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All Systems Operational News

Multiplayer and Bounty Updates + Weapon Updates 10/8/2025

[p]PATCH NOTES v0.6B[/p][p]10/8/2025[/p][p][/p][p]GENERAL[/p][p]- Reduce Buy Ship tutorial credits trigger to 10,000[/p][p]- Add Slider for teammate bullet opacity[/p][p]- Change DPS numbers to damage per second instead of total damage over total duration, add duration stat line[/p][p]- Add "Pierce Barriers" text to weapons that ignore enemy shield abilities[/p][p]- Updating some backgrounds[/p][p][/p][p]VFX HP Threshold Indicators[/p][p]Now at 66% and 33% you'll see visual feedback on mobs from sparks, smoke, or blood depending on the mob to indicate its taking damage and getting lower on health[/p][p][/p][p]CAMPAIGN[/p][p]Credits are now balanced for each level and should scale more appropriately as you go deeper into the game. Harder the levels, the more credits.[/p][p]Credits / Score will now be listed on the top right of the screen![/p][p][/p][p]BOUNTY CHANGES[/p][p]New Bounty Unique Power Ups[/p][p]- Cooldown Reduction: 30%[/p][p]- Damage Reduction: 40%[/p][p]- Damage Bonus: 30%[/p][p]- Energy Regen: 200s[/p][p]- Speed Bonus: 5[/p][p]- Health Regen: 200s[/p][p]- Primary Attack Speed: 30%[/p][p]- Collision Power Damage + Reduction: +500%[/p][p]Note: We wanted to spice up bounties to make them more interactive and fun. We think these drops will allow players to push farther and change up each level and how you play. Enjoy![/p][p][/p][p]Bounty Per Level Scaling[/p][p]- Bonus Damage Per Bounty Level: 25% -> 7.5%[/p][p]- Bonus Health Per Bounty Level: 10% -> 7.5%[/p][p]- Credits Per Bounty Level: 25% -> 20%[/p][p]Note: We noticed Bounties were ending abruptly and want to have them scale a bit easier instead of rapidly approaching death by lvl 6/7/8 in fear of being 1 shot. We're also going to work on the mix of enemies you'll fight to offer different challenges along with bounty boss balancing in the future.[/p][p][/p][p]Bosses Rebalance[/p][p]- Several bosses have had their abilities changed slightly to less oppressive.[/p][p]- Boss HP set: 3,500,000 / 5,000,000[/p][p]Note: This was all over the place prior to pulling in bosses with their original intended HP values from the campaign which were making many bosses harder or easier than they should be. We've made these scale appropriately depending on the boss so each one should feel far more fair.[/p][p][/p][p]Level Rebalance[/p][p]All levels have been rebalanced to include less small mobs and more medium to larger enemies. We wanted to have less small unit spam and more bigger things to deal with while also increasing the difficulty of the levels themselves. Bosses should be slightly easier early on and levels should be slightly harder.[/p][p][/p][p]Bounty Diversity[/p][p]Levels should have a larger mix of units drawing more unique mixes and dynamic combos to deal with.[/p][p]Each level also has 6 bosses up from 4 to improve this diversity in levels so you shouldn't run into the same boss so much.[/p][p][/p][p]MULTIPLAYER CHANGES[/p][p]Health Bonus[/p][p]- 1 Player: 0 / 0[/p][p]- 2 Player: 100% -> 70%[/p][p]- 3 Player: 200% -> 150%[/p][p]- 4 Player: 300% -> 240%[/p][p]Damage Bonus[/p][p]- 1 Player: 0 / 0[/p][p]- 2 Player: 5% -> 4%[/p][p]- 3 Player: 10% -> 6.5%[/p][p]- 4 Player: 15% -> 9%[/p][p]Note: We found that the game was scaling a little too heavily with more players especially on the damage front so knocking both down so teams wont have such an issue anymore.[/p][p][/p][p]WEAPONS[/p][p]Flamethrower: Primary[/p][p]- Damage Tick Rate: 0.2s -> 0.3s[/p][p]- Bullet Lifetime: 1.6s -> 2s[/p][p]Note: It's really fun to put out fire all over the place and leave trails so I wanted to lean into that, but I found this was scaling a bit too hard so nerfed its tick rate to do less overall damage but more consistent with the new playstyle.