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Power of Ten News

Update - Big Core Content Dump

It's a big one folks. Nearly every game system in the game got a little bit of love in this one.


[h2]Frost Status[/h2]
Introducing a new status element to the game. This can effect both players and enemies so be careful. Slows ships effected to a crawl making them easier to pick off. This status is sprinkled throughout the game in several ways and will continue to be added in the future:
  • New enemies with frost status
  • New weapons with frost status
  • Rainbow weapons shoot frost projectiles as well and cost more ammo to fire
  • Frosty traps around planets in later regions


[h2]Content[/h2]
  • Three new surge levels to conquer (up to 8 total now)
  • New system augment: System Hazard
  • Two new variations of station events have been added.
  • Clearer instructions on how to complete the defense station events.
  • Two new upgrades.


[h2]Quality of Life[/h2]
  • Items have had their hit boxes significantly reduced, this should make it easier to "target" specific items without having to pick up or scrap overlapping items before you can get to the others.
  • The mini map has a better indication when the system is being attacked.
  • Regions with "Deadeye Presence Detected" will show the Deadeye fleet's position on the map.
  • Traders will attempt to avoid enemy ships to not take collateral damage as much.
  • Improved the readability of ships that are being healed by other ships.
  • Weapons that are deadly to players will show a indication of the area they are deadly.
  • Added more translated strings + new language option (Spanish (Spain))


[h2]Balance[/h2]
  • Tac T Ion has an additional max armor to start and cooldown of drone ability reduced by 1 second.
  • Fliiboi's shield charge rate increased slightly and max charge before breaking reduced slightly.
  • Charging area for station defense events increased slightly.
  • Reduced scaling of Deadeye transports.
  • Reduced scaling of small slow moving missile ships so that they take much longer to require multiple hits to kill.


[h2]Fixes[/h2]
  • Fixed an issue where loading a run would spawn additional progression upgrades.
  • Fixed an issue where loading a run would mess with the wave spawning timers.
  • Fixed an issue with Overload upgrade's second level not assigning fire rate increases.
  • Overload's visuals have been reworked to not be so strobe like.
  • Fixed a crash when you opened a weapon and equipped it immediately causing the object to fail a check later on.


[h2]Update on Early Access Progress[/h2]
Good news! We are getting really close to moving out of early access. I have one more milestone feature I want to add which is the story elements to the beginning and end of the game. I think the way players are introduced to the universe this is set in is pretty weak right now and would like to ground them a bit more. I also think the ending feels a bit anti-climatic, final boss feels really good but the way it wraps up after that feels a bit mediocre, in my opinion. So I'm going to spend several weeks focusing on how I want to relay those story beats.

Additionally I want scope out Switch development a bit more, mostly to see how much work it's going to be to port. Ideally I'd like to launch the Switch version with the release into full version but I want to make sure that's a realistic goal before I commit to it.

I'm excited to be so close to fully releasing this game! I'm hoping you are too.

A few bug fixes

This update fixes a few bugs:
* Fixed a lock up that happened when multiple planet attacking enemies would spawn without enough targets.
* Fixed a visual bug with buffs causing their visuals to be too large.
* Angry alien will drop some compensation if you do manage to kill it.

Update - The one with the fungrades

Hey folks, Steam's Going Rogue fest has a few more days so left! Make sure you pick the game up while it's 30% off! The fest has been going great for me, so many new people playing the game! So I wanted to get a mid sized update out quickly to you all to address a few points of feedback I've heard with this flux of new players. Check it out:

[h2]Fungrades[/h2]
So I've heard some feedback that most upgrades don't seem very fun. I was curious about this so I looked back at the list of upgrades and realized... they are right! I've been a bit cautious about adding combat power upgrades into the game and honestly my justifications for that have been a little weak. So I spent some time whipping up a ten new upgrades which specifically do some pretty crazy stuff in combat. Additionally I've pruned away a few upgrades that just felt like bad choices most of the time so that these new upgrades appear more frequently.

I still think utility upgrades have their place in the game and can be very good in their own right but I want the player to really feel like their ship is growing more powerful as a run progresses and I don't think that's the case right now. So my plan is to add one "combat" related upgrade for every utility upgrade I add to the game, to make sure there's a good mix.



[h2]
Other tweaks/fixes[/h2]
  • Fixed a visual bug with enemy beams.
  • Fixed a crash when a weapon item was opened in specific scenarios.
  • Modular ship armor scales a little less.
  • Added more juice to the player taking damage along with a sound effect.
  • You can open the map while warping.
  • Picking up buffs no longer does a full screen flash. Added a sound effect to picking up a buff.
  • Reduced the max amount of debris that drop and stay around.

Power of Ten is 30% off!

Hope your week is going great! Power of Ten has been featured in the Going Rogue festival and I've given it a deep discount at 30%. Pick up the game today and join the festivities!

I recently launched a huge update to the game as well! Check out the update notes and see what's new. I really am looking forward to who figures out how to tame the mysterious beast!



If you want to get more frequent updates about the game join the discord! I'd love to have you. I frequently listen and discuss feedback in there and often players ideas end up in the game! Check out the discord.

Update - New system events, upgrades, weapons and more!

Two big updates in the same month? Absolutely! This one is focusing more on the core game play rather than major features. Additionally the game will be in the upcoming festival and on a pretty nice discount at the same time! Without further ado here's what's new in this version:

[h2]New Events[/h2]
I've added a couple of new events to spice up the game play. You'll find some new space stations (which are all unique in their own ways) throughout the systems that will need your assistance in a couple of ways. They are willing to reward you quite well for your efforts so it's probably worth while helping them out. There's something else I've added to the game but I don't want to spoil the secret.


[h2]Core Updates[/h2]
  • Four new upgrades. These upgrades have a common theme of making system choices more interesting. Some have positive effects when you travel to new systems some have negative. Others have a bit of mixed back that you can cleverly take advantage of.
  • Three new weapons.

[h2]
Balancing[/h2]
I'm trying to trim back the late game scaling a bit more to make the base level a bit more accessible.
  • Tuned down the armor scaling on large ships.
  • The more challenging small enemies will not start spawning in waves so early.
  • Overload upgrade is gives 50% faster fire rate per stack.
  • Healing/Shielding enemy ships will rotate around further away from their lead ship, giving you a better chance to separate and kill them.


[h2]Quality of Life[/h2]
  • Text boxes will responsively move to stay fully onscreen.


[h2]Fixes[/h2]
  • Fixed a crash where weapons would spawn with an undefined value.
  • Fixed a crash with an enemy projectile and the player dying.


Challenge: Who can be the first to figure out how to get this lil guy to follow you?