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City of Beats News

Second Public Playtest is live now!

Hey all,

we've been pretty busy working in all your feedback from the last playtest plus adding a bunch of cool new stuff. Until next Monday you'll be able to download the latest game build and get grooving!

You can gain access directly from the game's store page, the green button will be hard to miss. If you were part of the previous playtest (wow you're still here, you're great), you should be able to just update & start the playtest from your Steam client. Don't forget to wishlist & follow the game if you wan't to stay up to date!

After playing, make sure to send us your feedback - either on the Steam forums or on our cool Discord server.

šŸŽµ šŸŽµ šŸŽµ ENJOYšŸŽµ šŸŽµ šŸŽµ



[h2]Update Notes[/h2]

[h3]What's new??!![/h3]
Our main focus was to improve the rhythmic feel of the combat. We know you got constantly owned by that sniper enemy because it was difficult to anticipate when they'd shoot. Now each special enemy has it's own part in the music track, so by listening to the music, you'll know when to dash and counter-attack!

Also, you can now have 2 mods at once! You'll get the first mod already after the first encounter, and another after the mini-boss. They can be mixed to create cool synergy effects!

Here's some more:
  • 8 new upgrades, 3 new boons
  • your game progress/status is now displayed in the Steam friends list
  • optional (!) metrics tracking to help us improve balancing & also optional sending of bug reports on crash (let's hope it doesn't come to this)


[h3]What's improved??!![/h3]
You felt that the power attack was rather weak, so we did some tweaking here. It no longer cancels your standard attack, so it's easier to add to the existing shooting flow. Also, some of the new upgrades/boons create new ways to play the power attack!

We've improved some of the enemies. The laser guy now has a permanent front-shield and you'll have to dash behind them while they're busy shooting their laser and shoot them in the back. The moving mines show a red danger circle while spawning to prevent them from just dropping on your head.

Some of you had issues knowing when the weapon's about to overheat, so now the player, weapon and your projectiles turn red when that's the case.

We did way more improvements but I'm sure you'd rather want to play right now instead of reading endless lists of bugfixes and improvements, so here's a couple ones:
  • improved laser beam visuals
  • the aura is now called "supercharge" and the gamepad button binding was swapped with the power attack (so you can easily hold both attack buttons at the same time)
  • the expedition is now canceled if you alt-f4 out of an encounter (it no longer resets you back to the start of that encounter)
  • lots of balancing changes (including enemy HP, weapon damage, upgrades, ...)
  • some UI elements like tutorial hints and damage numbers are now more visible
  • looooots of bugfixes, including everything that you guys reported during the last playtest

Public Playtest is now live!

For the next 10 days, you can download the game and play through the first chapter!

Just click on the green "Request Access" button on our store page and you are good to go:



After you've played, it would be awesome if you'd give us some feedback - either on the Steam forums or on our cozy Discord server.

HAVE FUN