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NIMRODS Update | Bugfixes and Improvements | 0.4.14

Greetings, NIMRODS!

We're hard at work creating new content for you all to enjoy (aside from those of us working on R&D to improve performance, which is looking very promising - more word on that soon!) But while you all are waiting on the new content, we thought we'd address a few bugs and quality of life requests you've brought to our attention:

Changelog

[h3]Added[/h3]
  • The augment slot type is now indicated in the gun upgrade, gun inspect, and the arms dealer screens
  • Inspecting locked augments in the gun upgrade screen will now tell you how to unlock them
  • You can now unequip all assigned airdrops at once in the airdrop scheduler by pressing X
  • A small toast will now appear when a drone levels up displaying what upgrade it has applied to the gun

[h3]Change To Drone's Special Power[/h3]
When a player levels up their Special Power increases immediately and not when they collect the airdrop. Previously, the drone would level up at the same time it took an augment or tuning, only gaining Special Power when it did so. This was fine for most cases, but some players have started doing challenge runs where they never take tunings or never take augments. Even if a player doesn't collect their augment or tuning, they would still get Special Power from leveling up... but the drone made from that run wouldn't, because it previously only got Special Power when it added an augment or tuning.

We've changed it so that instead of just keeping track of when the weapon gained an augment or tuning, we also keep track of when the player leveled up. That way, if a player levels up but doesn't collect their augments or tunings, the drone made from that run will still gain Special Power up to the same level the player did at the same time the player did in the run they crafted the gun.

[h3]Other Changes[/h3]
  • Effects that cause bullets to explode (Explosive Ammo, Eponymous Nimrod's Barrel, RPG, Hydra Minimissle Swarmer) now stack their areas (not radius) instead of replacing each other
  • English localization improvements
  • French localization has drastically been improved

[h3]Fixed[/h3]
  • Fixed an issue where Special Power was not being calculated correctly while using a gun in the Home Ship
  • Fixed an issue where the hitsplats spawned by the target dummies in the home ship were displaying incorrect damage numbers
  • Fixed an issue where Splitter Magazine and Splitter's Eggsac would overwrite each other. They now stack as intended
  • Fixed an issue where Projectile Damage could scale out of control if two specific augments were taken together
  • Fixed an issue that caused the Drone Scout ability to give 2.5x more Vision Range than intended
  • Fixed an issue that prevented the Scavenger and Vandalism missions from correctly detecting completion
  • Fixed several crashes that could occur


Thank you all so much for the overwhelming support. We won’t rest until NIMRODS is a game you can play forever—because every run should be another masterpiece of absurdity.

If you haven't already, come join our official Discord server:

NIMRODS | Early Access Roadmap

Greetings, NIMRODS!

It’s been a while since we reached out, so we thought we should let you know how things are doing. Now that Thanksgiving is over, we’re working hard to put out some new content for you all:



If you, like us, want more information than can fit in a fancy image, read on as we explain a little bit more about each of these Roadmap items…

New Guns and New Augments

You might notice that there were five Underbarrels you could obtain, but only four of every other slot. This happened because we had an Underbarrel sort of like the Flamethrower but also sort of like the Energy Blaster, and we decided that by separating it into two different Underbarrels, we could fulfill their fantasies better. Still, that leaves us in a weird spot. Why should Underbarrels be the only slot with five options?

So let’s fix that, shall we?

We just finished up the design document for another six augment lines, enough to put a fifth augment option in every slot. It was so cool to work on them, because of how solution-focused we were able to be. When we did the first batch of augments, NIMRODS was hardly a game yet, so all we could do was plan augments that thought would work well together. But now, thanks to you, there’s a whole NIMRODS ecosystem we can examine, and design new augments to fill gaps in the current meta. In particular, you’ll find this batch of augments includes:
  • Ways to help slow-firing builds by giving them more defensive options and making missing enemies less punishing.
  • More ways for your drone to use more build types, particularly retaliation builds.
  • More ways for players to get resources, particularly boss resources.
  • More tools for a player to collect resources and XP.
  • Augments designed to combo well with augments that are currently underperforming.


