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Cosmic Destroyer
Coffee Maker GamesDeveloper
Coffee Maker GamesPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
No user reviews (0 reviews)
Public Linux Depots:
  • [0 B]
Bug fixes - Stage 1 Failure Scenario and color fixes

This minor update fixes the following issues:\n\n

    \n
  • When fighting the Stage 1 Jet boss, if the player takes too long and does not defeat the jet, an animation is played, this animation was stalling and preventing the \"Mission Failed\" screen from showing.\n
  • A correction to Bloom intensity has been made, colors were appearing \"washed out\" and this was not the intended visual effect.\n
\n\n

Progress Update

\nThis week has been a bit slower to progress on new features as a result of a back injury which is slowly getting better. What I have been working on will bring some exciting new developments, improving physics further, as well as more dynamic behaviors when objects and enemies are held vs thrown. This also includes some new enemies that I am very excited to introduce. Stay tuned, there will be more information on the 12/23 Holiday Update!

[ 2025-12-21 19:34:34 CET ] [Original Post]
Week 5 - Bugfix Update

This week was not a planned update. A number of bug fixes were brought to my attention and corrected in this bug patch, and I\'m sneaking in a fun new shatter mechanic for ice objects.

Special thanks to Muraduki for reporting these issues. Check out their stream on twitch:\n[dynamiclink href=\"https://www.twitch.tv/muraduki/\"][/dynamiclink]

Bug Fixes

  • Fixed issue with Missiles from Stage 2 \"Clamps\" Boss and Stage 3 Cruiser Mid-Boss not being being destroyed when hit

    [/*]
  • Fixed issue with L2-B Ship not respecting color selections

    [/*]
  • Fixed issue with stage stays stopped if battery is installed in Stage 1 intro section too quickly

    [/*]
  • Fixed issue with Option Drone mode being reset between stages

    [/*]
  • Fixed issue with L2-B Ship\'s focus mode intermittently staying active while wide shot is still active

    [/*]

Ice Behavior Update

The tiny ice asteroids and ice crystals now explode into a shatter of small ice projectiles when hit with collisions. These shatter projectiles do not harm the player and can cause chains of ice shatter explosions when colliding with other ice, this can stack up collision damage on nearby enemies.

Give it a shot!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/d6e18f02ee3f2e6c26cdb428d4dba75d3b8b2193.gif\"][/img]

[ 2025-12-12 21:52:45 CET ] [Original Post]
Week 4 Update

Happy Holiday Season!

Week 4 Update is here, bringing Ship Color Customization, two new throwable objects - the Fuel Cell and Larva Sac; plus more enhancements to throwing enemies!

Ship Color Customization

Players can now select a ship color on the Ship Selection screen, this system also allows for unlocks so that we can add unlockable ship colors for challenges, achievements or completing stages in the future.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/5c1a8ce51f3eaf61c792f795adf62c384b99e38e.gif\"][/img]

Throwing Improvements

Some mechanical and visual updates to throwing have been introduced with this update, and more work is still being done on the scoring and hyper power mechanics for chain-reaction rewards.

  • While holding down the throw button, the held object/enemy will begin flashing faster and faster. This provides a much needed indication of the throw strength

    [/*]
  • Top-end throw speed has been raised from a default of 12 to 16 (33% boost).

    [/*]
  • Rebound strength of thrown enemies raised, allowing for more chain reaction kills.

    [/*]
  • A majority of enemies that bounce off others while dying will hurt other enemies they hit, even while in their death animation.

    [/*]
  • Two new throwable objects

    [list]
  • Fuel Cell - Highly explosive, whether thrown or shot - this fuel will ignite and cause a large explosion causing heavy damage to enemies in a large area.

    [/*]
  • Larva Sac - A squishy sac of alien larva, it is slightly resistant to energy weapons. You\'ll find this object in the alien areas of Shipyard 7.

    [/*]
[/*][/list]

More objects incoming!

In Cosmic Destroyer you are a member of a salvage team, Squad 86 - the team that cleans up the big messes and searches through debris fields, picking out the valuable scrap. That very scrap and salvage becomes your greatest weapon. I want to embrace that as much as possible with each iteration and improvement to the game. More variety in pickable, grabbable and throwable objects will continue to be released in each update, and that will also include enemy debris from destroyed enemies that can be used.

Grabbing a piece of flaming wreckage to create even more chaos is something that feels just so right for Cosmic Destroyer!

Other Changes and Bug Fixes

  • Additional background asteroids

    [/*]
  • Additional background visuals at the exit gate of Stage 1

    [/*]
  • Fixed some issues with sounds not assigned to mixing groups

    [/*]
  • Fixed score screen readouts to more accurately reflect killed enemy counts

    [/*]
  • Fixed an issue where the Gunboat rotating turret was not working

    [/*]
  • Rocket Explosions have had their layer adjusted to avoid being hidden by some backgrounds

    [/*]
  • Fixed an issue where the death effect of Muncher enemies was not being spawned in some cases.

    [/*]
  • Fixed an issue where some visuals in the Command area were being hidden by walls.

    [/*]
  • Fixed an issue with the Shielded Cruiser\'s engine graphic showing on top of the ship intermittently.

    [/*]
  • Fixed tutorial spotlight which was not playing it\'s destruction animation.

    [/*]
  • December Release Planning

    [list]
  • Planning two more releases this month

    [list]
  • December 18th - Target for tutorial updates and chain reaction scoring mechanics

    [/*]
  • December 30th - Target for hyper abilities first release & new cinematic

    [/*]
[/*]
  • This doesn\'t mean other releases won\'t happen, just that I know this month\'s schedule is a bit tight with the holidays, travel, etc.

    [/*]
  • [/list][/*][/list]

    Still in the works

    • Hyper Abilities

      [/*]
    • Chain Scoring

      [/*]
    • Tutorial rework

      [/*]
    • Intro cinematic art and sound assets

      [/*]
    • New song(s)

      [/*]

    Refining in Public test

    • Expanded joystick support

      [/*]

    [ 2025-12-04 21:05:41 CET ] [Original Post]
    Hotfix Week 3 - Fixes for Enemy Missiles, Pause Menu Focus, Hi Score Screen

    Hotfix follow-up to the Week 3 update which corrects the following:

    • Fixed an issue with enemy missiles which were not being destroyed by the L2-B Ship\'s Primary Weapons.

      [/*]
    • Fixed an issue where the boss kill explosion sound was not respecting the SFX level

      [/*]
    • Fixed an issue with the High Score screen staying open after submitting a new score

      [/*]
    • Fixed an issue where players would get a prompt telling them they completed all content after finishing Stage 2 and could not continue on (EA users can currently play through to Stage 3\'s mid-boss)

      [/*]

    The L2-B Ship has had its Option Drone count reduced from 3 to 2. This was originally balanced when there were only spinning Option Drones, but now with the trailing type it is simply out of balance with the other ships. Spinning drones have their place but may need a tweak to be equally appealing (i.e. perhaps spinning type offers offensive bonus vs. defensive abilities of trailing option).

    As always, if you have an issue you can reach out on Discord or Post a discussion on the Steam Forums (Discord preferred, faster)

    Coffee Maker Games - Discord Server - Support, Feedback and Chat

    Steam Forum

    [ 2025-11-25 01:11:01 CET ] [Original Post]
    EA Update Week 3 - Chain Reactions

    Week 3 Update

    This week\'s update brings the new Plasma Bomb special attack to the game, hurling enemies into chain reactions, and some enemy and weapon refinements.

    These features needs more work, and have been rescheduled 12/4 - 12/11:

    • Joystick support is still being worked on in the Public Test branch.

      [/*]
    • New Hyper Abilities need a bit more work before they will be ready for Public test.

      [/*]

    Process Improvement

    • This update comes later than expected. Creating update notes and preparing branches takes time than planned, more time will be scheduled for this in the future to prevent late releases.

      [/*]

    Notable Changes

    New Plasma Bomb

    Available as the default Special Weapon for the E.M.A. Ship

    \n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/e344ae2cb21638c217d2a5ffb3ea0f5160030acc.gif\"][/img]

    • The E.M.A. Ship\'s primary attack - Plasma Link has also been tweaked to tick at a higher rate, doing more damage overall. An auto-fire / focus switch bug has been fixed on this weapon.

      [/*]

    New Throwing Mechanics and Chain Reactions

    Thrown enemies bounce off of other enemies and objects even while being destroyed, stunning enemies.

    This is the first public version of this feature, which is central to the core theme of Cosmic Destroyer - more exciting updates to this are coming soon - see below \"Next Up\" section for more.

    \n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/437617a2f3b90f2d21fe89dae07ef5ffadb46724.gif\"][/img]

    • Special explosions are triggered when ship-to-ship collisions occur, which deal damage to nearby enemies, wreckage blocks bullets and hits for more collisions. More potential devastation in every throw!

      [/*]
    • When throwing an enemy, a glowing trail with a fading outline of the object is shown. Thrown enemy ships block bullets.

      [/*]
    • Medium sized enemies can be knocked back and stunned by throws as well. (Laser Miner, Cruisers, Stage 3 Assault, etc.)

      [/*]
    • Known Issue - currently throwing an object at an enemy homing missile will destroy the missile but the object will bounce off. This will be corrected in the future so that the missile consistently detonates without the thrown object bouncing off.

      [/*]

    Crush Shell Focus mode Bullet penetration

    When firing the Crush Shell in focus mode bullets can now destroy a target and continue on, applying any remaining damage to the next target.

    In effect, a single focus shot can destroy more than one popcorn enemy, and higher levels can blast through an entire wave.

    More Scrap and Dynamic Objects

    Shooting asteroids and debris cause them to move, this minor collision can also lightly damage enemies and help clear paths when large numbers of obstacles are clumped together.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/767879ddce2a704146cff23a2e55e471fc494404.gif\"][/img]

    Enemies and Stages

    • Overhaul of the Ship Activation system, which helps ensure ships spawn with the intended behaviors and also improves performance.

      [/*]
    • Stage 1 Ice Mining Area - Reduced number of Ice Asteroids and slightly reduced speed to give players more time to fight the Gunboat.

      [/*]
    • Stage 1 Popcorn enemy behavior tweaked to behave as intended at varying speeds.

