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30XX 0.33 Patch Notes - February 28, 2022

Hello! Today's 30XX 0.33 patch is 30XX's second Major Update, the Abyssal Armory update! The major points of today's update are here in this update spotlight video. 30XX will also be on sale this week during Steam's Remote Play Together sale for 15% off!

Abyssal Armory introduces Watergrav, 30XX's eighth level theme! Navigate spicy gravity-flipping fields and manipulate the stage's large goo blocks to your advantage as you battle towards the agile Experiment 9, who uses his room's gravity to his advantage. Discover Nina's new Autodrone power, which lets her summon a temporary Repro that automates her other Powers. Experiment with Ace's new Leviathan power, a bomb that interacts with most of his other Powers.

Patch 0.33 also updates 30XX's Core Aug systems in a few major ways. First and foremost, we've added the new Resonant Armor - four legendary pieces of equipment that amplify your other Cores and update your character's looks as you find them. Resonant Armor pieces are earned from new miniboss encounters that occur at the end of new high-combat Gauntlet subzones!

0.33 also introduces two new Core Sets to the game - the corruption-balancing Vagrant's set, and the Repro-focused Zookeeper's set. More details on them below!

Finally, 0.33 also reintroduces the idea of Set Bonuses to 30XX - if you manage to complete a full Core Set, you'll receive a powerful bonus as long as it all remains equipped. Try them all!

I'm sure there's some balance work to do on our new sets, but our hope with this updated design is that players have now have several dimensions to consider when evaluating Cores and Armor parts - will you aim to complete a Set for its powerful bonus, pick Cores that match a piece of Resonant Armor you have, or just pick your favorites?

Abyssal Armory is our biggest update to date, and comes with lots of gameplay tweaks and balance changes. Among them is another iterative pass at Ace's Techniques and his interactions with Energy. We've done away with the Surge mechanic, and each of Ace's Techniques now have a base cost, and have had their effects and damage balanced accordingly. (Some of Ace's techniques - the critical mobility ones - are still free to use.)

Thanks for playing! Lots more in the full patch notes below.

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GAME CHANGES & FIXES:
  • Introduced Watergrav, the Endless Abyss! Watergrav comes with all the usual good stuff - new music, new enemies, new visuals, new mechanics, a new boss, and shiny new Powers for Nina and Ace! (We described them a bit in the above text.)
  • Runs now go to Level 8! New Mega Mode runs will also spawn with 8 levels.
  • Added two new Core sets, bringing the total to 6!
    • Dance on the razor's edge with the high-risk, high-reward Vagrant's set, whose Core Augs cause you to build Corruption while attacking enemies. Corruption empowers your character, but pushing it too far will cause damage and a brief stun. Each Vagrant's Aug introduces an additional Corruption interaction. Power use does not trigger Corruption, making Powers a great choice while your Corruption is cooling off.
    • Command your (hopefully) vast army of Repros with the Driver's set, whose Core Augs allow you to get the most juice out of your Repros!
  • We've also made a few Core balance updates:
    • Effects that trigger on dashing (like Oxjack's Ken) no longer consider cooldowns when used while airdashing.
    • If the player has access to both Hover and Fly at the same time, they now combine into one effect (with the longer duration of Hover, but the vertical movement of Fly).
    • Owlhawk's Focus (Head Core) CP cost increased to 4 (up from 3).
    • Owlhawk's Talon (Arm Core) proc chance increased to 100% for Ace (up from 15%). (I thought we'd done this one awhile ago!)
    • Reduced additional raw stats provided by Arm Cores by 50%. (For example, Dracopent's Claw now grants +2 ATK, from 4.) We may remove these stat gains entirely in a future patch.
  • Added the Resonant Armor, new Augs that show up on your character model and boost your Cores!
    • Each piece of Resonant Armor is found at the end of a new combat-heavy section in a level called a Gauntlet. At the end of a Gauntlet you'll come across a powerful Armor Guardian, a new miniboss who you'll have to defeat to get the Resonant Armor piece.
    • Found pieces of Resonant Armor change your character's model. This change altered much of how we render the player character in 30XX,
  • Reworked Weapon Charging:
    • Characters now have a half-charge after 0.5 seconds, and a full charge after 1.5 seconds (changed from "full charge after 1 second").
    • Effects that rely on charged attack activation require a full charge to trigger.
    • Nina has a new projectile visual for her half-charged shot, which deals lower damage than a full charge but still pierces through enemies it kills.
    • Ace doesn't currently have a visual update at half-charge, but we're working on his charged effects for a future patch.
  • Added a new difficulty class for lategame chunks - "spicy". These aren't used commonly, and can start appearing on Level 7.
  • Added Lore Terminals that can appear in stages, beginning to shed some light on what's going on in our world. NOTE: For the time being, these are available in English only, and won't appear when playing in other languages. This is because they contain a very large amount of text and are very subject to change - we'll localize them once they're final. (Let us know what you think!)
  • Updated visuals in Highvault and Burning Temple.
  • Certain non-projectile abilities are no longer defendable (by Echo Shell, Negation Pulse, or Orbital Barrier). For now, this is mostly the game's "laser"-type and "tornado" abilities.
  • All damage dealt by Bosses is increased after Level 4.
  • Sacred Spines now increases damage taken from Spikes & similar hazards by 2/5/9999 (down from 3/6/9999).
  • Taking hits that result in more than 1 damage taken now only counts as one hit for Glory Zone tracking purposes.
  • Changed several Ace Powers, and removed Surging.
    • Zen Ascent and Dolomite Link left unchanged.
    • Echo Shell and Osafune now cost 1 NRG. Osafune damage dealt increased to 50.
    • Raijin Call now costs 2 NRG. Damage dealt increased to 40.
    • Ryuusei now costs 2 NRG. Damage dealt increased to 50 (+25 per meteor stage, for a total of 100 if you fall really far while using it). Now sends the "surge sparks" by default.
    • Void Double is still free while we figure out what to do with it. Also, Void Double now projects Osafune when used while the shadow is active.
  • Scrap Trawler now caps at 5 stacks (down from 999), for a cap of 15 nuts per scrap.
  • Added proper palette support for Player 2 in co-op when both players are using the same character.


