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Name

 NeuroVoider 

 

Developer

 Flying Oak Games 

 

Publisher

 Plug In Digital 

 

Tags

 Action 

 Indie 

 

RPG 

 

Singleplayer 

Release

 2016-08-31 

 

GameBillet

 11.89 /

 

 

Steam

 3,49€ 2,64£ 3,49$ / 75 % 

 

News

 71 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/400450 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 50,000 .. 100,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 40  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 70 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 NeuroVoider Linux [155.62 M] 


DLC

 NeuroVoider - Deluxe Upgrade 




LINUX STREAMERS (2)
darkphotonstudiosir_diealotalot




SUMMER SALE: Sunny discounts for a refreshing summer!

Only a few days left to pick NeuroVoider at a sunny special price



https://store.steampowered.com/app/400450/NeuroVoider/


[ 2022-07-05 14:13:26 CET ] [ Original post ]

Steam Weeklong Sale: Celebrate the Valentine's week until February 21st

Enjoy our Valentine's week with the Steam Weeklong Sale: NeuroVoider up to 75% off



https://store.steampowered.com/app/400450/NeuroVoider/?snr=2_groups_partnerevents_


[ 2022-02-14 19:17:33 CET ] [ Original post ]

Play online coop with Remote Play Together!

Hey Voiders!

Steam added a new feature that will allow you to play local games, but online!

It's called Remote Play Together, and it works thanks to the magic of streaming.

You can read about it here.



What does this mean for NeuroVoider?

You can now play online with friends!

Providing that you all have a quite good bandwith (10 to 30 Mbps connection is recommended).

How to play with Remote Play Together?

Right click on a friend in your Steam friend list, and pick the "Invite to Remote Play Together" option!

And boom, your now connected through the cloud to the same game, like if you were playing locally together.

Please mind that Remote Play Together is a beta feature that require to be on the beta channel of Steam updates.

How to enable Steam beta?

Go to your Steam settings.

In the Account tab, opt-in for Beta participation. Steam will then restart and you should be good to go!

You can read this tutorial to access the beta if need be.


[ 2019-10-21 20:34:27 CET ] [ Original post ]

Check our new game ScourgeBringer!



Hey Voiders!

Over the past few months, we have been busy on something big. Bigger than NeuroVoider.

We're super pumped to finally share this new rogue-like adventure with you!

Please meet ScourgeBringer! Now available for wishlisting.

https://store.steampowered.com/app/1037020

Teaser trailer

https://www.youtube.com/watch?v=AnwPdPGcRDo

What's ScourgeBringer?

ScourgeBringer is a fast-paced free-moving roguelite platformer. Help Kyhra to explore the unknown and to slash her way through the ancient machines guarding the seal of her past, and maybe the redemption of humanity.

To make the game, we partenered with Dear Villagers, and we are also very pleased to have Joonas Turner on board! Does that name ring a bell? Joonas was the sound master on Nuclear Throne, Broforce, and Downwell. He will be making both the sound design and the music composition for ScourgeBringer and we can already tell that it's going to be quite something!




  • Get the raw feel of a metroidvania through a fast paced rogue-like.
  • Slash and shoot your way smoothly with fluid platforming controls.
  • Sharpen your skills with a frantic combat system focused only on attacking.
  • Dash forward with other-worldly adaptive music.
  • Defy a dozen of giant bosses holding the secrets of the Scourge.
  • Explore the infinite depths of an ever changing dungeon.
  • Uncover mysteries and alternative routes to find mementos of previous explorers.




If you were early into NeuroVoider, you may remember that the game went through an alpha access, and then an early access before hitting its full release.

We love making games with the community, and for ScourgeBringer we are pushing things forward with an in-game feedback system, a weekly newsletter, and Discord polls!

Stay tuned on our Discord to know when the alpha access will start!



Are we leaving NeuroVoider alone?

Nope! If you have been following the game, you may have noticed that we are regularly around and still patching the game if need be.

Speaking of which, we just pushed an update that improves performance and compatibility (because there's no reason that our progress on our engine for ScourgeBringer shouldn't be backported to NeuroVoider).

You also may have noticed that ScourgeBringer appears within NeuroVoider. If that should ever bother you, you can dismiss it forever (or even start the game with the -noCrossReft launch parameter to get rid of it automatically).

We cheerfully hope that you are going to like ScourgeBringer!

See you on the ScourgeBringer Steam page, where you can already wishlist it and get updates!

Have an awesome day Voiders!

Thomas


[ 2019-03-05 19:05:04 CET ] [ Original post ]

v57.13 is out!



Hey Voiders!

Here's yet another maintenance update!

Two changes here:


  • MacOS and Linux support has been improved, you can expect better performance and compatibility on these systems;
  • An incompatibility with Intel graphics processor has been fixed. Some (not all!) Intel GMA should be supported. Please note that this fix is not magical because Intel GMA drivers are discountinued by Intel. Hence, we can't provide a precise compatibility list (but it's likely that the fix will work on Windows 7 & Linux, but not on Windows 10). Please also note that we officially recommand an Intel HD4000 or more recent (GMA support should be considered as experimental). As a rule of thumb, please refer to this thread if you have an Intel graphics processor: https://steamcommunity.com/app/400450/discussions/0/1290691308587881533/


Cheers!
Thomas


[ 2018-11-27 14:33:04 CET ] [ Original post ]

v57.12 is out!



Hey Voiders!

I just pushed an update of our engine along with v57.11.

It won't change the game but you can expect better compatibility and new gamepads support.

Cheers!


[ 2018-11-12 11:45:58 CET ] [ Original post ]

v57.11 is out



Hello there!

We just published an hotfix for NeuroVoider. No big deal though, it's a compatibility update.

We updated our engine to its latest version, you can expect more gamepads to work and maybe more compabitility toward older computers. We also fixed some typos here and there.

Cheers!


[ 2018-07-05 10:51:02 CET ] [ Original post ]

Meet our new game and get a loyality discount!

Uh oh voiders!

We're super glad to announce that we released a new game on Steam!

It's called "Boo! Greedy Kid", and it's stealth shouting action game. We made this game in parallel to the console ports of NeuroVoider.

We hope that you are going to like it!



http://store.steampowered.com/app/770630/Boo_Greedy_Kid/

Consider writing a review <3

Being noticed on Steam is super hard, and reviews count a lot in the Steam algorithm that makes games popular.

We would be super super grateful if you write a review (being positive or negative) if you ever get the game. <3 <3

Loyalty discount

To thank you for your ever awesome support, all NeuroVoider's owners will get an extra -10% discount (which automatically adds to any other discount)!

This loyalty discount will be available until March 22nd.

Cheers!


[ 2018-02-22 16:42:47 CET ] [ Original post ]

Meet our new game and get a loyality discount!

Uh oh voiders!

We're super glad to announce that we released a new game on Steam!

It's called "Boo! Greedy Kid", and it's stealth shouting action game. We made this game in parallel to the console ports of NeuroVoider.

We hope that you are going to like it!



http://store.steampowered.com/app/770630/Boo_Greedy_Kid/

Consider writing a review <3

Being noticed on Steam is super hard, and reviews count a lot in the Steam algorithm that makes games popular.

We would be super super grateful if you write a review (being positive or negative) if you ever get the game. <3 <3

Loyalty discount

To thank you for your ever awesome support, all NeuroVoider's owners will get an extra -10% discount (which automatically adds to any other discount)!

This loyalty discount will be available until March 22nd.

Cheers!


[ 2018-02-22 16:42:47 CET ] [ Original post ]

Cumulated hotfixes for v57.7



Uh oh voiders!

We sneakily released a bunch of hotfixes since the release of v57, so now is a good time to wrap up all the changes within the current v57.7.

Note that you can always access the full changelog in the game's files.

Thanks to anyone contributed to helping find these issues!

Have an awesome week!

New


  • Seasonal easter eggs


Changes

  • Improved Japanese localization
  • Improved game controller support on all platforms


Fixes

  • Fixes issues with the rendering of some Japanese and Russian characters
  • Fixes a crash when trying to see the credits in Japanese
  • Fixes a partial description of weapons in the Japanese localization
  • Fixes character being in the Spanish localization
  • Fixes keyboard input not registering correctly on some Linux distribution


[ 2018-02-13 10:55:07 CET ] [ Original post ]

Cumulated hotfixes for v57.7



Uh oh voiders!

We sneakily released a bunch of hotfixes since the release of v57, so now is a good time to wrap up all the changes within the current v57.7.

Note that you can always access the full changelog in the game's files.

Thanks to anyone contributed to helping find these issues!

Have an awesome week!

New


  • Seasonal easter eggs


Changes

  • Improved Japanese localization
  • Improved game controller support on all platforms


Fixes

  • Fixes issues with the rendering of some Japanese and Russian characters
  • Fixes a crash when trying to see the credits in Japanese
  • Fixes a partial description of weapons in the Japanese localization
  • Fixes ¿ character being ™ in the Spanish localization
  • Fixes keyboard input not registering correctly on some Linux distribution


[ 2018-02-13 10:55:07 CET ] [ Original post ]

Update 57 and Japanese are now available!



Hey Voiders!

It's time for v57!

No big changes to gameplay but quite a lot of bug fixes to make the game rock stable and faster.

NeuroVoider now also supports Japanese!



Here's the full change log:

New


  • Japanese localization


Changes

  • The Commander skill is no longer in the Unstable random skill rotation during solo games
  • More memory optimization


Fixes

  • Fixes sound issues on Nintendo Switch
  • Fixes a rarely occurring issue when resuming a save which could make the game to crash during level loading
  • Fixes HP being above maximum when resuming a save from a game saved right after the tutorial level and while being in the first level
  • Fixes a super rare crash occurring when existing the game from a level
  • Fixes an extremely rare crash when starting the game
  • Fixes a micro freeze occurring when the second wave of enemines spawns during the tutorial level
  • Fixes weather particles (e.g. snow, rain...) to silently spawn and stack when the game is paused (this could make the game to severly slowdown when resuming from the pause menu)
  • Fixes a button prompt error on PlayStation devices during the tutorial (R2 was displayed instead of R1 for the class special)


[ 2017-11-24 15:32:06 CET ] [ Original post ]

Update 57 and Japanese are now available!



Hey Voiders!

It's time for v57!

No big changes to gameplay but quite a lot of bug fixes to make the game rock stable and faster.

NeuroVoider now also supports Japanese!



Here's the full change log:

New


  • Japanese localization


Changes

  • The Commander skill is no longer in the Unstable random skill rotation during solo games
  • More memory optimization


Fixes

  • Fixes sound issues on Nintendo Switch
  • Fixes a rarely occurring issue when resuming a save which could make the game to crash during level loading
  • Fixes HP being above maximum when resuming a save from a game saved right after the tutorial level and while being in the first level
  • Fixes a super rare crash occurring when existing the game from a level
  • Fixes an extremely rare crash when starting the game
  • Fixes a micro freeze occurring when the second wave of enemines spawns during the tutorial level
  • Fixes weather particles (e.g. snow, rain...) to silently spawn and stack when the game is paused (this could make the game to severly slowdown when resuming from the pause menu)
  • Fixes a button prompt error on PlayStation devices during the tutorial (R2 was displayed instead of R1 for the class special)


[ 2017-11-24 15:32:06 CET ] [ Original post ]

Stream for free the new Dan Terminus album now!

Hey Voiders!

If you like the sound of NeuroVoider, you might want to know that our friend Dan Terminus (the man behind the game's music) has just released his new album!

And it's awesome!

You can give it a free listen on his label's youtube channel:

https://www.youtube.com/watch?v=ZqTFbQlQzYA

CDs and double LPs are available on Blood Music's store: http://www.blood-music.com/store/

Note that this new album doesn't mean that it's going to be featured in our game.

