Update 0.3.0 - New run incentives, new enemies, upgrades and more
NOTE FOR MAC USERS: This update is not live for Mac yet. I had some new issues come up with compiling due to certifications on my Developer account with Apple. I'll be working on the weekend to try and get this out for Mac users.
Losing in games is typically demotivating. Losing in games where you've built up to the point where you feel really powerful is even more so. Most roguelikes mitigate this issue by having really short play sessions. Power of Ten has a bit of a longer play session than most roguelikes out there and I think it's discouraging some folks from starting a new run if they've had a fairly long one already. I want to make it feel more palatable to jump into a fresh run after defeat.
Many roguelites solve this problem with meta power progression. I considered this as an option but I think trying to shove meta power progression in would likely break the game's balance significantly and it'd be months of work to try to get it into a playable position.
I wanted to try something a bit different. The idea is this: If you complete a region (any of the three) and then lose during that run you'll find friendly ships that will give you small power boosts based on how you did in the last run. You'll run into these ships at the beginning of each region and they have some nice upgrades to chose from to help you along your way.

My hope is that these early upgrades spice up the beginning of the game a bit and make starting a new run more exciting. It'll also help players who are struggling get excited about reaching a new point of progression.
Once I introduce harder difficulty options these will be activated on a per difficulty basis. So if you reached the Dread region on a lower difficulty you cannot start a higher difficulty and get the upgrades.
As always let me know how you think this feature is working out in Discord or on the Steam forums. Love to hear from folks playing the game!
That's one major feature update down! Woo! Here's how the roadmap is looking now:

[h2]Core Content[/h2]
We've got a handful of core updates.
[h2]Balance + QoL[/h2]
Just a few balance tweaks.
[h2]Fixes[/h2]
Major Feature - New Run Incentives
Losing in games is typically demotivating. Losing in games where you've built up to the point where you feel really powerful is even more so. Most roguelikes mitigate this issue by having really short play sessions. Power of Ten has a bit of a longer play session than most roguelikes out there and I think it's discouraging some folks from starting a new run if they've had a fairly long one already. I want to make it feel more palatable to jump into a fresh run after defeat.
Many roguelites solve this problem with meta power progression. I considered this as an option but I think trying to shove meta power progression in would likely break the game's balance significantly and it'd be months of work to try to get it into a playable position.
I wanted to try something a bit different. The idea is this: If you complete a region (any of the three) and then lose during that run you'll find friendly ships that will give you small power boosts based on how you did in the last run. You'll run into these ships at the beginning of each region and they have some nice upgrades to chose from to help you along your way.

My hope is that these early upgrades spice up the beginning of the game a bit and make starting a new run more exciting. It'll also help players who are struggling get excited about reaching a new point of progression.
Once I introduce harder difficulty options these will be activated on a per difficulty basis. So if you reached the Dread region on a lower difficulty you cannot start a higher difficulty and get the upgrades.
As always let me know how you think this feature is working out in Discord or on the Steam forums. Love to hear from folks playing the game!
That's one major feature update down! Woo! Here's how the roadmap is looking now:

[h2]Core Content[/h2]
We've got a handful of core updates.
- Two new enemy types with a new weapon type
- Enemies with turrets attached will sometimes spawn with a new type of weapon.
- A new weapon.
[h2]Balance + QoL[/h2]
Just a few balance tweaks.
- A quick-start button has been added to the end game screen so you can jump into your next run right away.
- Shield Breakers fire more frequently and faster projectiles. (These felt a little like punching bags, I don't want them to be super threatening to the player but they shouldn't be trivial)
- Animation for rerolling Gear Containers has been cut down considerably. (The cost of rerolling should be primarily credits, it often feels like the time it takes to reroll is actually a larger cost than the credits themselves)
- Mines have a shorter time to activation.
[h2]Fixes[/h2]
- Fixed a crash that happened when you died while charging a weapon.
- Sound settings should save properly now so they won't reset when you open the game up again.
- Many sounds should fade away the further away that object is from the player.