers to indicate how many skills have been allocated in each of the skill trees' branches
- Skills that have been leveled in the skill trees should now visually be more clearly distinguished from skills that are not yet picked
- Added color indicators to skill levels to indicate when the skill cost is increased in the Turret & Trap skill tree (Green = Normal Cost, Orange = x2 Cost, Red = x3 Cost)
- Added a reset button for the character skill tree
Menus
- Shift-click the mission page selection arrows to quickly move to the beginning or end of mission list
- When opening the in-game menu while in a mission, the current total time spent in the mission (excluding when the game was paused) is shown at the top
- Pressing ESC while in game now also opens the in-game menu instead of just pausing the game
- Added sounds and visuals that play when hovering over the main menu buttons
Sounds & Music
- Remastered all existing songs to improve the sound quality
- Adjusted music sound levels to align better with sound effect levels
- Added 14 new songs. New genres include: darksynth, acid techno, melodic metal and psychedelic rock
- Added cross-fading of music tracks when the tracks change
- Updated music playlists: Instead of randomly playing a song one after another, each mission now has their own playlists that feature different styles of music, better aligned with the mission's atmosphere
- Removed overlapping for some attack / hit / death sounds to reduce super loud noises caused when playing exact same sounds simultaneously
- Added a separate "Victory Music" that plays when the mission was successfully completed
- Increased the hearing distance of the player character
Bug Fixes
- Fixed bugs related to NPC pathfinding: The NPCs should get stuck much less frequently and they should not be warping due to having been stuck anymore. Note: If you still see warping enemies in v1.1, please report it in our Steam discussions page. A video showing the situation would be ideal
- Fixed NPC attack range calculations
- Fixed an issue where traps were not always immediately updating their animations after upgrading
- Fixed an issue where the weapon stats or the turret/trap stats were not updated in the stats view properly after the character got new skills
- Fixed an issue where multi-shot stats were not shown properly for all turrets & traps in the stats view
- Fixed some issues where game was not logically paused / unpaused after completing some actions
- Fixed some minor memory leaks
- Fixed potential issues which could have caused the game to crash
- Fixed an issue which could have caused some NPCs to be in a deadlocked state
- Fixed an issue where the selected mission was still highlighted after closing the mission information screen, or returning to the menu from the mission
- Fixed projectile speeds when x2 or x3 speedup is enabled - bullets were traveling faster than they should have at higher speedups
- Fixed an issue where High Value Target II skill did not apply correctly if weapon did not have a base crit chance
- Fixed an issue where the player could pick trap skills from a tier with a high skill requirement and then unpick the previous tiers' skills and still be left with the higher tier skills even after they were locked
Minor Changes
- Adjusted the character and command center hit effect from white to red tint
- Adjusted some tutorial texts and tooltip positions
- Changed the default sound volume and music volume to 50 if not set previously by user. (Previous default was 100 for both)
- Changed the default shoot mode to Click-to-Shoot
- Changed the default Blood Splatter amount to 1 (previously 3)
Balance Changes
All of the changes that affect gameplay balance are detailed below. This includes changes to gameplay mechanics, player characters, skill trees, enemies and traps & turrets.
Gameplay Mechanics
- The cost penalty for building traps/turrets of the same type is now steeper than before. Additionally, the cost penalty maxes out at 6x cost - previously the cost was 3x at a maximum.
- Mission Modifier changes
- Murderous
- Damage Modifier changed from +80% to +60%
- Enemy Move Speed Modifier changed from +60% to +10%
- Insane
- Enemy Move Speed Modifier changed from +70% to +20%
- Frenzied
- Enemy Move Speed Modifier changed from +80% to +20%
- Added 2 new Mission Modifiers (unlocked by completing Chapters)
- Deranged
- Hurried
- Murderous
Character Base Stat Changes
- Sniper
- Increased the Base Damage of the default Sniper Rifle from 10-16 to 16-24
- Increased the Move Speed from 25 pu/s (pixel units / second) to 29.4 pu/s
- Engineer
- Increased the Base Damage of the default Engineer Pistol from 2-5 to 4-10
- Increased the Move Speed from 27.8 pu/s (pixel units / second) to 31.3 pu/s
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Character Skill Tree Changes
The Character Skill Trees were substantially revised in order to make the different branches more meaningful and to add more interesting Skill choice aspects into the design, so that even at a higher level there can be different builds which change the gameplay style of the character class. While some skills have been removed in order to accommodate for the changes, many of the skills have merely been relocated to different tiers, or had some alterations to their stats. These changes were required to balance the skill trees with respect to the newly added Passive and Active skills explained below, but the goal with the revision was to allow players to build their characters in a similar style as before.