Enjoy!


[ 2017-11-08 22:40:52 CET ] [ Original post ]

Stream for free the new Dan Terminus album now!

Hey Voiders!

If you like the sound of NeuroVoider, you might want to know that our friend Dan Terminus (the man behind the game's music) has just released his new album!

And it's awesome!

You can give it a free listen on his label's youtube channel:

https://www.youtube.com/watch?v=ZqTFbQlQzYA

CDs and double LPs are available on Blood Music's store: http://www.blood-music.com/store/

Note that this new album doesn't mean that it's going to be featured in our game.

Enjoy!


[ 2017-11-08 22:40:52 CET ] [ Original post ]

Hunt a bug, win a signed PS4 box! [CONTEST OVER]

Hey Voiders!

In our quest to make v57 the most stable version ever of NeuroVoider, we are organizing a bug hunt contest.

This future v57 already fixes all known issues (that are not compatibility issues) except one... one that we are unable to reproduce and therefore fix.

UPDATE: We found the bug thanks to a player report! Thank you very much for participating!

Win a signed PS4 copy

Here comes the contest! We need your help, and we're putting a signed PS4 copy of NeuroVoider on the table. The first person to post instructions to fully reproduce the bug will win it.

EDIT: if you're not into PS4, the winner will have the choice to replace it with 3 codes for game for any platform.



So try to be as specific as possible (how many players? which one have a gamepad? what are their player indexes?). Try to write down your game seed before testing the bug, and be sure that you are able to reproduce the bug based on your own instructions.

Posting a video would help greatly, but is not required.

Bug description

The game may crash in the "build selection" screen (that's the screen where you choose your class and skill).

And that's basically it... we don't have any other information.

It may (or may not) be related to multiplayer games.

Rules


  • You must own the game on any platform;
  • Only this very specific bug counts toward winning this contest;
  • We must be able to reproduce the bug based on your instructions;
  • The first person who will post in this thread instructions that allow us to fix the issue wins (do not post in this news comments).


Happy hunting!


[ 2017-11-03 11:45:26 CET ] [ Original post ]

Hunt a bug, win a signed PS4 box!

Hey Voiders!

In our quest to make v57 the most stable version ever of NeuroVoider, we are organizing a bug hunt contest.

This future v57 already fixes all known issues (that are not compatibility issues) except one... one that we are unable to reproduce and therefore fix.

Win a signed PS4 copy

Here comes the contest! We need your help, and we're putting a signed PS4 copy of NeuroVoider on the table. The first person to post instructions to fully reproduce the bug will win it.



So try to be as specific as possible (how many players? which one have a gamepad? what are their player indexes?). Try to write down your game seed before testing the bug, and be sure that you are able to reproduce the bug based on your own instructions.

Posting a video would help greatly, but is not required.

Bug description

The game may crash in the "build selection" screen (that's the screen where you choose your class and skill).

And that's basically it... we don't have any other information.

It may (or may not) be related to multiplayer games.

Rules


  • You must own the game on any platform;
  • Only this very specific bug counts toward winning this contest;
  • We must be able to reproduce the bug based on your instructions;
  • The first person who will post in this thread instructions that allow us to fix the issue wins (do not post in this news comments).


Happy hunting!


[ 2017-11-03 11:45:26 CET ] [ Original post ]

Update 56.5 is now available



Hello Voiders!

We just released a small non-update. There's nothing new!

Wait, what, an update with nothing new inside?!

Not really... this update packs new invisible features that are going to help us track down a couple super rare issues that we wish to fix.

For instance, if you are encountering rare crashes during level loadings and on the skill selection screen, these new invisible stuff will help us to know more precisely what's going on here.
What can you do to help us tracking those down? Play! :) It's as simple as that. The more you play, the more we have information to fix them.

These are basically the very last (and rare) crashes that we are aware of (beside compatibility issues, but the game should show you a message if that is the case).

This update also has a dormant new feature: a Japanese translation. It is being beta tested right now, and once we're good with it, we'll release a new update with this translation enabled!

Cheers!


[ 2017-10-25 14:28:15 CET ] [ Original post ]

Update 56.5 is now available



Hello Voiders!

We just released a small non-update. There's nothing new!

Wait, what, an update with nothing new inside?!

Not really... this update packs new invisible features that are going to help us track down a couple super rare issues that we wish to fix.

For instance, if you are encountering rare crashes during level loadings and on the skill selection screen, these new invisible stuff will help us to know more precisely what's going on here.
What can you do to help us tracking those down? Play! :) It's as simple as that. The more you play, the more we have information to fix them.

These are basically the very last (and rare) crashes that we are aware of (beside compatibility issues, but the game should show you a message if that is the case).

This update also has a dormant new feature: a Japanese translation. It is being beta tested right now, and once we're good with it, we'll release a new update with this translation enabled!

Cheers!


[ 2017-10-25 14:26:36 CET ] [ Original post ]

Update 56.4 is now available



Uh oh Voiders!

v56.4 is a very small emergency patch to fix Hi-DPI handling on Windows 10 Creators Update (Windows build 1703 and more recent).

The game will no longer start twice as big as it is supposed to on 4K displays.

You can say thanks to Microsoft for breaking DPI awareness of countless applications with a Windows update.

Cheers!


[ 2017-09-26 10:31:34 CET ] [ Original post ]

Update 56.4 is now available



Uh oh Voiders!

v56.4 is a very small emergency patch to fix Hi-DPI handling on Windows 10 Creators Update (Windows build 1703 and more recent).

The game will no longer start twice as big as it is supposed to on 4K displays.

You can say thanks to Microsoft for breaking DPI awareness of countless applications with a Windows update.

Cheers!


[ 2017-09-26 10:31:34 CET ] [ Original post ]

Update 56.3 is now available



Hey voiders!

v56.3 has been released, it mainly fixes a leaderboard issue when browsing through multiple days.

We will have more announcements soon. ;)

Changes


  • Safety Battery skill HP restore has been increased to 35% base HP (was 20%)


Fixes

  • Fixes HP getting negative when loading a save with the Safety Battery skill (Nintendo Switch only)
  • Fixes TOP leaderboard displaying the Friends leaderboard (Nintendo Switch only)
  • Fixes leaderboard caching issue that was replacing the previously seen day leaderboard by the latest one to be loaded (Steam & Nintendo Switch)


[ 2017-09-13 13:00:21 CET ] [ Original post ]

Update 56.2 and Nintendo Switch release date



Hey voiders!

We just released v56.2, it's a compatibility and optimization update.

You can expect better stability and performance. Here's the changelog:

Changes


  • The game now launches on the primary monitor instead of where the mouse cursor is (except on Linux)
  • Daily run scores are now cached for faster browsing
  • General engine optimizations
  • Better compatibility and performance on MacOS and Linux


Fixes

  • Fixes a possible crash occuring when disconnecting gamepads during multiplayer games
  • Fixes Xbox One S controller over bluetooth support on Linux
  • Fixes our crash reporter not working on MacOS and Linux


Releasing September 7th on Nintendo Switch

Lately, we were super busy working on the Nintendo Switch version of the game, and all this work is now done!

NeuroVoider is releasing on Nintendo Switch on September 7th!


[ 2017-08-04 12:03:41 CET ] [ Original post ]

News from the front

Hey Voiders!

Now is the time to give you some news about where we're heading.

We're super busy on a new console port of the game, and while porting the game we're taking inputs from the Steam feedback forum (only accessible to game owners). The work on the console port will most certainly lead to a v57 with some tweaks in it. So if you have any feedback, please go to the feedback forum and drop it there. It'll help us for both this new console and the Steam v57 of the game. ːhappyNVː

This port takes most of my time right now, so I may look less present on the forum, but be sure that we are both reading every posts and comments, as well as reviews!

We're also working on a boxed collector edition of the game that should be announced soon.

And, because things have to move forward, we've been working on a new game that should land on Steam soon. It's a very different and smaller game than NeuroVoider, but I'm sure you'll be surprized. :)

So stay tuned!


[ 2017-06-24 14:38:50 CET ] [ Original post ]

Update 56 available



Uh oh voiders!

Here's a small update, mostly packing bug fixes and adjustments to smooth out your experience.

v56 has been sent to Microsoft and Sony as well, and should release by the end of next week on both Xbox One and PlayStation 4.

Have a great weekend!

New


  • Added more gamepad support (including Xbox One S and Rock Candy controllers)


Changes

  • Glitched weapons EP consumption have been slightly reduced (boost)
  • Hardcore skill EP regeneration has been slightly reduced (nerf)
  • Blade Master skill EP reduction has been slightly reduced (nerf)


Fixes

  • Fixes tab navigation in the game over screen in multiplayer games
  • Fixes the "Defying the odds" achievement on Xbox One
  • Fixes Time Stretcher skill doubling duration after each use
  • Fixes the crash handler not detecting correctly file corruption
  • Fixes Platinum Trophy description
  • Fixes missing skill icons on the daily run leaderboard
  • Fixes game not launching if installed in a directory path containing either # or & characters
  • Fixes a very rarely occuring crash during loadings if the game changes music
  • Fixes a very rarely occuring crash involved in AI path finding
  • Fixes a few typos in skill description of the French translation
  • Fixes graphics driver incompatibilities not displaying the warning message


[ 2017-03-31 17:59:03 CET ] [ Original post ]

Extended Update available!



Hey Voiders!

Here it is! The v55 update, also known as the Extended Update, bringing a lot of new stuff to NeuroVoider!

We hope that you will like and that you'll drop tons of "glitched" weapons. ;)

Here's the big changelog.

New


  • New glitched weapon type (purple items):

    • 15 new weapons more powerful than gold items
    • glitched items will only appear in level with 5+ loot bars (tips: use stats reboot to increase the chance)
    • glitched items can't be boosted (they're already quite powerful)

  • New environments:

    • Graveyard
    • Metaverse (exclusive to special levels, which don't spawn with other environment anymore)

  • New skills:

    • I've Got the Power: glitched weapons are more likely to drop, but any other item is more likely to be less
    • Hard Reset: rebooting levels costs more, but yeilds better levels
    • Snikt!: destroying robots with a melee weapon gives back some HP
    • Hyper Activity: increases the movement speed of all players

  • Twice the boss variations (with new weapons)
  • New achievements:

    • Loot a glitched weapons
    • Equip 2 glitched weapons
    • Visit the graveyard
    • Finish a swarm level
    • Finish a super elite level
    • Finish a pitch black level
    • Beat the game with the hardcore skill





Changes

  • Updated the version of our internal engine (this should enhance stability, reliability, and performance)
  • Tweaked a few behaviors of the game to comply to PlayStation 4 and Xbox One requirements (will probably be invisble to PC players)
  • Better crash handling




Fixes

  • Fixes game crashing if a gamepad is disconnected during gameplay and the language is set to either Spanich, Portuguese or Italian
  • Fixes R1 button being displayed as R2 button when using a PlayStation branded gamepad in the tutorial
  • Fixes stats counting elapsed time four times faster than normal
  • Fixes losing to a daily run removing your solo save
  • Fixes the possibility to trick the Forge by moving the mouse while the roulette is active
  • Fixes a font rendering issue on the game over screen
  • Fixes skill duration indicator not being correct with a few skills when a Visor enhance its duration
  • Fixes Unstable skill giving you multiplayer skills in solo games (and vice versa)
  • Fixes some flame thrower sprites not appearing
  • Fixes some persisting sound effects when testing weapons in the inventory
  • Fixes text coloration of spanish tips
  • Fixes a few typos



[ 2017-03-09 16:24:29 CET ] [ Original post ]

Extended Update coming March 10th and playable at PAX East!



Hello Voiders!

Extended Update (v55) March 10th

We are please to finally confirm the relese of the next NeuroVoider, the Extended Update, which will deploy on March 10th!