[/p][p][/p][p]Homing Missile: Primary[/p][p]- Bullet Lifetime: 5s -> 2.5s[/p][p]- Projectile Speed: 12 -> 10[/p][p]Note: This was causing some lagging issues as there were too many missiles on screen, and too many procs going off because of the pierce. However I don't want the pierce to go away (if i can avoid it) as I think this weapon is far more fun this way. Hoping this reduction will be enough to quell the procs while keeping this unique.[/p][p][/p][p]Plasma Swords: Primary[/p][p]- Bullet Lifetime: 1.5s - 2.5s[/p][p]- Damage Tick Rate: 0.6s - 0.85s[/p][p]Note: I really enjoy these pausing in the air and having enemies running into them, but they do a lot of damage to bosses because they can continue to tick for a lot of damage on stationary targets so adjusted to compensate.[/p][p][/p][p]Ninja Stars: Primary[/p][p]- Fire Rate: 0.155s -> 0.125s[/p][p]- Cooldown: 1.2s -> 1.05s[/p][p]Note: These were a little lacking, buffing them up to feel a bit better.[/p][p][/p][p]Seeking Crystals: Secondary[/p][p]- Initial Damage: 5000 -> 4000[/p][p]- Damage: 18000 -> 14000[/p][p]- Energy: 5000 -> 6500[/p][p]- Cooldown: 8s -> 10s[/p][p]Note: This weapon double dips on its damage, so reducing the overall damage output on the initial and ranged as this was dealing a stupid amount of damage.[/p][p][/p][p]Caltrops: Bomb[/p][p]- Bullet Lifetime: 4s -> 6s[/p][p]Note: Giving these more time on screen to allow you to drop bombs in vital areas and have enemies run into them easier.[/p][p][/p][p]Shield Projector: Defensive Weapon[/p][p]- Damage: 2000 -> 5000[/p][p]- Energy: 11500 -> 10000[/p][p]- Shield Lifetime: 4s - 6s[/p][p]Note: Buffing this up to be more on par with the other options available and now able to do a bit more damage to enemies that run into it.[/p][p][/p][p]Decoy Shield Shot: Decoy[/p][p]- Cooldown: 5s -> 12s[/p][p]Note: Too powerful in its current state, didn't realize I made the CD so low whoopsies![/p][p][/p][p]Decoy Wave Gun: Decoy[/p][p]- Damage: 2000 -> 2400[/p][p]- Fire Rate: 0.2s -> 0.16[/p][p]Note: Matching this with the Primary version of the weapon.[/p][p][/p][p]Decoy Spread Gun: Decoy[/p][p]- NEW: Now shoots forward after using this ability to put it in closer range.[/p][p]Note: Putting some create spins on each decoy so that they have varying uses. I want this decoy to get close and personal.[/p][p][/p][p]Decoy Flamethrower: Decoy[/p][p]- NEW: Now shoots forward after using this ability to put it in closer range.[/p][p]- NEW: Now shoots two fire streams up and down creating a "firewall" of sorts.[/p][p]Note: More creative spins redesigning how this works so now we can hit odd angles and throw these into the heart of enemies.[/p][p][/p][p]Decoy Plasma Gun: Decoy[/p][p]- Fire Rate: 0.15 -> 0.125s[/p][p]- Decoy Lifetime: 4s -> 9s[/p][p]- Cooldown: 5s -> 4.5[/p][p]- Energy: 10000 -> 6000[/p][p]Note: With this creative spin these will make your decoys more like "Turrets" that dish out consistent damage for over time for you vs up front or area of effect.[/p][p][/p][p]Decoy Crescent Shot: Decoy[/p][p]- Damage: 2000 -> 4000[/p][p]- Fire Rate: 0.4s -> 0.8s[/p][p]- Cooldown: 9 -> 14[/p][p]- Energy: 10000 - 15000[/p][p]- Projectiles: 16 -> 20[/p][p]- Decoy Lifetime: 4s -> 7s[/p][p]Note: Finally we have the revamped Crescent Shot that now is more of a big impactful ability with a cost that comes with it. I want this to be something you drop to deal with a lot of small monsters to clear the path for yourself that feels really good to use.[/p][p][/p][p]Spread Gunner: Drone[/p][p]- NEW: Renamed and Revamped into the CHAKRAM GUNNER[/p][p]- NEW: Now shoots out TWO Chakrams from each Drone every 0.5 seconds for its duration dealing 2500 damage.[/p][p]Note: Spicing up some Drones with some new utility creating new playstyles.[/p][p][/p][p]Crystal Gunner: Drone[/p][p]- NEW: Revamped to work like a targeted attack version of the Shattering Shot Primary shooting every 0.25 seconds for its duration dealing 5000 damage.