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Simulakros News

Unreal 5.6 Update

[p]Hello everyone,

In this new update we are switching Simulakors to Unreal 5.6 to enhance significantly the perfomance of the game and we've also addressed a variety of bugs and issues. Thank you for your feedback and bug reports! [/p][p][/p][h2]Patch notes 📄 [/h2][p][/p][h3]Improvements: [/h3]
  • [p]Big performance improvements, especially when playing at medium and high settings (It's now possible to play with lumen active on SteamDeck) [/p]
  • [p]Restored the white/acquamarine color combination [/p]
[h3]Fixes: [/h3]
  • [p]Fixed enemy outline highlight in Terminal rooms not working[/p]
  • [p]Fixed getting stuck in charge attack when spamming melee quickly [/p]
  • [p]Fixed being able to charge shots while sprinting if holding down the button while reloading and sprinting [/p]
  • [p]Fixed charged shot amount increasing when pausing the game [/p][p][/p]
[p]If you like the game, feel free to share your review with us! [/p]

Simulakros - Melee Combat is Available Now🗡️

[p]Hello everyone,

Following the news about the new melee weapon, we’re excited to announce that the brand-new melee weapon is now available with today’s update!

You can jump in right away and try it out - full patch notes are just below:

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Patch Notes:
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[/p][h2]Sword[/h2][p]
Melee combat has been overhauledn the kick has been replaced with a blade capable of:
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  • [p] 3-Hit Combo: each attack deals progressively more damage.
    [/p]
  • [p] Running Attack: a quick slash with a long forward movement, executed by pressing the melee button while sprinting or rolling.
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  • [p] Charged Attack: hold the melee button to charge a powerful swing capable of breaking an enemy's block.

    [/p]
  • [p] Enemies can now block melee attacks: the new Sword is very effective, but enemies have learned to block your attacks, so be careful! Enemies that are blocking can be hit by charged attacks or normal shots.
    [/p]
  • [p] Added a sword tutorial to the Skill Info page.
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  • [p] On gamepad, the default melee button has been remapped to A (instead of Right Stick) for more comfortable combo inputs.
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[/p][h2]Improvements[/h2]
  • [p] New music has been added to exploration sections, and music behavior has been improved: more upbeat tracks activate during large encounters, with a new transition when combat ends.
    [/p]
  • [p] A new HUD panel has been added to the bottom-left corner that shows stats for the current level completion and the current Grade.
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  • [p] The game's maximum volume output has been increased.
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  • [p] Improved player colors: some unlockable colors have been retuned for better hue and contrast, and others have been updated to feature nicer color combinations.
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[/p][h2]Balancing[/h2]
  • [p] The “Counter” loadout power-up has been changed: it no longer staggers enemies on counter hit, but now deals more damage, promoting a more active playstyle that better suits the new melee system.
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[/p][h2]Fixes[/h2]
  • [p] Fixed an issue where when playing a character with a fully unlocked loadout, the quartz discs would not appear.
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  • [p] Fixed collision on the ground near the entrance to the second boss arena.
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[p][dynamiclink][/dynamiclink][/p]

New Weapon Incoming: The Blade 🗡️



We're working on a brand new combat style for Simulakros: melee combat with The Blade.

This new feature should be ready in the coming weeks, but we're excited to share a first tease now!



For those interested in behind-the-scenes insights and development updates, you can follow Sigfrido, the solo developer, on Twitter, where he regularly shares progress and news about Simulakros.

And don’t forget!

Simulakros is 30% off until July 10 during summer sale

https://store.steampowered.com/app/2067160/Simulakros/

🧰 Sales Announcement & Patch 1.2 - Photo Mode 🧰



Hello,

Great news everyone, Simulakros will be 25% off until the 20th of March! If you are a roguelike TPS fan, now's the time to try it out!

Patch 1.2 introduces a brand new photo mode, so you can now capture all the details of your runs! It also brings a new difficulty selection menu, improved mechanics like grenade parrying and an overhauled "Counter" neural connection, as well as several quality of life changes based on community feedback

Thanks for all your feedback and bug reports over on Discord and Steam Community!


[h2]🔫 Patch notes 📄 [/h2]

New Features
    Photo mode


Fixes
  • Fixed a case when dying in cyberspace while targeting enemies with homing shots that would result in the targeting indicator frozen on screen.
  • Fixed Barrage weapons briefly floating during some animations.
  • Fixed "Tactical repositioning" neural connection cost being 0 on old saves.
  • Fixed an issue that would make it very hard to deal weakspot hits on the final boss with Rupture's shotgun and grenade launcher.