- There are now Choose-One type Passive Skill Choices on Tiers 2 and Tier 7. Only one passive skill can be chosen per Tier. Unlocking the Passive Skill choice requires you to pick skills from the corresponding branch before that Skill. After choosing one of the branches' Passive Skill, you may continue on any of the branches below it.
- Additionally, there are Choose-One type Active Skill choices on Tier 5. The Active Skill is activated with a hotkey, and has a skill-specific cooldown. (Default: G)
- Note that the Active Skill is different from the Special Ability of each character, and they are not mutually exclusive. The Special Ability works similarly as before.
- After choosing one of the branches' Active Skill, you may continue on any of the branches below it.
Sniper Skill Tree
Defender Branch:
Tier 1: - Changed: The Increase Damage skill's cap from 2 to 3 Tier 2: - Added a Choose-One type Passive Skill: Untapped Potential (Retain Special Charge Upon Death) - Removed: Max HP 15% (3, relocated), Increase Range by 5.0% (3, relocated) and Reduce Trap Cost by 3% (3, relocated) Tier 3: - Added Increase Range by 8% (4, relocated), Reduce Revive Time by 5.5s (3) - Removed: Add Damage by 3 (3, relocated), Increase Move Speed by 7.5 (3) and Penetration (1, relocated) Tier 4: - Added: Penetration (1, relocated) Increase Max HP by 20% (5, relocated) and Add Damage by Flat 3 (3, relocated) - Removed: Max Armor 15% (4, relocated), Add Range Tier 5: - Added a Choose-One type Active Skill: Rapid Regeneration (Activate to quickly regenerate HP and Armor) - Removed: Command Center HP 50 (3, relocated), Max HP 20% (3, relocated), Armor On Penetration 2 (3, relocated) Tier 6: - Added: Max Armor 20% (4, relocated), Reduce Trap Cost by 3% (3, relocated), Command Center HP 100 (3, relocated) - Removed: Increase Critical Damage by 50% (3), Penetration (1, relocated) Tier 7 (New): - Added a Choose-One type Passive Skill: Armor On Penetration 5 (1, relocated)
Hawk-Eye Branch:
Tier 1: - No Changes Tier 2: - Added: Choose-One type Passive Skill: Reduce Normal Resistance (Reduces Normal Resistances of all Enemies by 10%) - Removed: Special Crit Chance 25% (3), Reduce Trap Cost by 3.0% (3, relocated) and Increase Bleed Chance by 60% (3) Tier 3: - Changed: Special DMG 50% (3) -> 30% (4) - Removed: Add Bleed Chance by 3.5% (3, relocated) Tier 4: - Added: Increase Critical Damage by 40% (4, relocated), Reduce Trap Cost by 3% (2, relocated) - Removed: Special Cooldown Reduction On Crit by 30 (2) Tier 5: - Added a Choose-One type Active Skill: Rapid Fire (Activate to boost Rate of Fire by 150% for 12 seconds) - Removed: Add Bleed Damage by Flat 2 (3, relocated), Increase Damage by 10% (5), Penetration (2, relocated) Tier 6: - Added: Add Bleed Damage by Flat 2 (4, relocated), Penetration (1, relocated), Add Bleed Chance by Flat 5% (4) - Removed: Increase Critical Damage by 80% (3, relocated), Add Bleed Duration by 3s (3) Tier 7 (New): - Added a Choose-One type Passive Skill: Adrenaline Shock (each Special Level you had left unactivated upon death reduces your respawn time by 15 seconds)
Marksman Branch:
