All of us at Pansimula have been pulling double duty, going all-in to get Galactic Thunderdome prepped and polished for Next Fest, and it's been a wild ride! With just over a week left until the big release on October 23rd, we've been running on pure adrenaline, and let's just say, things are getting a bit chaotic around here. We're beyond excited to share this with you and really hope you enjoy the madness our small, but passionate, team has cooked up!
If you want to stay up to date and chat directly with us devs, come hang out in our small but awesome Discord community! We're always around to hear your suggestions, feedback, or just to talk shop. Plus, you'll get all the latest Galactic Thunderdome news right as it drops. Hit the banner below to joinwe can't wait to see you there!

Menu Overhaul
We've revamped the main menu for a more modern and user-friendly experience. It's now easier on the eyes and more intuitive to navigate. Additionally, we've included some exciting new features for you to explore below:
Multiplayer Menus
We've been burning the midnight oil to get the multiplayer menus polished and playable. The menu for
Remote Play with friends is ready to roll! As for the Matchmaking menu, which will let you play with others who arent on your friends list, we're still tightening some bolts. It'll be good to go for the full launch, but unfortunately, we couldn't get it fully prepped in time for Next Fest.
Introducing Thunderpedia
This new in-game resource covers every
item, ability, game mode, and the basic mechanics in detail. There's a lot going on in
Galactic Thunderdome, and while we love the idea of players experimenting, we know some of you might prefer a bit more guidance.
Thunderpedia is here to help! Stay tuned for the final chapter, which will dive into advanced mechanics and tacticshopefully before launch.
New Challenges and Improvements
New Gauntlet to Conquer
Prepare yourself for
Omegabyte's Ordeal, a thrilling new Gauntlet that will test your skills like never before! This dynamic map is packed with exciting challenges, featuring
a colossal hammer that crashes into a
bubbling lava lake, a menacing arrow-flinging
wacha, and a powerful
barrel cannon that adds an explosive twist to your strategy. We cant wait to see if you have what it takes to conquer it!
Achievements Galore!
To give players a greater sense of progress and hint at some of our favorite mechanics, we've added
100 achievements to the game. And theres even more to come post-launch when Steam allows us to roll out additional ones!
Weapon Balancing Update
After reviewing tons of playtester footage, we realized wed been balancing weapons based on our own (the four devs) experiences. With hundreds of players diving into the game, we were inadvertently tuning for the top-tier players. This meant that those less skilled werent getting enough ammo to experiment and learn from their mistakes. So, weve decided to
significantly increase the ammo for most itemsnearly doubling the previous values in many cases.
Melee Attack Improvements
Our playtesters were struggling to land melee attacks, partly due to the same issue mentioned above. We initially balanced some melee items with a very short window after fully charging them before the attack would automatically release. We realize now that its unrealistic to expect players to learn this for each item through trial and error. So, weve generally
normalized the hold time for melee items after charging, making it easier for everyone to understand and engage with.
Coop Last Stand Revive Mechanic
In the last patch, we introduced a revive mechanic for the
Coop Last Stand game mode, where you could bring teammates back by defeating enemies. We liked the concept, but as enemies ramped up over time, reviving teammates became easier later in the round. To properly give the sense of increasing difficulty as the round progresses,
weve made the kills to revive requirement gradually increase each time you successfully revive a friend. This keeps the tension high without making the game mode feel too easy!
New Maps
Deathmatch / Team Deathmatch
Termolithics
Dive into this destructible rock cave with a
lava lake below and an
endless rock slide raining down from above. Its a chaotic battleground where strategy and adaptability are key!
Barrage
Another destructible rock cave, this one features a
wacha and
barrel cannon at one end. Players spawn on the left and must battle for control of the powerful emplacements on the right, creating an intense power dynamic.
Geodesics
Set in space, this map has three gravity-producing orbs. Players fight for dominance while managing the
twisted gravity. Don't get launched into space!
