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Hey everyone!
So what took so long? We are a really really small indie team, carrying onward with basically nothing but our passion to make the most fun game we possibly can. A game that we would love to play ourselves with our friends.
Sure, we could have released this game in a much rougher state a long time ago, but there's a very specific vision we are trying to achieve. A vision that empowers gamers of all levels to be able to play at the highest level, whether in coop story campaign mode, or in PvP. Even for those that look at fast paced shooters longingly but unable to play at a high level due to its complexity or speed, Death Carnival is designed to empower you to do even crazier combat immediately as a beginner.
And to be honest, the MOBA + Shooters combat style we were going for took longer than expected to fine tune, but we made it happen. We wanted controls that allows your character to move and shoot exactly the way you want with as little limitations or movement slowdowns as possible. We wanted to build a core experience from which we can expand infinitely to keep delivering even more fun.
Here are the latest screenshots and test footage of where Death Carnival is at. We've been working super hard on refining Death Carnival into our ideal PvP game that has truly intense multi-elevation combat while being extremely intuitive. Our characters, loadouts, and collectable card ability systems were refined over and over again to make it super easy to customize but also allows you to just jump in and have fun with friends.
From our testing with random testers, from 11 years old to retro lovers to retirement pensioners, from casual to hardcore players, we believe we've achieved that. If you know how to play Pacman or Smash Bros, you'll be able to pick up the game and play it pretty well within minutes.
Right now we are actively seeking VC/Publishing/Large Streamers that understands the vision we are going for, to partner with us to bring this game to everyone who wants to play with a giant smile on their face. Let us know if you got hookups!
Sincerely,
Death Carnival Team
Join our live Death Carnival stream this Sat June 3 @2-4pm ET for Team PvP matches, Adv Tricks showcase, group speedrun, Q&A, and Raffle winner draw! And for supporters, reach out to us to participate in the live festivities in the game. See you all this saturday! twitch.tv/deathcarnival
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To celebrate the launch of our Death Carnival Founders Pack, we're giving away one World Domination Never-For-Sale Ultimate Pack which includes some ridiculously overpowered priceless items that will not be available for purchase ever.
You can also help support the game via our Founders Pack shop page: https://deathcarnival.com/shop
1) 50,000 Coins, which will be able to purchase around 50 full body skins.
2) Permanent Account-Wide Double XP bonus item to enable an account to level up and unlock things at twice the speed as anybody else.
3) 4 leaf clover profile badge to give you extra good luck!
4) A permanent graffiti of your name in a game level forever to commemorate your greatness.
And the Gleam contest link is here: https://gleam.io/JrXtC/death-carnival-founders-pack-launch-world-domination-neverforsale-prize-pack
Matt K Heafy from Trivium will be recording our new Death Carnival theme song live tomorrow on his stream. Thursday March 9th, 9am EST. We've been working on our Death Carnival theme song for a while now, and tomorrow you will get to experience the actual recording of it at this event, don't miss it!
There will also be a big raffle tomorrow, and the official launch of our Founders Pack. See you there!
Stream Link: https://www.twitch.tv/matthewkheafy
Check out our new 2023 gameplay trailer for Death Carnival, with a sneak preview at our updated PVP combat. [previewyoutube=x3xesiHVyQc;full][/previewyoutube]
Regarding the latest news about the pending Google Stadia shutdown, we were quite surprised by the news ourselves and sad to hear about it. Since Death Carnival is designed to have full cross-play and cross-progression across all platforms, it was really fun having battles between our PC and Stadia communities. Regarding our current Stadia players, as always, our Steam version will be made available to you, and we will also look at expanding our availability on other game streaming platforms to be accessible to those who prefer a streaming game experience. On the plus side, all of the planned fun audience interactive game features will still be available on all platforms, and our aggressive game performance optimizations will support even lower-end hardware to run Death Carnival well. See you on the other platforms! Sincerely, Herbert Yung Director | Death Carnival https://store.steampowered.com/app/827210/Death_Carnival/
Welcome to part 3 of our Death Carnival optimization series! In part one, we discussed our goal of achieving great frame rates on as many levels of hardware as possible. We then discussed the benchmark results we were able to achieve during the optimization process. This third part will focus on various interesting elements we worked on for optimizations, including improvements to the CPU/GPU, gameplay optimizations, and other changes that our non-dev fans can get excited about.
So why are we chasing these optimizations so aggressively? Because every bit of extra performance we find means fewer restrictions on game design going forward. For example, If we can only spawn inr 20 active monsters at any time, then that greatly restricts the kind of crazy battle scenarios we can have in the game. Through our performance tweaks, we have created ways that will allow us to have hundreds of monsters, and thousands of homing projectiles, active without affecting the games performance.
Optimization is all about compromising and cutting corners. There are many varieties of visual features we could incorporate into our game, but every single one comes with a certain cost. When determining which features to add we measure 2 things:the performance impact, and the net gain of the visuals.
For example, something seemingly straightforward like Environmental Fog can be implemented in multiple different ways. When choosing between options, we ask ourselves questions like whether we want the 70% quality fog that drops performance by 15%, Or the 80% quality fog that drops performance by 35%?
One way of handling it is to have both, allowing players to toggle between them based on whether they prefer higher performance or higher graphics quality. While that is very easy to set up, we also want to maintain the general look of the game, even when using lower quality settings. We also want to avoid players gaining a competitive advantage when using certain settings. I know I certainly wouldnt want to feel penalized in PvP for using prettier graphics if my system could handle them easily.
CPU Optimization
We are currently very well optimized on the CPU side, with most of the CPU left unused. This is very important, as that means we can fit more multiplayer game servers that share a single server CPU.
For example, we use kinematic movement for characters instead of using Unity's natural physics engine. This means that every movement has been deliberately coded like you would see for a 2D platforming game like Super Mario, saving a lot of system resources on physics processing.
Monsters AI
For PvE monsters AI, weve experimented with many approaches over the years. Our goal is to achieve a very high count of active monsters engaging in combat against players at any given time, and we have combined techniques from different game genres to achieve this. The CPU load for AI must be kept low, otherwise it would greatly affect game performance on lower-end hardware and also put more strain on multiplayer servers.
For our elite, and mini-boss tier monsters, we use more complex individual AI to give them more personality. While this makes for more interesting interactions with the player, it comes with a higher processing cost. For swarms of monsters that are crawling all over the walls and landscape, we switch to using a hybrid approach depending on how far away they are from their target. By combining these approaches to AI, we can ensure that the monsters behave effectively while not impacting the performance.
GPU Target
On the low-end of GPU targets, we have included low-end integrated GPUs. By doing this, we are also optimizing the game for mobile devices. What does it mean when we are optimizing for low end GPUs? It means we need to avoid full-screen effect calculations completely on the lowest end as theres far less texture memory to work with.
This means that we cannot have any essential gameplay-impacting elements that rely on full-screen visual effects, otherwise it would degrade the quality and consistency level of low-end graphics settings significantly.
Previously, we used full-screen visual effects to create debuffs visuals to indicate when players touched something bad. However, we have removed those for the sake of optimization and replaced them with gameplay based debuffs. Since our playtesters felt that these visuals could be confusing at times, this also solved a gameplay issue while improving performance.
Bullet System
There are generally a few ways to handle bullets in shooter games. Instant-hit weapons, and projectile based weapons are two such examples. Instant-hit weapons are pretty easy to optimize, but projectile based weapons are a bit more varied in terms of how developers like to implement them.
For our PvE monster weapons, we wanted to have the flexibility to create incoming attack scenarios that were utterly insane. That means being able to move a lot of bullet objects on-screen without causing a large performance drop.