Tier 1: - Changed: Increase Rate of Fire skill's cap from 3 to 4 Tier 2: - Added a Choose-One type Passive Skill: Penetration (Adds one penetration to your shots, relocated) - Removed: Add Damage by Flat 2 (3, relocated), Reduce Trap Cost by 2.5% (3, relocated), Increase Critical Damage by 40% (3) Tier 3: - Added: Add Damage by Flat 2 (3, relocated), Reduce Trap Cost by 2.0% (3, relocated) - Removed: Penetration (1, relocated), Add Critical Damage by flat 5 (3), Increase Damage by 20% (3, relocated) Tier 4: - Added: Penetration (1, relocated), Increase Damage by 10% (4, relocated) - Changed: Increase Critical Chance by 40% (2) -> 20% (5) - Removed: Increase Range by 10% (3) Tier 5: - Added a Choose-One type Active Skill: Frag Grenade (Activate to throw a Frag Grenade with high AoE damage and shrapnels) - Removed: Increase Damage by 30% (4), Add Critical Chance by 5% (3), Penetration (2, relocated) Tier 6: - Added: Monstrosity Specialist 5% (5) - Changed: Add Critical Damage 10% (2) -> 8% (2), Increase Critical Damage by 80% (3) -> 40% (3) Tier 7 (New): - Added a Choose-One type Passive Skill: Special Level III (You may now reach Special Level 3 when you gain enough Special Charge)
Engineer Skill Tree:
Builder Branch:
Tier 1: - Added: Command Center HP 40 (4, relocated) - Removed: Reduce Trap Upgrade Cost by 5% (3, relocated) Tier 2: - Added a Choose-One type Passive Skill: Untapped Potential (Retain Special Charge Upon Death) - Removed: Reduce Trap Cost by 3.5% (3, relocated), Reduce Trap Cost Penalty by 5.0% (3, relocated), Command Center HP 50 (3, relocated) Tier 3: - Added: Reduce Trap Cost by 3% (3, relocated), Reduce Revive Time by 4s (3) - Removed: Max Armor 10 (3), Reduce Trap Upgrade Cost by 10% (3), Reduce Trap Cost Penalty by 10% (3) Tier 4: - Added: Reduce Trap Upgrade Cost by 5% (4, relocated), Reduce Trap Cost Penalty by 5% (3, relocated) - Removed: Reduce Trap Cost by 5% (3) - Changed: Increase Initial Resources by 500 (5) -> 600 (3) Tier 5: - Added a Choose-One type Active Skill: Turret Controller (Take control of the aim of all turrets in your Aura Radius and increase their Rate of Fire by 70% for 12 seconds) - Removed: Increase Trap DMG by 5% (2), Reduce Trap Cost by 6% (3, relocated), Command Center HP 100 (3) Tier 6: - Added: Reduce Trap Cost by 6% (3, relocated) Tier 7 (New): Added a Choose-One type Passive Skill: Reduce the Normal Resistance of all Enemies by 15%
Combatant Branch:
Tier 1: - Changed: Increase Move Speed by 5% (2) to 4% (3) Tier 2: - Added a Choose-One type Passive Skill: Epinephrine Shot (Allows Instant Respawn if you had 2 Special Levels upon Death.) - Removed: Max Armor by 15 (3), Increase Range by 5 (2), Special Charge 10% (3) Tier 3: - Changed: Increase Rate of Fire 5% (3) -> 7.5% (3) - Removed: Special DMG 20% (3, relocated) Tier 4: - Added: Special DMG 25% (3, relocated) Tier 5: - Added a Choose-One type Active Skill: Turret Rampage (When activated, gives all Turrets & Traps in your Aura Radius a 100% boost to their Damage) - Removed: Increase Range 15 (3), Add Damage by Flat 2.5 (5, relocated), Max HP 20 (2) Tier 6: - Added: Add Damage by Flat 2.0 (5, relocated), Support Aura Radius 5 (3) - Removed: Special DMG 50% (3) Tier 7 (New): - Added: Choose-One type Passive Skill: Reduce Enemy Explosion Resistance (Reduces the Explosion Resistance of all Enemies by 30%)
Chief Engineer Branch:
