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NeuroSquad - Slay the Horde News

Latest demo update: version 0.3.6.1

[h2] Demo 0.3.6.1 changelog[/h2]
  • 🤜🤛 [Based on feedback]: When the player is behind a wall, the wall disappears in a circle so that the character always remains visible.
  • HP crystals, chests, and Braincharge cells are now visible through walls.
  • 🤜🤛 [Based on feedback]: Braincharge cells have a new visual effect to make them more visible, and an indicator is displayed above them, similarly to HP crystals.

Demo update 0.3.6 is live!

Hello, all!

After a busy couple of weeks I'm back with some bugfixes, balancing, and some features that have been requested by the community. The demo version 0.3.6 is up, see the full changelog below.

[h2]Simplified Chinese + Traditional Chinese added[/h2]

I'm very happy to say that improved localization for Simplified Chinese and a new translation for Traditional Chinese have been added to NeuroSquad!
It has been clear that there's high interest in the game from these regions, so I'm glad I had the opportunity to add proper translations now. Thank you for your continuing support!


[h2]Demo 0.3.6 full changelog[/h2]
  • Added proper localization: Simplified Chinese and Traditional Chinese.
  • 🤜🤛 [Based on feedback]: Frozen enemies can no longer deal contact damage.
  • Added level 2 to the Bullet rewiring upgrade.
  • Rebalanced the Spark cannon: Increased range and bullet lifetime, made the vortex added by the Bullet rewiring upgrade have more pull so that aiming is easier with it, changed the vortex for Bullet rewiring + Energy locker upgrade pair to cover more area, slightly reduced damage.
  • 🤜🤛 [Based on feedback]: When you replace a weapon mod, the new one starts at level 2.
  • 🤜🤛 [Based on feedback]: Now it's possible to zoom further in and out. Also, tilted the camera angle more, and made the tilt adjustable in the settings menu instead of just being able to choose top-down view.


  • Readjusted the Seeker drones' path around the player and their flying speed, making them more useful.
  • Fixed a bug: On the upgrade placement screen, if selected a mod, and if the main character had all mod slots filled, it wasn't possible to navigate up from the mod replacement row with the keyboard / gamepad.
  • 🤜🤛 [Based on feedback]: Further increased the time before exploding enemies explode after being killed.
  • 🤜🤛 [Based on feedback]: Changed the healing sound effect.
  • Fixed a visual bug that caused the aiming laser to not always line up exactly with the cursor position.
  • Added more enemies to the second to last wave.
  • Added an icon for the Pristine operation upgrade to the HUD, making it easier to follow when its effect can trigger. The icon shows when the player has taken damage since the last level up.
  • Rebalanced the Forced bluescreen upgrade: reduced the effect radius.
  • Gave new color to the sparks generated by the Self-ignition upgrade and the bullets of the Godlight weapon, making them emit more light.
  • Bosses have thicker and easier to see health bars now.

Some of the previously announced changes are still in the works, stay tuned!

[h2]Save & Sound appearance[/h2]



As I mentioned in a previous post, NeuroSquad has been selected to be part of Save & Sound, a celebration of music in games!
If you want to see a playthrough of 2 of the game's soundtracks, check out the live show on Wednesday September 13 at 10AM PDT.

[h2]Follow the development on Discord[/h2]

As always, if you have ideas or feedback, you can find me on Discord, I'm happy to discuss changes:



Happy slaying!

-Matt

NeuroSquad is part of Save & Sound - A celebration of music in games

[h2]NeuroSquad at Save & Sound![/h2]

I'm incredibly excited to announce that NeuroSquad is part of this year's Save & Sound!
Save & Sound is an event dedicated to audio & music in games, with a live show from September 11 to 14, and a Steam sale.

You'll find concerts, audio deep-dives, and mashups from 70+ developers!



I prepared an exclusive performance of some of NeuroSquad's songs for the show. Check it out on Wednesday September 13 at 10AM PDT.

[h2]Save the date![/h2]

Set a reminder to be notified when Save & Sound will go live!
The show will be streamed on the Save & Sound website, YouTube, and Twitch.

Full schedule here: saveandsound.io

So honored to be part of such an incredible lineup, among the likes of Baldur's Gate 3, Vampire Survivors, Inscryption, Dome Keeper, and a whole bunch of other awesome games!



[previewyoutube][/previewyoutube]

More news coming soon!
Stay tuned!

Latest Demo update, replaceable weapon mods

Hi, all!

I've been working on some changes that have been requested by the community, fixing some bugs, etc. I pushed version 0.3.5 live, here you can find the patchnotes below.



[h2] Demo 0.3.5 [/h2]
  • 🤜🤛 [Based on feedback]: Weapon mods can be replaced now.
  • 🤜🤛 [Based on feedback]: Added info about the squad's current loadout to the pause menu. Also, now the loadout can be viewed from the Braincharge cell's upgrade type selection screen.
  • 🤜🤛 [Based on feedback]: Changed the pictures of characters everywhere in the menus and on the HUD.
  • Hacked enemies now deal their contact damage to other enemies in an explosion when they die. (This massively increases the explosion damage. Reduced the size of it to compensate).
  • 🤜🤛 [Based on feedback]: The dash and nanochip cooldown bars are now at the bottom of the screen, next to the HP and bullet counters. Made it easier to see when they filled up, and the dash bar now indicates (by coloring) when the player can dash an additional time because of the Double booster upgrade.
  • 🤜🤛 [Based on feedback]: Made the HP bar and the numbers on it bigger.
  • Fixed a bug: Previously disabled slot buttons on the upgrade placement screen could become enabled again incorrectly, after canceling skipping the upgrade.
  • Rebalanced implants: changed Pre-loading to only grant Omega division units. Upped the neural load of Hyperfocus.
  • Added a little animation to the kill counter and the timer for the last minute.
  • Fixed a bug that sometimes caused holo-soldiers to block bullets with the Exo-guards implant without the shield being destroyed.




[h2]Current development[/h2]

Right now I'm implementing new features such as being able to see the exact numbers (percentages, damage points, etc.) on each upgrade card. I'm reworking a few weapon mods and augmentations as well, and adding some more customizability options.
You can expect to see these rolled out to the demo as well with the next couple of updates.

If you have ideas or feedback, you can find me on Discord, I'm happy to discuss changes:



Happy slaying!

-Matt

Latest demo update: version 0.3.4

Demo 0.3.4
  • Fixed a bug that allowed the player to shoot and reload after dying.
  • 🤜🤛 [Based on feedback]: Increased the time delay before exploder enemies explode, making them slightly easier to avoid.
  • Significantly increased the damage of contact drones.
  • Rebalanced the Drone extension upgrade's damage multiplier, now it increases the damage by 35% every time, also made the Death radius more effective with the Drone extension.
  • Redesigned the playstyle choosing screen that appears in the beginning of the first run.