1. Oblivion Override
  2. News

Oblivion Override News

11.16 Update Log (Fixed bugs related to Vik, optimized monster distribution)

[h3]Bug Fixes[/h3]
- Fixed a lingering bug in Vik's Arcanum Spirit Ascension.
- Fixed a bug that could interrupt Thunderio's Arcanum Thunderstruck.
- Fixed a bug where the upgraded Crimson could trigger fist infinitely when using Blink Katana.
- Fixed a bug where summoned enemies were also dropping Pure Nanites.
- Fixed a bug on the Steam Deck platform where opening the pause panel would cause freezing.

[h3]Optimizations[/h3]
- In Alert Level 3, all Boss evolutions have been adjusted to progress sequentially according to Alert Levels 3/4/5.
- In Alert Level 8, the Integration ability will not be blocked.
- Optimized the distribution of random buffs among monsters.
- Optimized the distribution of monsters carrying rewards.
- Added the distribution of Mycoviruses, including appearance animations and movement AI.
- Added a mini-map indicator for the search dog Port.


These are the details of the update,you can also join our official Discord to exchange ideas and share your valuable feedback on the early access version.

11.15 Patch (Fixed blackscreen and other issues)

[h3]Bug Fixes[/h3]
- Fixed the bug causing a black screen upon entering the game after the English version update.
- Fixed the bug preventing the unlocking of certain achievements.

[h3]Optimization[/h3]
- Reduced the price of drinks in the shop.
- Decreased the frequency of cross-area enemy appearances at high alert levels.
- Increased the Pure Nanite drop from enemies in exploration areas at high alert levels.
- Optimized some moves for the evolved Nephthys.
- Optimized some moves for the evolved Gladys the Annihilator.
- Optimized some moves for the evolved Erich.

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

11.15 Update Out Now |Alert Upgrade, Mecha Enhancement, and 20% Off


Hey Adventurers!

The new November version update of Oblivion Override is now available!

In this updated version, we have upgraded the Alert System, raising the maximum Alert Level from 5 to 8, and adding Boss Evolution. We've also introduced 'Mecha Enhancement' for each Mecha under higher alerts, expanding the difficulty experience in the later stage of the game.

At the same time, this version adds a new Virus Mode switch for beginners, as well as bonus-carrying enemies and additional terms of service from Mr Xie, etc. We hope that these will provide more support and benefits for the arduous journey through Dulce Base. Detailed feature descriptions can be found in our last dev blog as a update preview:

https://store.steampowered.com/news/app/1952370/view/3748743244096115513

The game is currently open for a two-week 20% off discount, and if you want to try out the pre-level content, you can download the free demo on the game's shop page!

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


[h2]11.15 Update Log[/h2]

*Please note that due to the large number of changes in this new version, the data of your current game will not be retained after the update.

[h3]Alert Level Upgrade, Boss Evolution[/h3]

- The maximum Alert Level has been increased from 5 to 8.
- Debuff designs such as “starting with “1 HP” or “HP recovery reduced” have been removed. Instead, the drop rate of Energy Tanks has significantly decreased, requiring players to explore the map more actively and use healing opportunities cautiously.
- In Alert Level 2, in addition to the Boss Portal being randomized, the enemy distribution in Dulce Base will also be more random.
- Alert Level 3 introduces evolved forms for each area's Boss.
Evolved Bosses will have more intimidating appearances and stronger attacks. For example, the rooftop Boss Tiyen will equip sturdy mechanical armor and powerful ranged firepower after evolving, transforming into a terrifying steel giant. In its advanced form, Tiyen will launch tracking missiles and summon steel fragments raining down from the rooftop, crushing the tiny intruder with powerful strikes.



Meanwhile, Mechanist Leon will deliver an even more thrilling show in his advanced evolution form. The floating poker sequences in mid-air will be more enduring and rhythmically descend one after another. While the core poker cards sweep across the ground from side to side, they will continuously roll outward, launching poker attacks. These new “performances” serve as a constant reminder for the audience to always pay attention to the ever-changing "fatal" details on the stage.



- Alert Level 5 introduces a new enemy - the Mycovirus.
There's a chance for advanced enemies to spawn Mycoviruses upon death. These minions of Eset, the instigators behind the forced evolution of robots in Dulce Base, usually lie dormant within the bodies of other enemies, and burst out to launch fierce attacks against adventurers when the time is right.
- Alert Level 7 adds random buffs. All elite enemies will acquire a random ability, making battles more threatening and unpredictable.
- Alert Level 8 imposes evolution restrictions. Players now choose between two options instead of three, and the Nanite cost for refreshing evolutions is doubled. This compels players to allocate their limited Nanite resources more judiciously.