[/p][p]Note: I think its fun to mix and match similar types of play styles together so players may "lean into" them and specialize in something they find fun.[/p][p][/p][p]Plasma Gunner: Drone[/p][p]- NEW: Now summons 2 MORE DRONES![/p][p]Note: While this is still somewhat underwhelming for damage upfront, having two more drones makes combinations a lot more interesting! "Cough" Suicide + Supply "Cough"[/p][p][/p][p]PROCS[/p][p]Missiles[/p][p]- Now no longer pierce[/p][p]- Damage increased from 800 -> 1600[/p][p]Note: Piercing was causing too much lag even though it was an interesting idea, buffed up to compensate.[/p][p][/p][p]Shrapnel[/p][p]- Now no longer pierce[/p][p]- Damage increased from 400 -> 1600[/p][p]- Projectiles Spawned: 16 -> 8[/p][p]Note: Piercing was causing too much lag even though it was an interesting idea, buffed up to compensate.[/p][p][/p][p]BUG FIXES[/p][p]- Fix Raven boss spawn[/p][p]- Fix bullet opacity settings not working on some vfx's[/p][p]- Prevent Play Game tutorial from running if you are in multiplayer and are not the host[/p][p]- Fix getting duplicate enhancements when unlocking slots[/p]

Starting Next Phase: Codename Jellyfish 9/25/25

[p]PATCH NOTES v0.6a[/p][p]9/25/2025[/p][p][/p][p]Sandworm phase is complete. We finished all the campaign levels and bosses. Bounty mode is complete. We are now moving on the the next phase. Over the next few weeks, we will be implementing feedback we have been getting over the past few weeks and polishing the game. This is the first patch, focusing on onboarding new players and teaching them the game.[/p][p][/p][p]GENERAL[/p]
  • [p]Adding a lot of in-game tutorials to walk players through our equipment system and how to upgrade items.[/p]
  • [p]Tutorial level forces players to press the correct buttons to advance again.[/p]
  • [p]Updated backgrounds for Crystal Ruins, Drowned City, Neo City, Junkyard, and Nebula.[/p]
  • [p]Updated some enemy sprites.[/p]
[p][/p][p]PROC PASS[/p][p]Shrapnel On Hit[/p]
  • [p]Damage: 250 -> 400[/p]
  • [p]NEW: Pierces[/p]
[p]Note: Giving more utility to this proc by having it pierce should feel a lot more impactful.[/p][p][/p][p]Spatial Rift On Hit[/p]
  • [p]Damage: 300 -> 1000[/p]
[p]Note: This was doing far too little damage for what it was offering, bumping the damage up to be more impactful[/p][p][/p][p]Explosion On Hit[/p]
  • [p]Bullet Lifetime: 0.5 - 1.0s[/p]
[p]Note: This should make this be a bit more impactful by allowing more mobs to be hit or run into it, and multiple procs to happen on targets.[/p][p][/p][p]Missile On Attack[/p]
  • [p]NEW: Pierces[/p]
[p]Note: Just like the primary, these are following suit to allow some more missiles to cruise through enemies.[/p][p][/p][p]Spreadfire On Attack[/p]
  • [p]NEW: Pierces[/p]
[p]Note: Making this feel more impactful by giving it pierce.[/p][p][/p][p]Railgun On Attack[/p][p]-Damage: 700 -> 900[/p][p][/p][p]WEAPONS[/p][p]Carbine[/p]
  • [p]Damage: 3100 -> 3400[/p]
  • [p]Fire Rate: 0.180 -> 0.175[/p]
[p]Note: Wanted this to feel better than it was and felt it was lagging a bit behind other weapons still so giving it another buff[/p]

Bounty, Campaign, & QOL Update 9/16/2025

[p]PATCH NOTES v0.5j[/p][p]9/16/2025[/p][p]Hey everyone and welcome to another week of patch notes. This week we got some big things in store like VOICE ACTING for all our main characters!!! Toggle settings for HIT BOXES so everyone can fine tune how they play, and Bounties receiving the rest of our campaign so they'll feel more dynamic. Let's check out the details. [/p][p][/p][p]NEW FEATURES[/p][p]- Add toggles for turning on hitboxes[/p][p][/p][p]MULTIPLAYER[/p][p]- Teammate lasers and bombs are now more transparent[/p][p]- Teammate healing and shield abilities are more visible[/p][p][/p][p]VOICE ACTING[/p][p]We have voice actors for all roles now!!! Rejoice the evil AI has been vanquished[/p][p][/p][p]CAMPAIGN[/p][p]- Fixed several spelling issues throughout the campaign[/p][p]- More art asset updates[/p][p][/p][p]Lvl 4 Endless Expanse (FULLY REMADE)[/p][p]- Bombers now target you[/p][p]- Bomber HP 18000 -> 45000[/p][p]- Elite Gatling 7 Spread Shot now targets you[/p][p]- Some Cultist Bolts now heat seek onto you[/p][p]- Rebalanced and increased HP to many of the larger units[/p][p]- NEW Enemy the Winged Gunner[/p][p][/p][p]Lvl 6 Red Planet[/p][p]- Elite Chompers now more "Elite" and summon the mini charging Chompers every 4 seconds.