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Picayune Dreams News

Update 1.0.0.4



Hello, Stepford again! ːNekoː Hope your week has been well. Here is a small patch to fix some of the issues the previous patch caused. This isn't the patch I was talking about prior to Christmas in the last patchnotes, but it is a little somethingsomething.

  • Added: You can now see how many hours until the Daily is refreshed.
  • Added: 100th achievement, for reaching level 25. (Since 20 was the maximum level on release.) All you need to do is go to the Main Menu, and it should unlock if you're already 25.
  • Added: You can go to the Credits and click a button to rebuild your save using your Steam achievements, in case it ever gets lost or broken.
  • Fix: Updated some Collection descriptions to reflect recent changes.
  • Fix: USBs in the collection would show up before killing the associated bosses.
  • Fix: Worm spawns two of the same brain hemispheres, instead of opposing sides.
  • Fix: There was a few issues brought on by the sound priority system of the last patch. I THINK I have fixed them all! Please tell me if any other
  • important* sounds have been drowned out/cut off for other less important sounds since the last patch.
  • Fix: Some spelling mistakes were cleaned up.
  • Fix: Holding down tab to slow down the game was only meant to happen when enemies were being actively spawned.


While I've got you looking here, we're (Andyl4nd, Milkypossum, I and Graeme (our publisher) if he can make it) gonna be doing a Twitch stream on Sunday 8 PM EST (thats Monday 11 AM for AEST auzzies like me). We're gonna be playing the game live, talking about development, answer questions and stuff. Hope to see some of you there! And thank you so much for all the kind words, bug reports and feedback so far. I can't wait to get some new juicy stuff in your hands.

Update 1.0.0.3



Hello! ːNekoː Stepford here again. This is the third update to the game I'm putting out, aimed at adding a few suggestions and fixing a few bugs in the game! Please keep leaving suggestions and bugs in the the Community forums, they have been really helpful and I read them all. ːGunfireRebornloveː

  • Added: X and Y coordinates to the HUD.
  • Added: You can now toggle XP combining into Canisters, if you preferred the XP Text growing enormous and filling the screen.
  • Added: If you want to play with both a controller AND a mouse at the same time, there is now an option in the Gamepad section to help with that.
  • Added: A unique sound to the XP Canister pickup.
  • Added: You now revisit memories from the Loadout menu directly, instead of having to kill the boss again. This does make the skill a bit redundant, I might have to make it do something else instead.
  • Added: You can now instantly pick one of the three upgrades with the directional pad. (Turn this off in the Gamepad settings if you don't like it.)
  • Added: You can now play with Autoaim Deadzone, a setting in the Gamepad settings, to toggle autoaim if you're moving the analog stick or not.
  • Change: Made levelling up your profile slightly faster.
  • Change: XP Cans are now influenced by Late Game Auto XP, instantly adding their stored XP to your XP pool the moment it starts getting sucked.
  • Change: Recolored XP Cannisters.
  • Change: Made it more obvious when your Curse has raised.
  • Change: Made it more obvious which statues will raise your Curse.
  • Change: Biker has stun/slow immunity during some attacks.
  • Change: Reverted Ghost Boss' blue bullets back to being red, like in the demo.
  • Change: Ghost Boss now forcibly lowers weapon alpha, just like the Final Boss.
  • Change: Holding Tab to see your current upgrades now slows down the game.
  • Change: Made explosive modifier less intensive.
  • Change: Modified Areas now have updated descriptions, to better inform the player that they also boost their stats.
  • Change: Increased how long destination text stays on the screen, so people have more time to read said descriptions.
  • Change: Dark Matter Overload will no longer trigger if you are immortal.
  • Change: Made it a lot more obvious when you are immortal/can't take damage.
  • Change: Made some more HUD elements have black outlines.
  • Change: Debris that spawn during the final Boss will have an outline, making them easier to find.
  • Change: Final Boss, Phase 1 teleports half as often.
  • Change: Several performance changes.
  • Change: Rainbowsplosion skill can no longer cause Statues to explode.
  • Change: Adjusted Yuki fight to be more like Gimmiko.
  • Fix: Banned items would draw over your selected upgrade stats, now it draws behind them.
  • Fix: Fixed a bug where the Biker would get stuck in place if the game paused/slowed down during their leaping phase.
  • Fix: Telecom would damage the enemy that spawned the AoE, basically making it a 50% damage buff on everything that spawned it. The initial hit enemy is excluded now from the AoE damage.
  • Fix: Some weapons didn't have hitsounds assigned.
  • Fix: Wibbler enemies were not having Peril speed applied to them properly.
  • Nerf: Statue of Gamble asks for +1 Reroll each time you use it. (1,2,3,4,etc.)
  • Nerf: Sentry damage adjusted, (10+VERSION) > (15).
  • Nerf: Missile Pack damage adjusted, (10 impact, 50 explosion) > (15 impact, 45 explosion).
  • Nerf: XP Cannisters no longer gain the benefits of Unstable Enhancement skill.
  • Nerf: Stack Overflow now has a cooldown of 2.147 seconds.
  • Buff: Stack Overflow now does 10,000 damage instead of 999.
  • Buff: Snow Globe knockback increased, 0 > 0.75.
  • Buff: Soul Spear damage increased, (40+VERSION) > (45+VERSION).
  • Buff: Demon Wings damage increased, (3+VERSION) > (5+(VERSION*2)).
  • Buff: Demon Horns radius increased, (48+VERSION) > (48+(VERSION*2)).
  • Buff: Demon Horns activate radius is now visible on the player.
  • Rework: Hunter's Bow no longer splits on contact, instead piercing through, homing to enemies near the cursor, able to hit the same enemy multiple times. Upgrading it now increases how long it stays around, instead of split count. This should help it stay relevant during bosses and late game.