PAX East, 10-12 March

We will also be present at PAX East the 10-12 March, booth 11124.

Console release this month

That's not all, NeuroVoider will release THIS MONTH on PlayStation 4 and Xbox One (including the Extended Update), as well as on Nintendo Switch later this year.

Console release dates will be announced next week! So stay tuned.

Extended Update content

A new weapon category: the Glitched weapons. These weapons are very rare, dropping only in 5+ loot levels, but are overpowered for sure.

A total of 15 new unique weapons!



2 new environments and Dan Terminus tracks: the Graveyard, and the Metaverse.

The Graveyard is new normal environment coming with a lot dangers (do you like barrels?) but also with a lot of loot crates.





The Metaverse is special environment, fully replacing all special levels and exclusive to them.

A new type of special level will also be added: the Swarm levels, filled with A LOT of small bots.





4 new skills to leverage the power of the Glitched weapons!









And of course, new boss variations and new achievements!

See you next week for the release and all the info about the console versions!

Cheers!


[ 2017-03-02 17:51:18 CET ] [ Original post ]

A glimpse of what's to come

Hey Voiders!

It's been a few weeks since we announced that we will take some time to work on console versions and new content for NeuroVoider.

Time for an update and a small glimpse of the new content.

Console ports are almost done and are on track to release early next year.
Our work on the next big update is also almost done too!

What to expect? A couple new environments, a whole new weapon categeroy (more powerfull than gold items), new skills, new musics from Dan Terminus, new special level type, and new achievements!

This update should release early next year too, first on Steam.

See you next year, and have some great holidays!





[ 2016-12-19 17:07:42 CET ] [ Original post ]

Update 54 available



Roadmap

Hey Voiders!

We're still busy on the free DLC and console versions, but here's a maintenance update to keep the game fresh.

Nothing new this time, but a few changes coming from the console versions which are in the work. All the versions of the game share the same code, so if we do some optimization for any of them, all the other versions get the improvements.

The most notable fix is that v50 introduced a bug allowing to restart a daily run on the game over screen. This was never intended and if you got the game post-v50 and thought that this was normal, we are very sorry and hope that it's not too big of a bummer. In any case, we double-checked and very few players used it, so we believe that the leaderboards are mostly unaffected.

Regarding the free DLC and console versions, work is going steadily and everything should be finished by the end of year. The free DLC is on track to release early 2017 and the console versions will follow shortly after. I'm hoping to bring relevant news about all this soon enough.

Have fun!

Changes


  • Optimized a bit how enemies are rendered (this should make the game a bit faster and working on some old hardware)
  • Updated our internal engine to its latest version (this should make the game more reliable and compatible)
  • The game has a few behaviors that have been adapted to match console versions (but this most likely won't be visible to PC players)
  • Re-encoded all audio to the same format (this should enhance memory management on Xbox One)
  • Gamepad disconnections are now better managed and will prompt which gamepad has been disconnected


Fixes

  • Fixes the possibility to restart a daily run on the game over screen
  • Fixes brain name not displaying or displaying the name of your last game when registering a daily run
  • Fixes some pixel bleeding on Xbox One (and probably other kind of GPU, including PC ones)



[ 2016-11-30 17:06:54 CET ] [ Original post ]

Some news and future plans

Hey voiders!

You may have noticed, it has been a couple weeks since the last update. 53 weekly updates, that's quite a long streak...

Like we announced in previous updates, we slowed down to concentrate on something else, but that doesn't mean that we don't owe you some news!

Our team of two has now split to work on two NeuroVoider related things. So here's what we are working on.

Free content update

Nosifone is actively working on a free DLC. It will contain multiple new and revisited things:


  • 2 new environments;
  • A few new game mechanics related to overheating;
  • A new weapon category above gold items for each existing weapon type;
  • New special level types;
  • New and revisited skills;
  • New bosses;
  • New achievements.


This free DLC should release early 2017 and we will announce it properly in the coming weeks.

Console versions

On my end, I'm working full time on the console versions of NeuroVoider. While the base game already runs on all of them, there is still a lot of platform specific stuff to adapt (achievements, leaderboards, etc.).

Console versions will release early 2017 as well, including the free DLC (which will release on PC first).


And that's it for today!

Take care & have fun!


[ 2016-11-15 18:03:44 CET ] [ Original post ]

Update 53 available



Roadmap

Hello Voiders!

Time for a new update! v53 has arrived!

New supported languages are in, namely Spanish, Portuguese (Brazil), and Italian! Which brings the number of supported languages to 7.

We're still looking to support more, like Japanese and Korean, but we are still having difficulties to get them in, hence no promise for now.

We have created a topic on the Steam forum dedicated to translations. Feel free to drop by if you have any request or noticed typos.

We are now going to slow down our update pace, but fear not! this is to better focus on a bigger (free) content update that we hope to start teasing soon. All we can say for now is that you can expect new environments & weapons. ;)

Have a great week!

New


  • Spanish translation
  • Portuguese (Brazil) translation
  • Italian translation


Fixes

  • Fixes a few typos here and there
  • Fixes the free 25% HP repair not applying correctly sometimes when resuming a game from the inventory
  • Fixes a few very rare crashes



[ 2016-11-03 17:17:24 CET ] [ Original post ]

Update 52 available



Roadmap

Hey Voiders!

Update 52 is here a bit early, because next week we're off to the Paris Game Week! If you are there, you'll find us on the Made In France booth! Feel free to drop by to say hi. ːhappyNVː

This update packs one new element: the Russian localization.

Next update will feature Spanish, Portuguese (BR) and Italian localization.

Stay tuned for our content announcement! We postponed it because of Red Dead Redemption 2 and the Nintendo NX announcement. ːtrollNVː

Have a great weekend!

New


  • Russian translation


Fixes

  • Fixes a few minor typos and text alignment for most languages



[ 2016-10-20 15:53:22 CET ] [ Original post ]

Update 51 available



Roadmap

Hey there!

Update 51 has landed! NeuroVoider is now playable in German!

We're already working on getting Russian in (translation is complete, but we need to integrate it now), and Spanish, Italian & Brazilian are in the work!

Nothing really new to this build beside stability enhancements.

In case you missed it, the game soundtrack 2xLP vinyl is up for pre-orders, and it already sold 70% of its limited stock in less than a day ːsurpriseNVː
It's a limited run, so be aware.

We'll come back next with more announcements, related to game content this time. ːhappyNVː

Have an awesome weekend!

New


  • German translation


Changes

  • The game runtime has been updated to its latest version, it should be more reliable and compatible (especially on MacOS & Linux)
  • A few minor UI changes have been made in preparation to console ports
  • The run timer will not increment anymore while pausing the game (but will still continue to increment during pauses in Daily Run mode)




Fixes

  • Fixes a freeze which could occur if you paused the game one frame after a big explosion
  • Fixes a very rare crash that could occur if a particle appears out of the bound of a level
  • Fixes a few typos in most languages
  • Fixes best scores per difficulty not updating correctly on the mode selection screen


[ 2016-10-14 16:41:59 CET ] [ Original post ]

Soundtrack coming to limited vinyl edition very soon!

Hey Voiders!

Here's a piece of news that will most probably pique the interest of the vinyl lovers among you.

"The Wrath of Code", the album of Dan Terminus which is featured in NeuroVoider will very very soon be available in 2xLP high quality 180grams vinyl!



Here are the details, coming directly from Dan Terminus' label, Blood Music:

Important dates

Pre-order: mid-October, 2016.
Release: December 2nd, 2016.

Specs


  • “The Wrath of Code” on heavyweight 180-gram+ 2xLP.
  • Mastered specifically for vinyl from the 24-bit original mixes.
  • Heavyweight 350gsm gatefold jacket with a spot-printed pantone fluorescent green on the inner gatefold layout and black flood printing inside the jacket pockets.
  • All COLORED VINYL copies include a Steam key to download a free copy of Flying Oak games's "NeuroVoider," the video game which uses the entirety of "The Wrath of Code" as its soundtrack.
  • Black inner sleeves.


Available colors and quantities

  • SPLATTER SWIRL - A transparent orange/ultra-clear swirl with opaque green and black splatter [NOTE: this combination will not exhibit a strong swirl effect, it will make the orange a lighter shade + show trails of transparent emanating from the opaque splatter] - comes with download card for NeuroVoider - [65 copies USA/Canada, 135 copies Rest of the World]
  • OPAQUE ORANGE - Comes with download card for NeuroVoider - [65 copies USA/Canada, 135 copies Rest of the World]
  • BLACK [55 copies USA/Canada, 95 copies Rest of the World]



Where & when to order

Available exclusively through Blood Music online store.

Pre-orders will go live next week at an unspecified and random time (to avoid ninja clickers).

!!!! Be aware, copies are very limited and Blood Music usually sell all its stock within hours!


[ 2016-10-11 15:13:14 CET ] [ Original post ]

Update 50 available



Roadmap

Hey Voiders! New Friday, new update!

It's the 50th update of the game it alpha launched back in September 2015! :O It's a huge milestone for us as the game matures.

What's new this time? We revamped the game over screen, and it will no longer appear when saving a game.
We also added more information to the pause menu.

For next week update, we're tweaking weapons and skills, and... we are going to have a special announcement, because we have special things coming to NeuroVoider. :)

Have a great weekend!

Changes


  • The game over screen has been revamped
  • You can now quick restart on the game over screen
  • The game over screen won't appear anymore when saving a game
  • You can now see your progression, time, and skip tokens in the pause menu
  • You can now see your best score in the mode selection screen



[ 2016-10-07 17:32:38 CET ] [ Original post ]

Update 49 available



Roadmap

Hey Voiders!

We're not Friday, but it's update time! Like we said on the forum, this update was late because changing our engine to allow translations has been a big rework under the hood.

Good news it that now that this work is done, adding new languages will be much faster and easier to us!

First new language? French!

We are now working on adding German and Russian in a second batch. More will come later!

Now that the translation framework is done, we can go back to adding content. :)

Have a great week!

New


  • French translation
  • You can now change the language in the settings (the game will set the language to your system language by default after this update)


Changes

  • More characters are now supported when displaying player names in the daily run leaderboard (all latin and cyrillic characters)


Fixes

  • Fixes a few minor behaviors of mouse controls in menus





[ 2016-10-03 17:56:15 CET ] [ Original post ]

Update 48 available



Roadmap

Hey Voiders!

We're back from our small post-launch break and it's Friday, so update time!

This was a long overdue request, but all menus are now fully controllable with nothing but a mouse! Yes, it's bad that we couldn't add this for the release, but we can now tick that on our to do list and move forward with new stuff (and trust me, this one may seem simple, but in the context of our game, it was quite some work!).

We tweaked a few thing, like a nerf of the 3rd boss, which should be a bit less annoying.
We also nerfed healing skills! This is experimental! We found that it was the most used skill despite not being the most OP one. We believe that players stick to it because it's the one that feel the most safe, even though other skills are more powerful. Hence we reduced the repair amount a little to see if players see more interest in trying other skills. We're curious to see if it will work or if all the community will come at our door asking for a revert. ^^

We are now working on getting the game translated. For a first batch, we're shooting for French, Russian & German!

Stay tuned for a very special announcement about more content soon. :)

Have a great weekend!

New


  • Mouse controls added to all menus


Changes

  • Exploding barrels damages has been reduced by 33%
  • 3rd boss aggressiveness has been reduced by 20%
  • Bosses aggressiveness won't scale with loops anymore
  • Self.Repair() now restores 33% of HP instead of 50%
  • Repair.All() now restores 20% of HP instead of 25%




Fixes

  • Fixes a collisionning issue which could make the Dash to go through walls


[ 2016-09-23 17:31:22 CET ] [ Original post ]

Update 47 available



Roadmap

Uh oh Voiders!

