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Endurium News

v 1.9.8

A quick patch has been pushed to fix an issue with the checkboxes in the Endurance mode settings menu.
We've also made an adjustment to the particle effects when you gain a full charge which was causing some GPU hitches.

v 1.8.31

Some users have been reported being unable to launch Endurium lately, we've upgraded to the latest version of our VR plugins and this has resolved the issues for our testers.

V 1.6.8 update

-A new level has been added! You can find Permafrost near the end of the map-list.
-Added Tutorial to the in-game map list, in case you need a quick way to replay it.

-The green drones now ignore their damage twitch if they're in the middle of firing their volley, to prevent some irregularities in the spiral.
-Fixed tooltip on damage upgrade (previously stated it gave +25 damage when it only grants 10)
-Changed the Endurium Charge Rate on the profile summary pane to use a 100-150 scale rather than approximating the average endurium gained per special beam.
-Added what type of module an upgrade is to its tooltip.
-Slightly improved the look of decals if the user steps off the projection platform and strikes the side. Still, try not to look too closely at it.
-Plasma blades can now burn the sand and rock in the Desert and Firelands maps.
-Added some more tips to the round summary screen to display between levels.
-The round summary screen now transitions to the level select screen rather than the main menu.

More changes are on the way, but we'd love to hear from you! Leave a review today, or head to the discussion board! Heck, you could even tweet us if you're into that @MorallyGrayNet
There's even an empty subreddit, whatever floats your boat.


In an upcoming patch we'll be adding an option to enable a floating screen that displays the current drone kill goal and your progress towards it (or just the kill count if you start an endless match via Endurance mode).
This screen will also be able to give you a numerical read out of your current health and Endurium charge level, as well as the time played in the current round - all toggleable.

One sticking point in Endurium is the downtime between volleys. When tuning the game at higher levels these moments of respite are godsends, but at lower tiers they can be quite boring. One thing we're considering is making a change to the Endurium charge system. In its current iteration, killing beams leaves small motes of light floating in the air that zip to your blade when you pull the trigger. This makes it clearer when Endurium is gained, and how much is available. Under this system, you'd be able to throw any built up charge at any time, but you would get a damage bonus for waiting until you have a full charge, which will be denoted by the flash of light and rapidly moving particles that exist already. Healing, however, will only be possible at a full charge.

This would require reworking several abilities, and getting the visuals right would be important, at higher levels of play especially because everything becomes a blur of motion at some point. Lots to consider, let us know what you think!

V 1.4.14

-Fixed an issue in the tutorial preventing the look offset controls from loading properly (which caused the Endurium Waves to target behind the user).
-Fixed the re-centering controls for Oculus headsets.

v 1.2.18

-Fixed a bug causing Sixer to not reward endurium charge.
-Fixed a bug causing Special Beams to be fired sooner than intended following a splitting beam.
-Capped the scaling difficulty to a speed of around one beam every 0.5 seconds.
-After the reduction in Endurium charge rate per rank, the base Endurium granted by Special Beams was not raised enough will the last patch and has been increased by 20 points for each beam type.