To solve this, we created a system where processing and rendering thousands of homing missiles will cost next to nothing in terms of performance. With this in mind, our players can fully expect some epic boss battles in the future!
Beyond Game Engine
Were always looking at new features that come out in every Unity patch as every new feature that comes out is a potential opportunity to either boost performance or enhance the graphics. Sometimes, it is neither, but that is part of the fun of being experimental, as you never know what opportunities may arise.
For example, lighting is very important to our game since we have plenty of real-time explosions and neon lights. Game engines in general dont particularly handle a high quantity of light sources well because of all the calculations that are needed, especially on mobile phones or the Nintendo Switch hardware.
To work around this limitation, we used a screen space solution which creates virtual 2D lights to emulate 3D lights, combined with additional custom modifications to give us an unlimited number of light sources while retaining the sharp look of real time 3D lights.
VRAM Limitations
This is a big one. Throughout development, weve used many different techniques to create the 3D art assets that are used in levels. From using single shared texture sheets for dozens of objects, to using 4 or 5 separate textures per object. During the last few rounds of optimization, we started work on greatly reducing VRAM usage, since lower-end GPUs only have 1GB or less of VRAM available for rendering textures.
Weve tried the minimum resource shared texture approach, and weve tried the high resource high memory. Our next goal is to combine both approaches to create a very low VRAM usage scenario while using custom implementations that will look amazing.
Nvidia and AMD
We are also planning to use the upscaling technologies from Nvidia and AMD as soon as they become available. On lower-end hardware, simply changing the resolution can greatly impact the frames per second you get. Currently, when lowering your games resolution, the graphics become somewhat blurrier. However, when combined with technology such as Nvidias DLSS and AMDs FidelityFX, these issues are resolved. Both these technologies are in various stages of being implemented into the Unity engine, and we are keeping a close eye on every update so we can implement them as soon as possible. Even now, we are achieving greater performance results when upscaling from a 20-30% lowered resolution.
Particle Systems
We use particle systems in almost every visual system, and the performance on these can range from great, to slowing down the game to a crawl. During the optimization process we used profiler tools to measure the impact of particle systems, especially on lower end hardware that can not handle a high number of overlapping textures that well. This helps us to catch any performance issues, and solve them as quickly as we can.
One way we've optimized our particle systems is by keeping the overdraws to a minimum. We have achieved this by using 3rd party tools to pre-render an animated effect onto a texture sprite sheet, and then projecting it onto a single square, instead of stacking many particles to render it in real-time, which multiplies the performance cost.
Testing and Metrics
The most important part of efficiently optimizing a game is using the right tools. Unity comes with a whole suite of analysis tools to see what each element will cost to render and process. Outside of Unity, we use powerful tools such as RenderDoc, a powerful performance profiling tool. We also use a super low-end $230 laptop that we use to discover additional performance problems more effectively than looking at analysis tools on higher-end systems.
We also have many testers helping out by testing out the various builds across a wide range of hardware to ensure we didnt miss anything during our internal testing.
Conclusion
The above mentioned systems are just small samples of the many optimizations we have done for Death Carnival. At its core, the process mainly comes down to understanding and measuring the performance impact of each sub-system, and finding ways to improve them. We will continue to work hard on optimizations to make sure that as many levels of hardware as possible can run our game at over 60fps for that awesome responsive arcade feel. See you in the arena!
Welcome to part two of the Death Carnival optimization mini-series in which we will share some benchmark comparisons and visual differences during our optimization process for the game.
Death Carnival is an upcoming fast-paced arcade shooter with singleplayer, online coop, and competitive PVP. It is built on the Unity engine and is slated to be released later this year.
Main Goal:
To achieve higher performance and graphical quality at the same time.
Primary Test Machines:
For part 2 of this blog series, we took fresh screenshots and new benchmark results from 2 machines. The first is a $250 laptop with a Celeron 4020 CPU, Integrated Intel UHD600 GPU, and 4GB of Ram. This machine will basically run solitaire and Microsoft Excel just fine.
The second computer uses an AMD 3900X CPU, 2080ti and 64GB of Ram. This computer is tuned for work, so you will see other slower GPUs having higher frames per second in-game compared to this one.
Secondary Test Machines:
The secondary test machines owned by testers are listed in the chart below on the left side of the chart, with the performance gain between Build 112 and Build 131 listed by the hardware description.
Game Settings:
For game settings, 1920x1080 in High Graphics settings was used. This turns on all graphical features, except for using 2k textures instead of 4k textures, which would be overkill for 1080p testing.
The only exception being the lowest-end laptops, which used lower settings which turns off some performance-impacting features such as real-time lighting and shadows.
Build Versions:
We selected 3 build versions for this blog post.
Build 112: This is where we added many graphical features that we wanted into the game, and while it runs at a reasonable frame rate on higher-end GPUs, it had an unacceptable performance for lower-end hardware.
Build 131: We performed an extreme optimization pass here, using alternative techniques to create the same graphical features from build 112. The result of that was a huge performance boost but a downgrade visually since it would take some time to reintegrate every graphical feature that we had to reimplement.
Build 152: Between Build 131 and Build 152, because of the available performance budget that we acquired from the aggressive performance pass we did in Build 131, we reintegrated a lot of the graphical features we wanted here. At the same time, we made sure we were able to retain as much of the performance gains as possible as we improved the visuals.
Summary:
As of the writing of this blog post, we have only completed about 40% of what we can do with optimizations. There are many further aspects of optimizations that we have planned for a bit later before launch which will boost performance significantly, particularly for lower-end hardware for laptops and mobile devices.
For now, we are happy with the results we have achieved and continue to focus our efforts on enhancing our gameplay as we head ever closer towards launch.
Stay tuned for Part 3 of this optimization blog series, in which we will deep dive into the more technical aspects of our optimization processes.
Optimization Series: Part 1: Optimization Goals Part 2: Before and After Results Part 3: Technical Deep-dive
Part 1: Optimization Goals
Introduction: Welcome to part 1 of the Death Carnival optimization mini-series in which we will share some of the experiences we had when optimizing for the game. Death Carnival is an upcoming fast-paced arcade shooter with singleplayer, online coop, and competitive PVP. It is built on the Unity engine and is slated to be released later this year. This first post will be focused on our optimization goals, and why weve been doing optimizations along the way instead of waiting till the very end of production. Firstly, we wanted to do some level of optimization now, to answer the question of, how well will it run on low-end hardware such as low-budget laptops or even low-mid range mobile phones. We want Death Carnival to be accessible. Both in terms of ease-of-controls, in being able to understand how to play the game quickly with our easy arcade controls, but also being accessible via a broad range of hardware. We needed to make sure common devices in different countries around the world can play the game smoothly, with at least 60 frames per second. The game is fast-paced and arcadey, and having a decent framerate is important for us. Low-End Hardware Support: What does low-end hardware mean? On PC, we used a $250 laptop with a Celeron CPU, 4GB of RAM, and an Intel integrated UHD600 video card to do our low-end performance testing. Havent heard of that video card before? Heres another way of looking at how powerful it is. In terms of the G3DMark score, the UHD600 has a performance score of 328, vs GeForce 1060 having 10,071 and a Radeon RX 6900XT having 25,497. Basically, if we can optimize it well enough to play on this $250 laptop, it should run well on most PC hardware. And on mobile devices, we have plenty more optimizations that we can do as well to try and get it to run even on lower-end mobile phones.