Tier 1: - Changed: Support Aura Radius skill's cap from 3 to 4 Tier 2: - Added a Choose-One type Passive Skill: Grunt Specialist (All your weapons deal 10% Extra Damage against all Grunts (Heavy, Tough included) and Juggernauts) - Removed: Max HP 10% (3), Increase move Speed 10% (3), Increase Trap Critical Chance 10% (3) Tier 3: - Removed: Reduce Trap Cost by 5% (3, relocated) - Changed: Support Aura Effect from 10% (3) to 5% (3) Tier 4: - Added: Reduce Trap Cost by 5% (3, relocated) - Changed: Support Aura Effect 20% (3) -> 10% (3), Support Aura Radius 5 (3) -> 3.5 (3) Tier 5: - Added a Choose-One type Active Skill: Neural Shock (Enemies inside your Aura Radius are subjected to a 35% slowdown and Damage-Over-Time effect. Affected by Support Aura Effect skill.) - Removed: Supported Traps Give Armor per Kill 3 (2), Trap Rate of Fire 10% (3), Trap DMG 7% (2) Tier 6: - Added: Support Aura Effect 12.5% (3) Tier 7 (New Tier): - Added a Choose-One type Passive Skill: Reduce Enemy Fire Resistance (Reduces the Fire Resistance of all Enemies by 25%)
Turret & Trap Skill Changes
Increased the maximum skill caps of Turret & Trap Weapon skills from 12 to: 24, 20 and 18 depending on the Tier of the Turret / Trap. Tiers 1-4 max skill is 24, Tier 5 is 20 and Tier 6 is 18. Blade Trap: Bleed Chance per Skill Point 10.0% -> 7.5% Chopper: Damage per Skill Point 5.0% -> 10.0% Plasma Ripper: Fire Rate per Skill Point 10% -> 5.0% Piercing I: Critical Chance of all Traps and Turrets that can crit 3.5% -> 2.0% per Skill Point Piercing III: Critical Damage is increased by 10.0% -> 5.0% per Skill Point Physical Mastery: Increases Damage caused by Physical Tree Traps and Turrets by x% - 5.0% -> 2.5% at Tier 4 - 3.0% at Tier 5 (New) - 3.5% at Tier 6 (New) Rifle Turret: Increases Critical Chance -> Increases both Critical Chance and Critical Damage. Value per Skill Point 2.0% -> 8.5% Shotgun Turret: Damage per Skill Point 5.0% -> 7.5% SMG Turret: Modifies Fire Rate -> Modifies both Damage & Fire Rate. Value per Skill Point 5.0% -> 3.5%. Handcannon Turret: Critical Damage per Skill Point 10.0% -> 7.5% High-Value Target II: Increases Critical Chance by 10.0% per Skill Point -> Add Flat Critical Chance by 2.5% per Skill Point Anti-Materiel Turret: Fire Rate per Skill Point 10.0% -> 12.5% Rocket Turret: Fire Rate per Skill Point 5.0% -> 6.5% Laser Turret: Damage per Skill Point 7.5% -> 5.0% Big Guns I: Reduce Resource Cost of HW Upgrades by 5.0% -> 4.0% per Skill Point Big Guns II: Reduce Resource Cost of HW Traps & Turrets by 2.5% -> 2.0% per Skill Point New Passive Skill EW Mastery: Increases Damage caused by Energy Traps and Turrets by x% - 0.5% per Skill Point at Tier 4 - 1.0% per Skill Point at Tier 6 Shock Trap: Damage per Skill Point 12.5% -> 7.5% Scorcher Trap: Burn Duration per Skill Point 10.0% -> 3.5% New Passive Skill Fire Mastery: Increase Damage caused by Fire Traps and Turrets by x% - 2.0% per Skill Point at Tier 5 New Passive Skill Cold Mastery: Increases Damage caused by Cold Traps and Turrets by x% - 2.5% at Tier 5 - 4.0% at Tier 6
Turret & Trap Base Stats changes
Rifle Turret: - Critical Chance: 15.0 % -> 10.0% Flame Turret: - Weapon Range: 40.0 pixel units -> 48.0 pixel units - Max Damage: 5.0 -> 6.0 Shockwave Turret: - Weapon Range: 40.0 pixel units -> 30.0 pixel units - Critical Chance: 12.5% -> 8.0% - Critical Damage Mod: 1.5x -> 3.0x Rocket Turret: - Fire Rate: 1/6 seconds -> 1/5 seconds (0.17 RPS to 0.2 RPS) Laser Turret: - Projectile Speed: 300.0 pu/s -> 400.0 pu/s Plasma Cannon: - Projectile Speed: 150.0 pu/s -> 250.0 pu/s Chopper: - Base Stun Chance: 0.0% -> 5.0% Pyro Cleaver: - Base Burn Chance 55.0% -> 15.0% Sniper Turret: - Damage: 25-35 -> 35-45 - Resource Cost: 1500 -> 1800 - Critical Chance: 60.0% -> 50.0% Shock Trap: - Shock Effect is triggered every 350 -> 150 ms (trap now triggers its damage 6.7 times per second instead of 2.9 times per second) - Stun Duration 2.0 s -> 3.0 s - Min Damage 6 -> 3 - Max Damage 20 -> 8 - Resource Cost: 1500 -> 1800 - Developer Note: The average DPS is virtually unchanged, but the trap is more likely to hit its targets more often, and there's a higher chance to stun enemies due to the increased RoF Blade Trap: - Critical Damage Mod: 0.0x -> 2.5x - Critical Chance: 0.0% -> 10.0% - Bleed Chance: 40.0% -> 25.0% Cold Ring: - Freeze Chance: 70.0% -> 30.0% Scorcher Trap: - Burn Duration: 7.0s -> 4.0s