Too Many Moons
Players battle on a
planetoid with
asteroids that periodically rain down from space,
exploding on impact. Small orbiting rocks add another layer of chaos to the battlefield.
Treasure Hunt
This game mode has players racing to retrieve an
idol from somewhere on the map while fighting for survival as they transport it to
an extraction point. Its a battle for supremacy!
Thieves' Gambit
This new asymmetric map puts the player holding the idol in a precarious position, facing a
barrel cannon, then a
wacha, then finally they must survive as the gate to the exit slowly opens. Its a tough challenge, but when they die, they progress the idol closer to the finish line, allowing others to capitalize on their demise.
Holding Cell
The extraction point is hidden behind three large gates that open only when the idol is held and slam shut when its dropped.
Players must hold the idol for a set amount of time to escape through the gates, making this a very challenging map to conquer!
Quality of Life Improvements
Enhanced Visibility for Buttons and Pressure Plates
We noticed that the
buttons and pressure plates scattered throughout the maps werent visible enough, leading players unfamiliar with the terrain to overlook them. To fix this,
we've added bright, flashing lights that make them much easier to spot. These lights turn off when the buttons are inactive, providing clear visual feedback.
Distinguishing AI from Players
The enemy AI players and bosses were often confused with human players, especially for newcomers. To address this,
weve introduced new Tear Drop Aimers for AI characters, making them more distinct and recognizable on the battlefield.
Character Spawn Indicators
Players have often struggled to locate their character when spawning in. To help with this,
weve added an arrow in the players color that hovers above their character during the spawn process, making it easier to identify where they are.
Fire Extinguisher Revamp
The
Fire Extinguisher was feeling a bit useless, serving only to put out flames. Weve revamped its functionality so that the
wispy clouds of smoke it produces now freeze players who are exposed to too much of it. This gives the fire extinguisher a much-needed boost in relevance!
Change Log
Bug Fixes
Swapped E & Q keys on the keyboard so the keys to swap items match the keys to use items.
Fixed a broken glue interaction where glue links remained after picking up an item.
Resolved bugs with Droids not shooting at players.
Fixed the Knockout Gas items color in the Item Selection Wheel.
Corrected the Merling character's head not being stained properly.
Addressed bugs relating to extinguisher/fire extinguisher particles disappearing upon item destruction.
Fixed a bug that caused the players items to be misplaced.
Fixed dynamic rocks not inheriting the velocity of the rock they broke from.
Resolved an issue with AI players spamming buttons to open doors endlessly.
Fixed the Mortar items path indicator persisting when the item was changed.
Fixed an issue where certain gravities caused infinite acceleration on some objects.
Fixed a bug with the player's animation controller mistakenly believing they were grounded.
Fixed an issue where Pocket Comets thrown before a round restart would persist into the next round.
Fixed an issue where restarting the round during a Cinematic Camera Event would cause the camera system to have incorrect information in the next round.
Fixed fullscreen settings issues.
Optimizations
Optimized Grapple Hook reeling for smoother gameplay.
Minor optimizations related to projectiles and objects.
Minor optimizations for Glue mechanics.
Minor shrapnel optimizations.
Minor optimizations for the Grapple System, reducing node counts and resource usage when multiple Entanglers are in play.
Changes
Modified the final boss in **Marmaduke's Revenge Gauntlet** to increase health, eliminate health regeneration, and introduce healing gasses for a more engaging fight.
Made the Gravity Hammer melee weapon deal more damage.
Last patch, we added stains and throbbing to the Player's Teardrop Aimer at 30% health. Weve adjusted this threshold to 50% health, so it appears sooner for better health awareness.
Adjusted Claymores to include a short immunity time upon being thrown to prevent them from sticking immediately above players' heads.
Fixed several bugs with the "Gun Controller" system managing weapon placement, sway, recoil, etc.
Reworked the mechanism for Jackel mines to prevent them from sticking and exploding prematurely, allowing for a more effective spamming experience.
[ 2024-10-14 08:31:20 CET ] [ Original post ]