EDITOR CHANGES & FIXES:
  • Added Watergrav support to the Editor.
  • Added new tiles and decoration for Burning Temple and Highvault.
  • Implemented a new palette for Burning Temple and Highvault to match the game's visual clarity updates.
  • Changed the graphics of some enemies and level objects to match their updated in-game versions.
  • Reworked chests into "Special Items" and removed their object parameters to better represent how the game treats them.
  • Burning Temple's Flame now faces upward if not in contact with a solid tile.
  • Moved Burning Temple's "grass stone" and "grass roots" tiles to the Background Tiles category.
  • When selecting an asset from the asset bar, favorites bar or eyedropper tool (Ctrl + click), the page that that asset is on will now automatically be selected.
  • Burning Temple Chase chunks now require a Giant Rolly to be placed.
  • Reworked how tiles work internally. Large chunks with lots of tiles should be more performant.
  • Fixed an issue where Dustria spikes and containers would be drawn below certain decoration.
  • Fixed a bug where moving a set of tiles to connect to another set of tiles, then undoing the move, would result in incorrect tiling on the other set.
  • Fixed a bug where you could still select the BG/FG Tile category in simple mode using a keyboard shortcut.
  • Fixed line breaks in several asset descriptions, most notably in Chinese and Japanese.

30XX 0.32 Patch Notes - February 9, 2022

Hello! Today's 30XX 0.32 patch introduces some new Augs to discover in your runs while we prepare for the upcoming Level 8 patch. Flirt with danger by spending all your health in shops with the new Blood Price Aug, or become the ultimate Nuthoarder with Scrap Trawler! (And a bunch more!)

It also adjusts Salvage odds, and adds some new flavored Shops that sell specific item categories.

Thanks for playing!

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GAME CHANGES & FIXES:
  • Added 12 new Augs! Today's new Augs add new ways to interact with Shops when you're out of cash, new choices for scaling player damage, new ways to boost your Core load, and probably a very broken way to accumulate a ton of Nuts over the course of a run!
  • Changed Salvage weighting to grant nuts more frequently and other outcomes less frequently.
    • We love how the Salvage system gives players a choice about Augs they come across, but feel that the system made Health and NRG too readily available. Core Points have two additional Augs coming today that make Cores easier to equip (one that reduces cost and one that greatly increases CP), but we'll keep an eye on the Core Point economy after this patch and adjust as needed.
  • Core Extender is now more common.
  • In-level shops now rarely spawn as "flavored" shops that only contain a certain class of item. As of 0.32, shops can spawn as a Core Shop or a Pet Store. Both of these events are uncommon.

