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Item Modification Dev Diary

Hello Enforcers!

In this monthly dev diary we’re going to be talking about Item Modifications and Augments.

Item Modifications

During your adventures in Superfuse, you will come across numerous powerful items that you may want to enhance further. With our new Item Modification feature, you can take these items to new heights by customising and empowering them. However, be warned that with great power comes great responsibility!

When you place an item on the Modification Bench with a stat modification material, you will be prompted to select a stat to apply. However, if the item already has a maximum amount of stats then one will be replaced at random, injecting an element of chaos into the mix. With each modification made, the item will accumulate corruption, progressively raising the likelihood of it becoming corrupted during the modification process.



What happens when an item becomes corrupted?

If an item succumbs to corruption through modification, all of its stats will be randomly replaced, acquiring an additional corrupted stat, and rendering it unmodifiable. This means that as you tweak your item, you must vigilantly monitor its corruption chance, carefully balancing risk versus reward, and decide how far you are willing to push it in pursuit of the perfect outcome.



Augments and Augment Slots

Now, let's delve into augments!

Augments are new modification items which can be found by defeating enemies and looting chests in the upcoming update. These items can be placed into augment slots on your gear, thereby bestowing additional stats upon them. Furthermore, we will introduce new modification materials that grant you the ability to add Augment Slots or remove Augments from your gear.





And behold, Rare Materials…

Within this update we’ll also be including two new rare high risk versus reward materials. These materials possess captivating and unpredictable interactions that can make or break your item, but we shall leave their secrets for you to discover in our forthcoming update.



We sincerely hope that you have thoroughly enjoyed this Dev Diary and we look forward to talking to you on the next one!

Dev Diary - Spaceship Hideout

Hello Enforcers!

Thanks for joining us for our newest Superfuse Dev Diary! Let's talk about a brand new feature that will be coming to Superfuse, spaceship hideouts!



After completing the thrilling campaign, your Enforcer will be rewarded with their very own customizable spaceship hideout, a sanctuary where they can continue their adventure by accessing the expansive solar map. This spaceship serves as a hub for all their interstellar adventures, allowing them to explore the cosmos at their leisure.



The interior of the hideout is entirely customizable, providing players with a vast array of options to decorate it with, including tables, beds, item modification benches, and various other objects that can be purchased for credits.



This level of personalization adds a unique touch to each player's hideout, making it a reflection of their individual taste and the hero within them.



What good is an awesome spaceship hideout without a crew?

Throughout their journey in Superfuse, players will encounter various intriguing vendors, each possessing unique wares or services. With the hideout system, players can bring these memorable characters on board to run shops within their spaceship. This not only adds life to the space but also continues that sense of connection players have developed with them during their travels.



As the hideout becomes populated with these vendors, it evolves into a bustling hub of commerce, making it more engaging and immersive for players to navigate and interact with between their solar map contracts.

Thank you for joining us for another dev diary! We hope you've enjoyed diving into this new feature. Stay tuned for the next one and we’ll see you soon, Enforcers!

Dev Diary - Earth

Hello Enforcers!

We are happy to share our first content packed Superfuse Dev Diary! Today we’re going to be talking about the desolated world known as Earth!



In the wake of Earth's cataclysmic disasters, the wealthiest elite sought refuge among the stars, leaving the disheartened populace behind to grapple with the ruins of their once-thriving world. Amidst the crumbling remains of Earth, an unknown threat began to spread - the Corruption, plunging the remains of society into turmoil. With accusations of its origin flying in every direction, blame and distrust became currency in this fractured world, pitting neighbour against neighbour. To stem the tide of decay and restore a glimmer of hope, a bold initiative by the billionaires - now known as Genetically Optimised Directors (GODS) - birthed the Enforcer Program, a courageous group of superheroes determined to confront the Corruption head-on and protect the vulnerable.