      [/*]
    • Interceptors in Shipyard 7\'s factory area now take off as the player is entering the area.

      [/*]
    • Split Shot Bots now slowly edge into the screen when they start firing, which provides a bit more pressure to the fight.

      [/*]

    Coming Soon

    Chain Reactions with Hyper Abilities

    The chain reaction throw introduced today provides a glimpse of what is coming. The previous hit multiplier system was OK on it\'s own but will be enhanced to provide more incentive than simply scoring, with additional firepower and more player choice. The hit multiplier will be renamed to Tier Multiplier and progress represented in the HUD using a Gauge.

    Hyper Abilities will be activated when \"breaking through\" multiplier thresholds, resetting the gauge to build to the next tier. Players can still build up their hits with primary attacks, but performing throw kills, combos, chain reactions, or splash damage kills (multi-kills from sub-weapons, etc.) will provide a longer-lasting bonus to the Tier Multiplier Gauge, enabling players to quickly break through to the next tier using these chaotic and risky moves. When this happens, the Hyper Ability for that tier will be awarded to the player, supercharging their weapons, sub-weapons, and providing new abilities. This will also include weapon swaps, allowing the player to change primary weapons. This Hyper state will persist while the player maintains their tier multiplier, and for a short duration after the multiplier is lost. This rewards players for making bold, risky moves offering more powerful and impressive capabilities and even more scoring opportunity.

    More Object Variety

    • New salvaged objects to be found in wreckage, such as fuel canisters, objects which deflect bullets, and more pick-up weapons (two in development: Magnetic Mines, Mining Drill)

      [/*]
    • Stage 2\'s alien area could use some objects to grab and hurl at enemies.

      [/*]

    [ 2025-11-22 02:13:26 CET ] [Original Post]
    EA Update Week 2 - Training Overhaul & Enemy Armor Adjustments

    Week 2 Update is here

    This update brings a lot of updates and improvements. I\'m super excited to share the progress from this week and where we\'re going next. I am happy to say that all planned items completed on time in this update along with additional bug fixes and improvements.

    Can\'t slow down - the eyes of the Snail are watching!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/52c62a19aac87fa16707865e5f4ca7707775901d.gif\"][/img]

    Update Highlights

    • Stage Layout and Power-Up Placement

      [list]
    • More Power-Ups early on in Stage 1. This gives the player more opportunities to try or change missile types, and offers an early Option power-up.

      [/*]
    • More enemy variety and routing improvments, some enemy spawns moved to Hard Mode.

      [list]
    • Would you like to give feedback on Hard mode pacing and improve enemy placement? Come join the Discord server and share your feedback, let\'s chat!

      [/*]
    [/*][/list][/*]
  • New Training Mode Overhaul

    • [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/9b054dc58e128052945cdf5809cd40723ff720d0.png\"][/img]

      [/*]
    • Player can choose which stage and section to start from, and jump in with no briefing.

      [/*]
    • During play in training mode, players can use the Pause Menu to change to the next or previous stage section, or retry the current section.

      [/*]
    • When reaching the end of a stage section, player is prompted to Continue on or Retry that section again. Once prompted the player will not be prompted again unless they start a new Training mode game.

      [/*]
    • Upon reaching the end of a stage in Training Mode, the player will be returned to the Main Menu.

      [list]
    • In the future, the player will go directly back to the Training Mode Stage Selection screen.

      [/*]
    [/*]
  • [/list][/*]
  • Enemy Armor System Adjustments

    • Tank and Boss enemies have been rebalanced with new Damage Reduction and Damage Threshold values. This should provide a much more dynamic and weighted fight vs armored opponents instead of simply chipping down HP.

      [/*]
    • For more information about the Armor System see the section at the end of the Update.

      [/*]
    [/*]
  • New Snail Enemy

    • Reaching Stage 3 (not available in Demo Mode) you will find these Snails keeping watch. Stray to close and you\'ll receive a blast from their hypnotic eyes. Destroy for satisfying crunch!

      [list]
    • Would you like the Snail to be one of Stage 3\'s holdable and throwable enemies? With your feedback it can! Join the Discord server and lets chat!

      [/*]
    [/*]
  • [/list][/*]
  • High Score Screen Improvements

    • High Score Screen now scrolls to the Player\'s score instead of just to the top of all scores (if the player has a high score posted).

      [/*]
    • Player can scroll the High Scores using move input

      [/*]
    • Auto-Scrolling speed moves faster, then slows down when nearing the player\'s score

      [/*]
    • Exiting the High Score screen is now done by pressing Cancel/Bomb.

      [/*]
    [/*]
  • Arrows or WASD: Default Control Pop-up

    • On Game\'s First Startup, the player is prompted if they want to use Arrow or WASD controls as the default, this prompt shows only once. It will be reset if the options are reset to defaults. All current players should get the prompt. This may overwrite current key-bind customizations.

      [/*]

    [/*]
  • [/list]

    Other Changes

    • Bomb Special activation time has been shortened to .75 seconds from 1.5 seconds. This does not affect the time the bomb provides invulnerability, or the overall duration of the bomb effect.

      [/*]
    • Damage flashing effect - instead of flashing pure white, the shader now uses a biased inversion effect. By reacting to enemy color the effect is more obvious and causes less eye fatigue.

      [/*]
    • Screen shake from Missile detonation has been reduced and explosion volume reduced.

      [/*]
    • Enemies with lasers, and the Heavy Mining Laser pickup weapon now play a laser charge sound when firing.

      [/*]
    • Pickup Announcement sounds only play when increasing or changing power ups, not when already maxed.

      [/*]
    • Inserted objects such as the Battery now auto-snap into place if the player is holding them and comes within range of the slot.

      [/*]
    • Changed the display name of the Crane Mid-boss to \"Distribution Facility\" which more accurately reflects what is happening in that area.

      [/*]
    • Randomization of the Starfield background is now deterministic and seeded per stage. This should avoid some layouts which clustered stars in strange ways, affecting visibility.

      [/*]
    • \"Rogue/Incremental\" Tile in Game options has been changed to \"Missions\" which will be where all types of special missions and \"Arranges\" are found in the future.

      [/*]

    Bug Fixes

    • Fixed and issue where base interior area rock wall was showing on top of some enemies

      [/*]
    • Corrected Vulcan Light Cruiser boost speed to include scrolling velocity (was moving much too fast in some scenarios)

      [/*]
    • Fixed a collision issue where Battery could be thrown through the closed Smasher in Stage 2: Shipyard 7.

      [/*]
    • Fixed a level loading issue that intermittently caused performance overhead loading enemies and objects.

      [/*]

    About Armor System and Damage Types

    Cosmic Destroyer has had Damage Types and a Armor System since before the first demo, these systems were built on principles of Joshua Sawyer\'s Armor Systems deep dive (unaffiliated, dev/designer of many great games).

    The goal was to design a system where Tank enemies do not just feel like bags of Hit Points but the player also doesn\'t feel under-powered.

    The primary strategy used for Tank and Boss enemies is to accumulate damage towards a rolling threshold - damage done within a set amount of time, then apply damage normally once that threshold is met. This means that large impacts as well as sustaining multiple successive hits enable lesser damage through. This rewards more aggressive play and risky maneuvers like point-blanking with focus shot while hitting the tank with grappling hook, or better - thrown objects. This is a clear improvement over classic Damage Threshold (DT) or Damage Reduction (DR) alone.

    Damage Types are there to make the system more robust and reactive, providing the player with methods to overcome or react to the target\'s Damage Reduction. Some notable Damage Types:

    • Thrown objects and ship-to-ship Collision Damage completely ignore all Damage Reduction, and go right through any Energy Shield. Generally accompanied by large yellow sparks and high damage. The Grappling Hook itself hits larger targets with Collision damage and ignores all Damage Reduction.

      [/*]
    • Explosive Damage - Missiles and Mega-Bombs deal explosive damage, which ignores Damage Thresholds. Missiles will detonate when hitting a shield, their explosion splash can still damage any enemies inside. Enemy missiles destroyed by a player damage enemies.

      [/*]
    • Energy Damage - most bullets, including all player Primary Weapons. This damage is reduced by Damage Reduction and is generally nullified by Energy Shields.

      [/*]
    • Kinetic Damage - The Vulcan Cannon and many Turrets fire kinetic rounds (such as \"haystack\" purple bullets) which go through an Energy Shield.

      [/*]
    • Corrosive Damage - rare effect, clouds of acid covering an area will do damage to anything in the cloud over time, this can include player ships. Handle with care.

      [/*]

    Current Branch Status

    Main Branch - Current Build - v0.8.4-EA

    Previous Stable: No major breaking bugs reported, last build rolled over to Previous Stable

    Public Test: Testing Expanded Joystick and legacy controllers support.

    Bugs and Issues

    Joystick support for older DirectInput joysticks is currently being worked on.

    Roadmap

    Schedule: Week 4 Content update will be on Tuesday 11/25, due to Thanksgiving holiday.

    Overall theme - Add new high-end abilities, better intro and avoid low points in the Tutorial and first stage.

    Week 3 - Hyper Abilities

    • Release Plan - Thursday November 20th, 2025

      [list]
    • Complete and release fix for DirectInput Joysticks

      [/*]
    • New Plasma Barrage Special Attack / Bomb

      [/*]
    • Public Test: Hyper Abilities - Shield, Missile Barrage, Overcharge, Drone Swarm

      [/*]
    • Improvements and Rebalance of E.M.A. Primary attack

      [/*]
    [/*][/list]
    • Continuing Development

      [list]
    • Tutorial Overhaul Dev (Week 5)

      [/*]
    • Content for Intro Sequences (Week 6)

      [/*]
    [/*][/list]

    Week 4 - Thanksgiving week

    • Release Plan - Tuesday November 25, 2025

      [list]
    • Lab Area story beat (Stage 3)

      [/*]
    • Public Test: Refinements to Hyper Abilities, test feedback

      [/*]
    [/*]
  • Continuing Development

    • Tutorial Overhaul Dev (Week 5)

      [/*]
    • Content for Intro Sequences (Week 6)

      [/*]
    [/*]
  • [/list]

    Week 5 - Straight to the Action

    • Release Plan - Thursday December 5th, 2025

      [list]
    • New Intro Cinematic, moving story before \"Start\" flow

      [/*]
    • Hyper Abilities launch

      [/*]
    • Public Test: Tutorial Overhaul

      [/*]
    [/*]
  • Continuing Development

    • Intro Sequence Cinematic (Week 6)

      [/*]
    • Stage 3 Content (Week 8)

      [/*]
    • Combo & Chain Reactions (Week 9)

      [/*]
    [/*]
  • [/list]

    [ 2025-11-14 02:14:38 CET ] [Original Post]
    EA Update Week 1 - Roadmap Update & New Features

    This marks the first regular Thursday Update during Early Access, which I have been eagerly looking forward to share.