[h3]Mecha Upgrade and Other New Features[/h3]

- After clearing Alert Level 4, a new feature Mecha Upgrade will be unlocked. Players can expend Pure Nanites to further enhance the combat capabilities of each mecha.



- The Shelter Base has introduced the setting of Virus Mode. Following the preview in the last blog, we have made further adjustments to this Assist Mode:

Enabling Virus Mode will reduce the game difficulty, providing player characters with a 40% DMG reduction and an additional 1 Dash charge. It's important to note that when Virus Mode is active, “unlocking” alert levels higher than Alert Level 1 is not possible. We hope this mode primarily aids novice players in overcoming early-stage battles, better preparing them for tackling higher difficulty challenges in the future.



- Yadi now goes out periodically to help players gather resources.
- There is now a chance for enemies in exploration areas to appear carrying Nanite Matrices. These enemies have increased HP, higher ATK, and a troublesome Enhanced Guard ability.

- Mr. Xie has added new trade offerings to assist players in facing challenges under high alert:
- New Trade: Port the Search Dog accompanies Mr. Xie. As an exceptional search dog, it always completes tasks perfectly, aiding players in discovering hidden corners of Dulce Base.
- New Trade: Brady can now assist players in repairing damaged Kinetic Cores. However, the repair process consumes a significant amount of energy, so it's limited to once per session.

[h3]Optimizations and Fixes[/h3]
- The drop mechanism for Spike Cores has been optimized. Before unlocking this DNA, on the Greenhouse map at high alert levels players will inevitably encounter evolved Robotic Nymphs.



- The random pool for battle rooms has been optimized. In high alert levels, some battle rooms with enclosed spaces will no longer appear. We aim to mitigate the negative impact of challenging terrain, allowing players to focus more on combat.
- The settlement mechanism for battle rooms has been optimized. Now, when enemies that summon creatures die, the battle does not immediately end.
- Monster configurations in battle rooms have been optimized to be more reasonable at various alert levels.
- Interactions with Gular have been optimized. Now, his appearance location will be more random, and even at the player's most vulnerable moments, he will initiate irresistible trades.
- The mechanism for Gift·Energy Tank has been optimized. The probability of expired gifts has significantly decreased, while regular Gifts can provide players with an additional 60-second movement speed boost buff.
- Fixed a bug where the Rhythmix auxiliary module's damage boost was ineffective against Spike Cores.
- Fixed an anomaly in the animation after the conclusion of Dr. Willian's storyline.
- Corrected some translation errors.

If you encounter any bugs during gameplay, feel free to join our official Discord and provide feedback to the administrators. We will address issues on a one-on-one basis to ensure a smooth gaming experience for all players.







Dev Log #12 | Nov Update Preview: Higher Alert, Mecha Upgrade, Virus Mode

Hi Adventurers,

We are delighted to share the news that Oblivion Override has recently been nominated for the "The Indieplay Award" finalist at the ongoing indiePlay 2023. Although our game may not have gained much influence so far, we are honored to receive this nomination and want to extend our gratitude to the support and feedback from our incredible community of players along the beta phase to the Early Access stage. We will continue to listen to your feedback and improve the EA content until its full release.

[h3]Development Progress[/h3]
The 4th chapter, which has been the subject of numerous inquiries, is currently in active development. This chapter will introduce a mysterious organization lurking deep within the Dulce Base, featuring brand new scenes, a variety of enemies and formidable bosses. Detailed information regarding these exciting additions will be provided in our future development blogs. For now, we offer you a glimpse of early concept sketches.


In light of the tight schedule of EA development and our main efforts focused on making the 4th chapter, we reevaluated our current alert system and decided to update the Roadmap with [Higher Alert Levels and New Gameplay] instead of [Custom Alert].

In the upcoming mid-November update, we will raise the maximum alert level from 5 to 8 with a bunch of enhancements for mechas gradually unlocked, as well as adding the [Virus Mode] and other gameplay features, together with new discounts.


