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NIMRODS Devlog | Genetics System



[h2]Metagame: Balancing Base Power[/h2]
Most games in the Survivor-Like/Horde Shooter genre have metagame systems not just to unlock more content, but also to improve your base power that you enter a run with: Some games have shops where you can trade gold for stats, others have their skill trees, and so forth. Initially, we shied away from this idea for one simple question: should you balance the game for people who have none of these power boosts, or for somebody that has all of them? If you balance the game for brand new players, then power boosts make the game too easy and more boring, but if you balance it for people with all the power boosts, then new players have little hope of beating the game; winning is more about “buying” your victory with playtime and less about your game mastery and knowledge.

[h2]Dynamic Difficulty[/h2]
This outlook changed when we pivoted from being a small arena shooter to having a huge, open map. The reason was simple: We wanted areas to have differing difficulty levels. If all areas were equally difficult, there would be no sense of progression, and you could rush through the map and see all there is to see before even having played enough to understand the game's core systems. Having some areas be more difficult than others would lock off certain areas (and thus certain resources, pickups, etc) behind gaining enough strength to be able to survive those areas. While you can do a certain amount of that by counting on the player to gain strength through non-mechanical means (like game knowledge and game mastery) the strength you gain from such experience can only go so far. To have a half-dozen or more different areas, each of which is more difficult than the last, we needed to give players mechanical benefits as well! Thus, the idea of the Genetic System was born!

(Art not final and is subject to change. Especially those icons. Or... non-icons, as the case may be.)

[h2]Cloning and Genetic Enhancement[/h2]
The narrative idea is simple. You’re a clone (how else could you have died so many times and still be alive?) and so in theory if your corporate overlords could take the genetic data you’re based on and improve it, each clone would be better than the previous one was. Taking inspiration from other games with slot-based bonuses, we made a screen where you can insert genes with useful bonuses into sockets in your “genetic profile”, a board that represents a given character’s genetic bonuses. These genes can give you all sorts of small buffs, comparable to the tunings you receive as you play: You could have a genetic proclivity to move faster, reload faster, shoot more accurately, deal more damage with your bullets… shoot faster… have more ammo… Okay, narratively, some of them are a bit of a stretch. But the point is, this lets you customize your stats to a certain extent before you even take your first augment.

[h2]Gene Acquisition[/h2]
Where do you get these genes? At the moment, we’re still discussing this as a team. We’re pretty sure your first copy of a gene will come either as a reward from the quest board or from discovering it on the world map, like you can discover chassis blueprints. After that, additional copies of that gene can be purchased from either the research bench for resources or the arms dealer with credits.

[h2]Enhancing Genetic Potential[/h2]
Beyond just the quantity of genes, you’ll also be able to upgrade the quality of your genes. This will improve the numeric bonus of the genes, letting you fit more power into less slots. Genes will provide a significant power spike early in the metagame to help you with the difficulty spike you notice moving from the Chaos Grove to the Hive Barrens, but perfecting your genes by bringing them to max quality is going to be a long term goal that we don’t expect anybody but the perfectionists to reach. Luckily, that won’t be necessary to reach and beat the most dangerous biomes, but those of you shooting for the highest level possible will appreciate the micro-optimizations.

[h2]Expanding the Genetic System[/h2]
The best thing about this system is still yet to come. The genetic system gives us a solid chassis that we can use to put out even more interesting metagame progression mechanics, like Unique Genes and Gene Linking. But we’ll have to cover those topics when we talk more about our post-Early-Access content.

But don’t worry! There’s a lot more to look forward to, even in our early access release. We’ll see you in the next update with more info on new features for you to look forward to at our Early Access Launch!

Demo Update 0.2.12 - Auto-Aim Keybind & Improvements

Gear up, NIMRODS!

In this update we've added a way to toggle Auto-Aim on Keyboard and Controller. In the final version of the game we'll have a proper way with keybinds, but since it was a highly requested feature, we felt like we could add it to the Demo.

Please let us know how you feel about this update and if there is anything we can do to make it even better ❤️

Changelog

[h3]Added[/h3]
  • You can now toggle Auto-Aim with "T" on Keyboard and "L3" with a controller
  • Adjustments made to Controller. Eager to hear feedback while we continue interacting on making Controller feel great
  • Pressing "R3" with a controller will now toggle between different ranges
    - Range 1: Directional
    - Range 2 & 3: Free Mode - Useful for placing down Turrets and lobbing Grenades
  • Vision Range Bonus to Tech Module: Containment Field and its upgrades to match the description

[h3]Changes[/h3]
  • Improved German Localization. Special Thanks to Nyatsu
  • Additional clarifications and typo fixes to Stat descriptions
  • Flamethrower description now says "Every 40 sec, flames fully refill"
  • Techmodule: Containment Field description improved to explain why Bullet Range stat is increased
  • Blade of Light now says and provides one millimeter (.001m) Vision Range per kill. Previously it gave .0001m per kill, but stated it gave .01 per kill

