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RETOOLED News

REINFORCEMENT update out now!

Hi everyone!

The REINFORCEMENT update is now live!

Changelog:
- Overwatch arena A-N2 got a overhaul, several additional paths added making the arena flow better.
- The MELTAGUN got a rework, its projectiles now bounce upto 5 times and increases its damage after each enemy hit by 20%. Base damage was lowered to 150.
- Wask tank enemy got an additional attack option while in defensive mode.
- Disrupter bot rage mode VFX pass and animation adjustments.
- Omni bots laser hit VFXs was added.
- Ambience music fixes on RE-Watch and Cooldown levels.
- Orb Launcher VFX timings got tweaked to align more with its functionality.
- Ability cooldown adjustments.
- Omni bot Elite versions got a health increase.
- PAI VFX optimizations, should remove stutter on it's core explosions.

Check out the video patch log [previewyoutube]here[/previewyoutube]!

Hotfixes n Balance changes + Ability Notifications

Hi there!

I will talk more about the future content of RETOOLED in the coming weeks but for right now I've a small patch with some fixes, balance changes and a few quality of life features.

Fixes:
- ICARUS top floor was missing collision near roof beams, now fixed.
- ICARUS objective display, destroy fuzes will now displayed correctly on phase 3.
- RE-Watch, you can no longer skip the fight after the meltagun pickup.

ESD Grenade, increased the energy gained from it, as long as its not overcharged.

Ingame menu now features an "Restart lv." button.

Feature/QoL - Ability Ready Notifications - Default On
Added a Ability Ready Notification pop up just below your crosshair as well as a sound effect. This should allow you to more easily determine when Dash has recharged or any of your other abilities.

RETOOLED is now available!

The day we've all been waiting for has arrived—RETOOLED is officially out and ready to redefine your FPS experience! A heartfelt thank you to each and every one of you who has joined us on this incredible journey. Your support, enthusiasm, and feedback have made this moment even more special!

I've teased you with mini-trailers that showcased the arsenal, the arenas, and heart-pounding combat. Now it's time to dive in and live the action yourself! RETOOLED promises a unique blend of momentum-based gameplay, strategic thinking, and intense combat puzzles.

  • Experience the rush of high-stakes combat puzzles!
  • Navigate through race track-like arenas designed to challenge your quick reflexes and strategic thinking.
  • Take on a wide roster of enemies, each playing a unique role in pushing you into the 'fun zone'.
  • Experience the "Arena Master" systems that adapt the gameplay based on your actions and positions.

I've poured my heart and souls into making RETOOLED not just another game, but an unforgettable experience that stands alongside its peers in the FPS genre and the best part? We're just getting started.

So, gear up, bunny hop into the action, and let's make some unforgettable gaming memories together!

Feel free to share your game experiences and feedback. I can't wait to hear what you think!

🎮 Get RETOOLED Now! 🎮
https://store.steampowered.com/app/1997590/RETOOLED/

Deep dive #4 - What is easy and what is hard?

Salutations! It is time for the fourth post in the deep dives series, today we are looking into how RETOOLED is handling difficulty levels.

To start off this deep dive I would like to explain my view on difficulty levels and their goal in RETOOLED as I believe the perception of what a certain difficulty level should be differs a lot from gamer to gamer.

It is important to me that I do not alter the core gameplay DNA when creating different difficulty levels in RETOOLED. I do not want RETOOLED to go from a momentum shooter to a cover shooter, instead the idea is to increase the pressure on the player. To achieve this:
  • I have created an “attack token” request system for AIs where they have to ask for permission to attack. This gives me greater control to not only make sure there aren't too uneven difficulty spikes within a map but also establish the baseline pressure for each difficulty level.
  • I slightly tweak AI behaviors like their reaction time to player focus, their need to avoid being targeted, defensive abilities cooldown and their charges.
  • Attack option selection to either slightly favor weaker or stronger attacks dependent on difficulty level.
  • Minor stat boosts, some % are AI dependent so not all are equal.

[h2]Normal[/h2] is the intended way for RETOOLED to be experienced. RETOOLED is meant to be challenging so the normal difficulty level can seem tough.

100% attack tokens
100% damage
100% health
Standard behavior/reactions
Starts levels with the intended amount of extra lives.

[h2]Easy[/h2] is for those struggling with normal, it’s more of cruise mode for the player but expect to die if you lose focus.

60% attack tokens
80% damage
80%(ish) health, AI dependent
Slower reaction times, slightly favors weaker attacks than baseline.
Starts levels with +1 of the intended amount of extra lives.

[h2]Hard[/h2] is for those that are looking for a challenge and It is recommened as a second playthrough. Knowledge of weapons and abilities combos as well as a few locations of extra lives throughout the levels is recommended.

140% attack tokens
120% damage
120%(ish) health, AI dependent
Quicker reaction times, slightly favors stronger attacks than baseline.
Starts levels with 0 extra lives.

[h2]Extra lives[/h2] are your limited checkpoints! Struggling with a certain section of level? Be on the lookout for extra lives throughout the level to increase your likelihood of success. If you die without any extra lives then you will have to restart the level.

I have strived to make sure each death occurring in RETOOLED feels fair and made sure you have the tools/options to avoid them.

RETOOLED is meant to be challenging and is carefully crafted to give you a power trip and a sense of accomplishment once mastered.

[h3]The wait for RETOOLED is almost over, on the 25th of september it will be in your hands![/h3]

And remember, join the Discord to discuss the game and find out about the latest updates:
https://store.steampowered.com/app/1997590/RETOOLED/

7 days to release!

Hey everyone,

Only 7 days left to release of RETOOLED! I'm very excited and I hope you are too!

I'm already working on the first content patch for RETOOLED and streaming some of the process on Twitch. If you are interest in whats being worked on and a behind the scene look at game development be sure to give me a follow. https://www.twitch.tv/swarmcreations


And remember, join the Discord to discuss the game and find out about the latest updates:

https://store.steampowered.com/app/1997590/RETOOLED/