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Final Level, Final Boss, Early Access Ending Soon


This is Hollólány, she is the Final Boss of the Final Level - but this isn't even her Final Form.

With the completion of level 8, the gameplay and all assets are pretty much complete. All that remains to be finalized for FULL RELEASE, is some 2D artwork for the "Souvenir Collectables System", and an intro and outro explaining the PLOT. So much plot - and I'm not just talking cute catgirls.

Early Access is winding down to full release soon™ and so the introductory price will be rising next week,

Apart from level 8 and the completion of the gameplay itself, there have been numerous bug fixes, as outlined below in the changelog.

  1. Update 35: update to version 1.9.9.5?
  2. New: Level 8, the final level has arrived.
  3. New: Level 8 final boss has arrived.
  4. New: Added final boss final form event.
  5. New: Gameplay now has choice of continuing in endless mode after level 8 is complete and the game has been beaten.
  6. New: Multiplayer Co-Op defaults to endless mode once the game is beaten.
  7. Fix: Added an extra check for monsters to prevent opportunity attacks when stunned.
  8. Fix: Level 2 camera start node not facing correct direction of preload group.
  9. Change: Level 2 preload group moved towards camera start node.
  10. Change: Level 6 waterBlock wet depth reduced to 0.1.
  11. Change: Level 7 waterBlock wet depth reduced to 0.1.
  12. New: Added an extra test for detecting liquids when spawning player.
  13. Change: Removed redundant DDS files from terrain moss textures.
  14. Change: Orbiters no longer get slowed by water, which had been seperating them from the player.
  15. Fix: Missing invisible "wobble" texture for player character STARSHIP now exists for use with GHOST RUN swag powerup.
  16. Change: Player slowed down object has been removed in favour of displaying a temporary slowed down texture effect on the afflicted character.
  17. Fix: Spawning enemies were attempting to check for nearest player to attack without seperating object and distance first, so the initial test always failed.
  18. Change: Speed Bonus elite monsters who are not chargers are now always hunters.
  19. Change: Level 3 Boss minigun attack has increased audio range as it sounded a bit too quiet.
  20. Change: Green Radiation Bonus object for elite monsters has been replaced with a green glowing skin but remains for bosses.
  21. Change: Blue Speed Bonus object for elite monsters has been replaced with a blue glowing skin but remains for bosses.
  22. Change: Red Strength Bonus object for elite monsters has been replaced with a red glowing skin but remains for bosses.
  23. Fix: Level 7 monsters were not playing the correct choice of emitter colours based on their skins.
  24. Fix: Fixed issue with fallback special death effects would attempt to spawn an explosion when only particle effect was the default.
  25. Fix: Added missing amberRingDecal5.
  26. Change: Boss spawning decals now match the colour of their spawning particle effects.
  27. Fix: Player melee weapon images had their item data pointing to the default weapon item and not their own.
  28. Fix: Later level Bosses were being severley short changed with energy replenishment.
  29. Change: Boss energy replenishment is now based on ascending level progress.
  30. Fix: Monster opportunity attacks were not firing if the weapon FSM had a second ready state.
  31. Fix: Level 2 Boss was missing cash multiplier for loot drop.


So that's Early Access Update 35 complete, and this leaves only 1 or 2 more updates before full release! ːhappychappyː