[/p][p][/p][p]Lvl 7 Outpost[/p][p]- Space Jellys can now fire from offscreen again[/p][p]- Jelly HP: 130,000 -> 110,000[/p][p]- Additional Elite Battlecruiser added to the end of the map.[/p][p][/p][p]Lvl 10 Black Dunes[/p][p]- Fixed the size of the tanks and defenders[/p][p]- Several Worms removed from the tank section and around the level[/p][p]- Mine's from Mineship HP: 60,000 - 30,000[/p][p]- Flame Tanks projectile speed: 10 - 8[/p][p]- V4 Fleet Elite Flamethrower Cooldown: 3.5s - 8s[/p][p]- V4 Fleet Elite Forcefield Cooldown: 5s - 7s[/p][p]- BOSS Hover Tank HP: 4,750,000 -> 7,000,000[/p][p][/p][p]Lvl 13 Graveyard[/p][p]- Undead Fruitflys can now fire from offscreen again[/p][p]- Dive Undead Fruitflys projectile speed reduced from 3.5 -> 3[/p][p]- Dive Undead Fruitflys bullet loops: 3 -> 1[/p][p][/p][p]Lvl 15 Scorched Earth[/p][p]- Removed 2 more lasers from end section[/p][p]Note: Should make this area feel less oppressive, Ravens 4th form is hard enough.[/p][p][/p][p]BALANCE[/p][p]Tech Ventilation: Ship Mod [/p][p]- NEW: Reduces your shield regeneration by -30% (3.9 seconds up from 3 base)[/p][p]Note: Wanted to keep the CDR high but at a cost, will see how this feels.[/p][p][/p][p]Shield Sapping Ammo: Ship Mod[/p][p]- REMOVED: -750 Shield[/p][p]- NEW: -15% Shield Regeneration[/p][p]Note: Think this feels more fair that the speed is what is reduced and not the flat amount of shield.[/p][p][/p][p]Lunarite Armor: Armor Mod[/p][p]- Health Bonus: 5000 -> 4000[/p][p]- NEW: Increase your shield regeneration by 20%[/p][p]Note: Want this to feel unique in what it does by adding the shield regen speed at the cost of 1000 health and a build that promotes the new shield regeneration affix.[/p][p][/p][p]Recharging Engine: Engine[/p][p]- Cooldown: 7s - 6s[/p][p]- Energy Cost: 10000 -> 8000[/p][p]Note: Trying to make this a little more appealing, think it feels good overall but needs to be a bit more reliable. Will keep an eye on it.[/p][p][/p][p]Carbine: Primary[/p][p]- Damage: 2950 -> 3100[/p][p]- Fire Rate: 0.185 -> 0.180[/p][p]Note: Slight buffs for this to make it feel a bit better.[/p][p][/p][p]BOUNTIES[/p][p]Endless Expanse[/p][p]- added Space Jelly spawns[/p][p]- added Outpost Drone spawns[/p][p][/p][p]Deep Forest[/p][p]- added Flame Thrower Bikes to the enemy spawn[/p][p]- added Chompers and Chomper Elites[/p][p]- added UFO boss[/p][p][/p][p]Crystal Ruins[/p][p]- added Outpost Drone spawns[/p][p][/p][p]NeoCity[/p][p]- added Flame Thrower Bikes to the enemy spawn[/p][p][/p][p]Junkyard[/p][p]- added Junkyard boss to boss spawn[/p][p][/p][p]Corrupted Forest[/p][p]- reduced enemy spawn times[/p][p]- vines and mushrooms can no longer overlap[/p][p][/p][p]- Added Graveyard to the pool[/p][p]- Added Black Sand Dunes to the pool[/p][p]- Added Nebula to the pool[/p][p]- Added Belly of the Beast to the pool[/p][p]- Added Scorched Earth to the pool[/p][p][/p][p]BUG FIXES[/p][p]- fix Nero's portrait in the Graveyard stage[/p][p]- fix shield animation on Crystal Ruins shield bot[/p][p]- fix butterfly spawn position[/p]

New Weapons & Final Boss Update 9/9/2025