    There\'s a lot to cover - but real quick - check out the brand new enemy, the Gunboat! Built for fighting in Asteroids, its targeting is programmed to clear out pesky asteroids and players alike!.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/e42e1634c99284bccaf9f4dafe1db538a91d38fa.gif\"][/img]

    Thanks to everyone who has purchased and wishlisted the game, It really means a lot to me personally that you have decided to put your trust into me to deliver something worth playing and sharing.

    Let\'s make Cosmic Destroyer better every step of the way!

    A few important call outs...

    Future Updates and Expectations

    The plan is to release regular updates to the game and share development information updates every Thursday. These will include information about the game\'s progress, planned future work and any current difficulties with everyone through weekly.

    • Weekly information about whats new, being worked on, and what\'s coming up next

      [/*]
    • Weekly builds with improvements and bug fixes.

      [/*]
    • Content updates as new stage and enemy content is ready to share

      [/*]
    • Previous Stable branch is offered to alleviate any issues with breaking changes - this is available now.

      [/*]
    • Planned release of Public Test Branch 11/13/25.

      [list]
    • Public Test branch may include new, untested content, or mechanics. This branch is more likely to contain bugs or situations that bend or break expected game-play behaviors.

      [/*]
    [/*][/list]

    To avoid any surprises any plans which affect development schedule will be announced in advance. I want to be transparent, news will include any events or known issues that might affect timing of new features or other game updates.

    Development Priorities

    [olist]
  • Bugs generally come first and foremost, particularly if they have any impact to a majority of player\'s experience.

    [/*]
  • Planned feature updates and major mechanics updates will be developed and tested until they are ready and will have announced release date targets. Any major feature that is outright broken, is untested, or needs more time will not be moved into stable releases.

    [/*]
  • General content, stage changes, behavioral improvements to enemy logic, User Experience and UI. Everything from Dialogues and Debriefs to New Enemies, Bullet Patterns and Behaviors. This is where things will change

    [/*]
  • Prototyping new systems, effects, features and performance improvements will always have some time scheduled every week, but not take up too much time at the expense of the above priorities. I feel experimentation is still very important part of allowing game-play depth to grow and identify fun new mechanics. This is a great place to welcome new ideas from players, try them out and iterate on feedback in Public Test.

    [/*][/olist]

    Any content\'s first release does not mean the element is \"complete\" or will not be changed or improved later. This is particularly true for visuals and audio, which I expect to be part of continuous improvement and polish.

    Game Direction

    My vision for the development direction of the game includes plans for features and content including the additional enemies, bosses and stages. There are also areas such as new weapons and game mode mechanics which I want to introduce. I am very interested in exploring feedback and ideas from the community whenever possible. Two prototypes being tested with promising results:

    • Stage branching - this has been prototyped and the result is more dynamic stages with additional side area choices providing more varied, difficult and rewarding routes. These add \"opt-in\" to harder areas which could affect allies and impact game endings but also have additional enemies, pickup items or bosses. This means some routes can also be more beginner friendly, to allow players to learn and grow into choosing harder routes.

      [/*]
    • Rank based Hyper Augments - a new tier of ship powers available by using Grappling Hook throws and combos. By building the Hit Counter, then performing a throw, grapple, or multi-kill the player is awarded with a hyper power such as a shield, focus aura damage, supercharged weapons, missiles and option drone abilities. These powers fade over time after the Multiplier has been lost.

      [/*]

    Week 1 Update - Public Test Branch Notable Changes

    • New Enemy - Gunboat - this large ship is equipped to blast its way through asteroid fields. It is equipped with a fast turning double turret and a spinning volley turret.

      [/*]
    • Enemy round bullets changed from yellow to pink. Players reported some visibility problems with the yellow bullets. A feature to allow player to change color of enemy bullets is coming soon.

      [/*]
    • Aimed bullet graphic has been adjusted to be slightly longer to increase visibility. Hit box has not changed.

      [/*]
    • When player uses the Vulcan Cannon, bullets are light blue, allowing a bit more visibility to enemies\' projectiles.

      [/*]
    • Improvements to placement and pacing of all enemies in all stages. Pacing and balancing will continue to be improved including lane adjustments to enemy waves. Some areas are harder right now.

      [/*]
    • Cooldown for Grappling Hook deployment and throwing has been reduced by 50%

      [/*]
    • Egg Pods \"Wake up\" when hit by player\'s projectiles, making them more of a threat.

      [/*]
    • Explosions of enemy ships and missiles inherit velocity from the ship or missile at the time they were destroyed

      [/*]
    • Improvement to Cargo boxes near Crane Mid-boss fight. Boxes now come into the foreground when picked up - changing to a brighter color and displaying on top of background elements

      [/*]
    • Split-fire bots now enter the screen instead of just \"floating in\"

      [/*]
    • Laser Miners move to fire on the player more quickly, avoiding situations where they never fired if the player was constantly moving.

      [/*]
    • Player ship banking animation sped up - The time before the player ship\'s begin banking during movement has been reduced, which looks more responsive.

      [/*]
    • An issue where some thrown objects were not contributing to the player\'s Hit Counter has been addressed.

      [/*]
    • An issue causing collision effects to continuously be created intermittently has been corrected.

      [/*]
    • Collisions for the V-Spec Mk. I\'s Crush Shell have been improved

      [/*]

    What\'s Next?

    Here are the current plans for next week

    • Maintain a roadmap for the next 3 weeks of development

      [/*]
    • Game Public Branches - Public Test and Previous Stable

      [/*]
    • Balancing for Hard Mode - some enemy waves will be adjusted to hard mode, and hard mode pacing in Stage 1 through 3 will get some additional attention.

      [/*]
    • Training Mode to allow stage selection

      [/*]
    • High Score screen controls, navigation and ability to support Hard Mode in the future

      [/*]
    • Additional enemies and segment layouts for Stage 3\'s planetary approach section.

      [/*]
    • Improvements to the Clamps Boss and Lab area

      [/*]
    • More laser sounds

      [/*]
    • Design & Planning for tutorial updates & improvements.

      [/*]

  • [ 2025-11-07 06:53:40 CET ] [Original Post]
    Early Access Launch

    Early access has been launched on Steam! This also includes a small incremental hotfix to resolve a black-screen startup issue that was happening intermittently.\n\nI\'m sure excited to be putting the game out there and am looking forward to engaging with players and hearing your feedback. Cosmic Destroyer is a little game starting from humble beginnings, but being developed rapidly and passionately. There will be bumps in the road and bugs and all of that but we will make the game better together!\n\nYou\'ll be seeing weekly news and patch notes which I will post on Thursdays if there are any patch notes, changes or new developments on the horizon. I will also be posting a roadmap for the near-term work that is planned for Cosmic Destroyer next week.\n\nThese patches have also all been applied to the current demo version.\n

    Known Issue:

    During the tutorial if a play has the auto-fire latched on, the weapons are not disabled when they should and this can cause an issue with getting through the Bomb step.

    \n

    Notable New & Requested Features

    • Grappling Hook improvement - enemies which cannot be grabbed by the grappling hook now take damage when hit by it. This also allows for the Grappling Hook to blast right through destroyed enemies, and gives the player ability to do damage to the rear situationally. Quite a game changer!\n

      [/*]
    • New Railgun Attachable weapon - unleash utter destruction with this highly limited but extremely powerful weapon\n

      [/*]
    • New enemy - Wildfire - this aggressive enemy floats onto the screen and fires so wildly that its recoil pushes it back, swaying in a side arc while it fires. This enemy has been added to key areas increasing tension in some sections which needed a bit more intensity.\n

      [/*]
    • New enemy - Eye Floater - these creepy little eyes are hanging out just watching your every move. Look out for their forked laser attack after their eye flashes.\n

      [/*]
    • Hard mode does not provide the player any health - one hit kills. No Health Pickups.\n

      [/*]
    • Spitfire Cruisers now spray bullets in a wider arc, firing spreads that are 5 bullets wide.\n

      [/*]
    • Interceptor enemy routing behaviors improved, which should prevent situations where they were turning off screen too early.\n

      [/*]
    • An on-screen Turn Signal has been added to show players when a turn in the stage is about to happen. These are displayed on the right edge of the screen pointing up or down.\n

      [/*]
    • Keyboard controls (WASD vs Arrow control prompt). When the player first starts the game they receive a one-time prompt to choose between WASD+JKL; for controls or Arrows+ZXCV for keyboard controls. Additionally any remapped control for Movement, Action button and Bomb also remap the UI controls keeping everything consistent.\n

      [/*]
    • Auto-Fire now has a latch mode which is the default behavior. Tapping the V/; Key toggles the Auto Fire on and off instead of having to hold it down. There are still strategic situations where timed fire using hold-down rapid-fire is preferred by some players so the option in the Controls panel offers players their preference.\n

      [/*]

    \n\n

    Technical Improvements and Bug Fixes

    \n

    • An issue with Turrets allowing them to turn beyond their intended deadzone has been corrected.\n

      [/*]
    • Additional input issues fixed - Space key was hard-mapped to bomb which was causing issues if players remapped Space to other actions. This hard-mapped configuration has been removed. This was also the case for the right Control key.\n

      [/*]
    • Multiple control issues resolved - some users, particularly in the web version had issues with controls not being registered such as the held button for Focus Shot not working. Input has now been reworked with a fallback check mechanism to poll Input whenever frames are skipped, providing more consistent input when the system is catching up.\n

      [/*]
    • Performance improvements - Cosmic Destroyer uses a deterministic tick system. This means logic shouldn\'t deviate even if the performance degrades, but there were improvements to be made within this system for lower-end hardware that was consistently dropping frames. Memory management of the Tick system has improved performance on these lower end machines by 20-25% in some cases, so I hope this resolves many player\'s lag issues.\n

      [/*]
    • Multiple Graphical improvements have been made with significant GPU performance improvement related to full-screen effects for parallaxing (particularly related to the simulated 3D effect).\n

      [/*]

    [ 2025-10-31 03:31:45 CET ] [Original Post]
    Patch Notes - Powerup Cycle proximity, Health Pickups, Laser Weapon fix

    Thanks for everyone who participated and wishlisted during Next Fest!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/46d48f27694f24fdb714a8bbc978cbb8b2343ed4.gif\"][/img]

    I hope you are all as excited as I am about Cosmic Destroyer\'s release into Early Access coming up on October 30th. I will be adding details for a new Discord server for quick game feedback which I hope we can all use to expedite the feedback loop to make the game better - every step of the way!