Turret & Trap Upgrade changes
Turrets and Traps now have a Level 4 Upgrade, which is unlocked when the player has spent 24 points on the corresponding Trap/Turret Skill. Changes and new upgrades found below. Spike Trap: - Level 2 Bonus Cripple Chance: 20% -> 10% - Level 3 Bonus Cripple Chance: 50% -> 40% - Level 4 Upgrades: * Increase the Cripple Chance against Bleeding Targets by 200% : Costs 1200 * Increase the Damage against Frozen Targets by 300% : Costs 1200 * Increase Rate of Fire by 100% : Costs 1000 Blade Trap: - Level 2 Increase Damage by 50%: Cost 600 -> 400 - Level 2 Increase Bleed Damage by 80%: 80% -> 65% and Cost 800 -> 500 - Level 2 Add Cripple Chance (40%) changed to Increase Rate Of Fire by 80%, Cost 600 - Level 3 Add Freeze Chance: 50% -> 25% - Level 3 Add Bleed Duration: Cost 1000 -> 800 - Level 3 Increase Bleed Damage: Cost 1200 -> 800 - Level 4 Upgrades: * Increase the Bleed Chance against Frozen Targets by 400% : Costs 1200 * Increase Bleed Damage by 100% : Costs 1000 * Increase the Damage against Burning Targets by 300% : Costs 1200 Spear Trap: - Level 1 Increase Damage: 40% -> 20% and Cost 450 -> 300 - Level 1 Increase Critical Damage: 60% -> 100% - Level 4 Upgrades: * Increase the Critical Chance against Bleeding Targets by 300%: Costs 1300 * Increase Damage by 80% : Costs 1200 * Increase Damage by 80% for each Bleed Stack on the Target (Max 240%) : Costs 1500 Chopper: - Level 3 Increase Stun Duration by 60% -> Increase Stun Chance by 80% : Costs 1060 - Level 4 Upgrades: * Increase the Stun Duration of Crippled Targets by 300% : Costs 1800 * Increase Bleed Chance by 80% : Costs 1300 * Increase Flat Base Damage by 6 : Costs 1300 Pyro Cleaver: - Level 3 Increase Bleed Duration by 80% -> Increase Burn Chance by 100%: Costs 1200 Shock Trap: - Level 3 Increase Critical Damage: 200% -> 400% - Level 4 Upgrades: * Increase Stun Chance against Bleeding Targets by 400% : Costs 1000 * Increase Critical Damage by 600% : Costs 1400 * Incrase Flat Base Damage by 3 : Costs 1200 Flame Turret: - Level 2 Increase Burn Duration by 80% changed to Add Burn Chance by 20%, Cost 600 -> 800 - Level 3 Add Critical Chance by 40% changed to Increase Burn Duration by 80% : Costs 800 - Level 3 Increase Range by 80% changed to Increase Burn Chance of Crippled Targets by 300%, Cost 1000 -> 1000 - Level 4 Upgrades: * Increase Damage against Bleeding Targets by 300% : Costs 1200 * Increase Burn Chance against Crippled Targets by 400% : Costs 1300 * Increase Burn Damage by 100% : Costs 1300 Shockwave Turret: - Level 4 Upgrades: * Increase Critical Chance against Burning Targets by 500% : Costs 1500 * Increase Radius by 25.0 pixel units : Costs 1200 * Add Burn Chance by 50% : Costs 1200 Cold Ring: - Level 2 Increase Radius: 15.0 -> 10.0 unit pixels - Level 3 Increase Freeze Chance by 100% changed to Increase Freeze Chance against Burning targets by 400% - Level 3 Add Cripple Chance: Chance 80% -> 40% - Level 4 Upgrades: * Increase Freeze Chance by 120% : Costs 1500 * Increase Damage by 100% : Costs 1500 * Increase Radius by 15.0 pixel units : Costs 1500 Scorcher Trap: - Level 1 Increase Burn