[p]PATCH NOTES v0.5i[/p][p]9/9/2025[/p][p][/p][p]Hey everyone, it's that day again. Patch Note highlights are some brand new toys to play with as we're adding 4 new items and 1 new affix. Our Primary weapons got an overhaul and should feel MUCH better overall in terms of uniqueness and viability. Our art assets got another pass so let us know if anything is standing out to you as inconsistent![/p][p]Additionally our Demo (first three levels) has been completely redone to give players the feeling of progression and satisfaction of feeling powerful. Would really appreciate feedback to improve this experience if you have any![/p][p][/p][p]CAMPAIGN CHANGES[/p][p]Note: We're rearranging some of our levels to break up the flow of levels a bit. We thought two space levels back to back with levels 1, 2, were not giving our Demo it's best foot forward. Now you will experience different biomes and enemies with all 3 levels. New layout as listed below.[/p][p]Lvl 1 "Trial By Fire"[/p][p]Lvl 2 "Deep Forest"[/p][p]Lvl 3 "Drowned City"[/p][p]Lvl 4 "Endless Expanse"[/p][p]Lvl 5 "Crystal Ruins"[/p][p]Lvl 6 "Red Planet"[/p][p]Lvl 7 "Outpost"[/p][p]Lvl 8 "Neo City"[/p][p]Lvl 9 "Junkyard"[/p][p]Lvl 10 "Black Dunes"[/p][p]Lvl 11 "Nebula"[/p][p]Lvl 12 "Belly of the Beast"[/p][p]Lvl 13 "Graveyard"[/p][p]Lvl 14 "Corrupted Swamp"[/p][p]Lvl 15 "Scorched Earth"[/p][p][/p][p]Lvl 1 Trial By Fire (LEVEL REMADE)[/p][p]Remade intro to quickly have events happen opposed to waiting for key binds.[/p][p]Level now flows and progresses more like a real level and less like a tutorial level.[/p][p]Enemies have had their HP slightly reduced and bullet speeds slightly reduced.[/p][p][/p][p]Lvl 2 Endless Expanse (WAS NOT REMADE WILL BE LEVEL 4 NOW)[/p][p]Note: Wanted to make sure this level is fully flushed out and unique feeling. We're adding in a brand new enemy to fight here and want to give it time to make sure it feels good. Didn't want to rush an unfinished level so for now this will be the same level until next week.[/p][p][/p][p]Lvl 3 Deep Forest (NOW LEVEL 2 AND REMADE)[/p][p]Remade the entire level to feel more like progressing through unique parts that scale up over the course of the level.[/p][p]Added in enemies as Fruitflys that just fly at you now and don't attack.[/p][p]Fruitflys now target you if they attack.[/p][p]Fruitflys HP: 12,000 -> 10,000[/p][p]BOSS Centipede HP: 4,250,000 -> 3,825,000[/p][p][/p][p]Lvl 4 Drowned City (NOW LEVEL 3 AND REMADE)[/p][p]Starfish HP: 25,000 -> 15,000[/p][p]Fish now target you[/p][p]Jellyfish mini bosses now scale lvl 1, 2, and 3 in power getting stronger.[/p][p]Rearranged some sections to have a better progression[/p][p][/p][p]Lvl 5 Crystal Ruins[/p][p]Removed one Shield Projector and replaced for a Double Laser.[/p][p]Slightly increased time between a few Shield Projector spawns.[/p][p]Shield Projectors[/p][p]Cooldown 6s -> 5s[/p][p]Shield Lifetime: 3s -> 1.5s[/p][p]HP 40,000 -> 30,000[/p][p][/p][p]Lvl 6 Red Planet (NOW LVL 7)[/p][p]Updated section early on with more Ground UFOs.[/p][p]Ground UFOs now target you[/p][p]Updated section before 2nd Mini boss for some better map progression / uniqueness.[/p][p]Robot Mini Boss #2[/p][p]Spread Wave Attack Speed 10 -> 9[/p][p]Rapid Fire Wave Attack Acceleration 0.1 -> 0.09[/p][p]Number of Projectiles 17 -> 12[/p][p][/p][p]Lvl 15 Scorched Earth[/p][p]RAVENS FULL FIGHT IS IN!!!!! FIGHT THE FINAL BOSS NOW![/p][p]Removed two of the Carrier spawns at the end of the gauntlet area to make it a bit less oppressive.[/p][p]Moved up some spawn times to make gauntlet feel a bit more engaging.[/p][p]All Earth Defender Cruisers HP from 180,000 -> 220,000[/p][p][/p][p]NEW WEAPONS / MODS[/p][p]New Primary: Carbine[/p][p]- Damage: 2950[/p][p]- Fire Rate: 0.185[/p][p]Description: Fire targeted shots at high speeds with this new primary akin to a "Minigun". Our Sniper Shot mod brought to life thanks to Rhed Leaders suggestions![/p][p][/p][p]New Secondary: Razor Mines[/p][p]- Damage: 10,000[/p][p]- Cooldown: 6s[/p][p]- Energy: 4000[/p][p]Description: Drop 4 spinning blades around you that will shoot forward after a short period piercing everything.