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Dev Log #10 | Upcoming [Mecha Frenzy] Update: Mecha System Rework, Public Demo

Hi Adventurers,

After the last Factory Extension update, we noticed that many players are looking forward to the mecha update mentioned in the Roadmap. We are also aware that the current mecha system still need more unique features and further optimization on designs.

Then after two months of mecha system development, we expect to roll out the next update [Mecha Frenzy] around the end of August. The new update would bring extra mecha styles and redesign the current mecha system in terms of active & passive abilities, ultimate skills and evolutions. We hope that the mecha rework would help new players in getting a better grasp of early combat while providing more build options for fight styles.

[h2]More Mecha Styles[/h2]
Since the Early Access release, many players have asked us "can I unlock the third mecha other than Crimson and Lee?", or "are there more mechas available in-game".

Despite that this Mecha Frenzy update will focus more on adjusting the structure of the mecha system, we will bring two new [mecha styles] to the game. Both of them will inherit one of Crimson's active skills and bring extensions on gameplay.

Conte the boxer's design is mainly based on Crimson's figure and his ability to conterstrike will help you break through adversity.



Meanwhile, the new mecha Vik is more familiar with heavy weapons. With the power to summon an unknown digital spirit that fights alongside him, he has the potential to swipe out wave of enemies at one blow.



These two mecha styles can be unlocked after completing certain tasks. And we will bring new mecha characters in future updates to explore more possibilities in gameplay.

[h2]Mecha Skills and Passive Features[/h2]
For the mecha update, we hope each mecha can be developed to be more unique, not just varied in having an active skill and different HP. We are trying to design each mecha that specifies in certain builds encouraging players to experience distinct types of combat styles.

In order to prevent players from getting frustrated not getting their desired Active Skills, as well as to better distinguish different mechas in early game, each mecha will only have one Active Skill and the Active Skill would be innate. The two new mechas would respectively inherit Crimson's Shoryuken and Tyrannosaurus as default Active Skills.

Together with the innate Active Skills, new Passive Features would also be given to each mecha as default abilities. Each mecha's Passive Feature would provide extra boost for specific builds or weapon types.

For example, Lee can throw his Flowing Knives while wielding daggers, making his attacks more stylish while maintaining the agility.



Vik is better at heavier weapons like hammers and axes and can summon the digital spirit to make extra attacks, allowing heavy weapons hit harder and deal greater damage.



We do not expect Passive Features to be too powerful to bound players to certain builds, but consider them as a possible way of encouraging players to try more weapons and get creative with their combat styles.

[h2]Mecha Evolution & Fusion[/h2]
As the Active Skills becoming innate, Mecha Exclusive Evolutions will also be reworked. The current mecha evolutions do not really fit in other General Evolutions. We'd like to see Mecha Active Skills better integrated into the player's builds.

In the next update, Mecha Exclusive Evolutions will create Fusion Evolutions with two specific General Evolutions. These Fusion Evolutions can link the effect of General Evolutions to the mecha's Active Skill and even change your play style.

For example, Conte's Shoryuken can fuse with Thermal Mastery and create the Fusion Evolution Dragon Blaze, which inflicts Burn after a successful counter and trigger extra effects.



Besides, activating Mecha Exclusive Evolutions will cost Nanites in the new update, while the Nanites required to refresh evolutions will be reduced from 10 to 5. We hope that this change can help you plan the build evolution route more flexibly and economically.

[h2]Mecha's Ultimate Skill[/h2]
In the current Mecha Evolution system, Ult Skills have quite a lot prerequisites to activate and are limited to specific active skill route. To enhance their presence, we will reduce the prerequisites to unlock Ult Skills in Evolution options and each mecha's new Ult Skill will have different effects based on the mecha's characteristics:

Being the first mecha the players can get, Crimson's design is expected to draw a close connection between Mecha Skills and Weapon Skills so as to help players better get used to the combat system in early stage. The reworked Crimson focuses more on using skills continuously, and this feature is very well represented in his Ult Skill - Laser Blaster.

Crimson assembles Tristan's left arm and emits a powerful beam, dealing high damage to enemies hit by the beam. In the next 3 seconds, Crimson will be in Fever Mode which allows him to skip any weapon skill cooldown.



Most weapons in the early stage are cooldown weapons, while we feel that what players often need when getting started with the combat system is some simpler and more direct damage output. In this sense, we hope that the laser beam's high damage and the Fever Mode would make Crimson more powerful to use in early game.