    Notable Changes in this Demo Update

    • Score Multiplier countdown timer lock - the Hit Multiplier countdown is now paused when showing animations or immediately after fighting a boss. This will also allow for some sections to provide a short break without the player\'s score potential being impacted.

      [list]
    • There are still a few sections where it is a bit tougher than intended to keep your score multiplier going, so this will continue to be improved.

      [/*]
    [/*]
  • Player stock awards occur at score intervals

    • 50,000

      [/*]
    • 150,000

      [/*]
    • 500,000

      [/*]
    [/*]
  • Scoring increased for many enemies

    • Light Cruiser (Spread Shot) - increased from 50 to 250

      [/*]
    • Missile Cruiser - increased from 50 to 250

      [/*]
    • Hangar Drone (purple) - increased from 0 to 25

      [/*]
    • Spore Pod - Increased from 25 to 35

      [/*]
    • Interceptor - increased from 10 to 25

      [/*]
    • Spinning Wave - increased from 0 to 10

      [/*]
    • Dynamic Asteroids - increased from 0 to 5

      [/*]
    • Side-Profile turret & Rocket Turret - increased from 10 to 25

      [/*]
    • Spinning Turret - increased from 25 to 50

      [/*]
    [/*]
  • Missile and Option power-ups now stop cycling when the player is in close proximity to them.

    • This helps prevent picking up the unintended power-up type, as it was previously possible for the power-up to change right before pickup.

      [/*]
    [/*]
  • A few Health power-ups have been added to the game at key points.

    • Some of these are in \"?\" containers and others in colored enemies. These will likely be moved around in the future and reduced in Hard mode which is still being balanced.

      [/*]
    [/*]
  • [/list]

    Balancing

    • Movement speed during Focus shot has been raised slightly on all ships.

      [/*]
    • Fixed an issue with the L2-B\'s Reflecting Laser Weapon which allowed it to hit targets off screen on reflections.

      [list]
    • This was responsible for the laser ship feeling overpowered and contributing to this ship being dominant on high scores.

      [/*]
    [/*]
  • Increased the damage of the V-Spec Mk I\'s focus shot slightly

    [/*]
  • [/list]

    Bug Fixes

    • Fixed an issue with the L2-B\'s Laser Weapon focus attack where the end of the beam\'s sprite was not synced and would appear as the wrong size.

      [/*]
    • Fixed an issue with the Missile Power-Up not adding missile count (specifically was occurring only on the \"M\" Power-Up - Not \"D\"-Dumfire or \"L\"-Lock-On)

      [/*]
    • Fixed an issue where the Lock-On missile would pass directly over some targets on slower machines.

      [/*]
    • Fixed an issue where Power-Ups would sometimes be hidden behind stage objects

      [/*]
    • Fixed an issue where a debug command to preview camera effects was unintentionally left in the game.

      [/*]

    [ 2025-10-21 20:31:27 CET ] [Original Post]
    Next Fest Stream Gameplay

    Don\'t be a stranger! Drop a question in the chat!

    [ 2025-10-17 01:25:45 CET ] [Original Post]
    Hard Mode now Available & Balance Improvements

    Players can now select Hard mode from the game options screen when starting the game. Hard modes are available for all three main game modes. When playing in this mode, modifiers are added to the game.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/44d70313551358ad824e8b88fb4c2aac61fb4026.gif\"][/img]

    What to expect in Hard Mode

    • Enemy health is increased by 20%

      [/*]
    • Stages move 15% faster

      [/*]
    • Additional enemy spawns are found in all sections of levels

      [/*]
    • Additional enemies that are not spawned in Normal. This currently includes two new enemies in Stage 2 - Shipyard 7:

      [list]
    • New Rocket Turret (shown above)

      [/*]
    • New Chaser enemy which will set a collision course for the player and also fire fast moving bullets

      [/*]
    [/*]
  • Additional boss behaviors are added (such as spawning additional minions or obstacles)

    [/*]
  • Co-Op normal mode now features all enemies, but does not include the health and speed modification

    [/*]
  • Co-Op hard mode is essentially the same as Single Player hard mode, but is likely to be tweaked in the future to add additional challenge vs single player hard mode.

    [/*]
  • Training mode is available for hard mode, and training mode stage + section selection is coming soon!

    [/*]
  • Leaderboards for Hard mode are not yet enabled. As further public play testing provides feedback leaderboards will be re-enabled once sure the scoring is in line with expectations.

    [/*]
  • [/list]

    Other notable changes

    • A new Hint page has been added to the New Game menu flow, which shows an explanation of the power-ups in Cosmic Destroyer. If \"Show Hints\" is disabled in the options menu, this screen will not be shown.[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/4217b76621b70d924a3ca4134be96a1cd3f61156.png\"][/img]

      [/*]
    • Additional announcement audio voice-overs have been added

      [list]
    • \"Lets Go!\" on ship selection

      [/*]
    • \"Mission Complete\" and \"Mission Failed\" announcement at end of stages.

      [/*]
    • \"Thanks for Playing\" announcement when completing the demo

      [/*]
    • \"Continue\" announcement after the \"Game Over\" announcement - this was previously in the game but a bug prevented it from playing

      [/*]
    [/*]
  • Interceptor enemy behavior has been tweaked to ensure they enter the screen fully before strafing.

    [/*]
  • Interceptor Waves which drop power-ups are now colored with a slightly red tint

    [/*]
  • Missile Cruisers which drop power-ups are now colored with a purple tint

    [/*]
  • Heavy Laser weapon Damage has been raised to bring it in line with other weapons

    [/*]
  • Health of small \"popcorn\" type enemies has been tweaked overall to provide a more consistent gameplay experience in both normal and hard mode (lowered just slightly in almost all cases)

    [/*]
  • Destructable debris at the entrance segment of Shipyard 7 has had health values increased slightly.

    [/*]
  • [/list]

    Known issues

    • Currently if the player uses the \"Swap\" by picking up an object while holding another object the previously held object cannot be picked up again. This does not happen if the object is dropped and only occurs specifically with this \"Swap\" action. This is the top bug to be fixed in the next release.

      [/*]

    [ 2025-10-15 00:28:28 CET ] [Original Post]
    Steam Next Fest Livestream - Gameplay

    Check out the game, ask developer questions about the game, or just hang out.

    I\'ll be playing all game modes and showing all ships.

    [ 2025-10-13 20:58:12 CET ] [Original Post]
    Update: Grappling Info HUD, Bouncing Throwables & Ammo Bar

    HUD now shows held object info

    Each player\'s currently held item and it\'s traits are now show in the HUD. For weapons this also includes a bar showing the amount of ammo left in the weapon. This information will definitely help players understand more about the enemy and object synergies of items they pick up.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/994a87f64424d417e527f4fa74d6c302ba66c480.gif\"][/img]

    There are many relevant effects on objects and synergies to take advantage of:

    • Every enemy destroyed by a thrown object / collision scores a bonus point pickup. This includes bosses, and their bonuses can be pretty big.

      [/*]
    • Small Station Modules (5 different types) - drop additional bonus when thrown.

      [/*]
    • Cargo Boxes and Tooth (boss objects) Deal heavy damage

      [/*]
    • Auto Drones and Scout Drones - Fire on nearby targets

      [/*]
    • Watchers - Fire 15 spread shot volleys

      [/*]
    • Interceptor - +2 Player Speed Bonus

      [/*]
    • Heavy Laser & Vulcan Cannon - Now shows ammo bar and \"Charge Up\" trait

      [/*]
    • Asteroids, etc. - none, these are basic objects

      [/*]
    • Last but not least - Durable objects like the new Bouncing Ball which are devastating.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/2a81e27748173d3705d235807c5d4c700bde478a.gif\"][/img]

    Mastering the rebound-catch flow can allow the player to continue volleys through the stage (and remember these collisions add bonus points!)

    Other notable changes

    • Overall Grapplin Hook Cooldown has been slightly reduced.

      [/*]
    • The minimum velocity that an object can be thrown has been raised significantly. Less wimpy throws (You can still charge up throw for more speed and damage!)

      [/*]
    • A major correction to both Missile types has been made

      [list]
    • Lock-On indicators no longer stick around if the player holds the Focus fire button down.

      [/*]
    • Lock-On Missiles now fire with auto-fire as intended

      [list]
    • Power Level 1 - One Lock

      [/*]
    • Power Level 2 - Two Locks

      [/*]
    • Power Level 3 - Four Locks

      [/*]
    [/*]
  • The splash damage zone of Lock-On missiles has been corrected down 50%

    [/*]
  • The splash damage zone of the Dumbfire missiles have been corrected up 50%

    [/*]
  • [/list][/*]
  • Energy Ammo for the Heavy Laser has been increased.

    [/*]
  • Additional Scoring Screen bugs have been corrected

    [/*]
  • [/list]

    [ 2025-10-13 09:47:24 CET ] [Original Post]
    Screen Shake Option + Hotfix for Grappling Hook Direction + Stuck extended bug

    First - Special Thanks!

    Special thanks to Curator MQ7145 for their great feedback from their YouTube stream! As a result, these bugs have been addressed immediately. This is a great example of how community feedback makes games better in a very real way!