[/p][p][/p][p]New Decoy: Shield Shot[/p][p]- Damage: 6000[/p][p]- Cooldown: 12s[/p][p]- Energy: 10,000[/p][p]- Fire Rate: 1.75s[/p][p]- Bullet Loops: 2[/p][p]Description: In an attempt to add some utility to the Scout class we now have Shield Shot! You'll be able to dish out some damage and destroy bullets with your clone ability.[/p][p][/p][p]New Decoy Mod: Shield Accelerator[/p][p]- Overshield Upon Clone Expiry: 3500[/p][p]Description: When your clones expire after their duration receive a 3500 OVERSHIELD bonus. This is our other attempt in adding in some more utility to the class![/p][p][/p][p]New Affix: Shield Regeneration Speed[/p][p]- 5%-10% roll[/p][p]Description: Shields start to regen after 3 seconds, this new stat line will increase that speed by up to 10% if you're lucky, pushing players the ability to have 80% shield regeneration! After 0.6 seconds your shield regeneration would kick in.[/p][p][/p][p]WEAPONS + PRIMARY PASS UPDATE[/p][p]Chakram Gun: Secondary[/p][p]- Damage: 4000 -> 3000[/p][p]- Energy: 4000 -> 5000[/p][p]- Linger Time: 0.5s -> 0.25s (bounce back to you faster)[/p][p]- NEW: Pierces Shields[/p][p]Note: Early game these aren't the best options. However late game they can be extremely strong on single targets or any stationary unit as they tick their damage over and over so precise hits deal a ton of damage. Some abilities scale better with stats and this is one of them but reducing their hang time to deal less damage on bosses. Keeping the CD low so they can still be spammed but cutting the damage down a bit and adding a little bit more energy cost on top of shield pierce should make these a more viable option in late game levels as well.[/p][p][/p][p]Shattering Shot: Primary[/p][p]- Explosion Damage: 2000 -> 2500[/p][p]- NEW: Pierces Shields[/p][p]Note: Want this to have a bit more impact when you land a shot and have utility for piercing shields.[/p][p][/p][p]Ninja Star Gun: Primary[/p][p]- Damage: 2250 -> 2050[/p][p]- Cooldown: 0.9s -> 1.2s[/p][p]- Fire Rate: 0.175 -> 0.155s[/p][p]- Bullet Loops: 3 -> 5[/p][p]- NEW: Pierces Shields[/p][p]Note: Buffing up this primary to feel a bit better overall and give it some utility and packing some more oomph per volley now.[/p][p][/p][p]Homing Missile: Primary[/p][p]- Damage: 4250 -> 2650[/p][p]- Fire Rate: 0.285 -> 0.375[/p][p]- NEW: Pierces Enemies and Shields[/p][p]Note: This should feel A LOT better even though its a slow firing weapon, the utility gives it a lot more agency and AOE damage while also adding multiple hits for ON HIT PROCS. Will prob need more tweaking but have fun![/p][p][/p][p]Plasma Short Swords: Primary[/p][p]- Fire Rate: 0.2 -> 0.22[/p][p]- Middle projectile length doubled[/p][p]- Removed Piercing to enemies[/p][p]- NEW: Pierces Shields[/p][p]Note: The big issue with this weapon was it decimating everything when it could, but not being able to deal damage in certain scenarios. Now you have slightly longer range and the ability to go through shields without instantly clearly all mobs with pierce. Think this feels far more balanced.[/p][p][/p][p]Plasma Swords: Primary[/p][p]- Bullet Lifetime: 0.8s -> 1.5s[/p][p]Note: You can now shoot out these like sticking daggers into the air itself as enemies will be forced to pass through them.[/p][p][/p][p]Triple Plasma Gun: Primary[/p][p]- Fire Rate: 0.5s -> 3.75s[/p][p]Note: Bringing this up into the fold with other buffed Primaries.[/p][p][/p][p]Flamethrower: Primary[/p][p]- Bullet Speed: 8 -> 5.5[/p][p]- Bullet Lifetime: 1.2s -> 1.6s[/p][p]- NEW: Pierces Enemies[/p][p]Note: You're able to kite around leaving flame wakes everywhere but the range and speed of the flames is reduced. Honestly this might be my favorite weapon now, very fun in and out playstyle.