But as the Enforcers continue their mission on Earth, they would soon uncover the darkest secrets behind the origins of the Corruption, revealing that the true battle for Earth's survival had only just begun.



During the development of Earth, we placed significant emphasis on creating distinct environmental contrasts, ensuring that each region offers a unique and captivating experience. Prepare to step into a world of desolation and hope, where your actions will shape the fate of this once-thriving world.



With our upcoming update, players will respond to a distress call from Earth originating from the post-apocalyptic town of New Eden. Moved by the plea for help, they embark on a courageous mission to aid the town's forgotten populace in their fight against Earth’s Corruption.



Upon reaching New Eden, players immediately face a harsh reality - the wastelands are not only plagued by the Corruption, but also infested with dangerous Raiders, who think of themselves as apex predators of humanity preying on what they perceive to be “weaker” Settlers. These cunning adversaries come in various types, each presenting unique challenges that demand specific approaches. In the upcoming section, we’ll give you a sneak peek of some of the dangers to come.



When creating Earth’s enemies our primary aim was to ensure their behaviour truly stood out from one another, making each encounter feel different from the last. As you venture into the barren world, you'll encounter a diverse range of adversaries, varying from colossal and highly menacing foes with more telegraphed attacks to agile, nimble Raiders who can strike you down in an instant.



Some of these enemies are not just seeking survival, but are eager to shred their way through the apocalypse, wielding guitars as their instruments of chaos! Prepare for an electrifying encounter with these audacious foes, who bring a whole new level of excitement to the wastelands by strengthening their allies with the power of heavy metal!

Thank you for joining us in today's dev diary! We hope you've enjoyed this deep dive, and we can't wait to have you with us on the next one.

See you soon, Enforcers!

What’s Next for Superfuse

Hello Enforcers,

We know it’s been a while since we last wrote, and we wanted to start off by thanking you all for your patience during this period.

Following our release and with the feedback that came in, the team has been busy working on new content and features across the board. We wanted to make sure we presented a plan that we were confident we could deliver on, but due to unexpected challenges this turned out to be more complex than anticipated.



Despite this, we were able to implement many of the changes we wanted and are proud to announce a significant update to the game, coming this autumn. This will include everything from new areas and new heroes to improvements and tweaks to a variety of systems. We are therefore excited to share a more extensive overview of our plans for the update below:



For those of you struggling to read the asset or need to Google Translate it, you can also find the listed changes below:

  • New Heroes
  • New Chapters "Earth" and "Ceres" - New Bosses, New Enemies, New Levels, New Towns, New Quests
  • Item Modification & Player Hideouts

Game Improvements:
  • Increased Level Cap
  • Combat & Targeting Improvements
  • Obstacle Avoidance
  • Increased Eros Content Variation
  • Improved Fuse Progression & Fuse Rerolling
  • Additional Item Stats
  • Updated Waypoint Menu
  • Booster (Charge) Changes
  • Instanced Loot Drops
  • Quality of Life Improvements
  • Additional Game Modes
  • Additional Customization Options
  • And more!


As a sneak peek of things to come, here's a first look at Earth; a brand new location to visit in Superfuse. From a new town to explore to desert ruins and stunning caves, there's plenty to discover. Stay tuned to find out more about what lurks in humanity's old home.









We appreciate your understanding and hope this post has managed to shed a little more light on what the future holds for Superfuse. Expect monthly update posts in the future as we dive deeper into our autumn update and what it will contain.

- Stitch Heads & Raw Fury

Patch 0.1.4 is live!



Hello Enforcers,

With today's patch, we’ve focused mostly on Quality of Life improvements and have made a ton of changes regarding Boosters based on community feedback! Booster charges will now automatically be picked up and each player will have their own instanced booster drops creating a more consistent supply of charges in those multiplayer experiences. We’ve also increased the stack sizes, thereby reducing clutter in your inventory, and have made some general tweaks as to how they function as well.

We’re continuing to improve tooltips and have made several modifications in this patch to improve clarity across the board which we hope will be well received.