How about Compromises: What about compromises in quality to achieve great framerates? Maintaining a high standard of quality is quite important to us, so there are some rules we need to make sure we dont break: 1) Make the game look relatively similar between budget hardware to peak performance hardware. Budget hardware players should not feel like theyre suddenly playing a completely different game and breaking their immersion in their game experience. 2) Game needs to scale well at multiple resolutions from 480p, 720p, 1080p, 1440p and up to 4K and even 8K resolutions. We want to futureproof the game to a certain degree. 3) There should not be toggleable (in-game or 3rd party) visual elements that will significantly impact the combat performance of players. With the rules mentioned above, and many other factors that are considered, we basically had to make sure the game continued to look great even when we super-optimized its performance. Results Sneak Preview: And for those skimming the article or actually reading this far, on that $250 laptop that we mentioned before, we achieved astounding performance results.
Prior to our optimization attempts, the game ran at 5 frames per second on the laptop. After our first batch of major optimizations, it reached 22 frames per second, which is still pretty respectable for a visually complex game such as ours. And most recently, we made a breakthrough with our optimizations and achieved over 80 frames per second. That is a 1600% increase in performance! And to top it off, this isnt even our final form yet, we have lots more optimizations available to us still, but I think weve definitely cleared some major hurdles in making Death Carnival widely accessible to everyone around the world. Until next time! Our next post will be more details on the Before and After performance results across a wide range of hardware, along with screenshot comparisons.
8 players PvP using the first of many characters to choose from, Maximus the soldier. Watch as players run and dash through the air in this exciting video of intense action. [previewyoutube=U_2olAXFbOs;full][/previewyoutube]
Welcome to the Death Carnival Discord Arena! Weve prepared a mini-game with monster hunting and PvP elements in our Discord server! Win battles to get XP, to level up, and defeat higher-level bosses to collect cool loot. Join the mayhem in the #dc-minigame channel through this link: https://discord.gg/dc We hope to see you all there!
Death Carnivals Herbert Yung on the future of game QA testing using machine learning
Attention, participants of the Death Carnival!
You all know that we have a great affinity for machines here at Furyion Games. So today at 2:30 pm EST, our very own Herbert Yung will be joining gamesweekberlin on Twitch to discuss the future of using Machine Learning and mass simulations to perform QA testing for games! If you are interested in how machine learning can check games at a low cost, have the ability to uniquely find potential problems ahead of time, and revolutionize game development for the future then be sure to tune in!
He will also be hosting a Q&A after his talk on machine learning, so be sure to join in!
Make sure to check out the Stream today at 2:30 EST!
Catch the stream here: https://twitch.tv/gamesweekberlin
Now recruiting contestants for our new deadly gameshow, Death Carnival! Whether you're looking for Love, Fame, or Fortune, if you survive, you will get any wish you desire. Here's a glimpse at one of our contestants. We worked on this cinematic trailer to show what it is like from a character's perspective, fighting for dear life while surrounded by deadly monsters and never giving up! Enjoy and let us know what you think. [previewyoutube=scHxsv8L8fk;full][/previewyoutube]
Attention, Participants of the Death Carnival!
We are excited to announce that Death Carnival will be released on Google Stadia! We look forward to players being able to enjoy Death Carnival soon on Stadia!
You can find the announcement by clicking here.
Make sure to wishlist the game to be the first notified when we launch!
Attention participants of the Death Carnival!
The Hatcher has been released!
Hatcher, also called Mean Mama by her victims, isn't equipped with lasers, missiles, or blades. She isn't particularly strong or agile either. But she does lay hundreds of eggs every day that, when exposed to oxygen, become an explosive biochemical bomb delivery system. Watch your step!
(Click on image for 4K!)
Check out the latest in magma destruction technology.
By harnessing the unique properties of graviton accelerated magma deep below the Earth, the overwhelming power of the planet is now available in portable form only in Death Carnival.
Meet Fifi,
From the high-rises to the Under Slums, all the junk in Haven City trickles down. Beneath the streets it gathers, salvaged and recycled by junkers who sell it back to the city above.
But one day, an unmarked capsule found its way down to the scrap heaps, and inside slept a child, wrapped in a bushy red tail.
The junkers raised the girl as their own, with the scrap heaps of the Under Slums serving as her school, home, and playground.
Having no friends her age, Fifi learned to construct mechanized animals modeled after images she found in discarded old picture books.
One day, she came upon a pile of old pamphlets for Death Carnival and read about the promise of a wish.
The thought of facing all those dangers alone was terrifying, but with a few adjustments, Fifi could bring her friends along to help, and by the end, they would all be as real as her.
Introducing the Scorcher!
Scorchers are firm believers in the theory that everything burns, but they still want to test this theory whenever they encounter something new.
With twin napalm cannons mounted on mechanical arms, Scorchers havent been let down in a single one of their experiments.
They are curious to know, how much will you take to burn?
Introducing the Shredinator!
It is said that the enormous brains piloting the Shredinator mechs are supremely intelligent.
However, all attempts to communicate with them end up in a conversation about shredding, followed by a personal demonstration.
Character Reveal
Everyone, Meet Harold.
Created as part of an experiment to produce super soldiers, Harold is what happened when the technology was safety tested on animals. The result was the mind of a grizzled veteran of war trapped in the body of a Pekin duck. Having destroyed the laboratory and all its research in his daring escape, Harold is now a fugitive from those that want to dissect his brain for its precious secrets. He flees to the one place on Earth that is immune to government intervention, The Death Carnival, where his tactical experience and combat expertise just might earn him his freedom.
Map Introduction
Under the Death Carnival arena lies "The Underslums".
In these parts, overcrowding, pollution, crime, and recycled food are daily realities for its inhabitants. There are those who enter the Death Carnival arena on the promise of fame, fortune, or a better life. Unfortunately, no one ever makes it back.
K168 removes the Christmas season graphics and powerups, and adds texture optimizations for the lowest graphics quality setting in-game.
The Christmas event patch is live right now for a limited time! Enjoy and happy holidays to everyone from everyone at Chimera One Games!
Fixed bug where Shotgun would do less damage against bosses Fixed Controllers getting disconnected sometimes MidBoss and Endboss slightly upgraded in Ultra and Beyond difficulties
Increased Teddy Bomb and Ultra attack damage for Mindi against Bosses Optimized for lower RAM texture usage
NEW CHARACTER: Mindi - Shotgun wielding Rollergirl Maximum Barrage Ultra Attack now destroys bullets Rain of Blood Ultra Attack now destroys bullets Rain of Blood homing attacks now more homey Lowered Damage for Maximum Barrage and Rain of Blood Updated Environment Visuals Updated some map routes Physics Collider decreased for Titan Shell's Bombs Updated Titan Shell Phase 4 bullets Fix: Boss Endgate will now unlock immediately upon boss kill
**Changelog: K155** One of the last patches before going into Beta with the super big gameplay/gfx upgrades for Death Carnival. Extra points added per kill - Last chance to get that top leaderboard rank here! Lighting/Texture optimizations and upgrades. Some performance optimizations. Lowered Midboss HP. Updated in-level music (title music is temp) New temporary title screen.
**Changelog: K151** New Wider View Camera Angle Touch damage removed for Turrets and some enemies Players will now start off with enough rage energy for one dash after respawn After Respawn invuln now lasts for 5 seconds Fixed radius for Crab Bombs Fixed squeezing out balls for crab boss Darkness duration indicator fixed Donut room level update Updated background color for power up Timers Increased Size for Orbital power up Updated color for burning patch from aerial bombs Added v.1 of player silhouette shader when behind objects Extended Ultra Attack durations and updated FX Ultra Attacks will now cause slower turning and run speed Added delay to Turret Power up spawning, so you can choose where to drop it Increased rotate speed for player aim Enraged Enemy indicator now more obvious Beyond Mode Only: Health will now give extra Ratings/Score Multiplier **Changelog: K152** Shield powerup changing to 3 hit shield, lasts 30 seconds Ultra Attack will now start with a 1.6s invuln period, then the attack Door gate switches decreased from 130 to 100 hp Additional dash pads added to level Dash Invuln reduced from 1s to 0.8s Enemy Spawners now fixed and back to normal spawn rates Increased Slow Debuff amount from 70% to 90% for end boss purple slow beams Updated Explosion FX
Last chance to enter the Ultra Insanity streamer challenge!
