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Geometry Arena 2 News

[Beta Branch] v1.0.0t3 Update

[h2]Update Log[/h2]
  • Discovered an issue existing since v0.7.4: When completing battles quickly under [Multi-level x10] status, Geo Assistant's "Auto Adjust Multi-level" function would still attempt to increase Multi-level, causing the entire automation process to get stuck. This issue is now fixed.
  • Discovered an issue existing since v0.7.4a: When Body Size exceeds 1, the actual damage area of the Sword would be smaller than its visual area (the larger the size, the smaller the actual area). This issue is now fixed, and the Sword will have the correct damage hitbox in all situations.
  • Fixed an issue where bullets could fly through walls in rare cases.
  • Fixed an issue where the character could get stuck inside walls in extreme cases.
  • Added setting option Play Audio in Background, enabled by default.
  • Adjusted the layout of sub-interfaces in the pause menu due to the addition of a new setting option line.
  • Expanded the width of the Initial Combination area in the pause menu to fit exactly 10 icons per row (suitable for when all Modules are enabled).
  • Expanded the width of the Save Loadout Interface to fit exactly 10 icons per row (suitable for when all Modules are enabled), and adjusted some layout parameters.
  • Reduced the size of icons and warning texts in the Loadout interface, and adjusted some layout parameters.
  • Improved some gamepad control hint texts.
  • Optimized text display in various places to enhance clarity (especially at low resolutions).
  • Optimized the interaction feel of stat entries in the stats list.


[h2]How To Get Beta Branch[/h2]

1. Right-click on Geometry Arena 2 in your Steam library.
2. Click on "Properties".
3. Click on "Betas" tab.
4. Select "beta" from the drop-down box in the top right。
5. UPDATE AND PLAY!


[h2]Notice[/h2]

Please be aware that the beta branch may contain potential bugs, which could even result in save file corruption. Ensure you regularly back up your saves.

Here is the path of save file:
%UserProfile%\\AppData\\LocalLow\\011 Games\\Geometry Arena 2

If you encounter any bugs, please report them to me. I will fix them immediately (if I'm awake).


[h3]Community[/h3]

Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord

[Beta Branch] v1.0.0t2 Update

[h2]Update Log[/h2]
  • Fixed an issue where damage numbers displayed abnormally when damage was too high.
  • Discovered an issue existing since v0.7.0: Loading presets could cause the effects of multiple "Extra Difficulty" options to stack, resulting in massive game parameter numbers. This issue is now fixed.
  • Discovered an issue existing since v0.7.4: Geo Assistant's "Auto Adjust Multi-level" feature would fail when the battle lasted too long. This issue is now fixed, and Geo Assistant will lower Multi-level correctly.
  • Discovered an issue existing since v0.8.0: Hovering the cursor over underlined rich text in the upgrade interface triggered no response. This issue is now fixed, and the tooltip will pop up correctly to display the corresponding information.
  • Improved the details interface of the Leaderboard: Now displays Module selection information for Weapon and Body (only valid for new data after this update). Added icon display for "Extra Difficulty" options in the "Challenge" section.
  • Optimized the handling of the Sniper Module "Smart Aim".
  • Added Module icons for the 5 new Modules in v1.0.0t1.
  • Temporarily cleared Leaderboard data generated in v1.0.0t1 for the purpose of testing new features.


[h2]How To Get Beta Branch[/h2]

1. Right-click on Geometry Arena 2 in your Steam library.
2. Click on "Properties".
3. Click on "Betas" tab.
4. Select "beta" from the drop-down box in the top right。
5. UPDATE AND PLAY!


[h2]Notice[/h2]

Please be aware that the beta branch may contain potential bugs, which could even result in save file corruption. Ensure you regularly back up your saves.

Here is the path of save file:
%UserProfile%\\AppData\\LocalLow\\011 Games\\Geometry Arena 2

If you encounter any bugs, please report them to me. I will fix them immediately (if I'm awake).


[h3]Community[/h3]

Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord

[Beta Branch] v1.0.0t1 Update

[h2]Update Log[/h2]

[h3]Overview[/h3]
  • Completely reworked the Mastery Level and Module systems.
  • Redesigned most Modules and significantly expanded the total number of Modules.