Vik's Ult Skill, Spirit Ascension, focuses more on continuous high damage and can enhance his attacks. The originally vague spirit would show its true form and Vik's each attack would be enhanced to Heroic Slashes, making his attacks wider and constantly dealing significant damage.



[h2]Mecha Data Pad[/h2]
In the new mecha room, we will add a data pad for each mecha which holds data of every run, including number of enemies defeated, number of successful runs, fastest run and highest alert level.

(Mecha preview on the data pad. The design is still undergoing adjustments.)

[h2]Public Demo & Discount[/h2]
While we release the new content update, we will launch a two-week discount and publish a free open demo on the Steam Store page. Players who are still deciding can download the demo version to experience some of the game's early content, and do not forget to add Oblivion Override to your wishlist!

https://store.steampowered.com/app/1952370/_/

After the Mecha Frenzy version, we will continue to polish and enrich the gameplay to optimize the player's gaming experience. If you've got any cool ideas or suggestions, hop on our Discord and chat with us!

7.21 Update (Fixed Evolution Skill Issues and Enemy Bugs)

[h2]BUGFIXES[/h2]

- Fixed the bug that [Miser] may not function.

- Fixed the bug that [Arrogant Rich] may stack when restarting game.

- Fixed the bug that [Scrypt] is set to 100 after Hi-technology is deleted.

- Fixed the bug that [Triple Chain Knives] can drag enemies with Super Guard.

- Fixed the bug that Sock'em's weapon skill is locked at fist mode when player has [Sacrifice].

- Fixed the bug that enemies can activate Ascendance Shockwave.

- Fixed the bug that some enemies may not have correct Guard effect.

- Fixed the bug that some enemies may not trigger pause frame correctly.

- Fixed the bug that restarting game at high Alert can reset free reforge chance.

- Fixed the bug that the unlock progress of some evolutions is shown incorrectly in the Catalogues.

- Fixed the progress of Trash Recyclers at the base.

- Fixed the background of certain areas in the Abandoned Factory.

- Fixed the Energy Station background in the Data Center.

- Fixed some display and text errors.

If you encounter any problem or bug, join the official Discord server and our admins will help address the issues.

Factory Map Update is Out Now (New Area, Battle Rooms, Enemies)

Hi Adventurers!

The new July update of Oblivion Override is out now! As we have introduced in last week’s Update Preview Blog, this update will expand the size of the first map, the Abandoned Factory, by 50% and divide it into two different areas. In addition to the increase of battle rooms from 5 to 7, new enemies will join and patrol the factory. With this update, we hope that both new adventurers and players challenging higher alerts could have a smoother start:
https://store.steampowered.com/news/app/1952370/view/3677800769894041641

While we enrich the factory content, the new version also fixes various issues including players being stuck in battle and optimized damage of some skills. You can refer to the update log below for more details.

Please be aware that due to significant changes in the new version, your current run will not be saved after the update. If you encounter any problem or bug, join the official Discord server and our admins will help address the issues.



[h2]7.19 Update Log[/h2]
[h3]Factory Map Revamped & Expanded[/h3]
- The Abandoned Factory is now divided into 2 core areas.
- The number of battle rooms increases from 5 to 7, and enemy spawn in most battle rooms is rearranged.
- Added 2 new enemies.


[h3]Bugfixes[/h3]
- Fixed the bug that Alert Level cannot be adjusted.
- Fixed the bug that player can be stuck when they are defeated in boss fights such as Nephthys or Tristan.
- Fixed the issue that weapon tags can be refreshed after finished reforging.
- Fixed the bug that player can be stuck in wall blocks when entering certain battle rooms in the Data Center.
- Fixed the issue that quickly opening and closing evolution menu can result in game crash.
- Fixed the bug that battle rooms does not proceed after using Quantum Blackhole.
- Fixed the bug that Lee’s Triple Chain Knives only shows 1 chain against certain enemies.
- Fixed the issue that Crimson’s Blast Attack doesn’t affect certain enemies.
- Fixed the issue that Spinning Spare disappears in certain areas.
- Fixed the bug that mini-map and resource UI occasionally disappear.
- Fixed the display error of Boss HP bars.
- Fixed the revival calculation errors.

[h3]Optimization[/h3]
- Increased basic damage of Ricochet.
- Increased basic damage of Spinning Spare.
- Increased basic damage of Javelin Throw.
- Blade Arts of Practice Sword now provides 2% Skill Damage instead of 1.5% for each tier.
- Player cannot be staggered when triggering Hammer Time using Warhammer.
- Optimized Tiyen’s attack alert.
- Optimized combat mechanism of Squid Assassin in Data Center.
- Optimized attack SFX of some Bosses and enemies.
- Optimized SFX of some cutscenes and interactions.
- Optimized mechanism of puzzle room in Data Center.
- Optimized backup recovery system of save files.
- BFM mode of some controllers are now supported.