Our Streamer challenge will be ending August 9th, 2019. All you have to do is complete the regular demo level on Ultra Insanity difficulty and your channel's logo will be placed inside the final retail game forever for all future gamers and streamers to see.
Be sure to contact one of our team members to verify your completion!
-Lowered cost for Dashes (full bar can now do 4 instead of 3 dashes) -Added Neon tube visuals -Increased rate of Lives regain from doing damage against enemies
- New Danger Proximity Training Mode - Activate in ESC menu (Will show a circle reaching to closest enemy or bullet) - Added transitional color profiles for different zones - Updated Rage and Lives gain rate for various difficulty levels+
-Timers in corner and scoreboards fixed when over 60 minutes -Shocker pickup FX fix -Updated Mouse Cursor -Updated Dash Mania FX and extended duration -Gauntlet Map Balancing -Demo Map 1 Balancing -Demo Map 1 - Added extra Score Bonus Tower -Lowered Transition Black Fade duration -Updated Glass Cannon FX -Added Cutscene Skip to all Cutscenes -Balance Update: Titanshell
Gauntlet Mode Balancing Patch: -Ending area now more complete -More HP scattered around level -Infinite lives -Smaller collider for saw blades -Floor Panel traps timing tweaks -Increased trap rotation speeds on lower difficulties
New Content: Gauntlet Mode Level
Something fun to play with as a challenge. No enemies, 1 waypoint, no rage gain. Lots of danger.
Good luck, you'lllll need it!
**Changelog: K138** Make missile attacks a bit more spread out from turrets, and also missile mobs Move invis bullet blockers on camera further away make missile mobs split up more **Changelog: K139** Dash availability now more obvious, with sound tone and larger visual Can now see game after alt-tabbing Countdown bar now on effect labels **Changelog: K140** Updated General Visuals
-Player Homing Missiles will now lock onto Turrets -Lowered Volume of some Hit SFX -Player bullets will now self destruct at edge of camera boundary -Missile Secondary will no longer go through red fences -Increased hitbox height of crates -Added Bullet Hell Easy-Dodge Indicator overlay on character, also points to aim direction. Thanks @Captain Limpy#1946 -Minor difficulty adjustments to Insanity and Ultra Insanity difficulty modes @Esty#0045
Players will now respawn at last waypoint upon dying. Respawning during Boss Fights will be positioned where you died.
NEW: Due to Popular [strike]incessant[/strike] Demand: When player health is full, gaining more health will give a score bonus Bullet speeds for higher difficulties slowed down a bit Ultra Attack will now give invuln for entire duration with a visual effect WeaponUPs pick ups removed from game in preparation for Weapon Socket System Players will now start at Maximium weapon upgrade (level 3) Rage Gain Increased from player Dash attacks Increased distance of Player bullets slightly
-Player Homing Missile fix against bosses -Lowered drop rates of new debuffs -Updated UI with new Ratings, Excitement, and Prize Money theme -Loss of Excitement or Death will cause a -5 drop in Ratings instead of complete wipe -Fix visual fx layer in cinematic cameras
Improved Graphics Shaders for all platforms Fix for OSX Shaders Updated FOV and Zoom Crabbies will no longer dance on your corpses Minor drops and spawn balance changes Size of Aerial Bombs reduced Animation fix for Overseer
Added Skippable Cutscene for level start and end boss completion Fix: Players can now be healed during invuln cutscene Entering Overseer Boss Room will now destroy all previous enemy spawners. Overseer was tired of all the dirty footprints in its lair. Updated Health UI Display Can no longer activate Menu during Ansel Added additional distance buffer to spawn points Some additional optimizations
Good news everybody! Slow effect now removed from bonus wheel! Unfortunately it was replaced by something deadlier. Player cutscene unfreeze exploit fixed Overseer upgraded Titanshell Insanity mode+ upgraded Additional path opened up in level Some secret chickens wandered off and got lost
Overseer will now only repel you if you get too close Decreased radius of Overseer repel detection Added Hurt stats in End score panel Added Highest Score Multiplier to End score panel Damaged Less Score bonuses now start at 50 Slow debuff duration reduced by 1s Increased range for Missile Ultra Fixed start button pressed in demo level select menu
Player Invuln periods in boss areas now more accurate Distance Traveled meter now shown in corner of UI, and also at end of level for speedrunners Player Dash will no longer cancel on Blue Fences or Gate Reactors Increased damage collider size of Player Dash Attack
Damage stacking against bosses now more effective New level minor changes for added challenge and speedrunning Destroying Door Reactors will now give Rage. Added Overseer defensive feature.
Vsync turned OFF RefreshRate target setting now available in Settings Menu Added protection against player taking doubled damage Relabeled Run Mode debuff to: RUNNER: Rage Gain 50% Updated Cam Shake Toggle Added mini speed pads in level
Missile Ultra homing fix misc graphics fixes Fixed Linux and OSX Texture3DLerp function on FX Volume Transitions Fixed Fire Beam Traps FX
TimeBomb explosion fixed Lowered cost of reaching Ultra Attack status Added additional text indicator for Ultra Attack Ready Increased Cost of Dash Increased Distance and Damage of Dash Misc fixes and tweaks Revenger Spawn fix
New Patch Fix for the fix which was for the fix Due to popular demand, a limbs bucket is now in the level Increased movement momentum of Drillers to enable charging bull dodging style again
Increased Blood FX Player injury will now flash HP circle Misc script fixes
NEW: Dashing through many zones creating a backlog of enemy spawners will now activate RUN MODE, which activates a rage gain reduction. Enemies will now self destruct at end of level without score gain Aerial Missiles will now be destroyed after bosses Slight reduction in auto-rage-regen rate Updated Flame Turret Tier 2 Updated Overseer Phase 3 to increase pace Minor Map update
FOG performance greatly improved New Gate Reactor updates Gates will now unlock when the area's enemies are destroyed, even if Gate Reactors are not destroyed FIX: Fixed Runtime numerical issues when running on some International Operating Systems Gravity Bombs will no longer affect Boss and Turrets Updated proper circular warping FX for Gravity Bomb Player invuln time is now longer after boss kill FIX: Player not gaining rage when auto rage-gaining now finally fixed thanks @blu` and @broccoli Turrets updated to have more differences between difficulties Lowered HP on Turrets Enemy Missiles upgraded
UPDATE: Enemy Spawn system upgrade to v2.6, Spawn zones now sub divided into smaller zones Anti-Kiting System Change: Enraged seeking mode removed, enemies will now teleport further on path in front of you after being kited. UPDATE: Lighting and Graphics improved and optimized further UPDATE: Enemy AI various pathing optimizations NEW: Improved Fog Effects NEW: Pickup Notification System - New design plus alert will stay on for duration of effect The bear's secret hideout was found, so he had to find a new hiding spot! Lowered collider size of Random-Angle-Director, otherwise known as R.A.D. New explosion visual for player Timebomb Player Timebomb will now greatly damage enemies as well (and players around you) NEW: Updated arena design for Titancrab mid-boss NEW: Boss Type Loot ring which will drip spawn new pickups over time Added Loot crab to mid-boss battle NEW: ----new gate unlocks implementation and also in tutorial replacing first switches FIX: Finally found the cause for laser damage delay, thanks @broccoli FIX: For the double player joining when pressing controller sometimes Removal of some annoying aerial chains HP Bar changed back to Red TimeBomb pickup will now show countdown Rolling Bombs explosion changed visually New eviler visual for red skulls Upgrade of some Multi Attacks for more carnage Increased Player's wall collider size to lower chances of getting caught on some edges for wall huggers Volume lowered for Splash Logo and Cheering Crowd in Weapon Room Moved intro UI text to bottom instead of middle Update description of difficulty selection Score Towers will now fly off Floor Switches now have a larger collider Time Bonus Towers will now fly back up into its orbital base when triggered, grey checkered lines show where they start counting down Updated Pickup Expiration Warning FX Small Enemies explosions slightly more explodey Increased brightness of turret laser warnings Updated Visuals for SPEED buff while active Updated Visuals for Revenger Prism Updated visual for Dizzy Fix attempt for Bad Pickups sometimes not granting Rage - Script combine Increased prescence of BulletRage Gameshow Cameras Updated Visuals for Rejuvenation field Updated Visuals for Shocker Wave and Shocker Debuffed Updated Visuals for Pain field Added larger size for Mines and warning circles Updated Visuals for Gravity Bomb
