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Galactic Glitch News

Adding Mid-Run Saves and lots more - Update v0.130



Hey everyone!

It's been a few weeks since our last update, and we're back with a big one! This one includes some much requested features like mid-run saves and boost direction settings, as well as some nice gameplay improvements like much better hit feedback on enemies, and enemy rip-able parts being a lot more fun to use!

Your runs will now be saved at the start of each level, so you can take breaks during longer runs without losing progress. Boost direction now defaults to keyboard input instead of mouse, and there's a setting for it in the controls menu. Enemy hit effects are now way more noticable, and should make it much easier to see enemies' subparts, for easier targeting and ripping them clean off!

There's a ton more improvements and we've squashed a bunch of bugs too, like issues with windowed mode, players getting stuck, and weird power and enemy behaviors. Check out the full list of changes below!

Improvements
  • Added Mid-Run Saves, at the start of each level
  • Improve all enemy hit effects, for better visuals and sub-part clarity
  • Improved ripable enemy weapon parts, to start firing faster when grabbed
  • Added option for Boost direction, to follow keys or mouse input
  • Update Pitch and Patch Power, now marks one enemy per room
  • Improved map input, movement is now on right mouse button
  • Improve Performance issues on some beam and fire weapons
  • Updated sprites on some enemies in Scrapyard and Shattered Frontier levels
  • Updated sprites and logic for Station mini-boss in Armory level
  • Updated sprites on some enemies in Asteroid Fields
  • Improved many AOE effects for better clarity and look
  • Improve Power Upgrade input feedback
  • Added input sprites for Steam Deck
  • Made reward cutscenes skipable
  • Added runs shown on save slot
Balance Changes
  • General tweaking of hitboxes and hit effects, for clarity and better hit feedback
  • General increase of enemy weapon parts firing rate when grabbed
  • Reduce hitpoints and firing rate on CannonEnemy (the red guy in Armory level)
  • Tweak Testudo, add 2nd hitbox in rear, increase appearance on Forge level
  • Added enemy sub-bullets doing friendly fire damage to other enemies
  • Reduce Shocktrooper sniper projectile speed and startup time
  • Tweak Armory wave graphs, removed Spotter as spawned enemy
  • Increased SpiderEnemy AOE sizes and added clearer effect
  • Increase Insect Queen subpart sizes
  • Tweak Shattered Reaches mini-boss
  • Reduced enemy health buffs on higher NG+ levels
Bug Fixes
  • Fixed Windowed mode getting reset
  • Fix Scrapyard mini-boss bullets not despawning
  • Fixed hardened hull icons could appear too frequently
  • Fixed multipart enemies connected with joints could behave weirdly after death
  • Fixed Player rarely can't collect Area Cleared Bonus
  • Fixed unlocking new weapon didn't trigger save
  • Fix player getting stuck inside enemies
  • Fixed rare particles issue with Chain Lightning
  • Fixed Mimic enemies health bar show and size
  • Fix GravShocker Power trigger
  • Fix Squatter enemy blocking gates
  • Fix Last Played Time not updating
  • Fixed Revenge power didn't work with collision damage
  • Fixed Upgrade tree interaction with already activated node
  • Fixed layout of Save Slots
  • Fixed upgrades achievement triggered too early
  • Fixed PowerfulGravGun upgrade slots
  • Fixed particles issue for Behemoth boss
  • Fix Shockingly Close Power triggers when throwing an enemy
  • Fix Weapons Achievements
  • Fix CraterEnemy occasional strange behaviour
  • Fixed rare broken saves (caused by NG+)
  • Fix MineDeployer looped sfx when panicked
  • Fix potential Freeze during Training Room


We're planning to push out a few smaller hotfixes over the next week to catch any remaining issues. After that, we'll start focusing on the next big content update, which we're planning to release in mid to late autumn.

As always, we love hearing from you! Please keep sharing your thoughts, reporting any bugs you find, and letting us know what you want to see in future updates. You can reach us on our Discord server or through the Steam forums.

Thanks for your continued support and feedback. We're only able to fix all these bugs and make these improvements because of your input, so please keep it coming!

Join us on Discord, or write to us on the forums, how you like the game and what you'd like to see in its future. And if you have a moment, feel free to leave a review! Those help massively with spreading the game to more players and growing our awesome community!

Discord: https://discord.gg/6jPYbpZa2g

Steam Deck and Power buffs - Update v0.115



Hey everyone,

It's been less than a week since our last big update, and we're already back with another one!

First off, we've added a separate Steam Deck optimized launch option. This version should run without issues on OLED Steam Decks, and it will generally run better and require less battery on Steam Decks.

Gameplay and balance-wise, we've buffed lots of Powers to make certain builds more viable, like Boost builds or Close Quarter/Melee builds. Besides that, we've added lots of QoL improvements, fixed a bunch of bugs too. Check out the full list of changes below!