    Check out their Curator page and follow if you\'re into STG\'s (that\'s why you\'re here right?!):

    STG shoot\'em up(shmup)_JP

    [img src=\"https://avatars.akamai.steamstatic.com/a9e794c82931f716c65696f2f748593682535209_full.jpg\"][/img]

    Notable Changes

    • You can now Disable or set Camera / Screen Shake intensity in the Options Menu under the Game tab.\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/b2b6e81e10b8f9db9f2931dbe553e0d9e647fdf4.png\"][/img]

      [/*]
    • Bug Fixes

      [list]
    • Fixed Steam Configuration to allow the game to use it\'s own Control for gamepads

      [list]
    • Steam Input should be automatically disabled by default when the game is launched for the first time, to allow the game\'s Input Mapping to work properly. Some users have had issues with Steam Input blocking gamepad control.

      [/*]
    • If you have issues with using a gamepad, or are receiving the \"Steam Input Enabled\" pop-up - make sure to shut off Steam Input in the Game\'s Properties. This shouldn\'t happen for new installs, but if it does - Please let me know!

      [/*]
    [/*]
  • Fixed an issue where the Grappling Hook would get stuck extended in the tutorial. This was due to a specific enemy type not being setup properly for Grappling. Protections also put into place to avoid this error in the future.

    [/*]
  • Fixed an issue where the Grappling Hook would only move straight ahead when using some controllers (especially after switching between controls, using keyboard <-> gamepad, etc.)

    [/*]
  • Fixed an issue where Lock-On missile weapon would leave behind Lock-On Indicators

    [/*]
  • Fixed an issue where held objects would collide between players when coming close together

    [/*]
  • Fixed an issue where Tutorial stage would carry-over session scores to Stage 1.

    [/*]
  • Fixed an issue where Tutorial Bomb segment would be unresolvable if player shot an enemy before the bomb destroyed all enemies.

    [/*]
  • Fixed an issue where Scoring Summary screen count-up would count faster than intended when Screen Refresh rate is over 120hz.

    [/*]
  • [/list][/*][/list]

    [ 2025-10-10 22:48:36 CET ] [Original Post]
    Steam Next Fest and Option Drone mode changes

    New functionality: Option Drone Change

    Players now have the ability to change the behavior of their Option Drones by picking up the Option Change Power-Up. The Option Power-Up now cycles between Option and Option Change.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/6021a995d78bffb899da29113a496d353839231c.gif\"][/img]

    • Follow is now the default Option Drone behavior for all ships.

      [/*]
    • Collecting an Option Change when the player\'s Option Drone stock is 0 will give the Player one Option Drone while still switching behavior from the last used behavior. (This means if you pick up an Option Change as your first Option, it will be spinning)

      [/*]
    • Follow mode is effective at blocking shots intentionally, and can be used to position for enemy and boss weak spots.

      [/*]
    • Spinning mode is effective at providing good protection and consistent damage output in forward direction.

      [/*]

    Meet the New Facilities Person - Thompson

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/93f6f8462358942cac7f43a7a5e34ef18adf25bb.gif\"][/img]

    Every team needs a good facilities person, and the asteroid base at Grid 38 is no different! Meet Thompson, the one responsible for keeping the lights on every cycle. He\'s just got one thing you need to know... steamhappy

    We can\'t wait for Next Fest!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/0e6cbd1d99a726434f193c7c7a8cce34bc3458d2.png\"][/img]

    I will personally be streaming the game and taking questions in chat throughout Next Fest on the Steam page for the game. The demo page will also be made its own standalone page so that players can submit feedback / reviews on the Demo via the normal Steam review functionality.

    I am really excited to play lots of great games during Next Fest!

    Other Notable Changes

    • Unity Platform Security Update

      [list]
    • Unity announced vulnerability that has been in place since 2017. While this is concerning, they also noted they have not heard reports of actual exploits occurring - just that there is a vulnerability.

      [/*]
    • This has been patched in the most recent version of the game by upgrading the entire project to the new Unity version, so update now!

      [/*]
    [/*]
  • Gameplay

    • Thompson NPC character has been added, who is either rescued or lost based on pass/fail of Stage 1\'s Boss.

      [/*]
    • Vulcan Cannon ammo has been slightly reduced (lasted longer than intended)

      [/*]
    [/*]
  • Bug Fixes

    • Fixed an issue with the Prototype L2-B Ship\'s lasers firing angles were incorrect at some power levels

      [/*]
    • Corrected the Prototype L2-B Ship\'s maximum power level to 4 (Power level 5 was simply using Power Level 4 previously)

      [/*]
    • Fixed issues with the Scoring Screen incorrectly accumulating points after the first stage.

      [/*]
    • Fixed issues with Scoring Screen counting non-combative objects such as asteroids and spotlights as enemies.

      [/*]
    • Fixed an issue where some background elements in Shipyard 7 / Stage 2 were not displaying correctly.

      [/*]
    • Fixed an issue where the Alien Flesh Horror boss\' tentacles would pop back out after the boss was defeated.

      [/*]
    • Fixed an issue with the Processing Facility miniboss in Stage 1 where it would not give credit on the Scoring Screen at the end of the stage. Added a Crane + Core Icon for the miniboss on the Scoring Screen.

      [/*]
    • Fixed an issue where thrown containers from cranes would stick around and block projectiles temporarily after being destroyed.

      [/*]
    • Corrected positioning of some enemies in Stage 1 which were too close to the edge of the screen and could not be killed (mostly asteroid haulers chasing asteroids that drifted off-screen).

      [/*]
    [/*]
  • [/list]

    [ 2025-10-09 19:34:18 CET ] [Original Post]
    E.M.A. Ship weapon Enhancement, L1 Prototype Weapon bug fix

    First and foremost -

    Thanks to everyone who has wishlisted the game, as a result we have crossed over 300 wishlists!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/6e9d8853441e46ad9312bc424f12e5e5adce765a.png\"][/img]

    New Plasma Ball Weapon

    This update adds a wide shot Plasma Ball projectile to the E.M.A. ship which moves in a wave pattern - a much needed addition to the ship as players found it quite difficult to use its weapons at lower levels. Although it remains the strongest ship against small ships on the top-end. In addition, the range of the Chain Lightning primary focus shot has been expanded at power levels 1 & 2.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/9925c81f0a4a2b1fd84d79d941825b5e2dcb5c81.gif\"][/img]

    There may be more changes coming to this ship based on player feedback - specifically two options are being prototyped right now:

    • The E.M.A. Chain Lightning could be changed to this ship\'s Special Bomb attack and sufficiently scaled up for that - with a large area Chain Lightning. The primary attack would instead be a wave-based Plasma Ball.

      [/*]
    • The E.M.A. Chain Lightning could interact with thrown objects, acting as lightning rods which enhance both the lightning effect and the thrown object damage

      [/*]

    Bug Fixes

    • Fixed an issue where the L1 Prototype Ship weapon\'s reflected lasers would sometimes visually keep going through walls after the first hit.

      [/*]
    • Fixed an issue where the L1 Prototype Ship weapon was firing twice as many lasers as intended for the wide shot at level 4 and 5.

      [/*]
    • Fixed an issue where the Assembly Smashers in Shipyard 7 would not stop Smashing after going off screen.

      [/*]
    • Fixed issue affecting all timeline distance calculations which affected many enemies behaviors (also related to smasher issue above)

      [/*]

    [ 2025-10-02 23:12:04 CET ] [Original Post]
    Major Demo Update Alpha 3 - New alien boss and Complete Stage Rework

    Demo Update Alpha 3 is here in time for Next Fest (which starts Oct 13th, 2025). This update brings a complete rework of both demo stages, complete with reworked environments, new enemies and a new boss! This also includes Pass and Failure at the end of the stage, with consequences for your team that affects dialogue and future events in the game.

    I\'m super excited for Next Fest and can\'t wait to get feedback, chat with players, and try all the other great games on Steam!

    A New Disgusting Boss!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/b38bd639d536d8d06c11e7894506f3225f621141.gif\"][/img]

    More Focus on the Grappling Hook

    The grappling hook is a big hit with players and really embraces one of the most unique mechanics of the game - the ability to grab enemies, weapons and objects from the world to use against your enemies. This mechanic is getting more attention and will be reflected in the game\'s presentation including logo and other marketing materials in the future.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/880107310104a9eebe0b6e5b26a59e2cc15a3655.gif\"][/img]

    Many new expanded mechanics have been added to enhance the grappling hook:

    • Grappling Hook deflects bullets! This is a major countermeasure against some enemies and can wipe out bosses VERY quickly if you are accurate and brave enough to try it!

      [/*]
    • Grappling Hook destroys enemy missiles.

      [/*]
    • Large objects like Asteroids can be shoved using the Grappling Hook, and these objects do damage to other objects and enemies based on their velocity.

      [/*]
    • Smaller asteroids and objects like throwable containers have had their throw velocities increased, many of these objects do heavy damage even when thrown without fully charging up for a full second.

      [/*]
    • Collisions around held objects and objects as they are being pulled in by the hook have been improved to help avoid objects being destroyed inadvertantly.

      [/*]
    • When hitting objects which cannot be grappled a sound and spark effect is shown to make it a bit more obvious.

      [/*]
    • Grappling hook can now pickup score pickups.

      [/*]
    • Coming Soon: Grappling hook will \"Open\" power up containers

      [/*]

    Notable Changes

    • Stages/Environments

      [list]
    • Grid 38 (Stage 1) area has been reworked to be more cohesive and follow the briefing the player receives at the beginning of the game.

      [list]
    • Reactor area has been moved to the end of the stage

      [list]
    • If players do not defeat the Combat Jet boss, the boss will destroy the reactor (which also means any NPCs stationed here in the future will be gone for the rest of the game)

      [/*]
    • If players defeat the Combat Jet boss, they can visit this final section and collect the Option power-up and receive bonus points before the end of the stage.

      [/*]
    [/*]
  • New Enemy - Split-Shot Bot (head)- this is an early low-stakes enemy that fires volleys of two-way shots. When held the bot fires up to 12 volleys downwards from the player\'s ship. You might see this enemy \"heading up\" a larger robot in the future!

    [/*]
  • New starting area showcasing the grappling hook, and using the grappling hook fetch a battery and insert it to open the main gate.

    [/*]
  • New asteroid field area and background assets

    [/*]
  • Completely reworked pacing, but there is more to improve in this regard.

