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Cavity Busters Update 31

Hello everyone!

I'm here with a smaller update that mainly address some bugs but does include new upgrades and features! As always you can see a quick list below but I'll go into a little more detail up here about new stuff.

First off: a new mode called Chill Mode. This mode is unlocked by default and it greatly increases players damage output. Due to how modes work in Cavity Busters, you can mix and match this mode with others, creating a difficulty tailored to what you're looking for. Is champion mode too hard? Mix it with chill mode! You'll still have the crazy bullet filled rooms but your chances of survival are increased! This mode may require some tweaking in the future. But for now I think it's a nice addition.

Next: Force wake up bosses! This is something I wanted to add for awhile. You can now force bosses to wake up by smashing the button prompt on screen. But be careful. This makes them really mad. Their damage output is doubled :0 Buuuut you'll get extra goodies for killing them. This becomes available after beating the game once.

What's New:
  • 2 new upgrades
  • 1 new Gob upgrade
  • 1 new game mode : Chill Mode
  • Force bosses to wake up


Fixes and Tweak:
  • Busting of isaac mode is less busted. For instance, item changers will no longer duplicate items on the ground.
  • fixed a bug where Jam boss would get stuck during phase transition
  • charmed enemies stay charmed for longer
  • smoothed out picking up upgrades
  • fixed golden heart so it takes into account items that increase max goop


Annnd that's it. I'm thinking I'll be hunkering down on a big update again soon. I've started laying the ground work for it and I think it's gonna be good :) Not sure when I'll start but I'll let you know.

Quick note about reviews

We are 16 reviews away from getting a "very positive" rating :0 And as we all know, a very positive rating makes people extra hot for video games. Also Steam doesn't think this is a real video game yet. Just some shovel ware. Prove em wrong! :) But whatever you decide to do, thank you for liking our game, thank you for being patient with our updates, and thank you for playing!

Peace!

Update 30 hotfix 2

Just a quick update to fix a soft lock issue and a few extra things.

  • new sound fx for picking up bestiaries
  • PHELMGY upgrade adjusted to take away goop every 3 seconds instead 1.5 seconds
  • fixed a soft lock with toy box and monster juice locking you in a room
  • new sound fx for Jam Boss and MGF Boss
  • updated the hole art for goop canals

Update 30 hotfix 1

  • fixed a bug related to monitors with high refresh rates causing low fps

Cavity Busters - Update 30

*lifts sticky tentacles to eyes and wipes away crusties*
*blinding light pours in*
Grab your tooth and jump back into The Goop Canals! We're here with a massive update!


Hello and welcome (finally) to update 30! It's been over three months since the last update. But it was time well spent and much needed. The game is better for it and I'm less burned out heh :) This update adds so much. I'll go into some detail here about it but if you just want the cold hard changes, scroll down a bit.

[previewyoutube][/previewyoutube]

First and probably what took the most work, The Bestiary. This involved making icons for every single enemy. Long and tedious. Next was creating a way to unlock those entries that was fun and would serve a purpose even after all entries were unlocked. I was working on this even before the three months but I needed a little bit longer to finish it. I wont spoil it here though. You'll have to find it. :) There's still no lore in the entries though. Writing lore is hard. :(

Lets talk about a new mechanic. I know. The game is already bursting at seams with mechanics. So why another one? This one feels really natural and I think it'll contribute to the flow of combat. I call it the Boop. While wall running, perform a wall dash into an enemy and you'll bounce off the enemy, giving you some extra wall dash distance and causing damage to the enemy. I think it's a blast to use.

Last but not least, two new gummys! Designing gummys is really fun but it's hard work. A new gummy has to work with, not all but most upgrades. And this is the biggest challenge really. In a game where you have so much control over your projectile, it's tough adding in a new character that handles that projectile differently. The first gummy is Denture Gummy. Denture starts with 4 teeth and can fire them individually or fire a large clump of teeth with a charge shot. This gummy is like an easier version of Pre Molar and that's why it'll be unlocked by default. The other gummy is Spider Gummy! But that's all I'll say on that. :)

Thank you for your patience and support. Can't wait to hear what ya'll think of the update. Please consider leaving a review as it encourages us to keep going and nudges Steam to suggest the game to other people.

Until next time,
Peace!

What's New:


  • new gummy: Denture Gummy (unlocked by default)
  • new gummy: ??? (unlocked by feeding the den)
  • new action: BOOP! wall dash into enemies to bounce off their heads and cause some damage!
  • 5 new enemies scattered throughout the levels!
  • new champ type: Tank - more hp
  • 2 new boss fights (one on the main path, the other a secret)
  • 16 new items
  • 4 new synergies
  • 101 new rooms
  • 4 new achievements
  • new environment art for Factory Lobe and Ortho
  • new art that is displayed around rooms. Nice and tentically.
  • new lighting system - nice mood and vibes
  • new room mod type - dark rooms! (they don't suck I promise...that much)
  • a new system for collecting bestiary from enemies
  • new chest items ( health chest and mint chest)
  • in big rooms, an indicator will show up if an enemy or upgrade is outside of view
  • diseases will now display negative effects in red text
  • added icons to the hub computer and to the pause menu to display what game mod you have active