30XX 0.31 Patch Notes - January 19, 2022

Hello! Today's 30XX 0.31 patch is a smaller bugfix patch - we're putting the finishing touches on 30XX's eighth level theme, which should be ready very soon!

NOTE: Today's patch fixes a long-standing issue that causes boss intro text to be garbled at very high resolutions. If this affects you, you'll need to clear out the contents of your 30XX/fonts/ folder, then restart the game (or change resolution to your high, boss-text-garbling resolution). The fix changes the way the game creates certain helper files for rendering text, but it won't automatically clear out old, bad files (yet).

Also - with our next level theme around the corner, we'd love some fresh eyes on our upcoming content! Folks interested in playing our super-secret NDA private branch can apply here. https://forms.gle/RA2Wdnape58QeKH47 - We'll likely keep applications open for about a week.

Thanks for playing!

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GAME CHANGES & FIXES:
  • Dustria's Spring Platforms now also allow holding the Jump button to bounce higher (so you can now hold Up or Jump). Trying to trigger a hover, fly, or double jump when directly above a platform (the range is about 3 tiles) will no longer cause those abilities to trigger, so players are less likely to use them while trying to get a higher bounce.
  • Dustria's Exploding Barrels can no longer be attacked (mostly by Ace) while spawning (which would usually cause them to immediately strike the wall they're coming out of and explode).
  • Walking into a Dustria Exploding Barrel that spawns from the floor no longer puts the player into the wall slide state.
  • Echocave's Strike Platforms (switch-activated platforms) now have a limit on how often they can try to play their "I'm here!" sound to prevent curious Ninas from overloading the sound system on some machines, causing freezes and sound delays.
  • Made a similar change as the above Echocave change to Penumbra's Mirrors preventing sound spam from stalling the game.
  • In co-op play, miniboss events no longer start while a player is attempting to use a Teleporter (for example, to a Glory Zone). This prevents a rare scenario where a player triggers a miniboss encounter exactly while being forcibly teleported to a Glory Zone earlier in the stage, resulting in the miniboss gates being locked when the players attempt to return.
  • Fixed an error causing Zookeeper's Burden to repeat its effects when loading a run from a save.
  • Fixed a source of clients in online co-op getting locked out of a boss encounter.
  • Fixed an issue that could cause Contemplation Room gates to fail to close when starting the encounter for the client in online play.
  • Fixed an error that could cause the Save and Quit capsule to appear in Mega Mode. (You don't need it in Mega Mode - the game saves anyway!)
  • Fixed an ancient issue that could cause boss intro text to be garbled at some high resolutions. NOTE: If this affects you, you'll need to clear out the contents of your 30XX/fonts/ folder, then restart the game (or change resolution to your high, boss-text-garbling resolution).
  • 30XX now shows a loading screen while generating new intermediate font files (which it often does when a user switches to a new resolution for the first time). If you've ever experienced the "it looks like 30XX freezes the first time I change resolutions!" bug, it was probably this - the game didn't inform the player that it was generating these, so it'd look like the game was frozen.
  • 30XX now shows a loading screen when doing processing relating to switching the game language. (It's similar to the above. Sort of.)

30XX 0.30 Patch Notes - December 29, 2021

Hello! Today's 30XX 0.30 patch is a smaller bugfix patch that comes with a few gameplay and enemy behavior changes. Most of our team's taking some time off! Hope everyone reading's gotten some good time to relax a bit and catch up with friends and family over the holiday season.

Thanks for playing, and Happy New Year!