Chance: 35% -> 45% - Level 2 Increase Rate Of Fire by 70% changed to Increase Radius by 6.0 pixel units - Level 3 Increase Radius by 30.0 pu changed to Increase Burn chance by 65%, Cost 1200 -> 1300 Frost Lance: - Level 2 Add Critical Chance by 35% changed to Increase Critical Chance against Frozen Targets by 300%, Cost 700 -> 1100 Rifle Turret: - Level 3 Add Critical Damage: Damage 40 -> 10, Cost 1200 -> 900 - Level 3 Add Bleed Damage: Damage 10 -> 3, Cost 1160 -> 700 - Level 4 Upgrades: * Add Flat Base Damage by 25: Costs 1000 * Increase Bleed Chance of Stunned Targets by 300%: Costs 1200 * Mini Rockets: Cost 1000 SMG Turret: - Level 3 Add Bleed Damage: Damage 2 -> 3 - Level 3 Penetration: Cost 600 -> 1600, - Level 4 Upgrades: * Increase Damage against Stunned Targets by 300%: Costs 1200 * Increase Bleed Chance against Frozen Targets by 250%: Costs 1200 * Auto-Aim: Costs 1800 Shotgun Turret: - Level 4 Upgrades: * Add Armor Bypass Chance against Bleeding Targets by 100%: Costs 1500 * Increase Critical Damage by 300%: Costs 2000 * Auto-Aim: Costs 2500 Sniper Turret: - Level 1 Increase Critical Chance: 30% -> 40% - Level 2 Increase Critical Damage: 80% -> 100% - Level 4 Upgrades: * Add Flat Base Stun Chance against Crippled Targets by 40%: Costs 1000 * Increase Damage against Burning Targets by 350%: Costs 2000 * Increase Fire Rate by 100%: Costs 1400 Chaingun Turret: - Level 4 Upgrades: * Increase Damage against Burning Targets by 300%: Costs 2300 * Add Flat Base Bleed Chance by 10%: Costs 1500 * Add Flat Base Damage by 2: Costs 1500 Rocket Turret: - Level 4 Upgrades: * Increase Damage by 200% for each Cripple Stack on the Target (Max 600%): Costs 2000 * Increase AoE area by 100%: Costs 2000 * Increase Cripple Chance against Burning Targets by 200%: Costs 2000 Proximity Charge: - Level 3 Increase Critical Chance: 70% -> 50% - Level 4 Upgrades: * Increase Damage against Bleeding Targets by 200%: Costs 2300 * Increase Radius by 25.0 pixel units: Costs 2000 * Increase Critical Damage by 250%: Costs 2300 Anti-Materiel Turret: - Level 3 Add Critical Chance 80% -> 25% - Level 4 Upgrades: * Add 3 Partial Penetrations: Costs 2000 * Increase Damage by 200% for each Freeze Stack on the Target (Max 600%): Costs 2000 * Increase Critical Damage by 200%: Costs 2000
Enemy changes:
Psycho: - Increased the Walk Speed from 17.2 pu/s to 19.2 pu/s - Increased the Run Speed from 21.7 pu/s to 23.8 pu/s Creep: - Increased the Fire Resistance from 15% to 95% - Increased the Explosion Resistance from 0% to 50% Tough Grunt: - Increased the Fire Resistance from 20% to 40% Heavy Grunt: - Increased the Walk Speed from 15.3 pu/s to 20 pu/s - Increased the Run Speed from 19.2 pu/s to 21.7 pu/s Juggernaut: - Increased the Walk Speed from 20 pu/s to 21.7 pu/s - Increased the Run Speed from 22.2 pu/s to 23.8 pu/s Tough Spawn: - Increased the Critical Resistance from 0% to 10% Mutated Spawn: - Increased the Fire Resistance from -5% to 15% - Increased the Critical Resistance from 0% to 20% Hunter: - Decreased the Walk Speed from 33.3 pu/s to 31.3 pu/s - Decreased the Run Speed from 40.0 pu/s to 37.0 pu/s Nightstalker: - Decreased the Run Speed from 38.5 pu/s to 35.7 pu/s
[ 2025-02-21 16:59:36 CET ] [ Original post ]
Neural Shock
Hardwired Studios
Developer
Hardwired Studios
Publisher
Q2 2024
Release
Game News Posts:
21
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(34 reviews)