    [/*]
  • Reworked the Asteroid Base interior completely with new art assets

    [/*]
  • [/list][/*]
  • Shipyard 7 (Stage 2) area has been completely reworked

    • New background elements, including capital ship (destroyed and built variants)

      [/*]
    • New damage effects all over the Shipyard

      [/*]
    • New 3D parallax effects on the interior walls

      [/*]
    • Expanded assembly plant area with an additional Smasher

      [/*]
    • New Enemy: Spore Pod

      [/*]
    • New alien nest area with creepy hair-like growth

      [/*]
    • New Boss: Flesh Horror

      [list]
    • Central Eye is the main boss weak point.

      [/*]
    • Boss is accompanied by dynamically controlled wiggly tentacles that guard the alien boss\' eye from damage and will whip any player that strays too close. These tentacles will retreat to heal once they\'ve taken enough damage.

      [/*]
    • Spore Pods that respawn over time as the boss is being fought

      [/*]
    • Teeth that launch at the player, these teeth can be grabbed with the grappling hook and deal heavy damage if the player can toss one into the eye

      [/*]
    [/*]
  • [/list][/*][/list][/*]
  • Weapons

    • Dumbfire Missile Improvements

      [list]
    • This missile was always intended to do splash damage, which has been added.

      [/*]
    • Overall damage has been increased to be viable alternative to Lock-On missiles which should be weaker individually.

      [/*]
    • Explosion graphics have been tweaked to be more visible.

      [/*]
    [/*]
  • Enemy Weapon Aiming Improved

    • Quadratic formula for leading shots from turrets and other aimed weapons have been improved by exposing data elements for projectile speed so that instance-level speed changes are taken into account when aiming.

      [/*]
    [/*]
  • Held Weapon: Vulcan Cannon

    • Added a projectile hit effect

      [/*]
    • Fixed barrel smoke effect positioning

      [/*]
    [/*]
  • Held Weapon: Heavy Laser

    • Orientation of laser hit effect has been corrected.

      [/*]
    [/*]
  • Enemy Missiles (Missile Cruiser and Missile Turret)

    • Splash damage when shot by player now damages enemies instead of player (the cause of many unexplained player deaths in Shipyard!)

      [/*]
    [/*]
  • All Grazed Bullets (including grappling hook grazes)

    • Much higher velocity

      [/*]
    • Improved visual effect trail and added \"Pew\" sound to make it more obvious

      [/*]
    • Damage slightly higher.

      [/*]
    [/*]
  • [/list][/*]
  • Level Loading

    • Tilemap data is now loaded asynchronously, saving a lot of performance overhead when loading sections of stages

      [/*]
    [/*]
  • Enemies

    • All Turrets that aim now use Purple Bullets, which helps player see aimed shots

      [/*]
    • Hangar Pod

      [list]
    • Added Damaged effect to Hangar when < 50% health

      [/*]
    • Fixed and issue where Hangar Drone\'s Stage Clear icon was incorrect

      [/*]
    • Fixed an Issue where the Hangar would not flash when taking damage

      [/*]
    [/*]
  • Processing Facility Mini-boss

    • Containers have been made smaller, and are know grab-able with grappling hook.

      [/*]
    • Fixed an issue where Boss Cores on Crane Miniboss would not flash when taking damage.

      [/*]
    • Fixed an issue where Bombs were not fully affecting the Cores

      [/*]
    • Fixed an issue where Counterweight visual element on crane would sometimes appear behind some background objects.

      [/*]
    [/*]
  • Turret HP adjusted down slightly

    [/*]
  • [/list][/*]
  • Bug fixes and Refinements

    • Fixed issue where D-PAD stopped working in menus

      [/*]
    • Fixed an issue with all explosions where particles would move in the Z axis causing particles to disappear when passing through background elements.

      [/*]
    • When receiving a game over, player is now prompted to submit their score if applicable - a message is shown if no high score is allowed due to using continues, etc.

      [/*]
    • Throwing velocities have been raised across the board

      [/*]
    • Fixed and issue where Asteroid Debris visuals were too small

      [/*]
    • Fixed issue where player was not invulnerable during the \"Stage Clear\" screen

      [/*]
    • Added Mission Complete and Mission Failed screens, along with fanfare for success

      [/*]
    • Fixed an issue where some enemies were not checking for \"Bullet Sealing\" when player was too close

      [/*]
    • New system for creating parallax backgrounds which follow splines and retain accurate scaling.

      [/*]
    • Added additional Shader effects to handle Foreground elements using a \"Fake\" 3D effect

      [/*]
    • Improved instantiation time of many large environmental objects

      [/*]
    • New firing system allows for more dynamic firing configurations for weapons (such as multiple different projectile types in the same volley)

      [/*]
    • Fixed an issue with Mouse+Keyboard/Gamepad switch where gamepads with Accelerometers would prevent the mouse from ever showing up.

      [/*]
    • Game Timeline velocity improvements - smoother and simplified API control

      [/*]
    • Stage intro camera Hand-off improvements

      [/*]
    • Dialogue System now supports branching dialogue paths (which are triggered when player fails/passes stages or completes certain activities)

      [/*]
    • Fixed an issue with parallax elements in the background not appearing where they were intended

      [/*]
    • Fixed an issue with world collision damage not respecting damage cooldown timer

      [/*]
    • Fixed an issue where the Processing Facility could prevent the Jet boss from controlling the Timeline Velocity if defeated too quickly.

      [/*]
    • Fixed an issue where Score Pickup trails were \"popping in\" and visually mixing with projectiles.

      [/*]
    • Fixed an issue where Power-Ups would \"pop\" from their intended spawn position when the game camera was rotated.

      [/*]
    • Fixed an issue where thrown objects would push Power-Ups

      [/*]
    • Fixed a collision issue with some asteroid walls not blocking projectiles.

      [/*]
    • Screen Vertical size allowance has been adjusted to be slightly smaller (this real-estate was not being used, and caused more camera tweening than necessary).

      [/*]
    • Fixed an issue where bullets were not fading out when cleared by bombs or boss defeat

      [/*]
    • Debris from enemies now (mostly) matches the color of the enemy destroyed.

      [/*]
    [/*]
  • [/list]

    [ 2025-09-27 04:10:24 CET ] [Original Post]
    Alpha 2r3.1 Hotfixes for Collision &amp; Stage loading error

    This hotfix addresses a number of reported and observed issues with Friday\'s release of Alpha2r3 Demo Update.

    Bug Fixes

    • Stage Loading

      [list]
    • Fixed an issue with stages loaded after the first game session were not properly activating collision objects as they were coming on screen

      [/*]
    [/*]
  • Enemies

    • Fixed an issue where the Hauler enemy collision would not damage the player

      [/*]
    • Fixed an issue where the Spinning enemy collision would not damage the player

      [/*]
    • Fixed an issue where Centipedes would not take damage from Bombs

      [/*]
    • Fixed an issue where the Vulcan Sentry and Centipede would not flash when taking damage

      [/*]
    [/*]
  • Visuals

    • Fixed a rendering issue with 3D parallax effect causing grainy display at higher resolutions

      [/*]
    • Fixed an issue with the background pillar parallax effect in Shipyard 7 was moving in the opposite direction than intended

      [/*]
    • Fixed an issue with background holes in Shipyard 7 not being displayed

      [/*]
    • Fixed an issue where option drones were not changing layers when rotating around the player

      [/*]
    [/*]
  • Steam Leaderboard

    • Fixed an issue where network disconnect caused Game Over screen to hang while waiting for timeout to Steam Servers, preventing continuing or exiting until timeout was over.

      [/*]
    [/*]
  • [/list]

    Performance

    • Tilemaps

      [list]
    • Incremental loading of tilemaps has been improved with a new system of loading and resampling spline curves incrementally.

      [/*]
    [/*][/list]

    Known Issues

    • Stage Scoring Screen for Shipyard 7 is not tracking enemy kills correctly. Related to player-level tracking and high scores.

      [/*]
    • Enemy Missiles that are destroyed by the player can still cause splash damage to the player, this is not intended as the splash damage should instead damage enemies when player destroys them.

      [/*]

    [ 2025-09-06 21:56:19 CET ] [Original Post]
    Alpha 2r3 - Steam Deck, Performance &amp; Visual Improvements

    This update is much more technical than the previous updates. It brings much improved performance to Cosmic Destroyer, particularly for low-end PCs that don\'t have dedicated GPUs. While we still recommend a dedicated GPU for the game, I feel its good to keep the game running as smoothly as possible on lower-spec systems.

    There\'s a new parallax effect in this update which adds a 3D effect to the edge of environmental objects, including large asteroids and station interiors. It looks really cool and has been optimized to run well even on older hardware.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/fb9e33724cbede5fc7bda55a8d700ffdac145fbe.gif\"][/img]

    Also, last week\'s update brought the new Grappling Hook to the game, I didn\'t get a chance to mention it in the release announcement. But I\'m still super excited about this feature so I\'d like to mention it now!

    Grabbing enemies has always been a favorite feature among all players, and now its been enhanced to allow grabbing enemies from further away. This also helps the player \"test\" whats grab-able and not. Use it to grab enemies, objects, and power-ups.

    I can\'t wait to add more hidden power-ups, pickups, and other fun things to grab and play with.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/86a14e0e2f1b87c9e8e50f4d5ec932ce50e62ebb.gif\"][/img]

    Did you know?

    Held enemies provide bonus synergies to your ship! Held popcorn enemies (Blue+Green, Purple Drones) will turret fire at nearby enemies. Interceptors like these in Shipyard 7 provide a big speed boost while held. There\'s also a shield synergy and some mechanics I\'m playing with related to bomb/special behaviors while certain objects are held!

    Steam Deck & Linux Performance

    Steam Deck and Linux (Vulkan rendering) had some issues with texture formats not working for some effects, which has been corrected. Every bullet has a slight distortion trail effect and these should now render properly. Performance of these framebuffer effects has also been greatly improved.

    Techy note: The performance impacts were largely due to Physics island and contact calculation overhead, which has been reduced by over 100x by measurement (a particularly busy scene was improved from 14ms on single frame scene down to 0.08 on older hardware).

    Notable Changes & Improvements

    • Ship speeds have been tweaked. VSpec Mk. I and Prototype L-1 have a speed of 6 (down from 7) and the E.M.A has a speed of 7.5. In the future speed and other stat values will be displayed on the ship selection screen

      [/*]
    • Intro section on Grid 38 (Stage 1) has been extended. It should be noted that nothing other than the enemies is collidable here, it is purely intended as a fast-paced launch sequence intro.