-Increased rage gain for Ultra Insanity and Beyond mode -Increased Multiplier timer gain from doing damage -Added long range laser warning for Tier 2 turrets -AI pathing update
-Slow effect strengthened greatly for Revenger and Shocker and Gravity Bomb -Increased types for Multi Attack -Decreased wait time between spawn groups in Demo map -Increased damage for Revenger -AI Pathing fix for wandering crabs -AI Tweak for Mid Boss Phase 4 not firing sometimes
-Lowered enemy run speed from offscreen -Regen will no longer happen from Beyond difficulty bonus wheel -Fake HP will no longer drop on Beyond difficulty -New Tier 2 Machine Gun Turret -Lowered firing delay of Player Missile Launcher weapon -Shocker and Devil Spikes range increased by 75% -Improved AI -Invuln status color for Boss Balls -Invuln status color for Shield Crab
FireRoom2 redesigned into Shooting-Gallery Added one easter egg Fix Attempt 3 for Kill Streak suddenly resetting Weapon Up will no longer drop immediately after deaths
Changed Anti Alias to FXAA instead of TAA Color Regraded and some material tweaks Fix Attempt no.2 for End Level Ranking Letter Barrels will now destroy Lasers
Added delayed explosion to Barrels Barrels went on sale in Costco, added a bunch into level Possible Fix for End Level Ranking Letter
Updated Intro again Decreased distance of Player Bullets from center of Player Updated formula for End Level Ranking End Level bonus scores significantly raised for taking little damage, and dying less
Floor Switches Timeouts are now counted between switches only, instead of entire sequence. First spawner will now activate after tutorial as well Intro texture fixed Changed color of stun effect against enemies to Purple (Red is Enraged Kited) Extended invuln time for bosses cutscene entrance Bonus Tower now start counting down from 15, and starts at red checkered lines Bonus Towers now does not multiply with score multiplier Score rebalancing - 11B+ Scores wiped
-Revamped code for Floor Switches Timing -Kill Streak UI now shown in upper left -Kill Chains now times out at 2 seconds -NEW Score bonus Devices will now start counting down once player goes into room -NEW Animated Lights -Scores rebalancing, partial leaderboard wipe
-NEW: Enemy Spawn System v1.9 -If you like kiting, it is now possible to kite enemies past multiple zones -Kited enemies will get very angry after a while -Running through zones without killing will now increase enemy spawning speed to clear backlog -Floor Switches will now unlock -mostly optional- red gates -Increased Multiplier bonus for kill chains -FIX: After Boss battles, it will now revert back to regular zoom
-NEW: ENEMY RUSH mechanic. After unlocking all switches in an area, the remaining enemies will attack in a giant wave. -Updated television graphics effect for start of level -Players invuln after damage changed from 1s to 1.5s -Some difficulty modes rebalancing
-Increased Player Missiles speed -Loading screens with dev tips -Decreased cutscene times -Updated Starting Intro Menu -Increased Machine Gun Ultra Attack Damage
-Multiplier auto time renewal fix for mid boss -Mid boss arena renovations, also differs based on difficulty -Increased visibility of Shield powerup effect
-You will no longer lose some multiplier time when getting hit - Oopsie @matt -Lowered amount of mechs spawned in Ultra and Beyond Final Boss last phase -Smaller hitbox colliders on Lasers @broccoli -Visual update for Fake HP pickup -Possible fix for player rage auto regen -Possible fix for auto rage gain in boss zones -4 way repeller pads will now be in 4 directions instead of 360 degrees
Game Mechanic: Implemented Hex Fences as loot guards Serialization fixes and optimization Ultra Attacks increased damage against bosses Titan Crab movement changes for Phase 1
Multi-thread GPU performance bump for Windows users Level updates
-Player Missiles speed increase -Updated Unbreakable Fences visuals -Updated Breakable Fences Damage State colors -Lowered HP of Breakable Fences -Fixed stickiness of Fences -Possible fix for Roulette not working on some computers -Fix for enemy remaining counter in UI -Pathing fix for tank mechs at Gate before Mid boss
Good news @everyone , the new Combat Mega Update patch is now live! If you haven't tried out BulletRage for a while, this is the update you definitely shouldn't miss. All your favorite battles, now with a super charged upgrade to make all the enemies attack you differently every time! No more bullying those poor helpless meat shredders! A new and important game element was also introduced, the Hex Destructable Fence. This is a fence that is destructable and only affects the player. They are placed in strategic locations to give players the choice of spending the time to break down the barrier, or to kill off enemies in the limited space first. The spawn system also got further improvements! Based on feedback from the last week, the enemy spawn system will now provide a constant stream of carnage to your BulletRage experience, and you won't even have time to grab more popcorn! K90 is definitely the patch update you don't want to miss.
- Greatly improved the BulletRage battle experience, now with more carnage than ever!
- Upgraded AI for more natural and dynamic pathing
- New destructable Fences to create more strategic battle situations
- Further spawn system improvement to create a constant battle experience
- Map update to take advantage of the new system updates
- Enemy Countdown UI in lower right corner when area is almost cleared
- Optimized Roulette wheel @broccoli
- Dash Rage gain lowered to 20% from 25%
- Lowered all bosses HP, increased resistance against Ultra Attacks
- Missile Secondary will no longer clip when near walls @broccoli
-NEW: Enemy Spawn System v1.5 - Improved spawn locations and planned attack sequences -Map updated to adapt to new Enemy Spawn System, widened hallways and creating more flank attacks -Various performance optimizations -Fixed Gate fences scale issues @tuxbot @matt @craiglongstaff -New health and weapon up object visuals -There is now 25% rage gain from Dash attacks. Previously 10% @broccoli -Missile secondary attack bullet will no longer hit behind player @broccoli -Increased speed for missile bullets -Shocker and Devilspikes now only affect enemies during initial explosion -fix: sometimes multiplier alert displays were offscreen @matt -New icons for lock switches -Camera clipping pop in fix @Matt -Red flash timing fixed for Missile weapon @broccoli -Roulette will now pause properly in Settings menu @broccoli -Minor player run speed increase -Lowered screenshake a bit for enemy explosions -Enemy bullets no longer hit Mines @broccoli
Gameplay Camera Zoom and FOV updated to improve battle visibility Machine Gun and Missiles bullet distance adjusted Fix for floating enemies @JackDyeMorse#1892 Gate switches will now show as unlocked when gate is opened Fixed boss restart zoomed out exploit @Blu'#6275 Doubled the regen rate during low-rage auto regen phase Replaced Max Rage with Shocker in loot rings @Blu'#6275
The latest enemy AI upgrade (version 1.1) now makes each battle more fun and unpredictable!