Improvements
  • A new difficulty selection menu is replacing the hard mode toggle in character selection.
  • Community feedback: toned down strength of cyberspace effect in biome 1 to improve visibility.
  • Community feedback: added automatic "vacuuming" of all health and grenade pickups when encounters end (cyberspace, terminal rooms, bossfights).
  • Added current difficulty displayed in the bottom left corner.
  • Enemy grenades can be parried with melee attacks and launched back to damage enemies.
  • Sharpshooter rifle screenshake intensity gets reduced when firerate increases a lot to not feel disorienting.
  • "Counter" neural connection has been overhauled: melee hits against enemies that are about to attack stun (10s cooldown) now deal massive damage and stagger. The counter window has been adjusted for all enemy attacks to make it more forgiving. Equip cost went down from 4 to 3.
  • The navigation line can now be used after completing a terminals room to find the exit.


Balancing
  • Reduced enemy amount in first biome.
  • Reduced enemy HP in fist biome.
  • Improved parameters for generating levels to be more consistent and avoid generating levels that are too long.
  • Increased XP bonus from arena grades and reduced XP from enemies so that it's more important to get good grades to get to a high level.
  • Community feedback: cyberspace kill combo: reduced random amount of kill combo to reach from 8-14 to 7-12.
  • Cyberspace defeat all enemies: increased intensity by increasing enemy count but reducing the amount of enemy waves to make the encounter shorter.
  • Community feedback: skill usage grade takes into account more how effective the skill use was (eg: amount of damage dealt during timeshift, number of enemies hit by magnetic pull, etc.) instead of the frequency of using skills to make it easier to get S grades during speedruns.
  • Removed grenade amount limit, reduced grenade drop rate.
  • Increased size of weakspot hitbox of the first boss.
  • Improved second boss movement logic and increased movement speed of barrage boss.


Stay connected for more Simulanews and thanks for the support!

[h2]🤖 Play NOW 🔫 [/h2]
https://store.steampowered.com/app/2067160/Simulakros/

[h3]⭐ If you like the game, feel free to share your review with us! ⭐ [/h3]

🧰 Patch 1.1 - In-Run Save System & Game Balance 🧰



Hello,

In Patch 1.1 we’ve made several key improvements to enhance the game: we are introducing a new in-run save system, which offers more flexibility allowing you to suspend runs and continue them later, significant game balance adjustments to make the game more fun and we've also addressed a variety of bugs and issues.

Thank you for your feedback and bug reports on Discord and Steam community!

[h2]🔫 Patch notes 📄 [/h2]

New Features

In-run Save System: progress is saved after terminal rooms and upon reaching a new Biome, allowing players to quit the game and continue their run later. Run savedata is cloud-synced so runs can be continued on a different device too.

Fixes
  • Fixed loading screen not showing when going back to main menu
  • Fixed turrets sometimes not attacking in the second biome
  • Fixed some lasers not dealing damage
  • Fixed an issue where Barrage would lose too much fire rate after a fire rate buff expires
  • Fixed Barrage pistol charge sound persisting when returning to main menu
  • Fixed looping turret sound that kept playing after dying
  • Fixed some issues with the navigation line in the third biome
  • Fixed run timer not paused correctly between some level connections
  • Fixed material glitch on the walls in the third biome
  • Fixed combat music staying active after the second boss
  • Fixed some incorrect voiceline triggered on run start after the final boss has beed defeated at least once
  • Fixed a misplaced cyberspace terminal inside a wall
  • Fixed slow motion effect sound staying when dying during Timeshift


Improvements
  • Runs are now considered as completed for stats upon killing the final boss, even after unlocking access to the true ending section
  • Invincibility frames on the dodgeroll are now shown with an effect on the character


Balancing
  • Bosses have been rebalanced to focus more on the fight with the boss itself, bosses are now more dangerous, their attacks are more frequent and complex to avoid while additional enemies spawning have been significantly reduced, only some weak enemies keep spawning as a way to get some health drops and trigger kill-related powerups.
  • The option to Increase health on level up has been removed, instead every level up grants +100 max health, ensuring a smoother power increase.
  • Player characters now have a base crit chance of 5% up from 0%
  • Enemy health has been reduced for most enemies
  • Health drops have been rebalanced, they drop more frequently and recharge a bit more health, taking damage is a bit less punishing and it's easier to recover when playing well
  • Some powerul enemies in later stages deal a bit more damage to adjust for the increased health amounts and more accessible healing from health drops
  • Difficulty curve has been adjusted to be more forgiving for the first half of the game and gradually get harder
  • Hard mode has been tweaked to be slightly more challenging
  • Drone projectiles have been tweaked to be easier to avoid
  • Turret damage has been reduced


Stay connected for more Simulanews and thanks for the support!

[h2]🤖 Play NOW 🔫 [/h2]
https://store.steampowered.com/app/2067160/Simulakros/

[h3]⭐ If you like the game, feel free to share your review with us! ⭐ [/h3]