Patch 2.2.0 - Patch Notes
Hey everyone!
With this patch some new features made it into the game.

I knew for quite a while that some runs can really take some time. And there is nothing worse then having to cancel a run just because of running out of time to play.
[h2]In-run saving[/h2]
Now it is possible to leave a run and continue it later from the last successful wave.

[h2]Profiles (Save Slots)[/h2]
Another feature that is especially helpful when multiple people play on one machine are the Profiles (Save Slots). You can now select from three Profiles that will track progress individually.

[h2]Tutorials[/h2]
I also know that some game mechanics were never really explained very well - for example the Enemy Links. To help with that I added a series of small in-game tutorials, highlighting and explaining the different core mechanics. If you are a Veteran, you can of course disable the tutorials in the game options.

[h2]Performance Boost[/h2]
The games performance was improved. This will be especially noticable on the Steam Deck and in scenes with a lot of enemies. This should also help a bit with the battery drain on the Steam Deck 🔋
[h2]Railgun Class rework[/h2]
Before this patch, the Railgun class felt a bit on the weak side. Especially the game design around the Attack Boost was a bit weird. Fire Rate was an upgrade that really only helped for Attack Boost while Charge Level did not help a lot there. This left players at a decision on upgrades that always felt a bit meh.

The rework did the following:
[h2]Smaller Changes[/h2]
With this patch some new features made it into the game.

I knew for quite a while that some runs can really take some time. And there is nothing worse then having to cancel a run just because of running out of time to play.
[h2]In-run saving[/h2]
Now it is possible to leave a run and continue it later from the last successful wave.

[h2]Profiles (Save Slots)[/h2]
Another feature that is especially helpful when multiple people play on one machine are the Profiles (Save Slots). You can now select from three Profiles that will track progress individually.

[h2]Tutorials[/h2]
I also know that some game mechanics were never really explained very well - for example the Enemy Links. To help with that I added a series of small in-game tutorials, highlighting and explaining the different core mechanics. If you are a Veteran, you can of course disable the tutorials in the game options.

[h2]Performance Boost[/h2]
The games performance was improved. This will be especially noticable on the Steam Deck and in scenes with a lot of enemies. This should also help a bit with the battery drain on the Steam Deck 🔋
[h2]Railgun Class rework[/h2]
Before this patch, the Railgun class felt a bit on the weak side. Especially the game design around the Attack Boost was a bit weird. Fire Rate was an upgrade that really only helped for Attack Boost while Charge Level did not help a lot there. This left players at a decision on upgrades that always felt a bit meh.

The rework did the following:
- When having an Attack Boost, the charge rate is doubled and the shots are automatically released when fully charged.
- Fire Rate was removed from the Upgrade Pool.
- A new Upgrade was added to the Pool: Discharge (The first hit of the railgun explodes, dealing 30% of the charged damage. - Upgrades increase the explosion size.)
- This Upgrade will also help with horizontal clear speed.
[h2]Smaller Changes[/h2]
- Hyperbeam can now be chained (using a Hyperbeam while a Hyperbeam is active will restart it.)
- Spreadshot Class: Spread Upgrade now also increases Damage.
- A bug was fixed where sometimes it was not possible to use a Repair Bot even though it should have been.
- Smaller bug fixes.