[h3]Fixes[/h3]
  • Fixed an issue where some Area of Effect abilities that were supposed to be centered on the player spawned far away from the player
    - Giant's Harness and its upgrades
    - Terra Cannon Mount stun
    - Ammo Supercharging and its upgrades
  • Fixed an issue where Magitech Bayonet had Crit Bonus listed twice to having Crit Bonus listed once. The second instance was replaced with +20 Max Health which it was supposed to have
  • Fixed an issue where Memory Grip wasn't stacking Reload Speed correctly
  • Fixed an issue where Heart Charm wasn't dropping XP correctly. Previously it was capped at 1 XP and sometimes dropped 0 XP. It is now upcapped and will always drop at least 1 XP
  • Fixed an issue where Battering Grip's Crit bonus and Reload Speed were mistakenly given to Shield Grip and then reversed when taking Battering Grip and Shield Protector Grip
  • Fixed an issue where Grenade Damage for Sharpnel Grenade Launcher was not displayed in red
  • Fixed an issue where Saracen's Barrage wasn't being removed after we removed it
Community

Without you, the game wouldn't be as it is today. The feedback and bug reports have been overwhelmingly amazing and it's so much appreciated ❤️

If you want to help us, make sure to wishlist our game if you haven't already and share it with your friends! 🤗

If you would like to share your videos, suggestions, or feedback with us and the community,
come join us at: https://discord.gg/mdbCsgnsS7


We hope to see you there! ❤️

Demo Update 0.2.11 - Balance Improvements

Gear up, NIMRODS!

This update primarily focuses on a few balance changes we've made in regard to the recent feedback we've received. Keep in mind that this balance is not final and that we continue to actively change this based on our playtesting and feedback we're getting from the community 🤗

Please let us know how you feel about this update and if there is anything we can do to make it even better ❤️

Changelog

[h3]Balance[/h3]
  • XP required to level up changed to be less exponential, generally reducing the XP required to level up. (It went from 3000
  • 1.155^L - 35L² - 420L - 2990 to 3850
  • 1.133^L - 37L² - 455L - 3840)
  • Special Power reduced, with earlier levels being mostly unchanged and later levels being drastically changed. The formula's complicated, so here's an example of your Special Power at certain milestones:
    - Lv 0: 30 ➔ 30
    - Lv 5: 65 ➔ 60
    - Lv 25: 1325 ➔ 835
    - Lv 50: 44435 ➔ 18675
    - Lv 70: 135835 ➔ 55775
  • To compensate for Special Power being reduced, The HP of everything has been reduced, with later monsters being changed more than earlier monsters. Some examples:
    - Blue slime HP: 31 ➔ 29
    - Green-Bodied Yellow-Winged Snake HP: 243 ➔ 101
    - Betty HP: ≈4.6 mil ➔ ≈0.8 mil
  • The XP to HP ratio of monsters was unchanged, meaning monsters now drop less XP proportional to their reduction in HP.
    - This should be unnoticeable, because the XP required to level up was also reduced.
  • The intent of all these tweaks is to make it so that your primary weapon is of primary importance when it comes to defeating bosses and late-game monsters. The tweaks should be mostly invisible but will make your primary weapon feel more powerful in comparison to your underbarrel and reduce the necessity of having a well-developed underbarrel late game.
  • Breakable growth scaling tweaked; Early game breakables are the same, but late-game breakables have about 40% the HP they used to or less.

[h3]Changes[/h3]
  • Saracen's Barrage has been disabled. This stat was not working at all and it's too complicated to be fixed for the Demo as some of our systems are being reworked for Early Access
    - Effect Size has been removed from Geomass Enlarger
  • Teslion Carbine
    - Reload Speed changed from 2 ➔ 1.75 seconds
    - Bullet Damage changed from 5.7 ➔ 6.8
    - Penetration changed from 4 ➔ 3.5
    - Bullet Size changed from 1.8 ➔ 2.5
  • Underbarrels
    - Grenade damage has been increased by +33%
    - Bayonet damage has been increased by +33%
    - Flamethrower damage has been increased by +35%. Rate of Fire reduced by halve but your flame lasts twice as long. Using it will not blow 4-6 charged at once

[h3]Fixes[/h3]
  • Fixed an issue where Napalm Jet decreased Reload Speed by 1.22%
  • Fixed an issue where XP Orbs would sometimes not render correctly
  • Fixed an issue in the Home Ship with certain colliders
  • Fixed an issue that could occur after defeating Betty
  • Fixed an issue where Bullets Size could get insanely big
  • Fixed an issue where the Enchanted Bayonet description displayed an incorrect value
  • Fixed an issue where the Tech Module: Bidirectional Attractor would behave incorrectly
  • Fixed an issue where Battering Grip was not adding Crit Bonus and Reload Speed
  • Fixed an issue where Homing Sight was not giving its Damage bonus
  • Fixed an issue where Premium Grip was not giving its HP bonus
  • Fixed an issue where certain modifiers were not applying correctly to the Drone
  • Fixed several issues related to the Heart Charm
  • Fixed an issue where an error could occur related to the Crosshair
  • Fixed an issue where an error could occur when defeating Betty
  • Fixed an issue with audio. As a quick fix, we've made so that the Music will never get muted. This is still Work-in-Progress, but we want to include it to make it slightly better
Community