[/p][p][/p][p]MODS / DEFENSIVES[/p][p]Jump Engine: Engine[/p][p]- Cooldown: 5.5s -> 4.5s[/p][p]- Energy: 5000 -> 3500[/p][p]- IFrames: 0.45s - 0.55s[/p][p]- Fixed a bug saying this destroyed bullets[/p][p]Note: Bringing this back up to give it some more love in the defensive option pool. May have gone too hard on the nerfs but will be keeping my eye on this closely as I feel it could go into OP territory quickly as I do think this ability is a bit better than people give it credit for.[/p][p][/p][p]Recharging Engine: Engine[/p][p]- REMOVED: Self stun of 1s[/p][p]- NEW: Movement Speed -3[/p][p]- Duration: 1.25s[/p][p]- Energy: 5000 -> 10,000[/p][p]Note: You'll move slower for the duration and then release an EMP at the end after 1.25 seconds giving you more room to play defensively while your shield charges up.[/p][p][/p][p]Energy Sapping Ammo: Ship Mod[/p][p]- Shield Reduction: 1000 -> 750[/p][p]Note: Reducing the negatives slightly on this.[/p][p][/p][p]Energy Regen Affix:[/p][p]- Regen: 40 - 100 / 80 - 160[/p][p]Note: Improving the min and max rolls to make this a more appealing stat line.[/p][p][/p][p]BOUNTIES[/p][p]- Update music and death taunts[/p][p]- Added Corrupted Forest into the pool[/p][p]- Added Red Planet into the pool[/p][p]- Added Outpost into the pool[/p][p][/p][p]BUG FIXES[/p][p]- Fixed mission intro showing the wrong key bindings for the 4th weapon slot[/p][p]- Fixed item duplication bug[/p][p]- Fixed "sell all" selling modified items if game is restarted[/p]

Art, Campaign, & Weapon Update 9/2/2025

[p]PATCH NOTES v0.5g[/p][p]9/2/2025[/p][p][/p][p]GENERAL UPDATES[/p][p]- Pixelation art pass[/p][p]Note: As stated above we're doing our first pass at art cohesion (we had several different people work on art) to give us a precise style. We're going for a look akin to our lvl 3 map Deep Forest for our enemy assets. Let us know what you think. [/p][p]- Sell All only sells filtered items now[/p][p] [/p][p]CAMPAIGN UPDATES[/p][p]Lvl 5 Crystal Ruins - LEVEL UPDATED[/p][p]- Added and removed a sections of this level to make it feel more diverse and having a feeling of progress. Should feel like less of a slog and more of an experience. Overall layout and design is much different, feedback appreciated.[/p][p]- Adding "waituntilallenemiesdead" function to three areas to prevent overwhelming of units on screen[/p][p]- New shield mob added for unit diversity[/p][p]- Elite Crystal Targeted Gunners HP 440,000 -> 400,000[/p][p]- Hover 5 Bolts now target you[/p][p]- Dive Bolts now target you[/p][p]Lvl 6 Outpost[/p][p]- Increased mob destiny per wave and reduced some time in between to make the level feel more action packed.[/p][p]- Added more Space Jelly's but they attack less often.[/p][p]- Boss Cultist Drillship: [/p][p] - HP 3,600,000 -> 4,600,000[/p][p] - Speed Increased from 6 - 9[/p][p]Lvl 7 Red Planet[/p][p]- Added one Elite Chomper near end of level to improve a dead spot[/p][p]Lvl 9 Junkyard[/p][p]- Scouts projectile speed increased[/p][p]- Gunners projectile speed increased[/p][p]- Increased the lock on rate of Battleships wave attack from 1.75s - 1.25s[/p][p]Lvl 10 Black Dunes[/p][p]- NEW BOSS FLOATING TANK COMPLETE - Give it a whirl! (Hasn't been balanced yet)[/p][p]Lvl 13 Graveyard[/p][p]- Undead Car HP 900,000 -> 1,300,000[/p][p]- Boss: Crystal Defender HP 2,000,000 -> 4,300,000[/p][p]Lvl 15 Scorched Earth[/p][p]- Added New 3rd type of Giant Defender section after the gauntlet to spice up the middle of the map a bit.[/p][p]- Removed several X Laser mobs from platform / puzzle section near the end to make it less oppressive[/p][p]- Phase 1 of RAVEN fight will be in![/p][p] [/p][p]ENERGY PASS[/p][p]Note: All abilities outside primary weapons will have an energy cost. We'd like to give agency to energy regen rolls, energy reduction, and flat energy bonus affixes making these more desirable.[/p][p]Engineer Frame[/p][p]ALL Drones Energy Cost: 0 -> 4000[/p][p]Note: The Engineer Frame was scaling quite well and drones didn't have a lot of downsides. Giving them all a small energy cost to keep their not fully free.