Pointblank (v2.0.0, The Snowy Update)
[h3]New Features[/h3][p]Core Mechanic[/p][p]Reworked the primary core mechanic. Your core has to be picked back up once shot. Positioning, where you shoot, and what you shoot is essential.[/p][p][/p][p]Augment System
A brand new augment system. Augments are now categorized into three unlockable pools. [/p][p]
Each run begins with a patching phase. Players select from a set of augments based on their unlocked pools. Patches occur at certain score milestones and become sparser as your score racks up.[/p][p][/p][p]New Augments (20+ added)
Over 20 new augments have been implemented. Examples include:[/p]
All enemy types have been adjusted to match the new augment system and pacing. Changes affect spawn rate, spawn distance, AI behavior, and projectile behavior.[/p][p]Enemy Types[/p]
Players can disable post-processing, particles, and other visual effects for smoother performance on lower-end systems or during recording/streaming.[/p][p][/p][p]UI and UX Revisions[/p]
A brand new augment system. Augments are now categorized into three unlockable pools. [/p][p]
Each run begins with a patching phase. Players select from a set of augments based on their unlocked pools. Patches occur at certain score milestones and become sparser as your score racks up.[/p][p][/p][p]New Augments (20+ added)
Over 20 new augments have been implemented. Examples include:[/p]
- [p]Ping, Fetch, Recall, Splash, and Blink. The powers these augment grant range from buffs to entirely new mechanics.[/p]
- [p]Each augment introduces new interaction potential, counters, and helps you get higher scores.[/p]
- [p]Brand new global leaderboard system integrated with Steam. Compete with others and try to improve your ranking.[/p]
All enemy types have been adjusted to match the new augment system and pacing. Changes affect spawn rate, spawn distance, AI behavior, and projectile behavior.[/p][p]Enemy Types[/p]
- [p]Rollers, Rushers, Screens, and others have been added or reworked[/p]
- [p]Unique movement logic and interactions per type[/p]
- [p]Spawn pacing governed by an updated enemy spawning system that scales with difficulty.[/p]
- [p]Balance pass across all augment values, cooldowns, and enemies[/p][p][/p]
Players can disable post-processing, particles, and other visual effects for smoother performance on lower-end systems or during recording/streaming.[/p][p][/p][p]UI and UX Revisions[/p]
- [p]Main menu visuals and transitions improved[/p]
- [p]Sound and click feedback added across UI[/p]
- [p]Settings menu toggles now persist correctly[/p]
- [p]Restart logic now behaves correctly across all states[/p]
- [p]Pause menu with ability to abandon mid-run[/p]
- [p]Discord Rich Presence updated to display score and patching status[/p]