We can’t wait to get these into your hands, so keep an eye out for them during upcoming patches!

Guns? Oh, we did mention guns, didn’t we? We’ve got a lot planned, but for our next chassis, we combed our old brainstorm documents and found a pretty sweet gun that we think will generate quite a buzz, but that’s all we’ll say about it for now.

Ability Upgrades

The character’s abilities are simple to start, but for experienced players, there’s a lot of room there for interesting complexity. Because of that, one thing we’ve been excited to explore is the idea of evolving your abilities to give them more capabilities, providing simplicity for new players but depth for experienced players. When we release this, we’ll also release Vixen’s second ability. It’ll feel familiar to old hands in the genre, but its upgrades will put our own spin on the idea.

New Characters

We have three new characters planned! I know a lot of you have been clamoring for new characters, but we figured that we should take the time to do them right.

Grimm and Vixen are the only two NIMRODS. The three new characters we’ve got planned are new recruits brought in from outside the paramilitary structure the NIMRODS inhabit. Reluctant new recruits. One might even say unwilling new recruits. How does this happen?

These new characters are hidden in the world. If you encounter them you’d better be ready for a fight! If you can defeat them, you’ll have the opportunity to harvest their DNA, bring it back to the gene lab, and produce a clone of them that you can play as, increasing your roster of selectable characters

Relatedly, this is not how Grimm came to be. Grimm’s not a clone. He’s the original. Totally. We promise.

In addition, we have plans for how to further differentiate the characters so they encourage different playstyles so it’ll feel more like you’re playing a different character and less like you’re wearing a different cosmetic skin. More details on that as we get closer!

Performance


We’ve been doing a lot of research and development related to fixing performance bottlenecks in the game. The engine we’re using is providing us with cutting edge tools that few people have ever used (DOTS Entity Graphics) so our fearless programmers have been forging their own way towards a faster game and a higher framerate, trying and testing dozens of different combinations of approaches to see what will buy us the most CPU cycles. The results of our research are looking very encouraging, and certain builds that would tax most computers (*cough plasma bladestorm cough*) are running solidly on our test machines. We can’t wait to get these performance improvements into your hands, but we’ll need to do a lot of testing to make sure our optimizations don’t break everything, so it might be a bit.

Gunporium

We’ve had uncountable requests for some in-game tool to view all the augments you’ve used, and we agree that it’s a great idea. We’re still in the design stages for this one, but our plan is to make a new station in the ship you can go to and see each augment you’ve used so you can check its stats, how it can evolve during your run, what unlocks the upper tiers of the augment, how many times you’ve used it, and other useful information. What information would you like to see about the augments? Let us know in the comments what you think would make this feature most complete for you!

Quality of Life and Bugfixes

It’s always tough to balance bugfixes and minor improvements with content releases. Content excites people, but sometimes it’s the little things that make the biggest difference, so we’re not going to neglect those either. Little touches, like showing what slot an augment will fill when you see it in the upgrade screen, or showing an augment’s upgrade tree in the shop menu, will go a long way towards helping new players understand how the augment system works.

New Biomes

And, of course, the big finale: New biomes.

These are the most challenging things to tackle, because there’s a lot that goes into it. New biomes need new monsters, a new map, new things to find while exploring, new augments to hide in the map, maybe even a new character to find and fight, new genes to discover while in the area, new drop pods to reassemble, a slew of new missions and achievements to complete… There’s a lot that needs to happen all at once for a new biome to be released, and we can’t really release any of it piecemeal. When we do release a biome, it’s going to be a big content drop. These are the largest tasks on our roadmap because they’re so all-encompassing, but I promise the wait will be worth it. We plan to have two more biomes to include before our 1.0 release.