[h3]Higher Alert Levels and Related Adjustments[/h3]
We have been aware of the concerns from players regarding certain debuff designs under high alert levels especially the 1-HP feature when passing security check being too challenging. Therefore, in the upcoming version, while introducing higher alert level, we have removed debuffs that caused mechas to start with 1-HP and that reduced their health regeneration under high alerts. Also, we have made optimizations to the combat configurations across all chapters, aiming to provide players with a more balanced difficulty design and introduce new gameplays at different alert levels.

For the current alert level 1, 2, and 4, we will add new challenges such as monster evolutions, randomized choices of boss fights, and the exclusion of HP potions dropping in combat rooms. At alert level 3, bosses will also undergo evolution, gaining new moves and upgraded appearances, requiring players to adapt their strategies and pacing during dynamic boss battles.


Under higher alerts, we will increase the number of elite monsters and apply random buffs to them. For instance, there may be intermittent shield waves that weaken player's attack DMG, or the ability for defeated enemies to summon cyber spirits to continue attacking.



At alert level 8, players will face restrictions on evolution: refreshing evolution will require additional Nanites, and the Evolution Panel will change from three choices to two choices, requiring players to plan their builds more carefully.

[h3]Mecha Upgrade[/h3]
As one of the core systems in the game, we aim to further enhance the unique features of mechas and improve their abilities as the game's alert level increases to offer new combat experiences.

In the upcoming version, players will unlock the Medal [Mecha Upgrade] in the base's mecha room after passing alert level 5. This Medal allows for the upgrading of active skills, passive skills, or ultimates of each mecha. Upgrades not only include stats improvements, such as increasing the DMG and duration of Crimson's Ultimate skill [Laser Blaster], but also trigger new skill mechanics for each mecha.


Take the mecha [Vik] as an example. After reaching level 1 upgrade, Vik's [Forkbeard Smash] will throw an axe at enemies in the forward horizontal direction upon a successful charge. In the later stages, it can be further upgraded to an axe attack that searches for targets in all directions within a range and penetrates through them, dealing considerable DMG.



Thunderio, who excels in using electric balls, will gain higher mobility after the initial upgrade and can transform into a lightning bolt through dash, delivering an electric shock to enemies along the way. This allows Thunderio to become a nimble "speedster" roaming through crowds of enemies.



Lee's [Chain Knife] can be strengthened to become three Ice Knives to briefly freeze nearby targets upon hitting them after mecha upgrade. Furthermore, Lee's passive ability, [Floating Knives], will have a chance to bounce off and hit surrounding enemies again after one strike, causing secondary DMG. We hope this feature can further improve the experience of using dagger-type weapons.



[h3]Virus Mode[/h3]
As a "Virus" that is not tolerated by the order of AI world, exploring the Dulce Base are bound to face life-threatening challenges. We do not want high alert levels to become a barrier that restricts players from experiencing the full game content. To help players who find the game a bit difficult, we plan to implement the [Virus Mode] setting in the base:


When activated, this mode will reduce the game difficulty by decreasing the DMG taken by mechas, reducing monster HP, and providing an additional 1 initial dash charge. Other settings remain unchanged. We hope that this mode can assist players who are newbies or stuck to one level to experience the later stage of the game.

In addition to the newly added gameplay mentioned above, the Dulce Base will feature randomly appearing enemies carrying Nanites. Mr. Xie's service station has also been refreshed with a new set of services: adding the drink vending machine in the store, expanding energy stations with more revival opportunities, dispatching Port the Search Dog to assist in exploring hidden areas and arranging for Artis to regularly collect recyclable waste in the base. These new elements aim to encourage players for more battles to accumulate their adventure supplies.


That’s all for today’s dev blog. Some content and design are still undergoing continuous adjustments. If you have any thoughts or feedback about the updates of Oblivion Override, feel free to join the official Discord server and our admins will help address the issues.

9.28 Update Log (Dialogue and Clinic Fixes, Thunderio Skill Optimizations)

[h3]Bug Fixes[/h3]
- Fixed the bug where the dialogue was incorrect for Nico's Weapon Refresh.

- Fixed the bug in the Clinic that caused incorrect amount of jars during consecutive Blood Draws/Auscultations.

[h3]Optimizations[/h3]
- Increased the basic DMG for Thunderio's [Electric Balls].

- Enhanced the basic skill DMG for Thunderio's [Thunderstruck] and made it susceptible to the amplification effect of [Pulse Mastery].

- Optimized the skill sound effects for Thunderio's [Thunderstruck].

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