





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
ERSATZ got some nice words said about it over at Gaming On Linux! Check out what they said over HERE I've been continuing to work on the game, mostly smaller things here but important all the same ERSATZ v1.39 Patch Notes ----------------------------------------- -CONTROLS- -Put in fixes for a bug where you'd sometimes not register as landing when hitting an upwards facing slope whilst moving. This would cause jump inputs to be "eaten" during the frames where this was in effect -Changed settings for steam controller support template from 'none' to 'generic gamepad', this might fix a reported issue in Linux with steam controllers not being detected if you alt+tab out of the game -If you change the escape key to be pause, backspace will now become the game's internal "menu back/cancel" key so that you still have access to a shortcut on keyboard -Very slightly more lenient grounded detection when dashing off a ledge in Type Alpha -LEVELS- -Level 02 'REGULATION' - Further changes to slope geometry in room near end of level. Matched up lip lengths with other slopes for consistency -Level 02 'REGULATION' - Changed bullet collision detection for both ice platform types so that they always melt when hit by one -Level 03 'NUTRITION' - Changed geomtery under slope just before climb into Diamid to stop weird wall jumping behaviour -Level 03 'NUTRITION' - Bullets inside the Diamid are now easier to see (they look similar to the shots fired by the Horusai Sentinels) -BOSSES- -CRYSTA BLOSS - Bullets that collide with its crystal now destroy so you won't get hurt whilst dashing into it -GORJUNTER - Changed the timings for moving onto next part of its pattern so that there is more opportunity to save time. Previously some of these transitions could potentially create up to 8 beats of dead air if you were unlucky -POLLUGEIST - The initial forces for the bounce bullet attack have been made much less random so it picks from two. This is much fairer for speedrunning -POLLUGEIST - During the Smog Mirage attack, the random positioning of the real one has been altered so that it always goes to each spot once (but still in a random order) -POLLUGEIST - Hopefully stopped very rare issue where, after it splits into 4 copies during the Mirage attack, hitting the boss the same frame it tries to throw a Smog Bullet at you would cause the boss to 'disappear' and force a room reset -SYNTH RUSH- -Fixed crash issue with underwater effect if dying on Razael Chase part of Synth Rush ALL -Stopped in between room times for levels accidentally showing up in Synth Rush -Fixed healing behaviour in Synth Rush for final boss so it consistently doesn't heal between phases -MISC- -Fixed issue where dashing when very close to a boss would cause you to take damage despite being in a dashing state
[ 6278 ]
[ 2307 ]
[ 1890 ]