Improvements
  • Added Steam Deck optimized, just select "Play on Steam Deck" after launch
  • Training Rooms now give orb rewards on completion
  • Map zoom level will be saved
  • Added windowed mode
  • Decreased Controller deadzones
  • Added better feedback on Armory level traps
  • Improvements to Save files on Load Game screen
  • Updated Shattered Fields enemy attack visuals for clarity
  • Improved visual effects for spider webs, Achilles bullets
  • Increased floating text size for better readability

Balance Changes
  • Buffed Static Field power damage
  • Buffed protective powers upgraded level
  • Buffed Booster Burnout damage and size
  • Buffed Void Prospector shard rewards and damage on glitched level
  • Buffed Dicey Disposition power rewards
  • Reduced Grav Shocker power stun times
  • Increased shops and hidden rooms appearance
  • Reduced damage buff from Powerful Grav Gun power

Bug Fixes
  • Fixed player getting stuck after alt-tabbing during animation
  • Fixed player getting stuck in Hidden Room
  • Fixed seeking bullets not targeting traps
  • Fixed charging weapon recoil
  • Fixed organic gibs not always fitting level theme
  • Fixed several achievement-related bugs, including "Unlock NG+" and "The True Skill Unleashed"

Thanks for your continued support and feedback. We're only able to fix all these bugs and make these improvements because of your feedback in the first place, so please keep it coming!

Join us on Discord, or write to us on the forums, how you like the game and what you'd like to see in its future. And if you have a moment, feel free to leave a review! Those help massively with spreading the game to more players and growing our awesome community!

Discord: https://discord.gg/6jPYbpZa2g

Patch Notes v0.112



Hey everyone,

We've just pushed out another small update to fix some issues that you've reported to us. Thanks for all the feedback, it really helps us improve the game quickly!

Here's what changed in this update:

[h2]Bug Fixes[/h2]
  • Fixed lost NG+ level progress for affected players
  • Fixed some Docks enemies spawning too close to entrance
  • Fixed Revenge power showing wrong credits gained
  • Fixed achievements for gathering Shards and Orbs

The NG+ progress fix should automatically apply when you start the game. If you're still having issues with this, please let us know on the forums or our Discord.

We're working hard on the next bigger update, which should be coming soon. Until then, keep the feedback coming, and enjoy the game!

Improved NG+ modes and level generation - Update v0.110



Hey everyone,

It's been only two days since launch, and your response has been stellar! After 3 smaller patches, we're excited to share our first regular update based on your feedback!

First off, we've added new and improved NG+ modes to keep the challenge fresh and exciting for our veteran glitchers. NG+ is now a lot more interesting than before, and the higher levels really pack a punch! We've also tweaked the level generation to give you more variety in your runs, and cleaned up the visual effects in The Poisoned Reaches level to make the action easier to read. Besides those, we've squashed a bunch of bugs, including Steam Deck launch issues and achievement fixes.

Check out the full list of changes below. We can't wait to hear what you think!

[h3]Gameplay Improvements[/h3]
  • Add new and improved NG+ modes
  • Improve level generation for more variety
  • Added more forced saves, to minimize progress loss
  • Tweak Poisoned Reaches visual effects for better visibility
  • Locked Simulation Log (because they're not really usable yet)

[h3]Balance Changes[/h3]
  • Increase credits kept from Backup Plan upgrade
  • Balance some Poisoned Reaches enemies
  • Increase maximum weapon upgrade level
  • Tweak some weapons energy gain
  • Increase Last hope upgrade cost
  • Balance Hidden Room rewards
  • Buff Dicey Disposition

[h3]Bug Fixes[/h3]
  • Fixed Steam Deck launch issues (fingers crossed!)
  • Fixed Roguelike-mode resetting all Sim level upgrades
  • Fixed Dodge Mastery final level not giving 3rd dodge
  • Fixed challenge rewards dropping on reroll item
  • Fixed credit drops in training room
  • Fixed multiple Achievement bugs
  • Fixed Insect Queen spew attack
  • Fixed Meta-Upgrade unlocks
For those players that lost their Sim level progress because of the Roguelike-mode bug, we're very sorry for the inconvenience and the frustration of having lost your progress! We actually have an idea how to fix this, and recover your progress, it will just take a few days to implement and test it properly. We will keep you posted!

Thanks for your support. Now get out there and cause some cosmic chaos!

Balance Patch - Patch Notes v0.103

We're making some balancing changes based off of initial player feedback.

A lot of players and streamers have mentioned that the game currently felt a bit too easy and sluggish, especially in the early sections.

We've now rebalanced those sections to make the enemies' attacks more challenging, while also reducing their hp somewhat. This should make the early game quicker and more dynamic. It will require players to pay attention and learn the enemy patterns, to make it through the first levels safely.

We're very curious to hear what you think of the change! Give it a spin and let us know your thoughts!

Change notes:
  • Rebalance enemies in early levels for better challenge
  • More damage buff from purple Upgrade Protocol

Thanks for your feedback: Lmaonaise and shnooberk on our Discord and to Tyrian Mollusk on Steam!