It's update time!

What's new?

Gameplay-wise, the biggest change is that Daily Run mode is limited to 100%, we explained our choice on the forum and you seemed receptive, thank you!
Since we didn't want to reset today's daily, there is one player above 100%, but that will be unlikely starting tomorrow. :)
You may also like that we tweaked skill recharge so that you can refill your skill cooldown while it is being used (for skills having a duration).

Other changes? TONS of bug fixes! We are pretty glad to have at long last smashed that rare freeze which was occurring during boss fights. The game is now as stable as a rock!

We also reworked all the button prompts so that gamepad or keyboard controls are not shown to you if you're not playing with them, as well as redesigning any icons which could be mistaken with playstation buttons.

Have a great weekend!

Changes


  • Daily run is now limited to 100% score
  • Crystals or kills acquired while a skill is being used now count in the recharge of the skill
  • Bosses with lateral rocket launchers have been removed
  • The game will now automatically pause if a gamepad is unplugged or run out of battery
  • Gamepad and keyboard buttons will now be automatically hidden if there is no gamepad or if you start a game only with gamepad(s)
  • All button prompts have been remade to be more faithful to their correct input symbols
  • Settings are now saved to the "Settings" file and are human readable/editable (the old file "UserPreferences" will be automatically converted and deleted)




Fixes

  • Fixes an extremely rare freeze which could happen during boss fights
  • Fixes a very rare crash related to AI threading
  • Fixes a crash occurring if a gamepad is unplugged in the menu and leaves an empty slot behind two other gamepads
  • Fixes enemies getting blocked by walls and made player movements smoother against walls as well
  • Fixes a rare crash if by any chance players or enemies got out of bound of the map (looks impossible, but we had a couple crash reports related to this)
  • Fixes game over screen tracking old / empty stats for best scores
  • Fixes progression indicator not showing the correct % in the inventory
  • Fixes auto-repair duration getting longer as your max HP increase
  • Fixes "best progression" stats on the game over screen stacking up instead of overriding the previous best (unfortunately this breaks your best score, unless you delete the Stats file)
  • Fixes skill being fully recharged after resuming a saved game
  • Fixes stats menu showing wrong tabs when PlayStation inputs are selected


[ 2016-09-09 15:21:42 CET ] [ Original post ]

Update 46 available



Roadmap

Hey Voiders!

It's Friday, and it's time for a new update. :)
For the new players who just arrived, we have been updating the game on a weekly basis since the beginning and we're still dedicated to continue doing so and adding more content! Also, welcome to the NeuroVoider community!

Today's update packs fixes for some quirks that got in the release. We fixed a pesky crash which could occur after saving while being in the inventory. This fix unfortunately breaks save compatibility with previous version. :( But we added some more code to make sure that saves are more compatible with future versions.

We also smoothed the difficulty! Not that it is that easier, but the enemies & bosses should scale up a lot slower than before, which means that looping the game should be less though and boss more manageable.

And finally, frag weapons and damages over time have been reworked to behave more consistently.

Have a great weekend!

Changes


  • The game no longer check the version of save files (unless the save comes from a pre-v46 version); If we make breaking changes in the future, we will detail this in patch notes
  • All frag weapons have been rebalanced (for both players and enemies)
  • All DPS and EPS calculation has been remade to fix an issue with frag weapons (which should now behave consistently and be more powerful)
  • Boss & enemies HP scaling have been smoothed (HP will increase less with progression and difficulty), especially on loop 2+
  • Repair packs drop rate has been increased in Rogue mode
  • Voider mode has been slightly nerfed
  • "Missile Shotgun" has been renamed to "EX8 Missile" (it was too long and some weapon could overflow the UI)
  • Flame Shotgun bullets are now bigger




Fixes

  • Fixes a crash when trying to load a save which was made during a menu (this bug could also make the game to go to the build selection instead of resuming the game)
  • Fixes HP being fully restored if resuming a game saved during a level
  • Fixes a few colliders in Frostbite and Sub
  • Fixes Flame Throwers and Bio Guns having wrongly calculated damages over time (sorry, Flame Throwers are no more OP :D)


[ 2016-09-02 16:26:55 CET ] [ Original post ]

Update 45 available



Roadmap

Dear Voiders,

Today is a big day. Big size of update and big event.

NeuroVoider is now out of Beta and will fully release on Steam later today!

What a trip... 45 weekly updates to get there and 2 years of development for a team of 2! This has been quite of an adventure, and definitely not an end because NeuroVoider will continue to expand. We have already updated our roadmap to detail the future of the game, and of course, we're dedicated to hunt any bug and continue balancing and tweaking the game.

The game wouldn't be what it is today without your support and numerous feedback. We can't say thank enough to you all for that.

Now to the change log... What's new?
Tons of items, weapons, and enemies! We hope that you will like the new stuff we've been holding for today!
Steam Achievements are now active! Let's see who will score a 200% in Voider mode. :D
We tweaked a lot the difficulty and the skills, everything should be way smoother now.

Thank you! We are now crossing our fingers in hope that you will enjoy this release.

Have fun! and see you soon for more updates!

New


  • Steam Achievements!
  • 4 new families of equipments! (that's about 72 Visions, 24 Cores, 20 Transports, and 96 Weapons skins)
  • 4 new families of weapons! (16 totals)

    • Phasers
    • Bio guns
    • Missile launchers
    • Burning shotguns





Changes

  • All boss sprites have been updated
  • New words have been added to the item name generator
  • The Reboot RNG bonus limit is now 5 instead of 2
  • The free 25% repair feedback when arriving in the inventory has been enhanced
  • The "Enemies" level stats has been renamed to "Elites" and FAT.32 will explain you a bit more what it is during the tutorial
  • Grenades and Disks now explode on contact with Reactors and Chests
  • Furnace now has some heat particles
  • Changes to classes (mostly to make them more efficient):

    • Dash special EP consumption is now 25% of max EP (was a fixed 35 EP before; this should allow the Dash to Dash more often and get better boost from items)
    • Rampage special cooldown has been reduced down to 200ms (was 500ms)
    • Fortress special EP consumption has been increased so that a perfect build won't have infinite shield

  • Difficulty changes:

    • Arcade: no railgun or close range enemies will spawn before the first boss
    • Rogue: no railgun enemies will spawn during the first level
    • All modes: railgun enemies will no more spawn during boss fights
    • All modes: boss HP have been reduced by 15% and the time to repair its armor has been increased to 14sec (was 12sec)
    • All modes: repair packs should now drop more often and starting from any amount of HP following a cubic curve; repair packs are also now limited to 4 at the same time

  • Changes to weapons:

    • Disk packer has been remade
    • Fat Shotgun has a better range
    • Long Flame Thrower has a small spread and fires more bullets
    • Hellfire has a lowered EP consumption
    • Mini-Nuke and Holy Grenade Launcher have a lowered EP consumption and a lowered cooldown
    • Grenade Launchers range and bullet speed has been increased
    • Plasma Bomb spread is now fixed and not random
    • Rocket Launchers have a lowered cooldown
    • Electrical weapons' arcs are more visible

  • Changes to skills:

    • All skills: it is now clearly shown in the inventory which properties of a skill Visor items should impact
    • Passive skills: most passive skills are now impacted by Visor stats (exception to Classy Loot & Blueprint)
    • Hardcore: HP is now limited to 25% of the max instead of 1 HP (also, repair not allowed)
    • Extreme Overheat: radius and power has been significantly increased
    • Bullet Wiper: crystal cost has been reduced to 15 (was 25)
    • Energy Surge: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)
    • Rampage: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)



Fixes

  • Fixes grenades physics sometimes feeling off
  • Fixes daily run indicator disappearing when a level is complete
  • Fixes blue player tube being glitched in the tutorial
  • Fixes first level always ending on a game over if the game has been finished just before with the non-looping ending
  • Fixes the background of the Station boss arena
  • Fixes some boss weak spot outlines being clamped
  • Fixes fragmentation weapons not showing all frag bullets


[ 2016-08-31 15:15:09 CET ] [ Original post ]

Deluxe Edition announcement!

Hello Voiders!

We're now very close to the release, and we would like to present you something we've been working on quite hard lately.

This is something that has been quite requested and it also packs a lot of experimental things. We really hope that you will like its content, we believe that there are some never before seen stuff here.

We are very curious to see what you will think of it!

Introducing NeuroVoider Deluxe Edition!



Content


  • The Wrath of Code soundtrack by Dan Terminus (courtesy of Blood Music), MP3 (320kbps) / FLAC (lossless quality)
  • 10 early prototypes of NeuroVoider, including test builds, early mockups, and even a very early Android prototype which was canned
  • 48 minutes of video commentary of the prototypes
  • Several exclusive wallpapers


3GB worth of content releasing on August 31st!

Pricing


  • Deluxe Edition (game + Deluxe content): 19.99€/$
  • Deluxe Upgrade (Deluxe content only): 8.99€/$


Store page


[ 2016-08-30 09:31:14 CET ] [ Original post ]

Beta 44 available



Roadmap

Hey Voiders!

Surprise update! Yes, it's not Friday, but since we were off to Gamescom last week and next week will be the release, we thought that you might like an intermediary update. :)

What's in? Tweaks, fixes, and a new player selection screen!

Next week, on August 31st, the game will go out of early access. There's a day-1 update coming, with the following inside:


  • New weapons and enemies (including a disk gun revamp)
  • Steam Achievements!
  • Tweaks and fixes


If you would like to know more about our post-release plan, everything is in the announcement.

Cheers! And hoping to see you there next week for the release. :)

New

  • Credits screen :-)
  • There is now visual indicator to show that you are doing your daily run




Changes

  • Revamped the player selection screen
  • The free repair after each level has been removed and replaced by an automatic 25% repair
  • It is now possible to play with a keyboard and mouse combo even if 4 gamepads are plugged (should fix issues on Linux and ghost devices)
  • In-game feedback system and version viewer have been removed with the coming release
  • Forged items don't scale with the player count anymore (fixes an exploit to generate scrap)


Fixes

  • Fixes main menu outlines having too long/short lines with some resolutions
  • Fixes tutorial being pitch black if the previous game has been interrupted during a pitch black level
  • Fixes black screen on some Intel GPU
  • Fixes a few colliders and map layering
  • Fixes legacy stats tracking stacking up after each game launch


[ 2016-08-23 14:15:43 CET ] [ Original post ]

Beta 43 available



Roadmap

Hey Voiders! Beta 43 has landed!

Did you read the news? NeuroVoider is going out of Early Access on the 31st of this month!
If you want to know what are the plans until then, all the info are on the previous news.

Back to Beta 43. What's in?

Better visibility for the boss battles: this pesky health bar will now move out of the way if need be, and an indicator will tell you where the weak spot is if it is out of sight.

There is also a new option to display your progression and your current time elapsed since the start of your run. Check out the option menu.

Also, bugfixes! And better daily run score upload.

Like announced last week, there will be no update on next Friday because we are moving to Gamescom! Hit us up if you're going too!

Next update will be on Friday 26th.

Until then, have a great weekend!

New


  • Boss health bar is now dynamically changing its position depending on where the action is to enhance boss fight readability
  • There is now an indicator to tell you the direction of boss weak spots if they are out of sight
  • New option to display the current run time and progression while you play or are in the inventory (default is set to display it only during daily runs)




Changes

  • Railgun laser warning is now flashing red and will blink shortly before they fire
  • Enhanced readability of boosted items comparison for colorblind players
  • More robust and faster daily run score upload


Fixes

  • Fixes tab navigation in the daily run menu when using more than one gamepad
  • Fixes a rare crash when trying to save a game
  • Fixes a rare crash occurring when the camera tries to go outside of the map bounds
  • Fixes a crash happening when players have non ascii characters in their name when displaying the daily run scores
  • Fixes scaling issues with some resolutions (e.g. difficulty settings are not overlapping anymore and the mouse isn't acting weird in menus)


[ 2016-08-12 17:43:16 CET ] [ Original post ]

NeuroVoider is coming out of Early Access on the 31st August



That's it, NeuroVoider will come out of Early Access on the 31st of August!