      [/*]
    • Deadzone Camera feature - a deadzone camera that only moves when player is near the edge of the screen. This can be turned on and off in the options menu, the Deadzone camera is now the default camera behavior based on player feedback - it feels much less \"floaty\".

      [/*]
    • Dialogue in the Briefing no longer auto-advances. Players can move to the next dialogue line or skip the dialogue by holding Cancle/Bomb. This was requested by many players who did not have time to finish reading the dialogue. (This will only apply to non-arcade builds as no pausing will be allowed in true arcade setups)

      [/*]
    • A new Parallax effect has been added to the game that creates a 3D effect to the edges of pixel art, and has been applied to environmental objects. This effect will be tweaked, improved and added to additional objects in the future. Still working on a secondary variant effect for distant objects.

      [/*]
    • Stage Select screen visuals have been improved.

      [list]
    • Background elements have been added to match the Briefing Screen, calling out Grid 38, Shipyard 7 and Rossgate Colonly.

      [/*]
    • Ship on the map screen now matches the player\'s current ship instead of a generic one.

      [/*]
    • Moving to new stage animation has been improved, no longer snaps when starting to move

      [/*]
    • Stage Select screen bug affecting the display of the map paths if resolutions were changed has been corrected

      [/*]
    • Stage Select screen button prompts have been added

      [/*]
    [/*]
  • Scanline Improvments

    • Scanlines were not being applied correctly due to a material reference error. All Scanlines were always 2X and not using the profiles for intensity that had been configured. This has been corrected

      [/*]
    • Scanline effect accuracy has been improved for resolutions that are not even multiples of the game internal resolution.

      [/*]
    [/*]
  • Audio

    • Audio Clips on explosions have been corrected to allow for spatial mixing

      [/*]
    [/*]
  • Bugs

    • Fixed a bug when no enemies were killed in a stage caused an error

      [/*]
    • Fixed a bug where dropdowns would not scroll to the next element properly when navigating via keyboard or joystick

      [/*]
    • A Minimum resolution (640x480) has been imposed to prevent issues where the UI is too large to be displayed, thus locking the player out of menu navigation.

      [/*]
    • Duplicate resolutions in the option menu have been removed

      [/*]
    • Fixed an issue where Score Popups would appear on top of the Stage Clear Score Summary screen.

      [/*]
    • Multiple environmental bugs have been corrected that prevented some elements from displaying at all.

      [/*]
    [/*]
  • [/list]

    Known Issues

    • There is still a perceivable hit to performance when first encountering the Vulcan Cannon Sentry on Shipyard 7\'s entrance. This is a level streaming performance hit that is currently being worked on.

      [/*]
    • The new Deadzone camera can cause a different type of annoying camera issue when playing Co-Op. Since players can go off screen vertically currently, I will be implementing a shared camera target to reduce camera bounciness in Co-Op.

      [/*]
    • Some grabbed enemies and objects are destroyed while being pulled in by the grappling hook due to touching the environment.

      [/*]

    [ 2025-09-05 21:05:07 CET ] [Original Post]
    Alpha 2r2 - New Ship, Plasma Link Weapon, Auto Fire feature and more

    Alpha 2r2 is finally here! This patch brings a massive list of improvements and bug fixes to Cosmic Destroyer and some new Features!

    I spent the weekend demoing Cosmic Destroyer at 2D Con, and the prep for the convention delayed the planned release until today. So much good feedback and new bug fixes to get into the release that I felt it was better to release all of these updates together. I apologize for any inconvenience if you were hoping to play Cosmic Destroyer\'s new update last weekend and experienced the old bugs!

    Notable Features and Changes

    New Ship - E.M.A.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/a9eb83d3eabe740c62d93bdcea5bad2205142ba5.gif\"][/img]

    The E.M.A. is an Electro-Magnetic Assault ship. It zaps everything in its way with a Plasma Link weapon that leaps like chain lightning! Its available immediately for players to try it out. It will no doubt need some re-balancing in the future - as part of a re-balance coming to all ships and enemies.

    Auto Fire Functionality

    The community asked for it, and it\'s here! Auto Fire is fully emulated based on old-school hardware techniques. This new fire mode can be configured to trigger at 60hz, 30hz or 15hz and allows the player to hold the button to fire wide shots while continuing to move quickly. Fire control for the focus shot has not been modified, so there are two fire buttons.

    Players can also hold the Focus Shot button to move slowly while sustaining auto-fire wide shot

    Grab and Throw Enemies and Objects

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/0ca02ddaedf8973a813039169c0b6333b2737471.gif\"][/img]

    You can now grab and throw both small enemies and objects! These are some of the strongest attacks in the entire game by design, and will also be used for keys, batteries and other items to open up alternate paths in the future. (Also shown here, improved visibility of the fast-moving purple projectiles)

    Additionally, held enemies provide a synergy ability when held.

    • Green Popcorn Drone & Purple Hangar Drone - Turrets attacks towards nearby enemies

      [/*]
    • Interceptor - Provides a Speed Bonus when held

      [/*]
    • Slug Larvae (Enemy Coming Soon) - Adds a bullet-slowing effect around the player when the player is firing a focus shot.

      [/*]

    New Starfield

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45611288/67f2891564d4042b4161400b4d88a9a71153e7ee.gif\"][/img]

    It\'s the little things that really add up. The starfield effect that was being used previously was a simple particle effect with positioning each frame, but this had many limitations and stylistically didn\'t really fit the pixel art aesthetic. It also had some really wonky artifacts when stages were twisting and turning.

    The new starfield uses dynamically layered sprites which stretch while keeping each star\'s burst effect. The result is a much more consistent visual which is also much more performant and reliable.

    Gameplay Improvements and Adjustments

    • Auto Fire functionality has been added. This feature emulates old-school hardware Auto Fire, which triggers the press action of the main shot at a configurable rate. You will find options for 15hz, 30hz, and 60hz Auto Fire in the Controls page of the Options menu along with button mapping for the Auto Fire (defaults to North Button (Y/Triangle) on gamepads and V on keyboard mapping).

      [/*]
    • Pacing of Stage 1 has been adjusted to be a bit more forgiving in the opening sections.

      [list]
    • First spread turret has been replaced with a normal turret

      [/*]
    • One ship hangar has been removed

      [/*]
    • Spinning Enemies which come from behind don\'t appear until later in the stage.

      [/*]
    • Laser Corvette in cave section has been removed as this was too near a wide turn, which resulted in wide laser sweep that was largely unavoidable

      [/*]
    • Breakable blocks have been added to the exit of the asteroid base to allow a player to pass through.

      [/*]
    • Overall speed has been tweaked across the stage

      [/*]
    [/*]
  • Grazing projectile velocities have been improved, with dynamic behavior based on different projectile types allowing for some projectiles to inherit part of their original velocity (such as Purple shots from turrets).

    [/*]
  • Interceptor Enemy Ship provides a speed bonus to the player when held.

    [/*]
  • Popcorn Drone Enemy Ship provides a turreting ability when held which prioritizes enemies, then asteroids

    [/*]
  • Gamepad Deadzones have been improved to prevent bounce in UI menus. Specific deadzones have been set for both Xbox and Playstation controllers respectively.

    [/*]
  • Steam Input detection has been added. The game is not intended to be used with Steam Input for controllers other than Steam Controller. The game provides its own support for all major controllers. If a player has Steam Input enabled and is not using an actual Steam Controller, a popup is shown to recommend disabling Steam Input.

    [/*]
  • Ship Selection can now be done with a mouse click.

    [/*]
  • Adjusted Sable\'s dialogue at the start of Shipyard 7 stage to be a bit shorter and more clear.

    [/*]
  • Reactor Turbine no longer uses collision triggers to start its mini-cutscene, this is much more reliable and works for Co-Op even if players die just before the cutscene starts.

    [/*]
  • Stage Loading and general object instantiation performance has been improved across the board, this reduces lost frames while streaming stage assets during play as well.

    [/*]
  • A new developer tool to ensure all collision areas are pixel-aligned has been created, and colliders have been edited using this tool to improve consistency

    [/*]
  • Smoother rotations through stages. Spline Arc Parameterization performance has been improved by adding spatial partitioning, allowing the accuracy to be improved by over 5 times and spline lookup. As a baseline performance measure, stage 1 spline lookup has been improved from 3-4ms down to 0.02ms.

    [/*]
  • [/list]

    Visual Improvements

    • Starfield background has been improved to handle rotations much more accurately, allowing for more varied parallaxing effects.

      [/*]
    • Visual clarity of some tiles which are collidable have been improved to be more obvious to the player.

      [/*]
    • Visual clarity of the Crane Miniboss has been improved by changing palette from orange to a cooler pale green. Bullets are much more readable on this screen now.

      [/*]
    • Fast moving Purple Bullets now have an outline flash effect to enhance bullet readability. The darker purple was hard to track on some brown and blue backgrounds.

      [/*]
    • Score Summary screen has been improved to roll-up the enemies with a counter showing \"Destroyed / All\" for each enemy type.

      [list]
    • This includes new sprites for all enemies in the score summary screen to prevent stretching.

      [/*]
    [/*][/list]

    Bug Fixes

    • Fixed a major collision issue where player\'s Option Drone can collide with some world objects such as doors which caused unexpected damage to player. No more \"I died for no reason\"!

      [/*]
    • Fixed a codec issue with Arcade Marquee / Attract Screen video not playing on Linux and older Windows computers

      [/*]
    • Fixed a performance issue with parallax spline background elements

      [/*]
    • Fixed an issue in Shipyard 7 stage where the next section of the stage would sometimes not load after the Vulcan Sentry enemy

      [/*]
    • Fixed an issue with navigation in the Controls section of the Options Menu

      [/*]
    • Fixed all dropdown menu items in the options menu so that the selected option is highlighted when opened or new items are selected with keyboard or joystick

      [/*]
    • Fixed an issue with UI elements remaining highlighted from the mouse after navigation by keyboard or joystick selects a different item

      [/*]
    • Collision issues in the Shipyard 7 stage have been corrected, including

      [list]
    • Assembly Line Area

      [/*]
    • Centipede Nest

      [/*]
    [/*]
  • Fixed issue with Centipede legs sometimes stacking in the wrong order

    [/*]
  • Fixed a control issue with moving from the Tutorial stage to the Briefing and Ship Selection screens, where tutorial would start over instead of going to Stage 1

    [/*]
  • Fixed an issue with some popcorn enemies not initializing in Stage 1, causing them to remain stationary

    [/*]
  • Fixed an error which occurred when thrown asteroids collided with other asteroids due to having no Entity ID to register damage for score summary screen.

    [/*]
  • Fixed an issue where held enemies would take damage from bombs

    [/*]
  • [/list]

    Known Issues

    • Tutorial still has some issues with pacing and is currently being reworked into much quicker sections for the basic controls.

      [/*]
    • Enemies are simply wiped at the end of the stage which can look a bit jarring. The plan is to disable their collision and firing behaviors and provide transition behaviors for the stage end event (such as the Space Jet boss boosting off the screen if needed)

      [/*]
    • Many players have requested that gamepad triggers be mapped by default for firing, bombs and grabbing. This may require addition of a 3rd control mapping to retain functionality for having keyboard and gamepad mappings mapped simultaneously. Otherwise keyboard and gamepad mapping may need to be separated.

      [/*]
    • Control Mapping does not prevent the user from assigning the same button to multiple actions. It would be best to display a prompt to user that the control is already mapped and allow override/cancel of the remapping.

      [/*]
    • Audio mix levels change slightly in the main menu, which can cause a jump in audio levels when going to the options menu, which changes the audio mix abruptly.

      [/*]

    [ 2025-08-27 23:42:37 CET ] [Original Post]
    Developer Plays Cosmic Destroyer

    Trying out a developer stream.

    [ 2025-06-12 21:50:20 CET ] [Original Post]
    Cooperative Multiplayer

    I am pleased to announce that Local Cooperative Multiplayer has been added to Cosmic Destroyer!
    Game Description Image

    Device Mapping

    When choosing a game mode from the Main Menu, players can now select Co-Op and will be given the opportunity to choose which devices each player would like to control their ship. This functionality provides flexibility to support multiple devices for users that want to use non-standard setups like bearclaw. During development some very unique setups were tested including one with 2 gamepads, two keyboards and a mouse all working at the same time on one player - and another gamepad on the 2nd player.Game Description Image

    Each player can select their favorite ship and ready-up to jump into the game. Both players can select the same ship if they would like, there are no limitations.Game Description Image

    Multiplayer Gameplay


    Players have their own store of three lives and three continues, and all stats and scores are separate. When a player has consumed all of their lives they can continue by simply pressing the Action button, provided they have continues left to spend. If both players happen to game over at the same time, the standard Game Over screen will be shown to prompt the last player to continue. This screen is also shown if all lives and continues have been exhausted for both players.

    Flair on the ships for each player is colored to match the Player Flag - Player 1 is Red and Player 2 is Blue. This color is also used in the UI HUD indicators in the upper left and upper right, respectively. The boss health indicator has been moved to be positioned at the top of the screen between both HUD elements and should be out of the way.

    Device Disconnections

    If a device which is currently mapped to a player is disconnected during play, the game will automatically pause. A notification message such as "Playstation Controller has been disconnected" will be displayed on the screen when this occurs. Generally whenever a player uses the pause functionality only that player can unpause or exit gameplay, but in cases of input device disconnection control may switch to the other player to prevent players from getting stuck having to force-quit due to input device issues.

    Other notes and limitations

    This mode currently does not allow for any High-Scores to be earned and is purely for having fun with your friends locally or using Steam's "Play with Friends" feature, provided a good network connection. Local leaderboards for co-op may be added in the future if there is interest.

    Do note that split keyboard setups using one device across multiple players is not currently supported, mostly due to an engine limitation.

    New Story Intro and Tutorial Dialogue

    Captain Gerson now announces the mission's situation report to you with a virtual briefing before the game starts. The whole team is caught off guard by the initial attack, still the insight and information he provides offers context as to the situation around the Grid 38 Mining Facility and the attack on Shipyard 7. Sable, the ace pilot run the new pilot orientation tutorial, and you'll no doubt see more of her throughout the game. This also includes an ominous new backing track and new dialogue audio effects that really capture that retro feel. As development continues and we get closer to release there will be more information to share and new characters to meet. Although I want to be careful not to spoil anything by revealing too much before the final game release, either!
    Game Description Image

    [ 2025-06-03 23:47:10 CET ] [Original Post]
    Steam Deck and Controller Support

    From the beginning of development Steam Deck has been the testing device of choice, and so it only makes sense to do everything to ensure that the game plays well on the Steam Deck both from a control and performance standpoint.

    Steam Deck, Xbox, Playstation DualSense and DualShock, Keyboard, and Keyboard-emulated Arcade controller sticks (Specifically the X-Arcade Tankstick) are already tested and working in Cosmic Destroyer.

    In addition to other major controller support, Steam Deck requirements are something that is being taken seriously to make sure all the controls work seamlessly. Switching between tapping on the screen or using the joystick buttons or touchpads should just work out of the box in Cosmic Destroyer. The game has it's own control remapping features for the major actions, and these are largely for button mappings and to support arcade stick controllers which operate through keybindings (X-Arcade sticks, etc.). If you need to use Steam Input you can, but you likely won't have to unless you have a non-standard controller (Xbox, Playstation DualShock and DualSense have been tested to work via USB and Bluetooth). If you want to bear-claw between two devices this should mostly work, but efforts have been focused on ensuring things like keyboard+mouse work this way, and Steam Deck controls work when switching between touch screen and joystick.

    As the game has no text input required, other than the score screen which uses the classic arcade input entry - there has been no need to use an on-screen keyboard prompt.

    [ 2025-05-18 04:09:16 CET ] [Original Post]
    Game Options, Settings and Training Mode

    Since the initial announcement of Cosmic Destroyer going on Steam earlier this week, my focus has been getting a public demo ready for release for players to try it out. In order for that to really work, players need to be able to configure the game so that it can run properly on their systems. That means that players at the very least need options for display and controls. Building these option menus and functionality, while vastly improving performance have been the focus of all development effort this week.

    Option menus have been added to Cosmic Destroyer to allow players to customize their experience, remap controls and adjust audio and video options. This also includes the addition of a Training Mode for learning the game and the stage layouts, like enemy, power up and destructible object's spawn locations. This is the first of many game modes, expect many more in the coming months as Cosmic Destroyer blasts off towards launch.

    Game Description Image

    Training Mode

    This mode provides the player with unlimited continues and bombs, and starts the player out with maximum power level, secondary weapons (missiles, etc.) and option drones. When starting a game in Training Mode, the player will be allowed to choose from any starting stage in the final game. Training Mode play-throughs cannot earn achievements or register a high score. A "Training Mode" message callout and watermark are added to the screen.

    Options

    The following option panels have been added accessible from the main menu.

    Game

    Game Description Image
    General game options not related to the current game session/mode are found here
    • Show hit box - shows a brightly colored box exactly matching the size and position of the hit box on the player at all times. This is rendered on top of all other content, even the UI.
    • Show Hints - the game often prompts players "Shoot" or "Pick up" the first time they encounter certain objects like cores to shoot to open doors or destroy bosses. This is helpful for new players but can be turned off here.
    • Show Tutorials - the first stage involves a section that will wait for player input and introduce a wave of enemies slowly before continuing. This slow progressing section can be disabled here
    • Arcade Marquee - A video of gameplay is shown after short time to prevent screen-burn-in and showcase the gameplay. In the future this footage will be replaced with mix of recent high score replays from the player and the top replays from leaderboards.

    Video

    Game Description Image
    No game is complete without proper video options. The game is intended to be always run at 16:9 resolution, and letterbox / pillarbox is displayed to fill the screen while maintaining a consistent game experience and fair play area to all players regardless of display configuration.
    • Display Mode - options include Windowed Fullscreen, Fullscreen and Windowed
    • Resolution - your monitor's resolutions and refresh rate variations can be selected here
    • V-Sync - Vertical sync smooths screen tearing when game and monitor refresh speeds do not match
    • Brightness - Simple gamma brightness adjustment.
    • Quality - (This section is coming soon as it needs a few visual improvements for quality presets) includes options to reduce particle quality such as distortion effects, or reduce particle counts for systems with low-end GPUs which struggle with overlapping transparencies.

    Audio

    Game Description Image
    We hope you always want to play Cosmic Destroyer at full blast in a loud arcade - but also recognize you might want to play your own music or duck the audio for streaming.
    • Main - Main volume of all sound
    • SFX - sound effects such as weapons and explosions
    • Voice - announcements such as "Power Up" and "Game Over"
    • Music - music, set to however much synthwave you can handle!

    Control

    Game Description Image
    Here you can remap your controls inside the game. Provided are Primary and Secondary mappings with the defaults set to Keyboard and Gamepad bindings. Steam's Mapping should handle scenarios for mapping through that method as well, but provided here to aid with setups such as Keyboard mapped arcade controllers and other customizations.


    One last nerdy development note on performance - it's always been a deal-breaker any time the game drops below 60FPS for any reason. It's a "drop everything and fix whatever is causing the slowdown" moment. It is particularly important in these types of games which simulate at their own internal tick of 60FPS. This must be done to ensure reliable movement, collisions, and in the end - scoring. This week, I've also gone through and deeply researched every memory allocation and process time and radically optimized for the smoothest experience possible, to get the game running well even on slower machines. Glad to say that currently, the frame update uses exactly 0 bytes of heap allocation - so NO garbage collection necessary, which avoids random frame drops. On a decent gaming PC I've pushed into well over 200FPS - even when forcing the logic to fully update every single frame. That's good news for anyone who appreciates a smooth gaming experience!

    [ 2025-05-11 04:15:25 CET ] [Original Post]

    Minimum Setup

    • OS: Ubuntu 12 or Higher
    • Processor: Dual Core Processor or Higher
    • Graphics: GPU Supporting Vulkan
    • Storage: 400 MB available space

    Recommended Setup

    • OS: Ubuntu 20 or Higher
    • Processor: Quad Core Processor or Higher
    • Graphics: GPU Supporting Vulkan
    • Storage: 400 MB available space
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