[h3]Mastery Level Rework[/h3]
  • Reworked the acquisition of Mastery XP. It is no longer related to score gain. Now, destroying a Minion grants 1 Mastery XP, destroying a Boss grants 100 Mastery XP, and completing a battle grants 300 Mastery XP.
  • Redesigned the XP curve required for each Mastery Level.
  • Raised the maximum Mastery Level from 10 to 20. Leveling up after level 10 requires significantly more XP.
  • Due to the rework of the XP curve and acquisition method, Mastery XP progress in previous saves will be reset to 0, but achieved Mastery Levels will be retained.
  • Now, the requirement to unlock weapons or bodies is the sum of Mastery Levels of all weapons and bodies, instead of separate sums for weapons or bodies. Also redesigned the Mastery Level requirements for unlocking all weapons/bodies.

[h3]Module System Rework[/h3]
  • Removed negative effects from most Modules, making them provide purely positive buffs, but they now require Module Capacity to enable.
  • Some Modules have been buffed to varying degrees based on their Cost.
  • Gaining 1 Mastery Level permanently grants 1 point of Module Capacity.
  • Expanded the number of Modules for all weapons and bodies to 9.
  • Redesigned the unlock level requirements for most Modules. All weapons and bodies will now unlock 1 Module at each Mastery Level from 1 to 8, and at level 10.
  • Added a new type of Module: provides specific Initial Upgrades at the start of the game.
  • After loading a save, if Module Capacity is insufficient for the Module configuration in the previous save, the Module selection for the corresponding weapon/body will be automatically cleared.
  • After loading a save, loadouts from the previous save cannot be loaded temporarily if Module Capacity is insufficient.
  • Please see below for specific additions, changes, and Module Capacity costs.

[h3]UI[/h3]
  • The Game Over screen now also displays Minions Destroyed, Bosses Destroyed, and Battles Fought.
  • Reduced the size of weapon/body icons and Module icons on the Main Menu.
  • Added a Module Capacity bar below the Module icons on the Main Menu.
  • Added interactions to the Mastery Level area and the new Module Capacity area: hovering the cursor displays a tooltip explaining Mastery Level and Module Capacity mechanisms; clicking clears the Module selection directly.
  • Optimized the mask display at the bottom of the update log UI.

[h3]Skill Adjustment[/h3]
  • Weapon Cannon Skill Adjustment: Energy Cost 30 → 60 , Super Grenade Damage and Size coefficient 2 → 3 .
  • Body Converter Skill Adjustment: Charge State [ Move Speed x120% ] → [ Move Speed x150% ] . Burst State [ Attack Speed x150% ] → [ Attack Speed x300% ] , energy cost per second 10 → 60.

[h3]Weapon Defender Module Adjustment[/h3]
  • Huge Barrier: Effect unchanged. Cost: 1.
  • Heavy Barrier: Removed [ Energy Max x120% ] and [ Move Speed x75% ] . Renamed to Extended Barrier. Cost: 2.
  • Barrier Bastion: Removed [ Energy Regen x80% ] . Cost: 3.
  • Assault Mode: Removed [ Energy Max x80% ] , [ Move Speed x125% ] → [ Move Speed x150% ] . Cost: 3.
  • Auto Barrier: Removed [ Energy Regen x110% ] and [ Energy Max x80% ] . Cost: 1.
  • High-Speed Defense: Removed [ Energy Max x75% ] . Cost: 2.
  • Thorn Barrier: Removed [ Shield Max +1 ] and [ HP Max x50% ] . No longer takes HP Loss damage when Barrier collides with enemies. Cost: 4.
  • Added Module, Counter: Gains 3 Charge layers when Barrier collides with enemies. Cost: 2.
  • Added Module, Initial Upgrade: Sapper. Cost: 2.

[h3]Weapon Cannon Module Adjustment[/h3]
  • Heavy Cannon: Removed [ Move Speed x80% ] and [ Body Size x120% ] . Cost: 2.
  • Unleashed Grenades: Continuous launch no longer increases Energy cost. [ Attack Power +20% ] → [ Attack Power +30% ] per launch, [ Bullet Size +10% ] → [ Bullet Size +30% ] per launch, launch interval 0.3s → 0.2s. Cost: 1.
  • Power Overload: No longer deals HP Loss damage. Now increases Super Grenade energy cost to 90, and increases its Damage and Size to 5 times that of a normal Grenade. Cost: 4.
  • Smart Launcher: Removed [ Energy Regen x110% ] and [ Energy Max x80% ] . Cost: 1.
  • Shooting Preference: Removed [ Energy Regen x50% ] . Normal attacks required to trigger: 6 → 9. Cost: 3.
  • Super Grenade Preference: Removed [ Attack Speed x50% ] . [ Energy Regen x150% ] → [ Energy Regen x120% ] . Cost: 3.
  • Wild Blaster: [ Blast Damage +20% ] → [ Blast Damage +30% ] . Cost: 2.
  • Added Module, Initial Upgrade: Double Blast. Cost: 2.
  • Added Module, Initial Upgrade: Mega Grenade. Cost: 2.