After 5 months of Early Access, and almost as many of private alpha testing before that, we are proud and stressed to finally announce its release.

This Early Access has been a blast, thanks to you! We received TONS TONS TONS of feedback (like, 13 000 of them), and you were (and still are!) a lovely bunch of players on the Steam forums, through the in-game feedback system, and on Twitter, despite us breaking the game. ːhappyNVː

We can definitely say that we've built a game together, and we will continue to listen and improve. We made a lot of test during this beta, and when we were unsure of where to go, you were the ones who helped us decide. The "reveal stats" / "reboot rng" debate is one of the many example of things we broke and got repaired based on your feedback.

But wait! We're not done yet! We know that there are a lot of feedback that we haven't fully fixed yet, but the beta is not yet finished and there are still Beta updates to come!

What's still coming to NeuroVoider before the release?

Here's what's on our radar:


  • Polishing, balancing, polishing, balancing, and bugfixing!
  • 4 new types of enemies and as many new weapon categories (that's 12 new weapons, and we'll rework the disc guns as well)
  • Achievements & unlockable skills
  • Polishing, and some balancing


And if you would like to check our daily work in real-time, our Trello board (it's basically a to do list) is available here: https://trello.com/b/TRxEKtzM/neurovoider

Will the price change?

Yes, this was announced since the very beginning of the Early Access.

On the 24th August, the game will be priced $/€ 13.99

Will weekly updates stop?

No!

After almost 1 year of weekly updates, we can't just stop because of a milestone! We still have so many things we would like add to NeuroVoider, and we have some big update planned, but the details will be unveiled only shortly after the release. ːtrollNVː

What I can say, is that our priority will be on translating the game, adding more content and features, and possibly much more.

What about console releases?

They are almost done! NeuroVoider will release on PlayStation 4 and Xbox One a couple month after the Steam release. Please say tuned. :)


[ 2016-08-10 18:43:33 CET ] [ Original post ]

Beta 42 available



Roadmap

Hello Voiders! This is Beta 42!

This have been a strong start for the Daily Run mode. :) You're awesome!

Lots of polishing this week, we revamped the main menu and adjusted the colors of the inventory.

The Stats menu is now unlocked! You will see that some numbers are already there, the game has been tracking them since Alpha 1! But since the tracked numbers were not considering the different modes and also didn't tracked runs/loops count, you will see that it's a bit odd. :)
But we found interesting to give you the choice the keep your records or to discard them (by deleting the "Stats" file in your save folder).

On the polish side of things: you can now see the boosted part of items when comparing them, see if the next level is a boss level in the inventory, and you can no longer mistakenly press the ready before without repairing yourself.

The Emergency Teleportation skill has been modified to be useful (more skill tweaks to come).

Also, NeuroVoider will be at Gamescom this month! Feel free to hit us up to greet & meet. :)
This also means that there will be not update on Friday 19th.

Next week? More polish! Weapon/skill balance! New enemies/weapons! And a surprise to come very soon. :) Stay tuned!

Have a super awesome weekend!

New


  • Stats menu (note that before Beta 42, the game was already tracking some --but not all-- stats since Alpha 1 and since Beta 42 the game assume any previous stats to only be from the Rogue mode, since the mode wasn't tracked until now; if you wish to go with a clean slate, erase the Stats file in your save folder)
  • You can now visualize the boosted part of items when comparing them
  • There is now a skull blinking next to the inventory ready button when the next level is a boss level




Changes

  • Most user interfaces have been clean up and are now final
  • You must now hold the ready button for about 1 second when getting ready in the inventory (this should help to avoid getting mistakenly ready)
  • The Emergency Teleportation skill has been modified to teleport you to a previously known position instead of a random one (the position distance is impacted by Visor bonus)
  • If you are Steam friend with a DEV, his rank will be displayed in the Friends daily run leaderboard instead of the "DEV" label


Fixes

  • Fixes daily run leaderboards showing wrong skill icon for the Classy Loot, Hardcore, Safety Battery, Reboot Sequence, and Mechanic skills (this fix is retroactive)
  • Fixes Reboot RNG not working if the player has the exact amount of scrap required, even if the free reboot hasn't been used yet
  • Fixes a typo in the daily run how-to
  • Fixes daily run game overs counting as a Nemesis point and overriding normal game Nemesis


[ 2016-08-05 18:23:28 CET ] [ Original post ]

Beta 41 available



Roadmap

Hello Voiders! Beta 41 is here!

The Daily Run mode is now available!

This is a very anticipated update, as anticipated as it is something totally new for us, so let's cross fingers that our servers don't melt. ːhappyNVː

If you are not familiar with daily runs on other roguelite games, here's how this works:


  • Every day a new unique game is generated and shared between all players around the world (all enemies, levels, loot, etc. are the same for all players).
  • You have one single attempt per day to take the run and get ranked worldwide.
  • Every day the leaderboard are archived and reset.
  • Nosifone and I (the developers) are taking the runs :) you will be able to notice our presence in the rankings via a custom color.


We are very excited to see how the rankings will unfold. ːhappyNVː

Another important changes for MacOS & Linux: we update the underlying technology that powers NeuroVoider, it should be more stable and slightly faster, but it's still experimental, so stay alert.

As always, have an awesome weekend!
Cheers!

New

  • Daily run mode and online rankings (please mind that this is absent from the itch.io build, for now)




Changes

  • MacOS and Linux versions now uses Mono 4.4 (instead of 4.0.2), this should make them slighty faster and reliable
  • The game doesn't pause anymore if the window doesn't have the focus
  • Tunnels transparency has been improved to better see enemies and blinking lights indicating a tunnel have been made more visible


[ 2016-07-29 15:49:37 CET ] [ Original post ]

Beta 40 available



Roadmap

Hey Voiders! Boom! 40th update!

If anybody told us that one day we would publish up to 40 updates... That's a lot! And still more to come!

What's new? A ton of balancing and tweaks, like better Dash, smaller Rampage/Fortress hitboxes, more room variations, tweaked difficulty, and so on.

We also added some more tutorial bits, and an illustrated help in the inventory.

Please note that due to a bugfix in the random generation, seeds from pre-40 update will not generate the same game as before. Hopefully this will not happen anymore.

What's coming next? We are now working on the Daily Run mode and online rankings, as well as more enemies / weapons (and a disk gun revamp).

Have a great weekend!
Cheers!

New


  • The Robot Primer: you can now access a little help book in the inventory pause menu to learn the basics
  • FAT.32 will now briefly explain you the level selection screen and the inventory screen if the tutorial is enabled
  • Brains now leave a colored trail to be better seen when playing with friends
  • Most environments have more room variations




Changes

  • Fortress and Rampage classes now have 20% smaller hitboxes (does not apply to enemies)
  • Dash class dashing distance has been enhanced by 25% and its graphical effect has been changed
  • The Forge menu have been move to the Equip menu (was previously in the Recap menu)
  • The Repair menu is now where the Forge was, and is no more a tab (this should make it more visible and accessible)
  • Patterns where bosses fire all their weapons at once have been removed
  • Sub environment now generates level with less straight hallways
  • Furnace environment now generates level with more reactors
  • Self-destruct levels now have extra time depending on the game progression to compensate the difficulty
  • Shotguns range have been slightly reduced
  • Super-elite (red) and Elite (yellow) enemies are slightly more aggressive now
  • Elite enemies have a maximum of 10 minions now (was up to 30 before)
  • Champion (blue) packs now have a maximum size of 8 enemies (was 12 before)
  • "Difficulty" in the level selection screen has been renamed "Enemies" (this parameter impacts the elites occurrence, and the word "difficulty" was misleading in that regard)


Fixes

  • Fixes the annoying flame thrower hit sound on bosses
  • Fixes loot names displayed during gameplay sometimes being diffirent from their inventory names
  • Fixes duplicated loot (if it still happens, it's pure luck now) /! This fix breaks seeds compatibility (e.g. a seed from before Beta 40 will not generate the same game after Beta 40)
  • Fixes Classy Loot skill keeping the stats of the original class (e.g. a Fortress item converted to Dash was still having the Fortress stats)
  • Fixes FAT.32 dialog skip buttons not respecting preferred gamepad buttons setting


[ 2016-07-22 15:53:57 CET ] [ Original post ]

Beta 39 available



Roadmap

Hey Voiders! Like every new Friday, here's a new NeuroVoider update!

This one packs an important milestone: the final boss is now complete!

We also reworked most of the environments, with more changes coming soon.

Now that this milestone behind us, we are going to revisit the game difficulty in the next update. Yes, boss fights will be reworked!

Until then, have a great weekend!

New


  • More room variations have been added to the Lab, Sewer, and Frostbite environments (more to follow)
  • Furnace treadmills have been modified to not go through multiple screens
  • /! Spoiler alert /!
  • The final boss is now fully implemented




Changes

  • The inventory and build selection interface are now centered if playing solo
  • FAT.32 bleeping sounds have been modified to be less squeaky


[ 2016-07-15 16:19:06 CET ] [ Original post ]

Beta 38 available



Roadmap

Hello Voiders!

This week change log may look small, but it packs a lot. We started integrating the final boss!

We are going to ship the boss in two parts. This week, you can try the first phase of the boss, and next week we are adding the full experience with more story bits.

Once the final boss is fully implemented and running, we will go back on the boss system. We are fully aware that bosses are not quite always enjoyable and we are dedicated to make them smoother!

Cheers! and have a great weekend!

New


  • /! Spoiler alert /!
  • The final boss has been added, it only is the first part of the fight for now, the second part will follow in the next update




Changes

  • Game logo and title has been updated


Fixes

  • Fixes Bullet Wiper skill range being twice larger as it should be
    Fixes black screen on Intel GPU if the option -hideVersion is used


[ 2016-07-08 15:16:40 CET ] [ Original post ]

Beta 37 available



Roadmap

Hey Voiders! It's update Friday!

What's new this week? New weapons! New enemies!

A new weapon category has been introduced: the disk guns, which can ricochet on walls. There are also new enemies wielding them (who have the skin as what was before the railguns, before we updated them last week).
The grenade launcher gang is now part of the game, and you can drop items with their skin too.
We also added new weapon sprites so that they are all unique (no weapon type share the same sprite now).

We also worked on better hit feedback, making the Bullet Wiper skill better, fixing some flame thrower behaviors, and gamepad hot plugging/unplugging is now supported while the game is running (a bunch of gamepad issues have been fixed as well).

Have a great weekend!

New


  • New weapon category: the Disk Guns
  • New enemies: grenade launchers and disk guns
  • Steam version now requires that Steam is launched and logged in (but works offline, of course)
  • There is now a better feedback when players are hit
  • Hot gamepad plugging/unplugging is now supported
  • Shocker weapons have new unique sprites
  • Laser weapons have new unique sprites




Changes

  • The Bullet Wiper skill has been enhanced to correctly counter rockets (it nulls splash damages) and will clear bullets for 500ms instead of being on just one frame.
  • Shotgun and rocket launcher weapons have updated sprites
  • Explosive bullets (e.g. grenades, rockets) now blink
  • Frag bullets (e.g. plasma bomb) now have an animation to warn you
  • Railgun bullets are now a bit bigger / visible
  • Explosive barrels HP have been reduced
  • Flame throwers damage over time will start to hit at the moment of impact, and no more once the hit "charged" (TL;DR; flame throwers don't "lag" anymore)
  • Flame throwers hit sound will now be limited to few times per second to avoid heavily repeated sounds


Fixes

  • Fixes railgun enemies having their warning laser even if impaired by EMP
  • Fixes possible crash when plugging a gamepad while the game is running


[ 2016-07-01 16:50:00 CET ] [ Original post ]

Beta 36 available



Roadmap

Hello Voiders!