Dev Log #9 | Upcoming July Update: Factory Map Extension, New Rooms & Enemies

Hi Adventurers!

After the post-launch busy bug fixes and the release of our future dev plans for the Early Access version, the first content update of Oblivion Override is expected to come out during this mid-July. As we have introduced in our Roadmap post, making an extension for the design of the level Factory has been our priority. In the upcoming update, the first map will get a further extension and be divided into two areas

[h2]Bigger Map[/h2]
The abandoned factory is the first level players encounter in the Dulce Base. On this map, adventurers learn wallrunning and dodging techniques, gradually get used to combat patterns, and collect necessary resources for early stages. Yet after the EA release, we have received some player feedback that the Factory is quite hard in the early stage as a starter map, especially under high Alerts. 

In order to make the early resource collection and growth experience faster, and also to give the Factory greater meanings than simply a tutorial level, we have made the first map 50% larger than the original and divided it into two different areas. There will also be more combat rooms and new enemies as the size of the map increases. We hope that with these refurbishments, we can show more of the wasteland-arsenal-styled design and gameplay of the first map.

[h2]Starter Area of The Factory[/h2]
The former part of the Factory is quite similar to the Factory as you may have known. Apart from the indigenous residents like the Repairmen, still lurking in the area, this area is a bit less dangerous than the original Factory and has three combat rooms. Players can accumulate initial resources with a relatively smoother start. Familiar enemies that are much more powerful are yet to be seen replaced by some new bulky fellows:


[h2]The Occupied Arsenal[/h2]
Passing through a platform bridge brings the player to a new area where the factory has been completely taken over.


Based on the concept of “arsenal”, we have visually refurbished the latter half of the first map, introducing more steel structures and electro-mechanical elements. In this area, adventurers will encounter better-trained, more threatening enemies, including Boxers, Tiny Cannoners, and Archers that you are familiar with.


Along with these officer enemies come their Canine Bots. They will patrol the latter half of the Factory as regular enemies.


After the Factory map update, we will continue to polish and enrich the gameplay to optimize the player's gaming experience. As a sneak peek, our subsequent content update will be focused on the [Mecha system] which is expected to bring considerable changes to the game. If you have any ideas or suggestions, please feel free to join the Discord and discuss with us.

Unforgettable Conclusion: Thanks for Participating in Speedrun.com Challenge!

We’re pleased to announce the conclusion of our speedrun challenge, graciously hosted by the talented @Bawkbasoup and @Distortion_2.

The challenge, though seemingly straightforward, proved to be a true test of skill: complete the game in the fastest time possible by defeating the boss Nephthys. From June 14th to 27th, we were humbled by the overwhelming response from the speedrunning community, with over 267 submissions.

We are fueled by the level of talent and excitement that permeated throughout this event. It's like watching magic happen when most runs were wrapped up in under 7 minutes, surpassing even our wildest expectations…Also, the vibrant discussions, tactics sharing, and mutual support witnessed in our Discord channel have exemplified the incredible community you all have helped foster.

Now, it's time to give a standing ovation to the 23 winners of our speedrun challenge:

[h3]Top 3 Runners:[/h3]
👑1st Place: [SiDiouS] - 4 minutes, 55 seconds
https://www.youtube.com/watch?v=4aG1fLJ1sIA

🥈2nd Place: [Cabbage] -: 4 minutes, 57 seconds
https://www.youtube.com/watch?v=LQBlWI6IpuI

🥉3rd Place: [7rayD] - 5 minutes, 02 seconds
https://www.youtube.com/watch?v=XnUgy9T0OjM

🏆Top 4 ~ 23:
Explore the speedrun.com post ([noparse]https://www.speedrun.com/tournaments_and_races/thread/2xz70[/noparse]) or join our Discord to uncover the complete list of winners and get updates on speedrun records and achievements!


* The final timings\ for all the runs in the challenge have been determined by TheMexicanRunner and Mitchriz from speedrun.com and we extend our heartfelt gratitude to them for their efforts.

Huge congratulations to all our winners! Remember to update your Discord ID onto your speedrun.com profile so we can shoot you a DM and arrange the delivery for your rewards. And if you have any questions or run into any issues, Drop us a message @Oblivion Boy#4656.



Feel free to share your thoughts on what you would like to see next in the comments or by tagging us @oblivion_code on Twitter. Thank you for being a part of this journey with us together.

GG and WP.