Lastly we heard you all enjoyed the previous credits auto pick up range so we’ve listened to your feedback and brought it back at its previous values!

Please continue to post your feedback as we are looking into it all and your voice helps improve the game as a whole while we continue to produce more patches and content.

The Stitch Heads Team


[h2]Tooltips[/h2]
  • Skill Tooltips now correctly display Energy drain per second
  • Skill Tooltips now correctly display Cooldown duration
  • Skill Tooltips will now display "Casts per second" and "Summons per second" when relevant instead of all skills showing "Attacks per second"
  • Skill Tooltips now have their stats better sorted with subcategory (e.g. Minion and Effect)
  • Skill Tooltip now displays the Minion's primary ability attacks per second. This was wrongly displaying the Summons per second before
  • Fixed damage stats not always showing in skill tooltips for skills that are not equipped
  • Changed Fuse item tooltips to now only show the Fuse icon within the item icon container around it.
  • Changed Fuse item tooltip to now display the Fuse trigger type
  • Fixed Mastery tooltip icons being black

[h2]HUD & Input[/h2]
  • Fixed the pause menu button prompt not functioning within the Solar Map
  • Fixed some talent passives not displaying all their modifiers in the tooltip
  • Fixed "Windowed Fullscreen" visual bug of whitespace getting removed when changing other video settings
  • Setting menu text now scales with localised text
  • Talent Tree button text now scales with localised text
  • Popup Buttons text now scales with localised text
  • Item tooltip text now scales with localised text
  • Fixed issue with offline and hardcore hero selection boxes overlapping with other menu elements
  • Fixed players being displayed as lvl 1 in online session while they're in the solar map
  • Changed Portal Beacons to be usable by clicking on it in the Inventory
  • Added the item tooltip button prompts back but smaller
  • Added "Identify" button prompt when relevant using the ID Scanner hover on items

[h2]Paint Shop[/h2]
  • Paintshop UI visual overhaul

[h2]Items & Drop Rates[/h2]
  • Fixed cases of non-uniques equipment rolling as uniques without stats
  • Updated “Fiero’s Balance” unique sword to have the correct orientation
  • Increased credit auto-pickup radius back from 70 to 200

[h2]Boosters[/h2]
  • Added auto-pickup for booster charges
    • Will not auto-pickup if dropped by the player to prevent not being able to drop charges.
  • Booster charges are now instanced per player
    • When a charge drops it will drop for both players however only the owning player can see theirs
  • Added popup notifications similar to credits upon picking up booster charges
  • Fixed resource booster buffs showing total duration of 0s for clients
  • Increased booster charge stack sizes from 20 to 100
  • Fixed booster animation playing even when failing to use it
  • Added booster on cooldown feedback text
  • Changed boosters to no longer visualise the recharge duration while there are no charges in the player inventory
  • Changed  booster recharge cooldown for resource boosters (Health, Energy, Hybrid) to be consistent between each charge
  • Increased intermittent booster recharge time from 2 seconds to 3 seconds

[h2]Fuses[/h2]
  • Fixed issue where fuses failed to load causing them to be lost for the players.

[h2]Enemy[/h2]
  • Fixed dismembered body parts floating in the air
  • Fixed enemies sometimes getting stuck in place on clients after dying

[h2]Other[/h2]
  • Fixed expected collision sweeps duration on clients being off for durations smaller than tick rate



[h2]Technomancer[/h2]
[h3]Salvage Skill[/h3]
  • Now displaying healing over time value in Salvage skill tooltip

[h2]Berserker[/h2]
[h3]Tornado Skill[/h3]
  • Fixed Tornado's attacks per second not representing the actual tick rate
  • Fixed Tornado tickrate not scaling from attack speed
  • Fixed Tornado's damage being dependant on tick rate
  • Fixed Tornado's damage in tooltip not representing the actual damage dealt per tick