Lots of changes ahead! We reworked the skills (better feedback, new/replaced/modified skills) and we started tweaking the boss fights.

There should be less enemies during boss fights, and some attack patterns have been nerfed to appear only in advanced runs. Hopefully this should make the bosses more manageable, but it's only the first part of more boss rework to come.

We also tweaked the difficulty of standard enemies to avoid situations where you could get ganged too hard (hey there rocket launchers...).

Flame thrower & railgun enemies have a new design (the previous ones will be used for new weapons), and there will soon be new grenade launchers enemies.

Have an awesome weekend!

New


  • Grenade launchers now have their own sprites (they were using the shotgun ones as placeholders), parts and enemies with the same design will follow next week




Changes

  • Railgun enemies & items sprites have been updated (their old sprites will be used for a new weapon family)
  • Flame thrower enemies & items sprites have been updated (their old sprites will be used for a new weapon family)
  • Repairing between levels is now a bit cheaper
  • The nemesis will no longer have the ! icon above its head when it notices you so that you can clearly see its nemesis icon
  • Dropped items list visibility has been enhanced and use the rarity color code instead of the player's color
  • More repair packs will drop on Arcade difficulty
  • Changes to bosses:

    • Close range (pink) enemies won't spawn anymore during boss battles
    • The number of enemies spawning during boss battles are been reduced
    • Grenade launcher has been removed from bosses
    • Bosses will not use their full set of patterns from the very first boss, it is now progressive (first boss has few patterns, while the last one will have all of them)

  • Changes to enemies:

    • Rocket launchers are now less agressive and deal less damage (this should avoid to be ganged too hard)
    • Small shotguns and small railguns are now less agressive
    • Most elites and mini-boss are now more agressive (except mini-nuke and railgun, these are already tough enough ^^)

  • Changes to skills:

    • Active skills now have a triggering animation as well as when they are ready
    • Most skills recharge requirements have been nerfed
    • Jackpot now gives 10% more scraps when scraping items instead of giving a one time bonus at the start of the game (and is affected by Visor skill bonus stats)
    • Loaded has been replaced by a new skill called Mechanic which makes repair packs to give more HP (and is affected by Visor skill bonus stats)
    • Fast-paced has been replaced by a new skill called Bullet Wiper which suppress all enemy bullets within a range



Fixes

  • Fixes a few colliders in the Lab environment
  • Fixes some misaligned boss part outlines
  • Fixes a crash during resuming if there is nothing but "new" items in the inventory
  • Fixes pause menu having an invisible option when playing with a gamepad


[ 2016-06-24 16:16:03 CET ] [ Original post ]

Beta 35 available



Roadmap

Hu ho! It's Friday! Beta 35 here!

This was a long awaited feature.... the resume!

You can now interrupt a game and continue it later! ːhappyNVː This was a lot of work to put together, let's see what will be your longest game!
Mind that it only works for solo games. Also mind that this is not a save system: you can't resume after a game over.

Now that this feature is in, we're back on adding more content. Next updates will bring new stuff.

Happy NeuroVoiding and have a good weekend!

New


  • Interrupt & resume your game (only for solo games)
  • You can now access the pause menu in the inventory and the skill selection screen
  • The quick restart option has been removed from the pause (it was misleading and not compatible with the save system)




Changes

  • Because of the pause menu being accessible everywhere now, "start" is no more the button to be ready in the inventory, it is now X (Square) on Gamepads (keyboard/mouse not affected)


Fixes

  • Fixes a crash related to some gamepads unable to init rumble support (e.g. Logitech F710, F310)
  • Fixes an abnormal memory consumption if restarting a game from the pause menu
  • Fixes resolutions order in settings menu
  • Fixes a bug where the AI couldn't see the player in the lower part of a level if the map with vertical


[ 2016-06-17 16:43:12 CET ] [ Original post ]

Beta 34 available



Roadmap

Hello Voiders! A new Friday, a new update!

What's new? You can now see the seed which was used to generate your random game, set your own seed and share it with friends to compare your scores! A unique seed will always generate the exact same game.
This is an important step which will be a corner stone to the future daily runs and online rankings.

We are curious to see your best score, feel free to post your score and seed! We will do the same and see who will beat ours. ːhappyNVː

Other big news: we completely changed the game backend (we switched to SDL2). What does that tech gibberish mean? A lot of bug fixes and a better cross-platform support! The changelog details everything. This is the result of months of behind the scene work.

Great weekend to all of you!

UPDATE: Beta 34.1 has been released to fix an incompatibility with 32bit Windows introduced in Beta 34.

New


  • You can now set a custom seed to create and share unique game. A unique seed will always generate the exact same levels, enemies, items, etc. so you share and compare your score with your friends or online.
  • The seed of your current game will be displayed on the game over screen as well as in the pause menu




Changes

  • A lot of NeuroVoider's internals have been updated to shiny new bits, this fixes a bunch of issues:

    • seamless 32/64bit support
    • better OS X & Linux support
    • the game will not warp your mouse when using windowed modes
    • the window is now properly centered when using windowed modes
    • better fullscreen & windowed modes (the "fullscreen mode" options is back in the settings and allows you to use the classic fullscreen mode, or a false borderless mode)
    • better 4K & Retina support
    • fixes any mouse issue on OS X
    • keyboard mapping now respects the language of your keyboard
    • new gamepad drivers which should fix gamepads on all OS (check the forum to know if your gamepad is supported and how to help us add it if it's not there)
    • loading are now properly multi-threaded and will not micro freeze anymore
    • fixes crashes related to HOTAS and exotic controllers



Fixes

  • Fixes the feedback panel
  • Fixes a possible crash when dropping crystals during boss fights
  • Fixes a few button placement in the inventory UI


[ 2016-06-10 16:38:59 CET ] [ Original post ]

Beta 33 available



Roadmap

Hey there! It's Friday time!

Remember last week when I said that we were working on the save / resume and the final boss? I lied! ːtrollNVː Well, no, I swear I didn't, but we thought that it would be better to enhance a couple things in priority.

Long awaited work that is at last in: keyboard remapping. Pffeewww, sorry for making you waiting, but now we can call NeuroVoider a real PC game!

We are also going to add mouse support to the inventory & to the level selection in a future update.

Please mind that we changed the default keyboard mapping to use the arrows instead of WASD / ZQSD, but you can remap that now. ːhappyNVː

Now we are back on save / resume (for real).

Have a great weekend!

UPDATE: Beta 33.1 has been released to revert the default mapping to WASD instead of the arrow keys.

New


  • Keyboard / mouse remapping
  • You can now choose to display Xbox or Playstation buttons in the settings (it replaces the keyboard layout selection, which was not relevant anymore)
  • The introduction level can now be skipped in the pause menu
  • FAT.32 will now explain to you what items are during the introduction level
  • You can pause and restart / exit in the level selection screen (we will also add this to the inventory in a future update)




Changes

  • The default keyboard / mouse mapping has been modified to something (hopefully) a bit more universal (it's hard to find good controls that fits every keyboard / people, but there's remapping now =)
  • Buttons for skipping level and rebooting rng have been swapped
  • Forge gamepad button has been changed to X / Square
  • Feedback are disabled in this build due to broken non-qwerty keyboard detection, it will come back soon
  • The "echo" is now disabled when playing in single player
  • Controls in the pause menu have been simplified / cleaned (the loot button has been removed since it is now always auto, and the echo has been removed too from single player)
  • Tips are now hidden in the pause menu while in the introduction level to avoid any overlap with FAT.32 explanations
  • Renamed "GUN.1" & "GUN.2" to "GUN.L" & "GUN.R" to better match the default controls mapping (left/right click/triggers)


Fixes

  • Fixes item stats not scaling correctly like described in Beta 32 changelog


[ 2016-06-03 14:48:23 CET ] [ Original post ]

Steam cards are now dropping!

This has been a frequent request since the very first alpha of NeuroVoider, but here they are...

Behold, the Steam Cards! Dropping now! ːhappyNVː

Did I mentioned badges and emoticons? Who will the first player with a max level or foil badge?

Achievements are on their way too.


[ 2016-05-28 16:51:34 CET ] [ Original post ]

Beta 32 available



Roadmap

Hey there! Friday!

We are back from the Stunfest, it was awesome! And it's already been 10 days since the last update, but we are back to full time development.

This week update is mostly a maintenance build. A pack of fixes and some balancing!
We have been very busy on some of the engine's internals, and still are. This work is not complete yet, but will be ready to be published next week. It is the kind of heavy work that isn't visible (we're basically replacing the whole graphical and input backend by a shiny new one), but will greatly increase the game reliability. So next week, you can expect the game the run better on all platforms, with a better gamepad and keyboard support, as well as a better OS X and Linux support.

Here are what we are currently working on: the final boss, a help menu, and reworking the existing boss system.

You can also expect Steam Cards to start dropping very soon. ;)

Happy NeuroVoiding! And have a great weekend!

Changes


  • Fortress shield EP consumption is now a multiplicative value of your EP regeneration (x1.5 without considering Core bonus), this fixes an issue where the shield could be held forever with enough EP regeneration
  • Item bonus to stats (e.g. Skill power, Skill recharge, Special cost, etc.) now scale with the progression (e.g. before the first boss, stats should be about 1-10%, while end-game bonus should be near 15-25%)


Fixes

  • Fixes Steam Cloud not working
  • Fixes a crash when exiting from the tutorial level with the pause menu
  • Fixes boss health bar appearing in tutorial level
  • Fixes tutorial level being pitch black is a game over occured during a pitch black level
  • Fixes a few glitched pixels appearing after selecting a skill in the skill selection menu
  • Fixes robot always being damaged in the inventory menu when using the hardcore skill
  • Fixes a couple Furnace lava tiles and Frostbite/Station colliders


[ 2016-05-27 16:50:45 CET ] [ Original post ]

Beta 31 available



Roadmap

Uh oh! Surprise update!

Yes, it's not Friday, but this week, we are off to a gaming festival (the Stunfest, in France), hence we are pushing this update earlier. We'll be back with the normal update pace next week (we are working on the resume feature and the final boss now).

What's new? Difficulty settings! Let us know what you think about them (we still have to rework the AI and the boss fights logic, but we'll get there soon).

Annnddd... Steam Trading Cards are coming! We sent them to Steam, now it's up to them to publish them. It should take a few days before they start dropping.

Have a great week!



New


  • Difficulty options to choose when starting a new game:

    • Arcade (easy): enemies have less HP, do less damage, are less aggressive, and drop more repair packs
    • Rogue (normal): the base experience, similar to previous updates
    • Voider (hard): enemies have more HP, do more damage, and are more aggressive



Fixes

  • Fixes some error handling (the game should more precise when it detects hardware problems)
  • Fixes special level being generated twice per boss section if the tutorial is enabled


[ 2016-05-17 14:50:32 CET ] [ Original post ]

Beta 30 available



Roadmap

Hello Voiders!

Friday means a new update is available!

Big new feature this week: there's a introduction / tutorial level now!
Nothing really useful to expert players, but we're starting to build some lore and it was a much needed work to reduce the learning curve for new comers. It was a lot of work, hence we couldn't sneak anything else into this update. We're also working on more help menus, but that will wait a couple updates.

Good thing is that we fixed the unbeatable boss bug (which involved flame throwers).

Cheers!