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GAME CHANGES & FIXES:
  • Choice Machines awarded from Contemplation Rooms now award a Weapon in the Bronze slot, and two Augs in the Silver and Gold slots (Changed from Weapon choices in the Bronze and Silver slots, and an Aug in Gold).
    • We may revisit this down the line, but for the time being, the existing implementation meant that the Weapon of the player's choice would almost always be available in a run, especially for Ace.
  • Maker Mode now works in online play.
  • Updated Crystal Shooter (Echocave miniboss) attack pattern so it scales a little more smoothly through the run. It now has its current "easy" pattern on levels 1 and 2, its "hard" pattern on 7+, and a "medium" pattern from 3-6. (We'll probably revisit this guy later, but this gave us a quick fix for now.)
  • Tweaked the Rolly Giant's (Burning Temple miniboss) AI a bit to prevent a rare case where it could attack in the wrong direction while rolling.
  • Drillfaces (Shielded Echocave flying enemy) no longer collide with other enemies (including other Drillfaces).
  • Changed how Beta Acolytes (Penumbra jumping enemy) attack. Their previous implementation felt a little unfair at times. In addition, added a slightly longer recovery period after they land before jumping again.
  • Fixed an issue causing Glory Zone conditions in online co-op to fail to sync if the client activated a Glory Zone teleporter first.
  • Fixed an issue causing Wall Lasers in Deepverse to deal contact damage to players during its spawn/despawn animations. (Should only be while its laser is active.)
  • Fixed an issue causing Trapmoles to grant more points than intended in Challenges when killed via Ace's Ryuusei.
  • Fixed an issue causing Entropy Conditions to max out at 2 when loading a previously saved Standard run in progress after closing the game.
  • Fixed an issue causing the Autotank to fail to show its buff icon when loading a run in Standard Mode.
  • Fixed a potential online crash, and added some better logging for future packet send errors.
  • Fixed an issue causing Choicebooster to work as intended in Standard Mode.
  • Rending Whirl now appropriately pushes Exploding Barrels in Dustria straight up again.
  • Negation Pulse now pushes Exploding Barrels an an appropriate direction, based on its position relative to the Barrel.
  • Removed the "Grab Bag" and "Archive" Prototype Blessings from Daily and Weekly Challenges. (They're a bit output-randomness heavy for Challenge purposes.)
  • Fixed an issue where starting an airdash while close to the ground could cause it to clip. Dashing in this state will now correctly complete the airdash while allowing the player to jump as if grounded.

30XX Patch 0.29 Notes - December 8, 2021

Hello! Today's 30XX 0.29 patch introduces lots of brand new ways (over 30!) that our heroes' abilities interact with environments, bosses, and enemies to give you a leg up on a situation if you've got the right tool for the job.

With patch 0.29 now live, most of Ace and Nina's Powers have 2-4 new utility applications that help the player navigate obstacles and shortcut certain boss mechanics. Our hope is that these changes add new factors to decisions about level routing, provide shortcut tools for tricky mechanics, and are fun for players to discover.

We've also made some very minor changes to Core acquisition - namely that Arm Cores should drop a little more frequently later in the game, and a little less frequently early, and several Cores have had their shop costs adjusted by 5-10 nuts. Cores are also a little less common out of shops. We've got a much bigger Core Update planned in the not-too-distant future where we'll revisit these numbers - we've noticed that certain Core combos are too powerful for how commonly they can be assembled, and wanted to take some action there in between now and our bigger Core Update.

Thanks for playing!

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GAME CHANGES & FIXES:
  • Added over 30 Power Interactions to 30XX! We won't spoil them here - check out the Discord if you want to be spoiled!
  • Each Power Interaction is a unique way that a character Power helps the player navigate a level, boss, or enemy mechanic.
  • We've made a few Core Aug droprate and shop cost adjustments. We've got a substantial Core Update coming in a patch likely very early in 2022, but are using the patches in between then and now to experiment a bit. Certain core combinations are too easy to get at present for how powerful they are, and we want to take a measured approach at making it a little tougher to assemble Arm Core Exodia.
  • Several Cores have had their shop costs adjusted:
    • Owlhawk's Reign & Dracopent's Pride (Body Cores) now cost 20 nuts (down from 25).
    • Dracopent's Fang (Head Core) now costs 25 nuts (up from 20).
    • Owlhawk's Focus (Head Core) now costs 30 nuts (up from 20).
    • Dracopent's Bound (Leg Core) now costs 35 nuts (up from 30).
    • Armatort's Pound (Arm Core) now costs 45 nuts (up from 40).
    • Dracopent's Claw (Arm Core) now costs 50 nuts (up from 40).
    • Note: Since shop value influences item rarity, these changes will also make cores that cost more slightly rarer earlier in the game, and cores that cost less slightly more common.
  • Reduced the rate at which Shops are populated with Cores (from 13% per item slot to 8%). The same number of items will still spawn per shop, but they're now less likely to be Cores.
  • Rising Tide (Entropy Condition) no longer causes more Beta enemies to spawn early in a run.
    • Rising Tide had a not-super-fun overlap with Divine Construction in a way that only really affected the early game, so we're trying this out.