[h3]Weapon Tracker Module Adjustment[/h3]
  • Quick Strike: No longer removes the Move Speed bonus in Melee State. Cost: 1.
  • Curve Tracking: Effect unchanged. Cost: 1.
  • Emergency Recovery: Effect unchanged. Cost: 2.
  • Duel Zone: Removed [ Range x60% ] . Cost: 3.
  • Long Range Preference: [ Range x120% ] → [ Range x150% ] . Cost: 3.
  • Melee Mastery: Effect unchanged. Cost: 2.
  • Added Module, Barrage Storm: Launchs 9 Barrages every 6 seconds while in Melee State. Cost: 4.
  • Added Module, Initial Upgrade: Chain Reaction. Cost: 2.
  • Added Module, Initial Upgrade: Lucky Combo. Cost: 2.

[h3]Weapon Revolver Module Adjustment[/h3]
  • Extended Mag: Removed [ HP Max x75% ] . Cost: 1.
  • Agility Training: Effect unchanged. Cost: 1.
  • Heavy Bullets: [ Attack Power x120% ] → [ Attack Power x150% ] . Cost: 3.
  • Overheating Protection: During Overheat, [ Move Speed x125% ] → [ Move Speed x150% ] , [ Energy Regen x125% ] → [ Energy Regen x150% ] . Cost: 2.
  • Wild Rapid Fire: During Rapid Fire, [ Spread Arc +45° ] → [ Spread Arc +30° ] . Cost: 2.
  • Shotgun Muzzle: [ Spread Arc +45° ] → [ Spread Arc +30° ] . Cost: 3.
  • Rapid Fire Master: Added [ Energy Max x150% ] . Cost: 4.
  • Added Module, Initial Upgrade: Quick Charge. Cost: 2.
  • Added Module, Initial Upgrade: Energy Barrage. Cost: 2.

[h3]Weapon Swordmaster Module Adjustment[/h3]
  • Sword Mastery: Surge State [ Sword Length x120% ] → [ Sword Length x150% ] . Cost: 2.
  • Great Sword: [ Attack Power x150% ] → [ Attack Power x180% ] . Cost: 2.
  • Torrent: Effect unchanged. Cost: 1.
  • Secret Blade: Effect unchanged. Cost: 1.
  • Infinity: Effect unchanged. Cost: 2.
  • Thousand Blade: Removed [ Damage Taken +30% ] . Added effect cap when HP Max >= 150. Cost: 3.
  • Added Module, Sword Heart: When HP < 30%, restore full HP and spawn 15 Mines nearby. Triggers once per level. Cost: 3.
  • Added Module, Sword Saint: Doubles the number of swords. Cost: 4.
  • Added Module, Initial Upgrade: Tornado. Cost: 2.

[h3]Body Ranger Module Adjustment[/h3]
  • Raider: [ Attack Power x125% ] → [ Attack Power x150% ] , [ Range x80% ] → [ Range x75% ] . Cost: 1.
  • Dodge: Effect unchanged. Cost: 1.
  • Fanatic Shooter: Removed [ Damage Taken +20% ] . Cost: 2.
  • Reckless Dash: Removed [ HP Max x80% ] . Cost: 2.
  • Bullet Storm: Removed [ Dash Speed x60% ] . During Dash: [ Attack Speed x150% ] → [ Attack Speed x200% ] , [ Projectiles +1 ] → [ Projectiles +2 ] . Cost: 4.
  • Fast Scattering: [ Projectiles +1 ] → [ Projectiles +2 ] . Cost: 3.
  • Dash Blast: In addition to firing 1 Grenade, now also gains 1 Charge for every 5 distance Dashed. Cost: 3.
  • Added Module, Initial Upgrade: Dynamic Barrage. Cost: 2.
  • Added Module, Initial Upgrade: Reflex Escape. Cost: 2.