New


  • Introduction / tutorial level
  • Option to replay the tutorial in the settings


Changes

  • The no text animation option has been removed (temporarily)
  • Updated the loading bot


Fixes

  • Fixes boss weak spot breaking without going invulnerable because of DOT weapons
  • Fixes a potential crash if the Nemesis file is corrupted
  • Fixes brain walking animation when moonwalking


[ 2016-05-13 16:24:14 CET ] [ Original post ]

Beta 29 available



Roadmap

Hi Voiders! It's Friday!

This week's update packs important changes.

First, meet your Nemesis!
If you get killed, the robot that got you will come back in your next game, waiting at the same level in a buffed version and it will drop all the items you had equipped previously.

Second big change, we moved where the game save is stocked (see changelog) and Steam Cloud is now enabled. Don't worry about this change, the game will automatically try to move your old files to their new home. This should be transparent. This is a preliminary work to get the "resume game" working, which will come soon.

We also started to add mouse support to menus. They are not all compatible yet, but we'll get there. We're also working on key remapping, which should be available soon too.

Happy voiding!

UPDATE: Beta 29.1 has been released to fix unequippable / unscrappable loot from the nemesis.



New


  • Nemesis system: the last enemy who killed you will come back in the same level as a buffed elite and will drop all your previous equipped items
  • Save files have been moved to a different folder (it previously was the game folder, and don't worry, the game will try to move you saves automatically):

    • Windows: "%USERPROFILE%/AppData/LocalLow/Flying Oak Games/NeuroVoider"
    • OS X: "~/Library/Application Support/Flying Oak Games/NeuroVoider"
    • Linux/SteamOS: "~/.neurovoider"

  • Steam Cloud has been enabled to sync these folders
  • The main menu is now mouse controllable (in-game menus will be added as we go)
  • While in the inventory and low on HP, robots will generate smoke and sparks
  • HP bars now have a residual white part indicating how many damage were taken
  • Repair amount when looting repair packs is now displayed in the loot list


Changes

  • The first Reboot RNG per new game is now free
  • Enemies killed by melee weapons now loot 1.5x more crystals and/or recharge skills 1.5x faster
  • Scraps requirement and items scraping value are now exponential and values are proportionally equals to the rarity of items
  • While equiping Vision items, the "power" bonus to skill will now be displayed as what it impacts on the equiped skill (e.g. duration enhancement, strenght enhancement, etc.)
  • Brain sprite have been updated to be a bit bigger and look more like a brain


Fixes

  • Fixes rare weapons boost not scaling to the correct weapon damages (it is now higher)
  • Fixes some spawn position in the Sub environment where players could spawn in holes
  • Fixes file corruption of the Stats file (hopefully)


[ 2016-05-06 16:20:33 CET ] [ Original post ]

Beta 28 available



Roadmap

Hey Voiders! It's Friday!

Two big changes this week: a revamp of the difficulty (inc. how items scale) and a new environment!

Welcome to the Station!

We are looking for feedback regarding the new difficulty scaling, feel free to drop by the forum to tell us what you think. :)

Happy voiding!

New


  • New Station environment, watch out to the EMP barrels, they drain your EP
  • New music tracks from Dan Terminus: "Heavy Artillery" (boss music) and "Tuned to a Dead Channel" (Station environment)
  • The game now has a proper main menu (locked menus are not yet implemented features)




Changes

  • Changes to the difficulty and how the game scales enemies and items generation:

    • difficulty scaling is now exponential instead of linear, which means that the game gets harder less quickly in its first loop, but NG+ will get challenging way more faster past second loop
    • bosses HP have been greatly reduced (we'll rework the AI in the future update)
    • items generation also uses an exponential model, which means that numbers (inc. boosting) should be progressive, instead of being the same no matter the progression

  • Auto-loot option has been removed, auto-looting is now always enabled, even in multiplayer (we are working on a new loot fightning feature)
  • Frost barrels in Frosbite now have 0 damage and only freeze


Fixes

  • Fixes yet another "desactivate" typo
  • Fixes boost table for item EP which was using values lower than what they should be
  • Fixes Steam overlay on OS X El Capitan
  • Fixes game not working on some x86 Linux


[ 2016-04-29 11:35:30 CET ] [ Original post ]

Beta 27 available



Roadmap

Uh oh! It's update Friday!

This week, item Boosting has been changed. It should now be more relevant and useful for all types of items.

Next week update will have a more fine tuned Boost, and a new environment! We'll also work on the difficulty.

EDIT: Beta 27.1 has been release to fix an issue that could make you start with items as powerful as your previous game.

New


  • If your computer is not compatible with the game or if files are corrupted, the game will try to display a comprehensive message to tell you what went wrong




Changes

  • Transport "recoil reduction" property has been replaced by an overheat reduction property
  • Many changes to the item Boost system:

    • you can boost an item 5 times
    • the cost for boosting increase at each new boost
    • boosting can now enhance most of an item properties (and no longer only HP or EP)
    • the higher the boost stage, the higher the values (e.g. first stage of a Transport will only slightly increase HP, but the fifth stage increases HP, Speed and Overheat at once)
    • dropped items are a bit less powerful now, but boosting items is a bit cheaper and more powerful
    • scraping boosted items will now refund you for half the scrap spent in upgrades

  • Reboot RNG now also reboots special levels peculiarities and increase the scraps bonus
  • Scraping items when playing in multiplayer gives more scraps (to compensate the number of players over the loot quantity)


Fixes

  • Fixes restart crashing the game
  • Fixes upgrade costs which were inverted for all parts
  • Fixes level properties bar color when a property goes behind 6
  • Fixes max HP and EP not updating correctly in the inventory recap when boosting items
  • Fixes some number rounding issues when comparing items
  • Fixes current HP not scaling if an item is boosted and increases the max HP


[ 2016-04-22 17:03:36 CET ] [ Original post ]

Beta 26 available



Roadmap

Hello Voiders! Beta 26 is here!

Lots of changes this week. Due to a very mixed reception, we removed the "reveal" system introduced last week. You were many to have pro's and con's, and we've simply decided to not go further into this direction. We replaced this by a new "Reboot RNG" system which allows you to refresh the level selection. Refreshing levels will have a chance to yield better values, with a chance to go past their normal maximum. This should remove the "random" aspect of level selection and offer more min-maxing strategies to advanced players.

The Rampage has been slightly modified, you can now move while rampaging!

Let us know what you think of this new update. :)

New


  • Level reveal option has been replaced by a new feature called "Reboot RNG" which refresh the level selection at the cost of scraps. Rebooting the levels has a chance to produce level stats above their maximum of 5, and it keeps increasing if you reboot them more than once per level. This also affects special levels.
  • Special levels now have unique peculiarities which can be of the following:

    • Self-destructing: a countdown will appear and the level must be finished before it reaches 0 (the time is dependent of the level size)
    • Super-Elites everywhere: nothing but red enemies will populate the level
    • Pitch black: the level will have no lights (though enemies and bullets emit light)

  • Special levels always have their stats maxed out (size, loot & difficulty)




Changes

  • The level reveal system has been removed (and replaced by the reboot system described above)
  • The default weapons of each classes have been changed, they now all start with an Auto-Gun and the following:

    • Dash: Cutter
    • Rampage: Shotgun
    • Fortress: Rocket Launcher

  • Rampage can now move while using its special and also has a 30% movement speed bonus
  • Skipping a level doesn't increase the difficulty anymore
  • Scraps bonus for completing a special level has been increased by 50% (it scales up with the difficulty)
  • Mini-map has been removed from left stick buttons and added to the B button (and it is still available with the Back button)
  • Boss fights:

    • Bosses now drop 6 to 12 items per players (was 2 to 5 before)
    • More small enemies will spawn, but they now drop repair packs
    • Crystals dropped have been increased

  • All classes now have the same movement speed (based on the Dash speed)
  • EMP duration has been increased on elites and bosses
  • The hole design of the Lab and Sub environments has been changed to be more visible
  • Enemy bullets will now always be drawn above any other bullets or explosions
  • The Unstable skill has been changed to avoid the following skill: Jackpot, Loaded, Hardcore, Repair.All (only if solo), Reboot Sequence (only if solo)


Fixes

  • Fixes the shadow of a Transport sprite
  • Fixes having more than one special levels per boss phase (should be limited to 1)
  • Fixes wall being invisible during boss intro when there is no light
  • Fixes Fortress shield dealing damages to players and enemies
  • Fixes lasers using 2x more EP when using the Rampage special
  • Fixes drop names alignment for players 2 & 4


[ 2016-04-15 14:37:46 CET ] [ Original post ]

Beta 25 available



Roadmap

Hi Voiders! Beta 25's here! Thanks to the Community for all the feedback, please keep them coming.

We're introducing a new progression system: you can now skip levels and win skip token by doing special levels. Special levels are only more difficult for now, but in the coming updates they will be replaced by levels with special features (e.g. self-destructing levels, levels with nothing but elites, etc.). There are still a few rough edges with the new screens which we will smooth soon enough.
Boss arenas have been reworked to be less tricky and the Beserk skill is now an active skill. These are preliminary work, we're going to do more work regarding bosses and skills.

Happy NeuroVoiding!

New


  • Level stats (size, difficulty & loot) are now hidden and must be revealed by using scraps (the 1st reveal is free)
  • You can now skip levels with skip tokens, but bosses are not skippable
  • Special levels will now appear (one per boss segment). These are extra hard levels but awards you with a skip token and extra scraps. Right now special levels are only more difficult, but in future updates they will have some perculiarities (e.g. a level which is about to auto-destruct, a level with nothing but elites, etc.)
  • Loadings now have a dedicated screen just after the level selection. The game previously streamed most the content to speed up loadings, but this was causing some issues, hence we moved loadings and made previews of the environment to come along with tips.




Changes

  • Boss arenas have been modified to be less tricky and new ones have been added
  • Berserk is now an active skill which recharges with kills
  • Fortress super-shield now consumes 87.5 EP/s (was 100)
  • Rampage special has a slightly better EP regeneration bonus
  • Core Special EP reduction bonus now has a range of 5%-30% (was 10%-50%)
  • Splash damages now have a minimum of 1 damage point if you are in the explosion radius (it previously could be 0 if the explosion was small enough)
  • A couple Transport items for the machine gun family have new sprites


Fixes

  • Fixes the feeling of choppiness when there is too many explosions
  • Fixes Core Special EP reduction for Rampage which was increasing the cost instead of lowering it
  • Fixes some loot and enemy sprites color / alignment
  • Fixes upgraded item refund not scaling with item upgrades


[ 2016-04-08 17:04:58 CET ] [ Original post ]

Beta 24 available



Roadmap

Here we are! The first beta build of NeuroVoider is up for the Early Access release! Already the 24th weekly update and still many more to come over the next months.

If you are new to NeuroVoider, you might be interested by our development roadmap and the Early Access FAQ.

New


  • Boss weak spots now have an outline to better spot them
  • The game will now display the controls upon your first game (this is temporary while we work on a proper tutorial, and players who played the alpha may see this message)
  • Added new variations to Furnace
  • Added new boss arenas


Changes

  • Switched to beta!
  • The game doesn't check anymore if a new version has released (every platform the game is on now has automatic update / notification)
  • Auto-loot is now activated by default on new save
  • Enemies are now differently affected by EMP depending on their size (the bigger the enemy, the shorter the EMP duration, down to 50% for bosses)
  • EMP is now working against bosses
  • The amount of scrap recieced from trashing items now depends on the number of player
  • Nuke and railgun super elites (red) damages have been halved
  • Hellfire weapon damage has been increased
  • Fortress shield now has an EP consumption of 100/sec (was 75)
  • Boss have been nerfed (they should be less aggressive and there should be less enemies spawing around)




Fixes

  • Fixes a couple of crashes when looting items
  • Fixes brain dash which was supposed to freeze enemies but wasn't
  • Fixes music volume changing by itselfs


[ 2016-03-31 16:41:08 CET ] [ Original post ]

Coming to Early Access on March 31st

Hello fellow Voiders!