Quite a lot of changes here. I will say, with this many changes, there is bound to be a few new bugs that flew under my radar while making this patch. Even after just releasing it, I had to fix and issue relating to the music stopping because I tried changing some of the sound priorities to make late game's audiospace feel more "balanced" so you hear the stuff you need to, and the pointless stuff gets drowned out, but some stuff slipped through the cracks so if there is any important audio that doesn't play or gets cut off, please tell me.

And then after I uploaded that build, I accidentally set the pitch to 10 making everything sound like chipmunks. So then I had to upload a new build. ːsteamhappyː fml this video game crap is hard.

I will probably end up taking some time to make a public beta branch so everyone can playtest the next patch. If you have any immediate issues or suggestions, you can also come join the Discord as well. Sorry for all the fuffing about, it's my fault.

There will probably be one more patch focused around fixes/balancing before Christmas, and then I'll basically be full steam ahead on the first actual meaty content update.

Here's one for people who like Vampire Survivors, bullet hell, and when games go all meta and screw with you




Wild and weird action roguelike Picayune Dreams released from Early Access recently, meaning it's definitely time to enjoy this thing if you're a fan of horde survival roguelikes, bullet hells, or games that get all meta and screwy. Populated by a cast of surrealist 3D renders that look like rejected 1990s clipart and backed up with a very serious drum and bass breakcore soundtrack, this is an indie that's decidedly, committedly into a specific aesthetic...
Read more.

1.0.0.2



    Hello! Stepford here again! I'm still crunching on some performance and game fixes. Be sure to tell me any of your thoughts on the balance or any glitches you find. I've also been toying with some stuff for future updates which I'm excited to get started on. ːSpRad_Rockː

  • Added: An option to enable "Late Game Auto XP", which instantly teleports XP to you once it's started to be sucked in (only past 25 Mortality.)
  • Added: The game will submit Daily and Friend highscores after killing a boss, so even if you push your game to the limit - Steam servers will remember your sacrifice.
  • Added: Steam Rich Presence (?) Hard to test until it's on live servers. We'll see. ;)
  • Change: XP will now combine into an XP Cannister when more than 1500 is accumulated into a single spot.
  • Change: AUTO UPGRADE AT FULL BUILD option raised up in the menu, to avoid having to scroll every time to toggle.
  • Change: Extended XP culling radius further than the border of the screen by a smidge.
  • Change: Lowspec Mode now disables more effects.
  • Change: Other assorted adjustments in hopes of making the game take up less performance.
  • Change: Updated the description on "Dark Matter Overload" to explain things a little better.
  • Change: Peril will increase the amount of XP required to level up, in addition to raising Enemy Speed and Enemy Count.
  • Fix: More spelling mistakes have been corrected.
  • Fix: The ending screen would show negative skillpoints if you had spent the points earned from beating Overdrive levels, fixed now.
  • Fix: Some weapons would go over the bottom of their lifetime and then stay around in memory. This has been fixed.
  • Fix: A Gamemaker update has fixed the issue where unplugging an audio device would render the game silent until restart. I can't test this because I couldn't get it to happen before, but hopefully its fixed for everyone who was having the issue.
  • Nerf: Spawned C4 Explosion will get 10% smaller if the enemy was killed by another C4 Explosion,
  • reoccurring.
  • Nerf: Spawned Shrapnel Shells will last 10% less time if the enemy was killed by another piece of Shrapnel, reoccurring.
* //These two items are being nerfed because of their ability to scale up simply as more enemies spawn. This is mainly to stop infinitely reoccurring instant wins with the items. I will be keeping a close eye on their performance after this update, and I might need to buff them in other ways if they fall behind!//

Hope you're all enjoying your Friday arvo! ːGunfireRebornloveː

Update 1.0.0.1



Hey, it's me Stepford! Thank you so much for the awesome reception to the game so far. Right now I'm looking to squash any bugs or glaring gameplay issues that pop up! I am looking to work on one or two 'content updates' so if there's something you'd specifically like to see added to the game, please tell me your ideas!

  • Added: Always show XP Radius option.
  • Fix: Steam Overlay Screenshot functionality.
  • Fix: Fixed a crash when using a Statue of Distribution.
  • Fix: Distant enemies will only be cycled out if the game isn't paused/levelling up.
  • Fix: A bunch of spelling mistakes have been corrected.
  • Change: Increased Level Cap to 25, up from 20.
  • Change: Everyone will start with 1 free skillpoint, meaning you have as many skillpoints as your actual Profile Level now.
  • Change: Beating an Overdrive level rewards you with an extra bonus skillpoint to spend.
  • Change: Statue of Distribution can no longer spawn before Bunny boss, as its effects are negligible at that stage of the game.
  • Change: You can now scroll menus using the right analog stick.
  • Change: While Looping, enemy spawns should increase more as Peril increases.
  • Change: Enemies have slightly longer spawn immunity, as to not be killed offscreen immediately.
  • Change: The size at which XP combines together now scales bigger with Mortality.
  • Change: Various Performance fixes.
  • Nerf: Turret Firerate interval increased, (10 > 15).
  • Nerf: Shrapnel Shells now makes 3 shards instead of 4.
  • Buff: Chainbelt damage increased, (2*version) > (1 + (3*version).
  • Buff: Soul Spear knockback increased, (1.5 > 2).


  • Outstanding Issues:
  • - The background on the final boss can cause some slowdown on some PCs. Try toggling the "Disable 3D Backgrounds" setting to see if things normalize! I'm still looking into this.
  • - Sometimes the game doesn't say it's closed, even after closing? I probably messed up the Steam API somewhere hehe :))