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!
[/*]
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.
[/*][/*]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!
[/*][/*]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.
[/*][/*]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
[/*]
Continuing Development
[list]Tutorial Overhaul Dev (Week 5)
[/*]Content for Intro Sequences (Week 6)
[/*]
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)
[/*][/*]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)
[/*][/*]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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