Fixed:
  • shop keeper will not spawn when other enemies are in the room
  • fixed a bug where opening your map at the exact moment an enemy spawns disables player shooting
  • fixed a bug where buying an item wouldn't charge the player the correct amount of mints
  • death scene will play properly when choosing the die option from gob
  • fixed a bug where certain sound fx would keep playing after dying
  • fixed a bug where the player could be sucked into the middle of the end screen
  • fixed a bug where running into a frozen enemy with rubber glove would cause all frozen enemies to die instantly
  • fixed a bug where maw breaker would keep your tooth
  • fixed a bug where picking up an upgrade could crash the game
  • fixed a bug where necessary rooms would not spawn in dig mode
  • fixed a bug where you could open the character select screen and game mode select menus at the same time
  • fixed a bug with shiv mini boss getting stuck in walls
  • fixed a number of bugs related to being able to pause the game at odd times
  • fixed a bug where eggs would cause the player to stop shooting when entering a room
  • fix bug with a gob upgrade causing a lot of upgrades to spawn
  • fix bugs with egg and isaac run causing lots of upgrades to spawn
  • fix fx spawning while game is paused for eyeborg boss
  • fixed a bug with Shot Gums: Akimbone, when shooting while death animations are played would crash the game
  • fixed a bug with mouthful gob upgrade where leaving a room stackables would lose the effect
  • fixed bug where player shooting was disabled when tool tips appear
  • filling gummy now displays ontop of most objects it can fly over


Changes:


Player/Gummy
  • Filling Gummy shot rate increased and damage decreased just a bit
  • Filling Gummy triggers wall running upgrades by dashing into a wall
  • Filling Gummy has new ui to indicate when a super wall slam can be used
  • Filling Gummy no longer has a floating effect
  • Filling Gummy has a small dash animation
  • players will no longer receive contact damage by rolling into enemies
  • increased fall delay when coming through a door onto a hole via digging


Upgrades
  • iv item was changed to reduce healing cost
  • decreased maw breakers size just a bit
  • poison wont affect player while in the hub or in the tumor garden
  • brittle upgrade gives 2 teeth instead of 4
  • swapped Gob upgrades for feeding him teeth around a little
  • skin tags and wall zits received a substantial nerf
  • added a limit to the amount of poison fx that can spawn so as to keep the game running smoothly


Enemy
  • nerfed enemy Big Scrap
  • nerfed enemy Brain Wash
  • nerfed enemy FIllings speed
  • mini boss monumeat has been nerfed
  • nerfed clam miniboss laser attack
  • Bulge enemy alt form has a delay before it starts chasing player
  • Glut enemy alt form has a delay before shooting
  • Floater enemy now has an alt form
  • nerfed Big slimes alt attacks
  • Embry enemy has an alt form now
  • Herm and Herm Can enemy have an alt form
  • Cheeky enemy alt form nerfed
  • Labby enemy was nerfed
  • Jerk Boss will now destroy bullets during final laser phase
  • enemy speed stat now only affects bullets
  • enemy stats are now displayed by bars
  • enemy stats display at the bottom of the screen when map button is held
  • enemy stat Level has been changed to Mass ( this stat effects how large levels can be)
  • each enemy stat now has a max cap
  • rooms that spawn random enemies now spawns less enemies


Menu and Options
  • Uvula in the main menu moves
  • save profiles will save sound and music levels individually
  • the character select screen displays a black silhouette of the locked gummys
  • menu slider bars were smoothed out a bit
  • cleaned up menu options to be more readable
  • game modes no longer reset when returning to the hub
  • added page over and page back arrows to collection and bestiary screen
  • updated the manual page a bit
  • added an auto aim option to controller menu


Levels and Rooms
  • changed the splat color of mini boss monumeat
  • updated a ton of rooms (for example added obstacles, adjusted enemy numbers, and overall balance of some meaner rooms)
  • decreased the chance for special rooms (cave rooms) to spawn next to main level generation
  • when feeding the treasure monster, rewards are consistently better
  • getting through doors should be a bit smoother.




No Update Today

Hey all! As the title suggests, there is no update today. I'll be taking a break from bi-weekly updates for a bit. Here's why.

Over the course of doing weekly and bi-weekly updates I kept pushing off things that needed to get done, telling myself "I'll get to it next week". I was focused on adding things that players could immediately experience. So tasks that would be less noticeable but would add to the over all quality of the game were neglected. And that's why I'm taking a break from bi-weekly updates. For now. We'll go back to regular updates for sure because honestly, it's fun for everyone, even me!

In the mean time, I'll be posting updates on what I'm working on over on my Twitter and you're welcome to follow along!

Working on Cavity Busters has been a new and exciting experience for me, and that's thanks to everyone who has ever played, reviewed, made suggestions, left some kind words or even bought me a beer (you rock Joe) Thank you!

Take care, and I'll talk to you soon!

Peace!