Without you, the game wouldn't be as it is today. The feedback and bug reports have been overwhelmingly amazing and it's so much appreciated ❤️

If you want to help us, make sure to wishlist our game if you haven't already and share it with your friends! 🤗

If you would like to share your videos, suggestions, or feedback with us and the community,
come join us at: https://discord.gg/mdbCsgnsS7


We hope to see you there! ❤️

Demo Update 0.2.10 - Bug Fixes & Improvements

Gear up, NIMRODS!

Another successful week! Tons of new players have tried our demo and shared their feedback and bug reports with us. We are currently tracking several bugs that have been reported and found.

Please let us know how you feel about this update and if there is anything we can do to make it even better ❤️

Changelog

[h3]Added[/h3]
  • New SFX when picking up Coins
  • New SFX when collecting XP Magnets
  • New SFX when opening Boss Drop chests
  • New SFX when selling guns

[h3]Changes[/h3]
  • Quest waypoints now have a 3 minute delay
  • Speed Shrine has been changed from x1.2/x1.4/x1.6 to x1.15/x1.3/x1.45
  • Crit Shrine has been changed from x1.33/x1.66/x2 to a flat +20%/+40%/+60%
  • Defense Shrine has been changed from x1.5/x2/x2.5 to a flat +2/+4/+6

[h3]Fixes[/h3]
  • Fixed an issue in which the resource pickup animation would sometimes behave incorrectly
  • Fixed an issue where the lock icon on upgrades would display incorrectly
  • Fixed an issue where the Frozen Dung Beetle sprite was incorrectly applied
  • Fixed an issue where the Boss Drop animation was incorrectly played
  • Fixed an issue where the Spike Grip would misbehave when the player is shot by an enemy projectile
  • Fixed an issue that was causing Rockets to deal double damage. They were in a good spot, so we doubled their damage to compensate
  • Fixed an issue where Damage Shrine didn't work. They now provide x1.25/x1.5/x1.75 Projectile Damage
Community

Without you, the game wouldn't be as it is today. The feedback and bug reports have been overwhelmingly amazing and it's so much appreciated ❤️

If you want to help us, make sure to wishlist our game if you haven't already and share it with your friends! 🤗

If you would like to share your videos, suggestions, or feedback with us and the community,
come join us at: https://discord.gg/mdbCsgnsS7


We hope to see you there! ❤️

NIMRODS @ Steam Next Fest - Live Stream (2/2)

Next Fest - February 10th

Attention, NIMRODS!

We're excited to share that we'll be streaming for Next Fest on February 10th. We'll also be hosting a Q&A in the chat with several Developers!

The support we have received so far across Steam, YouTube, Discord, and other social media platforms has been beyond amazing and we're so extremely grateful.

We hope to see y'all there! Make sure to set a reminder by clicking the blue "Set a reminder" button at the top or on the right ❤️



Demo is Live

In a vast, inhospitable alien world, you are the expendable. Cloned from DNA for a single purpose: to test the most devastating, over-the-top, and downright absurd weaponry known to the galaxy. Welcome to NIMRODS, the ultimate survival roguelite shooter where the guns you craft are the legacy you leave.

[h3]Beyond Survival[/h3] Experience the innovative roguelite where your previous gun builds aren't just memories—they're your backup! Deploy guns crafted from past runs in drones to assist the next grunt. Every run is a story, but each gun is a heroic saga.



[h3]Boundless Exploration[/h3] Embark on a journey through diverse alien biomes, each meticulously molded by a distinct set of enemies and bosses. Every corner is teeming with specialized encounters and valuable resources to discover.



[h3]Assemble the Unthinkable[/h3] Break the game with your creativity. Collect insane weapon parts from airdrops and craft combinations so powerful, so bizarre, they have to be seen to be believed. Create your dream weapon, or a nightmarish contraption that defies all laws of physics and common sense.



[h3]Bio-Engineer your Evolution[/h3] Delve into unique progression systems where DNA modifications can evolve your future clones. Tailor your abilities and your drone's AI to complement your playstyle, and optimize your upgrade drops for pivotal enhancements.



[h3]Guns Over Glory[/h3] As the corporate overlords watch from above, you're constantly faced with hordes of relentless aliens. Complete insane missions, stack bodies, and remember: you probably won’t make it, but your guns definitely will.