That about sums it up for now. We’ve got other features in the works as well, but we want to wait for them to be a little more mature before we talk about them, so look forward to more news in the coming months!

Thank you all so much for the overwhelming support. We will not rest until NIMRODS is a game you can play forever—because every run should be another masterpiece of absurdity.

If you haven't already, come join our official Discord server

NIMRODS | Nominate us for the Steam Awards!

Greetings, NIMRODS!

If you have been enjoying NIMRODS: GunCraft Survivor so far, consider nominating us for the Steam Awards!

The voting will end on December 4, 10 AM Pacific.

Thank you all so much for the overwhelming support. We won’t rest until NIMRODS is a game you can play forever—because every run should be another masterpiece of absurdity ❤️

NIMRODS Update | Hotfix 0.4.13

Greetings, NIMRODS!

Today's hotfix addresses several minor issues, along with a performance issue caused by the Homing augment.

Changelog

[h3]Fixed[/h3]
  • Fixed an issue where projectiles with homing would target invalid or invulnerable targets
  • Fixed an issue where the Hard version of Bertha did not count towards the "Eye for an Eye" quest
  • Fixed an issue where the Hard version of Splitserpent did not count towards the "Splitter Slayer" quest
  • Fixed an issue where the stats in the Honor Medal Charm's description were displayed in the wrong order
  • Fixed an issue where the description of the "Yes Sir" mission was inaccurate


Thank you all so much for the overwhelming support. We won’t rest until NIMRODS is a game you can play forever—because every run should be another masterpiece of absurdity.

If you haven't already, come join our official Discord server

NIMRODS Update | Quality of Life | 0.4.12

Greetings, NIMRODS!
We've got an exciting update for you today.

[h3]Economy Balance[/h3]
We've made substantial changes to the economy. In short, nearly all costs have been reduced. Players will now be able to unlock almost everything in the game much earlier. There are still some high-cost targets in more optional systems, such as high-level genes and airdrops, as we still want to reward players with many hours invested. In particular, we wanted players to be able to play with all the new gun chassis much easier, so out of everything that had its price cut, the guns got cut the most. RYS Plasma Spirallers stans rejoice! Also! Players will earn a refund on the difference between the cost of anything purchased before this update to now.

[h3]Drone Power[/h3]
We have observed quite a bit of confusion from newer players referencing the lack of a "metagame" or "meta progression". This seemed very strange to us at first given all of the different unlockables, genes, guns, airdrops, etc, available in NIMRODS. But then we realized that a lot of that stuff is not as accessible until the mid-game. In the early-game, our metagame is something far more organic: Your drone! Your drone's gun "caps out" at the point where you died in the run you crafted the gun, but until it reaches that cap, it typically keeps pace with you, essentially doubling your damage. So let's say a player has a level 10 gun in their drone and goes on a deployment where they reach level 20. Now they have a level 20 gun for their drone and on the next run maybe they can reach level 30! This is a very natural meta progression built by the mechanics of the game in contrast to other metagame systems, like the Genetics system in NIMRODS, which centered around increasing your stats directly.

In fact, we suspect that this metagame is so natural that people aren't realizing it's meta progression at all! Some players associate a "metagame" with a set of numbers that gets higher every run. If they don't see their number getting higher, they're not sure they're making progress.

So what do we do? Simple. We give those players a number that goes up! The drone pedestal is now equipped with an analyzer and has a digit display under it. This will analyze any gun you give your drone and compute a "Drone Power". This is a number that represents a generalized sense of how good a gun is for your drone. The biggest contributing factor to your drone power is the drone's max level, but in addition to that, it also takes into account how quickly you get there. If two guns both get to level 60, but one gun had an early power spike and stays several levels ahead of the other gun until right near the end, it will have a higher drone power than the other gun. Drone power doesn't take into account things like your gun's DPS as it's very situationally dependent, so drone power won't tell you the whole story regarding which gun is better, but it will provide a new unique heuristic to consider!