[/p][p]Bomber Frame[/p][p]Shrapnel Mine: Bomb[/p][p]- Energy Cost: 0 -> 4000[/p][p]- Base Damage: 2000 -> 8000[/p][p]- Explosion Damage: 3000 -> 2250[/p][p]- NEW: Shrapnel now Pierces, main Bomb does not.[/p][p]Note: Single target damage is much higher especially when combining the explosion on top of a target. Additionally the AOE chip damage does well at chunking or out right killing smaller mobs.[/p][p]Homing Missile Payload: Bomb[/p][p]- Energy Cost: 0 -> 4000[/p][p]- Damage: 3000 -> 3500[/p][p]- NEW: Missiles now Pierce[/p][p]Note: With Shrapnel piercing I thought it would be fun to experiment and add piercing to the Missiles as well, and I was right! Let me know how this feels, I like it a lot better this way.[/p][p]Shattering Crystal: Bomb[/p][p]- Energy Cost: 0 -> 6000[/p][p]- Area of Effect Damage: 2000 -> 2500[/p][p]- Cooldown: 6s -> 9s[/p][p]- NEW: Main Bomb now Pierces[/p][p]Note: This will persist and continue to throw out AOE damage and deal a heavy blow as it travels.[/p][p]Weapons[/p][p]Gatling Gun: Secondary [/p][p]- Energy Cost: 0 -> 3000[/p][p]Homing Missile Array: Secondary[/p][p]- Energy Cost: 0 -> 3000[/p][p]Energy Sapping Ammo: Ship Mod[/p][p]- Now has: -1000 Shield[/p][p]Note: Want players who use this to solve their energy issues to build around it with a negative and not just a positive.[/p][p]Energy Affixes: Roll Updates[/p][p]- Energy Bonus: 5000 / 10000 -> 6500 / 16500[/p][p]- Energy Regen: 20 / 60 -> 40 / 100[/p][p]- Energy Reduction: 3% / 5% -> 4% / 8%[/p][p]Note: Want the Bonus Energy rolls to feel really impactful when you high roll so added onto the high end. Wanted Energy Regen to feel more consistent and valuable but not being the only thing you'd want. Increased the bottom and the top end of the Energy Reduction rolls to make it more consistent but also chase high end rolls making them feel impactful when you get 7-8%.[/p][p] [/p][p]OTHER BALANCE[/p][p]Homing Missiles: Primary[/p][p]- Damage: 4000 - 4250[/p][p]- Attack Rate: 0.3 -> 0.285[/p][p]- Projectile Speed: 11.0 -> 13.0[/p][p]Wave Gun: Primary[/p][p]- Damage: 2150 -> 2400[/p][p]- Attack Rate: 0.15 -> 0.16[/p][p]Note: Trying to make this weapon less reliant on procs to deal damage, but keeping its fast attack speed.[/p][p]Chakram: Secondary[/p][p]- Cooldown: 4.0s -> 3.5[/p][p]Note: Want this to feel more spammable[/p][p]EMP Blast: Defensive Weapon[/p][p]- Energy Cost: 12500 -> 16500[/p][p]- Cooldown: 7s -> 8s[/p][p]Note: Made this slightly too good, keeping the utility of it but adding more of a energy cost for it.[/p][p]Force Field: Defensive Weapon[/p][p]- Shield Duration: 1.5s -> 1.75s[/p][p]Shield Projector: Defensive Weapon[/p][p]- Energy Cost: 15000 -> 11500[/p][p]- Cooldown: 14s -> 12s[/p][p]Note: While this choice is good, the others stand out a bit more. Attempting to make it fall in line as another desirable choice.[/p][p]Phase Engine: Engine[/p][p]- Energy Cost: 12500 -> 13500[/p][p]- Cooldown: 8s -> 9s[/p][p]Jump Engine: Engine[/p][p]- Energy Cost: 4000 -> 5000[/p][p]- Cooldown: 4s- 5.5s[/p][p]- IFrames: 0.55s - 0.45s[/p][p]Note: This was performing slightly too well since its new changes, toning it down a bit.[/p][p]Heavy Armor: Armor Mod[/p][p]- Heath Bonus: 8500 -> 7500[/p][p]- NEW Shield Bonus: +550[/p][p]Note: Reducing the total HP but adding a shield mod should make this feel more well rounded for the loss of speed.[/p][p]Lunarite Armor: Armor Mod[/p][p]- NEW Shield Regen: +300s[/p][p]Note: This is a run of the mill basic armor, but flat 5000 HP isn't enough to make it appealing, hoping a little armor regen helps favor this armor more. Might need a bit more tweaky will keep an eye on it.[/p][p][/p][p]BUG FIXES[/p][p]- fix buffs not being removed if you are able to apply a second instance before the first expires[/p][p]- fix not being able to roll the max value on stats[/p][p]- fix upgrade item flow issue where upgrading an unequipped item sometimes equips the item[/p]