[h3]Body Sniper Module Adjustment[/h3]
  • Heavy Deployment: Removed [ Move Speed x60% ] . Aim State [ Bullet Pierce +1 ] → [ Bullet Pierce +2 ] . Cost: 3.
  • Swift Guerrilla: Effect unchanged. Cost: 1.
  • Temporary Rest: Removed [ Energy Max x80% ] . Aim State [ Energy Regen x120% ] → [ Energy Regen x125% ] . Cost: 2.
  • Over-focused: Removed Aim State [ Damage Taken +60% ] . Aim State [ Crit Damage +50% ] → [ Crit Damage +75% ] . Renamed to Ultimate Focus. Cost: 4.
  • Long-term Deployment: Removed HP Loss upon entering Aim State. Aim State HP recovery 1 → 2 per second. Cost: 3.
  • Defensive Mines: Effect unchanged. Cost: 2.
  • Added Module, Smart Aim: Automatically enters or exits Aim State based on movement.
  • Added Module, Initial Upgrade: Elastic Bullet. Cost: 2.
  • Added Module, Initial Upgrade: Unlimited Pierce. Cost: 2.

[h3]Body Destroyer Module Adjustment[/h3]
  • Survival Specialization: Removed [ Attack Speed x60% ] . Cost: 2.
  • Charged Blast: Removed [ Energy Max x75% ] . Cost: 2.
  • Contact Blast: Removed [ Energy Regen x60% ] . Cost: 3.
  • False Confidence: [ Move Speed -1% ] → [ Move Speed -0.5% ] for every 1% HP lost. Cost: 2.
  • Heavy Body: Removed [ Range x50% ] . [ Blast Damage +0.5% ] → [ Blast Damage +0.3% ] for every 1% HP lost. Cost: 1.
  • Power of Life: Removed [ HP Max x50% ] . [ Body Size +3% ] → [ Bullet Size +1% ] and [ Body Size +1% ] per 1 HP Max. Cost: 4.
  • Added Module, Initial Upgrade: Harbor. Cost: 2.
  • Added Module, Initial Upgrade: Urgent Delivery. Cost: 2.
  • Added Module, Initial Upgrade: Vital Surge. Cost: 2.

[h3]Body Converter Module Adjustment[/h3]
  • Strong Charging: Removed Charge State [ Attack Speed x50% ] . Cost: 3.
  • Size Conversion: Effect unchanged. Cost: 1.
  • Damage Conversion: Burst State [ Damage Modifier +30% ] → [ Damage Modifier x150% ] , Burst State [ Damage Taken +30% ] → [ Damage Taken x150% ] . Cost: 2.
  • Auto Switch: Effect unchanged. Cost: 1.
  • Bullet Time: Burst State no longer consumes an extra 10 energy per second. Cost: 3.
  • Vitality Conversion: Effect unchanged. Cost: 2.
  • Overclocking Burst: Burst State no longer consumes an extra 10 energy per second. Effect reworked to Burst State [ Projectiles +3 ] . Cost: 4.
  • Added Module, Initial Upgrade: Magic Timer. Cost: 2.
  • Added Module, Initial Upgrade: Energy Conversion. Cost: 2.

[h3]Body Magician Module Adjustment[/h3]
  • Wild Magic: Removed [ Shield Max -1 ] . Cost: 2.
  • Magic Conversion: Removed [ HP Max x50% ] . Renamed to Enhanced Magic. Cost: 3.
  • Magic Wave: Removed [ Range x80% ] . Cost: 1.
  • Turbo Mode: Effect unchanged. Cost: 2.
  • Magic Sacrifice: Effect unchanged. Cost: 1.
  • Super Magician: No longer disables normal attacks. Cost: 5.
  • Added Module, Initial Upgrade: Life Drain. Cost: 2.
  • Added Module, Initial Upgrade: Energy Grenade. Cost: 2.
  • Added Module, Initial Upgrade: Auto Generator. Cost: 2.


[h2]How To Get Beta Branch[/h2]

1. Right-click on Geometry Arena 2 in your Steam library.
2. Click on "Properties".
3. Click on "Betas" tab.
4. Select "beta" from the drop-down box in the top right。
5. UPDATE AND PLAY!


[h2]Notice[/h2]

Please be aware that the beta branch may contain potential bugs, which could even result in save file corruption. Ensure you regularly back up your saves.

Here is the path of save file:
%UserProfile%\\AppData\\LocalLow\\011 Games\\Geometry Arena 2

If you encounter any bugs, please report them to me. I will fix them immediately (if I'm awake).