[h3]Tech Stacks Diminishing Returns[/h3]
We were impressed to see some big-brained plays that got Resource Drop Rate boosted to nearly 50,000%! While we love rewarding game knowledge and the fruits of intense theorycrafting, this was too much even for us. We're buffing Tech Module's Resource Drop Rates on low-performing builds (under 4800 stacks) and toning it down on high performing builds (over 4800 stacks). The drop rate on Tech Module still stacks to infinity, but it'll take a lot more work to get there.

Changelog

[h3]Added[/h3]
  • The Gun Augment Tree in the Gun Upgrade screen has been overhauled
  • The Drone station is now equipped with an advanced power analyzer that will compute & display power based on how many upgrades a gun has and how soon it obtained them
  • A "Disable Miniboss Intro" option has been added to the Gameplay settings tab
  • When Auto-Aim and Auto-Fire is enabled, you can now hold left-click to overwrite Auto-Aim
  • Pressing "Y" will now enable Auto-Aim
  • Pressing "U" will now enable Auto-Fire
  • The keybind is now displayed in the description of the corresponding setting in the settings menu

[h3]Balance[/h3]
  • Crit Bonus for Umbral Reaper Sight has been changed from 3.3% -> 13.5%
  • Damage Bonus for Deadly Sight has been changed from 17% -> 7.5%
Tech Stacks
  • Resource Drop Rate from Tech Stacks: 0.1%/stack → 0.15%/stack
    Diminishing returns now kick in after 2000 tech stacks:
  • The next 2000 Tech Stacks only count half as much
  • The next 4000 Tech Stacks only count a quarter as much
  • The next 8000 Tech Stacks only count an eighth as much (and so on...)


[h3]Changed[/h3]
  • Round time limit has been increased from 1659 to 1680
  • Airdrop Bay is now unlocked by defeating Malphor and Drone Bay is now unlocked by defeating Titannus
  • Gambler Pod is now unlocked by default instead of Smasher Pod when the Airdrop Bay is purchased
  • Some units no longer take damage until they appear on screen first
  • Improvements to the Save System for Cloud saving flows
  • Emerald Bauble renamed to Amethyst Bauble
  • Localization improvements made to all languages
  • Chinese (Simplified) localization improvements


[h3]Fixed[/h3]
  • Fixed an issue where Charrrger fire puddles could instantly kill the player
  • Fixed an issue with the sequence of the final boss's enrage cycle
  • Fixed an issue where the "Incoming!" Quest and Achievement had the incorrect target goal. It now requires 100 kills in a single run instead of 1500
  • Fixed an issue where the Skullspike Grip augment provided more Move Speed than intended
  • Fixed an issue with the "Headbanger" quest not tracking hard versions of Chargers correctly
  • Fixed an issue with the "Little Friend" quest not tracking kills from some underbarrels
  • Fixed an issue where certain quest icons were using the incorrect icon
  • Fixed an issue where certain glyphs would not appear when using a Switch Pro controller
  • Fixed an issue with the Adamantite Ore collider
  • Fixed an issue that could occur when using a Optical Carbine with a Magazine Size of 1
  • Fixed an issue where the Medic Pod's healing pulse would not properly clear after being picked up
  • Fixed an issue where Airdrops would sometimes appear invisible
  • Fixed an issue where Airdrop timeline could skip unslotted airdrops
  • Fixed an issue where enemy waves would sometimes trigger incorrectly
  • Fixed an issue with Bombardier Bee's impact radius
  • Fixed issue where Malphor's thorns could spawn far in front of him while he is enraged
  • Fixed an issue with the camera on the Home Ship when using wide aspect ratios


Thank you all so much for the overwhelming support. We're dedicated to make this game together with those joining us on this journey!

If you haven't already, come join our official Discord server