**Changelog: K86**
AI v.1.1 implemented
Cutscenes will now pause properly @Blu'#6275
Fix: Max Rage pickup sometimes does not give rage, possible fix @broccoli
Increased hit radius for Shocker (slow) and Devil Spikes powerup (root) and extended to 6s duration
Increased max enemies on screen slightly for all difficulties @broccoli
Updated some areas in level for increased carnage
Pain field fixed, now 2s delay before starting to damage player @Blu'#6275
**Changelog: K87**
Closing UI animation with ESC/Start button fixed @manianac#2464
Explosive Barrels HP lowered slightly @broccoli
More AI v1.1 tweaks - lowered sudden craziness chances
New invuln indicator for boss balls @gerx03#1382
Lowered Hugging factor
Increased spawn speeds for lower difficulties
Increased Damage with Dash attack Increased brightness for Dash Attack Boss2 Slight AI fix in 4th phase, will now quick turn to face player again @gerx03 Boss2 Hit Sound improvements Controllers will now keep firing even when mouse is active @Kalani Added additional tier for graphics quality settings
Doubled controller rumble upon HURT event @[dpanter]#6464 Fixed low HP indicator in Insanity mode Increased clarity for player Health/Rage UI Removed Water puddles in Ultra Graphics mode Mouse should always fire now, even at edge of screen @[dpanter]#6464 Fixed various UI for Ultra Wide Screens **Changelog: K83** UI fix for difficulty selector. Now no longer able to turn off a difficulty. @gerx03 Extended range for Turret warning laser system @brocolli Increased Health box drop rate in Hard difficulty @vash63 Decreased Health box heal multiplier in Hard difficulty @vash63 <-- person responsible for nerf Linux Builds - Logging off (temporary) Disabled pre-start configuration panel FPS Improvement for cutscene cameras
New SFX for TitanCrab Hurt Sound
New SFX for Missile's Ultra Attack
New Warning lasers from all turrets
We are happy to present the updated BulletRage trailer we have been working hard on. Enjoy! https://www.youtube.com/watch?v=_3kAmNYnHeM
Max Rage powerup now gives max rage fully
Low Multipier Timer Warning Tone will now only occur at x5+ Multiplier
Titancrab AI tweaks
Speed powerup duration reduced to 5 seconds
Shooter Crabs AI now shoot from a further distance
Slowed firing speed of Final boss laser phase
Decreased width of Slow Beams on Final Boss
Auto Destroy turrets near Final Boss upon boss battle start
Final Boss sneaky phase-change-shot fix
Slightly lowered shot distance of Machinegun and Missiles
Increased chances (20 hits or lower) for getting Low Damage bonus in end scores
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To everyone entering our very first official High scores and Speed Run contest:
DATE: Deadline for score entry will be: January 31, 2019 @ 11:59pm EST time.
Prize: Your name will be forever entered into our final CREDITS section as top winners of our official contest.
Details: Highest leaderboard score per each of the 5 difficulty levels, plus fastest run speed in Normal mode. 6 winners in all.
If you have #1 spot scores in multiple difficulties, only your lowest difficulty #1 will be counted. You may request up to 2 times to clear a specific score of yours.
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Decorative Cameras now turn faster Slight fx tweak to multiplayer rings Added extra check against super rare bug where Titancrab slides his bottom against floor (Matt) Enlarged Warning sign (Steve) NEW: 2 seconds before Multiplier expiring, there will now be a warning sign and audio beep.
Multiplayer Player ID circle/flag updated
Tanky mech now limited to shooting straight
Ultra and Beyond boss2 laser phase lowered laser density
Visual Tweak for Timebomb powerup explosion
Updated some enemy colors
Increased Rage gain from Skull pickups
Added Kills and Deaths stats to Score board
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Hope everyone have a safe and wonderful countdown to 2029 with an amazing year ahead. With all the new warriors we have gathered here, we may finally be able to defeat the alien overlords and free ourselves from their enslavement and take back our planet and galaxy. The survival of the human race depends on all of you!
All the best, *Team BulletRage*
p.s. save the chickens!
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FIX: Enemy rotation with new code now tweaked for maximum death
Added 5s time extension to each Kill Combo tier
Lowered health drop chances by 66% when health is full
FIX: End Boss rotational movement code improvements
CHICKEN MIGRATION: One chicken panicked and ran off to a new location
LEVEL: Decreased wait times for a few spawn locations
FIX: Increased collision size for drillers to avoid falling behind the sofa and getting lost
FIX: Character Selection room will now have sound in all situations
SYSTEM: Getting hit will now reduce Score Multiplier timer by 2 seconds.
SYSTEM: Kill Combo v5 is now back. 2 seconds time out, resets upon taking damage. Reaching tiers grant bonus to multiplier.
CONTROLS: Improved Movement and Shooting control systems to increase accuracy and smoothness for keyboard and gamepads (thanks to all the testers and feedback for this controls update)
Improved long distance pathing AI for all enemies to decrease wait time before your death
FIX: decreased duration of not being able to shoot with gamepad after moving mouse
Christmas event now concluded
HP bar color is now greenish when full
NinjaStealthAdditionalFix: Fixed loud SFX issue when restarting/changing game loading (TalMaru)
NinjaStealthAdditionalFix2: Fixed countdown timer for rez change (Matt)
Limited Event: Despite the ongoing war against humanity, the magical power of Christmas suddenly sprouted! Fix for end boss's turning during pause Reduced bonus runspeed during TimeSlow powerup Visual update for TimeSlow effect
The contest begins for highest leaderboard score per each of the 5 difficulty levels, plus fastest level completion time in Normal mode. 6 winners in all. Rules: If you have #1 spot in multiple difficulty, only your lowest difficulty #1 will be counted. Prize: Top placements will be permanently listed in the final credits of the game. Barring any unexpectedly needed wipe of course, but we are expecting not to. Global scoreboards are now reset.
Menu fixes Kill Combos removed score bonuses, increased time extension Titancrab HP bar fix Increased reach of energy sword Increased visibility for UI score and multiplier objects FIXED: There was an escape route in the elevator exploited by a previous contestant. We have now closed the security breach, and arena slaves will no longer be able to escape. All hail our alien overlords.
Updated: Improved texture sheet for some objects Timeslow will now affect Floor Switch timeouts duration correctly Slowed down enemy turret missiles slightly Level start now has a one way ramp to prevent abuse of tutorial area Fixed tutorial switch that was turned on by default Fire Turret now a tiny bit easier on Beyond and Ultra TitanCrab missile sequences are now shorter in duration Now easier to regain weapon upgrade in Beyond and Ultra mode Secret Chickens will now give 1.25 lives as bonus Added one crate after second fire area to dodge behind Improved FPS during opening flyby cutscene Large enemy loot drops will no longer include healing items in Beyond mode Player now drops blood properly again when hit by melee attack UPDATE: Kill Combo Bonus now start at 6 (greatly increases in bonus the higher it goes) Extended Duration of floor switches Increased range of sword decreased size of Missile Secondary attack Fix for healing effect on player Elevator shaky player fixed
NEW: Bosses HP bar now made more fruity! NEW: Square Directional Pads will now auto randomize next direction upon touch. BALANCE: Final Boss was getting too easily conquered in the last phase, well no more! Changelog: K68 Revenger Pyramid will now absorb rockets too Revenger Pyramid will now output twice the amount of lasers per enemy bullet FIX: Missing meshes fixed
-Missile Ultra will now target boss -Damage FX will now only appear when appropriate (blood splats etc) -Added text at start and end of level
NEW: Inferior human cameras have now been replaced with glorious alien overlord cameras NEW: New visual update for player Health display NEW: Switches system have been replaced by multi-press switches - Do visit new tutorial! There are now two types of Switches. Switches that unlock gates, and extra difficult optional switches that gives a prize and points. -increased speed of camera follow -rage will now slowly regenerate until enough for 1 dash attack -Missile Ultra attack will now only target enemies -boss1 bombs now able to be killed by players -Tanky mechs will resist climbing on each other now -boss direction arrows are now back -lowered turning radius of enemy homing missiles
- lowered beam attack follow speed of end boss - reseted player preferences file - Lowered default music and volume - Increased available max slider setting for camera offset - Fix for multiplayer score submission bug into single player leaderboards - New more obvious health/rage/cooldown UI under player - additional level design flow tweaks - changed camera angle slightly to be less tilted, this should improve aim accuracy/comfort for players - increased player model size
-Boss HP Bar visual glitch fixed -Performance optimization at Pain Zone -UI-Show FPS fix
-NEW: The photon conduits were repaired and the photonic neon signs are now activated -NEW: Multiplayer mode will now adaptive zoom based on distance apart -NEW: New Depth of Field and Fancy Puddles now active in Ultra Graphics Setting -NEW: 2 new types of static Health packs are now strategically placed in the level -Slightly lowered drop rate of health pickups -Reduced duration for multi-attack variations -Increased size for Drillers and Crabs
NEW: Additional batch of voiceovers added Fix: Timeslow and pause will no longer give you super speed MOARRR EXPLODEYS: New destructables added Missile Ultra will no longer target health pickups
-Decreased targeting range of Missiles Ultra attack -Ultra Missiles will now explode when impacting floor -Added some new FX -A few fixes for the previous patch -Optimized Maximum Barrage performance
-FIX: Missile Ultra will now be able to target tutorial and switches -FIX: The anti-grav device on enemy units have been repaired -Health will no longer spawn on loot pads -Secret Chickens will no longer provide a score bonus, but will give other bonuses -However, this means we can move the chickens around now and then without a full riot happening -Kill Combo now starts at 10+ enemies killed in same moment -Blade traps will no longer make players stick to it -Increased bonus differences with Time Extension bonus numbers -Increased score bonus for Damageless. (taking 10 damage or less in level)
- NEW: New Ultra attack for Homing Missiles - Fixed: Elevator exit problems - Kill zone now exist in multiplayer if you accidentally get squeezed outside - Final Boss missile silo spawn rate now less affected by multiplayer - Multiplayer will now regain extra lives easier - Multiplayer score screen will now show correct colors - Lives bar will now show MAX correctly when full
-Weapon type used now shows correctly in leaderboards -NEW: It just rained in the world of BulletRage so there are now puddles! -Tanky enemy ate a magic mushroom and got bigger -Added a bunch more destructables -Some camera cutscene temp fixes -Default Zoom now a bit higher
-Flame Turrets now have shorter bursts and now more dodgeable at higher difficulties -All turrets aggression distance is now lowered
Godmode now turned off. Leaderboard wipe sorry =) Fixed secret area pathing widths to work with updated Player wall collision size Room timer will now start from after elevator lift lands
More points from killing enemies Sword now destroys lasers more accurately. Reduced size of slow beam collider for boss2 Player caused explosion for mines will no longer harm players Flame Turret flames lifetime reduced Flame Turrets now turn slower Final Boss phases duration tweaks Final Boss enemy spawns tweaks Increase revenger damage time duration Revenger will now reflect lasers Lasers now with increased code stability Fixed Elusive Bug: Time Extension was not giving out correct bonus *Credit to DrMF* First enemy spawner now closer to start of level Lucky Slots will no longer appear after final boss Optimized rage crystals drop mechanism NEW: Upper left timer for Time Extension rank downs NEW: Red CLEAR indicators are now placed around the level to show where it will trigger previous zone enemy destruction. NEW: Kill Combo bonus for killing many enemies in the same blow Increased area size of player explosions New Camera sequences for intro and bosses Fixed sound overlap for voiceovers Turrets will now no longer bot aim cheat New Warning graphic for bosses start
* Skipped a ton of changelogs updating here as we moved to internal test branch for our super BulletRage Ultra Revamp, will start posting here again as we move to next test phase of the revamped BulletRage * These K series changelogs are for internal branch testers. UI fixes Bosses HP will now scale with amount of players Now it is easier to reach higher score multiplier Renamed some items in bonus score subcategories Last bridge area revamp Homing Missiles now less homey Final boss bullet sequences are now more dodgeable Reduced damage of time bomb debuff Character room blur fix Misc visual tweaks New (cybertron) underground city visuals version 2 Fixed beam color for eye boss Fixed colliders for destroyed crates
Memory leak fix New Pyramid Revenger powerup New Spread gun secondary Some shader fixes
NEW: Spread gun secondary attack new Pyramid Revenge System (The more enemy bullets hit it, the stronger the revenge) Increased speeds for the whirling blade tower traps Damage balancing for Seeker, Shotgun, Plasma Rings Increased explosion radius for Rocket Grenades
NEW: Battle 100 Wave 100 + End Boss fight. Glass Cannon now increases outbound damage by 3x and inbound damage by 2x only. Dash no longer removes Shield Speed no longer removes Timeslow Increased Radius for Shocker Increased Radius for Devilspikes FIX: Upper Lower case fix for twitch user names Increased chances for Bomb Powerup drop Added random turret styles for Turret Powerup New: Slow and Acid burn barrels that harm players You can now Dash through Slow beams without being slowed Removed Knockback effect from explosive barrels
RapidFire now no longer affects Ultra Attack You can now dash while using Ultra Attack Bullets now go the proper distances during Timeslow Damage Reduction Powerup now works properly with 50% reduction Updated Twitch Summon strings to be longer text, with a longer cooldown.
Twitch Streaming Fun! Twitch Dungeon Master function now fully integrated and Active. ( Twitch viewers can now be the dungeon master and summon enemies to bombard the players, and vote on helpful or harmful status effects that gets applied to all players )
Battle 100 Wave 70 Battle 100 Added lots of Time Extension crystals for treasure hunting Lowered drop rate of powerups Increased duration of powerup effects Minor updates to levels Updated lighting setups for levels Added Aerial Bombardment enemy missiles
Battle 100 now up to Wave 60 Next-Area-Arrows will now show up for longer (7stringTheory) More organized bullet patterns (Broccoli) Pick up alerts will now stay on screen for longer (7stringTheory) Life drain visual fx now more obvious More obvious player hurt FX More bullet pattern tweaks Battle 100 obstacle waves tweaks NEW: Destruction FX craters on the floor replacing orange heat glows NEW: New type of enemy super proximity mines More enemy bullet types Tweaked global bullet speeds to allow for more precise bullet dodging FIX: Possible fix for the long time mysterious death bug in generator room of Narrows (ThinkBLUE45) Improved enemy trap mines responsiveness in killing players Lowered HP for Squidies
NEW Pickup: Life Drain, Rapidfire, Dash Mania, Damage Reduction, Glass Cannon
NEW: Battle 100 now up to Wave 50
NEW: Enemy Bullets Visual Revamp
NEW: HTML Leaderboard now live on
RESET: Score boards all reset to work with new scoring system NEW: New rebalancing of scoring everywhere NEW: Battle100 v2.0 Bomb enemies (meatballs) will now be less annoying (Broccoli) Enemy missiles will now be easier to shoot down (Broccoli) Machine Gunner will now no longer need to stand still with secondary attack (7stringTheory) Patch fix for scoring and crash
MENU ui fixes Score when killing enemies are back in. **CHANGE LOG (JULY 8, 2018):** Build 360 laser traps no longer seen as red arrows on radar (Brocolli) grenade launchers now with faster reload grenade launchers will now kill laser traps properly (Brocolli) Homing missiles will no longer target giant saws (7stringTheory) UI bypass to get into a level with zero players fixed (Tal Maru) Increase dmg for homing missile ultra NEW: Plasma Cannon weapon concept Machine gun damage and distance upgrades Updated scores balancing - NEW: Change level button in Settings menu screen Updated Dark Tunnels room at boss. KNOWN BUG: currently enemies do NOT give scores. **CHANGE LOG (JULY 9, 2018):** Build 361 NEW: Physics calcuations greatly increased for higher accuracy NEW: Enemy battle styles now try to be the same style within same battle. Menu load unpause fix (Trippy) Enhanced visuals NEW: Shotgun revamp - super penetration Pickups disappearing timer now more clearly shown **CHANGE LOG (JULY 9, 2018):** Build 362 Tweaked FX of pickups disappearing soon Shotgun bullets made even faster Auto loot puller now better Fixed UI for Level Selection from Settings menu (7stringTheory) **CHANGE LOG (JULY 9, 2018):** Build 363 Timeslow going through walls fixed. Buffed Blackhole Damage Spinning Type Traps will now be very time consistent in rotational speeds UI fixes with duplicate score submission Scoreboard pagination key clicking fixes Bunch of controller button selection convenience fixes NEW: More awesome voiceovers for deaths and secrets
All controller preferences Resetted to fix a bug. Object destruction - Player Removal connected bug fix (Blu) Slow moving controller issue (Blu) Discord Bot new users auto-roles now fixed (CraigSheppard1) -Bosses will now have a special arrow indicating direction (Brocolli) -Renamed Railgun to Plasma Cannon (Tal Maru) -Hiding room timer and room name when in character room (Tal Maru) -Fixed No Death Bonus sign at end of level (logorouge) -Fixed MUSIC CHANGE at end level not working (Blu) -Elec Floor traps now no longer sticky (logorouge) -AI Pathing and Fairness tweaks to Carbonizer Boss (Multiple) -Rage gain balancing with all weapons Rage gain rate cap now fully functional Added Dash symbol to Carbonizer boss fight (Trippy Freeze)
REFRESH: Of various levels NEW: Weapon Upgrade system now based on a 3-level weapon system, Weapon Armory removed (logorouge) Restyle of weapon bullets for easier weapon level identification Battle-100 - Wave 30 Mouse override now active for aiming (Tal Maru) Enemy Mini-Boss and Wall Turret HP now lowered for increased gameplay momentum Level Restart / Level loading optimizations for lower ram usage (5kaolin)
That is all.
Character Room - Thin walls fix : (MisbeDAVE) Character Room - Blue indicator fix: (MisbeDAVE) Character Room - Teddy Bear Boundary Abuse fix: (MisbeDAVE) Character Room - Start toggle Boundary Abuse fix: (MisbeDAVE) Player weapon Flame gun major buffing (Esty) *NEW* More sexy voice overs UI Menu Back button fix (Esty) Red walls in Battle-100 will now reset upon death. (Esty) Added note on RemovePlayers button (Inhumane) Moved Time Crystals out of the way more in Battle-100 (Tallamon) Orange barriers now non deadly for battle 100 (MisbeDAVE) Increasing range of Shotgun bullets (Aigwrai) Shotgun character: You can now drop 3 proximity mines with a 8s reset timer Player Controller can now move in small amounts by being gentle on the knob Next-Area guide arrows will now stay for much longer (Esty) Wave 19
NEW OSX - MAC Build Uploaded Battle-100 up to wave 16 Players Hurt or Invuln status will now blink Red Dash now generate less Rage Toggle for Screen Shake now available in settings menu Flame and Homing Missiles weapon firing SFX updated Player damaged red blinking now increased in duration visually Time Extension Crystals now added to each wave of Battle 100 Menus now pause the game to improve Restart Level speeds. Score should now reset properly at start of a level. Increased AI pathing resolution for Battle 100 level. Carbonizer Boss will now pause longer before doing the charging dash Player Respawn area damager will now fade quicker ------------- All player weapons rebalanced NEW: New music in Dark Tunnels level FIX: Controller sometimes was unable to join at first launch
NEW: Beta Test Big Boss level FIX: Menu selection clicking with controller buttons Added more Voiceovers All player weapons rebalanced Boss level tweaked based on feedback - *You asked for it* NEW: New music in Dark Tunnels level
more UI fixes in settings menu, with highlighted button getting the cursor lost shotgun bullet distance increased floor electrical trap should now be less sticky GPU optimization for Dashes GPU optimization for Enemy Plasma Balls GPU optimization for the plasma throwing enemies Fixed Player# colors in Multiplayer Local Carnage/Loot Scoreboard. FIX: Windowed mode will now stay windowed mode between scene changes FIX: Windowed mode mouse cursor hit area now fully working
NEW: New awesome fiery music track for Carbonizer level. Fixed controller cursor select when coming back from quit menu (Blu) Fixed small collider issue for generator (Fayaine) Player Homing Missiles now more homey (Many requests) NEW: Cooldown timer on secondary attacks (Fayaine) Crabilla's minions front entrance spawn point moved further in to avoid getting rear attacked. NEW: Incomplete level runs (gameovers) will no longer submit a time. Shown as --:-- Slight tweaks to Grenade launcher to not lob as high, and increased grenade count
NEW: Level: Dark Tunnels Removal of mid level speed run bonuses NEW: Floor signs with room fence-unlock requirements UI fixes Improved HP circle bar notches for each difficulty
NEW: Difficulty Select now integrated into Level Select screen, easier to see high scores in different difficulty modes. FIX: Sometimes, game controller was not able to join at the player joining screen until Players Removed Once, possibly fixed. (Craiglongstaff) Plasma Gun went in for a tune up, now more accurate, and with faster Ultra Attack shots. Boss HP Bar now more obvious (Craiglongstaff) Flight Deck map balance tweaks
BulletRage
Chimera One Games
Chimera One Games
Coming Soon
Indie Singleplayer Multiplayer Coop
Game News Posts 126
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
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http://deathcarnival.com
https://store.steampowered.com/app/827210 
The Game includes VR Support
The Story:
Survive in an alien death show to save humanity from total destruction. With 90% of humanity massacred by a powerful alien race, the remaining humans are forced to run through deadly arenas for amusement in an intergalactic alien game show. The prize for surviving through all the challenges, is the continued existence of humanity.Features:
- 4 Players local co-op
- 10 playable characters each with a unique playstyle
- Every weapon is gratuitously overpowered
- Dozens of crazy power-ups
- Casual to Ultra Insanity difficulty modes
- Adaptive Gameplay System to push you forward
- Speed-Run or Destroy-Everything gameplay option
- OS: SteamOS / Ubuntu 16.04 (With latest graphics drivers)
- Processor: i3 ProcessorMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia 660M / Radeon HD 7730
- Storage: 8 GB available space
- OS: Ubuntu 18.04 or equivalent
- Processor: i5Memory: 16 GB RAMStorage: 8 GB available space
- Memory: 16 GB RAMStorage: 8 GB available space
- Storage: 8 GB available space
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