Build, Fight, Improve, Obliterate. Create bloody mayhem by building turrets and traps in strategic positions and fighting waves after waves of ferocious clones and creations of immoral research. As you gain experience in the battlefield, improve and develop your characters and weapons to get more and more powerful and decimate your enemies.
Combining the classic Tower Defense gameplay, graphic pixel-art violence and elements of character and team building action RPGs set within a dark, futuristic sci-fi world, Neural Shock brings an engaging experience which caters both to short and long play sessions to experience at your own pace.
Engaging Tower Defense Puzzles
Unique tower defense missions in an engaging, dark and futuristic world, complemented with captivating side objectives that require razor-sharp senses and wits to complete in the most optimal ways.
Visceral Pixel-Art Violence
Tens of different ways for each monster to meet their maker, ranging from getting shredded, electrocuted, burnt to a crisp, melted to a pile of goo, and many others, visualized and animated with crunchy pixel art graphics that don't hide any ounce of blood or drop of gore. Let your creativity run wild as you discover new ways to eradicate the murderous cretins that run amok in this vicious world.
Class-based Character and Team Building
Pick your favorite class, delve into the monster-filled world and exterminate the horrid creatures to level up and create your optimal build by specializing in different weapon, turret and trap masteries and selecting the best supporting abilities for your playstyle. As you progress further, you'll gain access to new team members to aid you in the fight in the battlefield, whom you can also level up and improve as you best see fit.
Combining the classic Tower Defense gameplay, graphic pixel-art violence and elements of character and team building action RPGs set within a dark, futuristic sci-fi world, Neural Shock brings an engaging experience which caters both to short and long play sessions to experience at your own pace.
Engaging Tower Defense Puzzles
Unique tower defense missions in an engaging, dark and futuristic world, complemented with captivating side objectives that require razor-sharp senses and wits to complete in the most optimal ways.
Visceral Pixel-Art Violence
Tens of different ways for each monster to meet their maker, ranging from getting shredded, electrocuted, burnt to a crisp, melted to a pile of goo, and many others, visualized and animated with crunchy pixel art graphics that don't hide any ounce of blood or drop of gore. Let your creativity run wild as you discover new ways to eradicate the murderous cretins that run amok in this vicious world.
Class-based Character and Team Building
Pick your favorite class, delve into the monster-filled world and exterminate the horrid creatures to level up and create your optimal build by specializing in different weapon, turret and trap masteries and selecting the best supporting abilities for your playstyle. As you progress further, you'll gain access to new team members to aid you in the fight in the battlefield, whom you can also level up and improve as you best see fit.
MINIMAL SETUP
- OS: Ubuntu 20.04
- Processor: Dual Core CPU. Intel i5 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512MB VRAM. OpenGL 3.0 support
- Storage: 1 GB available space
- OS: Ubuntu 22.04
- Processor: Dual Core CPU. Intel i5 or betterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 1024MB VRAM. OpenGL 3.0 support
- Storage: 2 GB available space
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