This is it, we are glad to announce that NeuroVoider is coming to Steam Early Access on March 31st and that this will mark the start of the Beta with update 24!

We know that a lot of players were waiting for this moment to jump in, sorry for making you wait!

On behalf of Florian and I (Thomas), we would like to thank the Community for the awesome support and countless feedback. We really enjoy working that way and will keep having an open-development approach.

What will change from the alpha?

Mostly nothing! Updates will still be released weekly, we will still interact with you on the forum, and there are still many contents to come (see the roadmap).
In fact, if you are on the alpha, the switch will be transparent and the most notable change will be that after "Alpha 23", the game will update to "Beta 24".

If you enjoyed the game so far and interacting with us, please consider leaving a review on the Steam page once the Early Access is available. This would greatly help us!

Please understand that with new players coming, we may be unable to interact with everybody. But be assured that we are still around and that we dedicate time everyday to the Steam forum!

What is the state of the game and what's planned?

Our roadmap is always up-to-date and there is also the Early Access FAQ available.

TL;DR: we are half-way done! The core gameplay is mostly there, and you can expect the content (bosses, enemies, weapons, environments...) to double by the final release!

What about the price?

The game will be priced 9.99€/$ for the whole duration of the Early Access and will never be discounted during this period.

We believe in sane Early Access to be a dedication to the Community and to avoid that anybody feel disadvantaged from jumping in a game early. Hence, no discount.

When will the game reach the final release and what will be the price?

Final release is expected by ~mid-summer. Price will be 13.99€/$.




And that's about it! If you have any reaction or question regarding this announcement and the future of NeuroVoider, feel free to share it. :)


[ 2016-03-29 12:42:05 CET ] [ Original post ]

Alpha 23 available



Alpha access: http://neurovoider.com/

Roadmap

It's update Friday! We changed most of the boss battle system! They now have an armor and weak spots to destroy before you can really take them down. Oh, and they now have friends coming to defend them when they are vulnerable.

Let us what you think of the new battles!

Next week update will be fully focused on balancing everything.

Changes


  • Boss battles have been reworked:

    • bosses now have an armor that must be destroyed before you can really damage them
    • to damage the armor, you will have to hit their weak spots
    • once the armor is destroyed, the boss shuts down and is vulnerable for a few seconds (during which it repairs its armor)
    • if the boss has fully repaired its armor before you destroyed it, it powers up again with a new weak spot to hit
    • depending on the boss phase, normal enemies may spawn to protect the boss (and it goes up to super-elites in the highest difficulty, particularly when the boss is vulnerable)

  • There is now 4 levels between each boss instead of 5
  • Most boss arenas have been modified to accomodate these changes (they got bigger)
  • Increased time between each explosion freeze
  • Trashing "other classes" items now trashes items with a different class from the one equipped (previously different from the class of the selected item)




Fixes

  • Fixes feedback panel background
  • Fixes level completion being glitched after a boss
  • Fixes Forge not dropping golden items


[ 2016-03-25 16:54:09 CET ] [ Original post ]

Alpha 23 available



Alpha access: http://neurovoider.com/

Roadmap

It's update Friday! We changed most of the boss battle system! They now have an armor and weak spots to destroy before you can really take them down. Oh, and they now have friends coming to defend them when they are vulnerable.

Let us what you think of the new battles!

Next week update will be fully focused on balancing everything.

Changes


  • Boss battles have been reworked:

    • bosses now have an armor that must be destroyed before you can really damage them
    • to damage the armor, you will have to hit their weak spots
    • once the armor is destroyed, the boss shuts down and is vulnerable for a few seconds (during which it repairs its armor)
    • if the boss has fully repaired its armor before you destroyed it, it powers up again with a new weak spot to hit
    • depending on the boss phase, normal enemies may spawn to protect the boss (and it goes up to super-elites in the highest difficulty, particularly when the boss is vulnerable)

  • There is now 4 levels between each boss instead of 5
  • Most boss arenas have been modified to accomodate these changes (they got bigger)
  • Increased time between each explosion freeze
  • Trashing "other classes" items now trashes items with a different class from the one equipped (previously different from the class of the selected item)




Fixes

  • Fixes feedback panel background
  • Fixes level completion being glitched after a boss
  • Fixes Forge not dropping golden items


[ 2016-03-25 16:53:44 CET ] [ Original post ]

Alpha 22 available



Alpha access: http://neurovoider.com/

Roadmap

Yet another game changing update! Alpha 22 brings a lot of changes. There are now instant-repair packs dropping on elite enemies, the skill system has been totally revamped (and most skills modified) and crystals are now used to recharge skills and no more for map progression!

Our goal with this update is to make the game way more dynamic by encouraging to go right in the action instead and hiding. Melee weapons also received yet another boost with some cool skills.

The new skills' power and recharge are not quite balanced yet, we will balance that better next week.

UPDATE: v22.1 has been released to fix a couple crashes.

New


  • Elites enemies now have a chance to drop instant-repair packs! Drop chance is dependent to player's current HP (the lower the HP, the higher the chance) and repair packs will disappear if not looted fast enough.
  • Skills have been revamped! Half of the skills have been removed to introduce new ones:

    • removed skills: Lag, Rust, iddqd, WD64, Bouncing ball, Friendly Fire OFF, Hack, Gravity Push, Gravity Pull, Come at me bro'
    • new skills:

      • Trade-off: 150% more damages taken and dealt
      • Fast-paced: free dash
      • Extreme overheat: overheating also generate an explosion
      • Blueprint: see reactors on map
      • Jackpot: start with more scraps
      • Blade master: all looted weapons are melee weapons and use half the EP
      • Berserk: every melee attack give you a temporary invulnerability and return bullets
      • Telekinesis: barrels instantly explode
      • Null: no skill at all
      • Hardcore: you only have 1 HP but an increased EP regeneration
      • Unstable: you start every level with a random skill






Changes

  • Skills no longer have a cooldown time and now recharge by picking up crystals or by killing enemies (it depends on the skill)
  • Crystals are no more relevant to level completion, the main objective is now to destroy all reactors and the interface has been changed accordingly
  • Skill recharge bar is now animated when the skill is ready and displays the key to use it
  • The "destroy" label on reactors is now more visible / not affected by the ambiant ligthning anymore


Fixes

  • Fixes a bug that forced any rare items to be green
  • Fixes Time Stretcher skill duration not being the same has the displayed duration bar
  • Fixes some audio related issues on all platforms
  • Fixes the echo sound


[ 2016-03-18 17:38:42 CET ] [ Original post ]

Alpha 22 available



Alpha access: http://neurovoider.com/

Roadmap

Yet another game changing update! Alpha 22 brings a lot of changes. There are now instant-repair packs dropping on elite enemies, the skill system has been totally revamped (and most skills modified) and crystals are now used to recharge skills and no more for map progression!

Our goal with this update is to make the game way more dynamic by encouraging to go right in the action instead and hiding. Melee weapons also received yet another boost with some cool skills.

The new skills' power and recharge are not quite balanced yet, we will balance that better next week.

New


  • Elites enemies now have a chance to drop instant-repair packs! Drop chance is dependent to player's current HP (the lower the HP, the higher the chance) and repair packs will disappear if not looted fast enough.
  • Skills have been revamped! Half of the skills have been removed to introduce new ones:

    • removed skills: Lag, Rust, iddqd, WD64, Bouncing ball, Friendly Fire OFF, Hack, Gravity Push, Gravity Pull, Come at me bro'
    • new skills:

      • Trade-off: 150% more damages taken and dealt
      • Fast-paced: free dash
      • Extreme overheat: overheating also generate an explosion
      • Blueprint: see reactors on map
      • Jackpot: start with more scraps
      • Blade master: all looted weapons are melee weapons and use half the EP
      • Berserk: every melee attack give you a temporary invulnerability and return bullets
      • Telekinesis: barrels instantly explode
      • Null: no skill at all
      • Hardcore: you only have 1 HP but an increased EP regeneration
      • Unstable: you start every level with a random skill






Changes

  • Skills no longer have a cooldown time and now recharge by picking up crystals or by killing enemies (it depends on the skill)
  • Crystals are no more relevant to level completion, the main objective is now to destroy all reactors and the interface has been changed accordingly
  • Skill recharge bar is now animated when the skill is ready and displays the key to use it
  • The "destroy" label on reactors is now more visible / not affected by the ambiant ligthning anymore


Fixes

  • Fixes a bug that forced any rare items to be green
  • Fixes Time Stretcher skill duration not being the same has the displayed duration bar
  • Fixes some audio related issues on all platforms
  • Fixes the echo sound


[ 2016-03-18 17:38:23 CET ] [ Original post ]

Alpha 21 available



Alpha access: http://neurovoider.com/

Roadmap

Big update this week! All weapons & sounds have been revamped, and we added an early version of a new environment: the Furnace! It still lacks some details, but we thought you would enjoy having a preview (details will be added next week).

The game feel should be very different, let us know what you think of this update!

Annnddd, starting next week, updates will be released on Thursday instead on Friday. :)

UPDATE: Alpha 21.1 has been released and fixes the Furnace boss arena colliders.

New


  • Furnace environment and its conveyor belts!
  • New item names for rare items




Changes

  • Revamped nearly all weapons! New behaviors, sounds, and balanced all of this
  • Rampage now starts with a shotgun and Fortress starts with a rocket launcher
  • HP and EP have been rescaled for all equipments (more linear)
  • Difficulty scaling have been lowered (the game gets harder less quick)
  • A bunch of AI parameters have been tweaked
  • Loot drop rate tables have been modified and loot should be more balanced
  • The forge now has 100% chance to create a green item, 50% to create a blue item, and 25% to create a yellow item
  • Scraps costs have been balanced (it shouldn't be broken anymore)


Fixes

  • Fixes a bunch of bugged tiles in Frostbite, Sewer, and Sub
  • Fixes a crash while loading a Sewer level
  • Fixes bullet rotation after hitting a Fortress shield


[ 2016-03-11 16:43:10 CET ] [ Original post ]

Alpha 20 available



Alpha access: http://neurovoider.com/

Roadmap

Big milestone this week: the inventory features are now complete! You can now use the Forge to create rare items with scraps, as well as Boost existing items.
We also removed the health regeneration after each level and introduced a repair feature, but fear not, new ways of healing in-game will be introduced soon.

So many new features that we haven't been able to balance this version yet, woops! Scraps needed to boost items is very low, and you can easily be overpowered. Everything will be balanced correctly next week, but until then you should be able to have some extra power fun. :)



New


  • Introduction of the "Forge" menu! You can now use scraps to create random rare items.
  • You can now "Boost" items to enhance their HP/EP/DMG in exchange of some scraps. This option replaces the "Share" option (which has been moved, see changes). Boosting items is still a bit rough (unbalanced), we will polish it in a future update.
  • There is now a "Repair" feature in the inventory. This has multiple impacts on the gameplay:

    • HP are not recovered after a level anymore;
    • if you finish a level with less than 25% of your max HP, you are automatically repaired up to this value;
    • repairing costs scraps, this cost increases if you repair multiple times in a row and is also higher as you progress;
    • you have a free repair after each level.





Changes

  • The Frostbite environment has been revamped, it now has more detailed graphics and less regular rooms AND ice is now slippy!
  • The Sewer environment has a bit more details
  • "Trash" action has been renamed "Scrap"
  • "Share" has been moved to the "Scrap" menu
  • Items EP now scale up with the difficulty (very slightly)


[ 2016-03-04 16:11:46 CET ] [ Original post ]