[h3]Community[/h3]

Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord

v0.8.1 Update - Performance Optimization & Interaction Fix

[h2]Update Log[/h2]
  • Fixed an interaction issue from v0.8.0 where inputting text in interfaces such as Initial Upgrades and Loadout Saving would accidentally trigger UI navigation. Now, WSAD navigation is automatically disabled during text input.
  • Optimized the performance of all objects when their size changes.
  • Optimized the performance of power-up spawning.
  • Optimized the performance of Blast wave generation and collision calculations.
  • Optimized the performance of all enemy-related collisions.
  • Optimized the performance of Mine destruction.


[h2]Upcoming Development Plan[/h2]
  • Version 1.0 is currently under design and development. Initial testing will begin soon.


[h2]Community[/h2]

Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord

v0.8.0 Major Update - Controller & Resolution Support

[h2]Overview[/h2]
  • Geometry Arena 2 now supports controllers (including all UI and combat actions) and non-16:9 resolutions. Therefore, it now also runs properly on Steam Deck. (Please switch the controller layout to Standard Gamepad when playing on Steam Deck.)
  • As this is my first time implementing controller and resolution support, it involved significant changes to the underlying code, and I lack sufficient testing devices. Therefore, it is difficult to guarantee that this adaptation is 100% perfect (issues may arise on certain devices or in specific language environments). If you encounter any suspected bugs, please report them to me!
  • (By the way, implementing controller support took a lot of effort to learn Unity's New Input System and refactor the game's input framework. If any fellow developers are planning to make a game with Unity and intend to support controllers in the future, I highly recommend implementing the New Input System at the early stages of development. It will save you a lot of trouble during later adaptation.)


[h2]Update Log[/h2]
  • Implemented simple resolution adaptation. When running in full screen at non-16:9 resolutions (e.g., 16:10, 21:9, 2:1, 4:3), the game window will now automatically pad borders with black bars to avoid cutting off the display.
  • Controller UI Interface: Since the UI was originally designed for Keyboard & Mouse, controller navigation simulates mouse behavior. Taking an Xbox controller as an example: The Left Stick or D-Pad smartly navigates the cursor to the nearest interactive button (lists scroll automatically when navigating past the edges). The Right Stick simulates mouse movement directly. The A Button simulates Left Click, and the B Button simulates Right Click functions (such as returning to the previous menu, downgrading Talents, quick banishing upgrades, etc. Quick banish must be enabled in Settings). Hotkeys for other buttons can be viewed in-game.
  • Controller Combat: The Left Stick or D-Pad controls movement, while the Right Stick controls aiming direction (positioning the cursor at a fixed distance from the character). Actions like shooting and skills are triggered via customizable buttons.
  • Key Binding: In the Customi section, the key binding function now supports controllers. Hotkeys for Keyboard & Mouse mode and Controller mode are saved separately. Due to changes in the save file structure for hotkeys, previous Keyboard & Mouse hotkeys will be reset to default values.
  • Button Prompts: When switching between Keyboard & Mouse and Controller inputs, on-screen hotkey prompts will immediately switch to the corresponding icons (due to limited resources, only Xbox icons are currently available). To prevent accidental switching caused by drift or driver issues, this feature only detects button presses, not stick or mouse movement.
  • Implemented keyboard navigation alongside controller navigation: Pressing WASD or Arrow keys navigates to the button closest to the cursor, and pressing Spacebar simulates a mouse click.
  • Changed the page-turning hotkeys in the Pet Functions and Pet Fusion interfaces from A/D to Z/C to avoid conflicts with the new keyboard navigation keys.
  • Fixed an issue where the Geo Assistant would still move automatically during the Sniper's Aim State.
  • Fixed an issue where the search function in the inital upgrades menu would not return correct results under certain system languages.
  • Fixed some minor UI interaction issues.
  • Adjusted the effects of power-ups Recovery I, Recovery II, and Recovery III.
  • Added shadows to the main menu Logo image.
  • Adjusted the layout of the two buttons at the bottom of the Game Over screen.
  • Optimized the sound effect for the confirm button in popup confirmation windows.
  • Optimized prompts related to modifier keys such as Alt and Shift.
  • Routinely cleared leaderboard data.


[h2]Upcoming Development Plan[/h2]
  • Version 1.0 is currently under design and development. Initial testing will begin soon.


Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord