1. Star Vortex
  2. News

Star Vortex News

Balance and Requests (v0.5.80)

[p]Apologies for the length of this news post. There are quite a large number of very unrelated changes in this one as I've been working through all the feedback I've been receiving.[/p][p][/p][h2]Ship Design Brightness[/h2][p]Probably the most requested feature is now in the ship designer. Each part can now have its brightness adjusted. This allows you to add details and the illusion of depth, as shown below.[/p][p]Ship designed by TzeroX, one of the Game Testers on our Discord.[/p][p][/p][h2]Warzones Rework[/h2][p]When playing through the game, my least favourite encounters were not Rescues, they were Warzones. The consecutive waves of enemies didn't add much over a normal Skirmish, and no matter how strong you are, they always took too long.[/p][p][/p][p]Waves have been removed entirely, and they now consist of more Conclave ships and multiple enemy factions, which will even fight each other in your absence. This has raised a few performance issues for some factions that I'll be reviewing for the next update.[/p][p][/p][h2]Final Sector Bosses[/h2][p]Trying to avoid spoilers, but in the final boss fight of each sector, you get joined by a friendly ship. This was supposed to be a cool event and not a rescue mission where you had to defend them, but that's what it turned into.[/p][p]As such, if your ally is getting low and about to be destroyed, it will now just jump away to safety and leave you to finish the fight. I don't know why I didn't think of this one sooner.[/p][p][/p][h2]Global Damage Changes[/h2][p]Firstly, all enemy damage has been reduced by 20% but consumable cooldowns have been increased from 10s up to 12.5s. This should make the game less punishing on normal difficulty.[/p][p]On top of this, the damage scale applied when fighting higher or lower level enemies has been greatly widened. The below panel is visible in-game by clicking the question mark in the top right of the Navigation if you want more details on how it works now. This used to only go up / down 5 levels and be much more punishing.[/p][p][/p][p]All enemy and encounter levels are colored using the above scale. You should now be able to fight much higher-level enemies without being as heavily punished, and also farm lower-level enemies without it being quite as easy as it used to be.[/p][p][/p][h2]Cryo Thruster[/h2][p]I don't usually like revealing Legendary items, but this one was added to accommodate a certain playstyle that some players prefer.[/p][p][/p][p]You'll need to find one to get access to the 'No Heat / Invulnerability' modifier, but once you find it, you can transfer it onto any thruster you like. The result is a thruster that does not generate heat, can still boost even when overheated, but does not grant boost invulnerability.[/p][p][/p][h2]Other Fixes[/h2][p]Vipers and other enemies built from multiple smaller ships now behave the same as others when it comes to their threat tables. This means if you hit any part of them, you should be able to pull their aggro off rescue targets.[/p][p]Speaking of rescue targets, they now live for a minimum of 15 seconds, increased from the previous 10 seconds.[/p][p]Elite enemies now also get diminished returns on consecutive disables like bosses.[/p][p]Shield Battery consumables now prevent your shield from going on cooldown while active.[/p][p]And lots more listed in the full patch notes below![/p][p][/p][p]I've got a load more things to work through from feedback, so if your requested change isn't in yet I haven't forgotten about it. Enjoy![/p][p][/p]
Patch Notes
[p][/p][h3]New Features / Content[/h3][p]• Friendly ships that join you for boss fights now flee before being destroyed.[/p][p]• Ship designer can now adjust the brightness of parts, including thruster.[/p][p]• All existing ship designs have been updated to utilize the new brightness option.[/p][p]• Warzone encounters no longer have waves and contain multiple factions.[/p][p]• Legendary Cryo Thruster added with a unique heat-related boost modifier.[/p][p]• Added AI-translated Portuguese as a placeholder for future human translation.[/p][p][/p][h3]Balance Changes[/h3][p]• Damage has been GLOBALLY reduced by 20% for all enemies.[/p][p]• Reduced the sell value and repair cost of legendary weapons by 25%.[/p][p]• Cooldown on all consumables has been increased from 10 to 12.5 seconds.[/p][p]• Damage bonuses/penalties for level difference have been vastly reduced.[/p][p]• Experience bonuses/penalties for level difference have been vastly reduced.[/p][p]• Rescue ships will now survive for 15s under heavy fire, increased from 10s.[/p][p]• Elite enemies now also get diminishing returns on being consecutively disabled.[/p][p]• Increased hull of all drones by 20% and maximum range by 50m.[/p][p]• Shield regeneration from consumables is no longer removed if your shield hits 0.[/p][p]• Shields will no longer go offline while regeneration is active.[/p][p]• PDL weapons will no longer switch between drones if some get closer than others.[/p][p]• Increased size of 'on kill' surges from weapons by +50%.[/p][p]• Further increased the sensor range of aggressive enemies on higher difficulties.[/p][p]• Heat generated from thrusters now increases like heat capacity with primary slots.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• Updated level difference colors with white being a good match for your level.[/p][p]• Reduced volume of tractor beams by 50% as much louder than other sound effects.[/p][p]• Vastly improved aiming and accuracy of player drones using projectiles.[/p][p][/p][h3]Performance[/h3][p]• Fixed memory leak from repeatedly attaching sound effect players to explosions.[/p][p]• Roach Drones no longer fire seeking projectiles, reducing need for target scans.[/p][p][/p][h3]Bug Fixes[/h3][p]• Vipers and other segmented ships now respond properly to player aggro.[/p][p]• Item drag and drop fixed properly after the previous fix was reverted.[/p][p]• Control binding panel now locks its ratio on wide-screen displays.[/p][p]• Black holes will no longer drop ships onto obstructions or debris.[/p][p]• Fixed bug where friendly ships hitting a black hole would warp the player.[/p][p]• Fixed bug where some enemy ships would not wrap when hitting black holes.[/p][p]• Black holes now render on top of obstructions instead of behind them.[/p][p]• Ships summoned by enemy beacons no longer grant experience.[/p][p]• Fixed bug where unlinked slots would sometimes activate other slots.[/p][p]• Thrusters can no longer be destroyed in the Assembler while in use.[/p][p]• Fixed bug that could eject Sector Keystones if cargo was full.[/p][p]• Chained tesla bolts will no longer persist after deactivation.[/p]

Steam Deck and Bug Fixes (v0.5.76)

[p]Not the most exciting of updates this time but Valve had some things they wanted fixed for the Steam Deck so I've been mostly working through that.[/p][p][/p][p]As the owner of a Steam Deck I'd very much like the game to be listed as fully supported. These changes will also help if you're playing on a more distant display with a controller![/p][p][/p][h2]Steam Deck Changes[/h2][p]The majority of the Steam Deck changes are increases to text size. There was a lot of quite small text around the UI and HUD that has been moved about and enlarged. I've also done a quick pass over all the language so nothing should be getting cropped / cut off / overflowing anymore. If you find anything I missed please let me know![/p][p][/p][h2]Demo Updated[/h2][p]Shortly after this update is live I'll be updating and bringing our Steam demo back online. So if you're still on the fence about Early Access you'll get a chance to try out Sector 1 as it currently stands![/p][p][/p][h2]Next Update...[/h2][p]The next update will be the big one in terms of feedback. If all goes well it should have the following:[/p]
  • [p]Big friendly ship in final sector boss fights will hyperdrive jump away rather than get destroyed.[/p]
  • [p]Level difference modifiers will be reduced, so fighting a few levels higher wont be so hard and fighting a few levels below wont be a cake walk.[/p]
  • [p]All damage is going to be scaled back a bit, but to balance this consumable will be nerfed as well. This should go some way to stop the game being so punishing when you mess up in later sectors.[/p]
  • [p]Storage space is going to be increased in the Assembler, vastly.[/p]
  • [p]Brightness sliders are going to be added for ship parts so you can make darker ships if you want.[/p]
[p]There will also be a host of balance changes from feedback across all three sectors.[/p][p][/p][p]As for this update the rest is mostly bug fixes, full details below. Enjoy![/p][p][/p]
Patch Notes
[p][/p][h3]New Features / Content[/h3][p]• Beams now hit immediately on contact before ticking as they did before.[/p][p]• Chinese human translations have been updated.[/p][p][/p][h3]Balance Changes[/h3][p]• Temporary effect weapons now share cooldowns with matching types.[/p][p]• Reduced ticking damage from impaled projectiles by 33%.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• Auto targeting will now retarget when a target ship phase shifts.[/p][p]• Removed stat breakdown from equipment panel as stats now have tooltips.[/p][p]• Comparison tooltips no longer scale with UI scale as they're already too big.[/p][p]• Slot selection no longer shows comparisons, as it was confusing.[/p][p]• Items are now limited to displaying a maximum of 12 item stats.[/p][p]• Increased text size of tooltips and setting names.[/p][p]• Increased text size of roadmap.[/p][p]• Increased text size of player details in player select.[/p][p]• Increased text size of ship select at player creation.[/p][p]• Increased text size of item comparison tooltips.[/p][p]• Increased text size of difficulty selection.[/p][p]• Increased text size of sector generation summary.[/p][p]• Increased text size of dialog overlay text.[/p][p]• Increased text size of tutorial HUD pop-ups.[/p][p]• Increased text size of some upgrade panel text.[/p][p]• Increased text size of mission descriptions.[/p][p]• Increased text size of stats panel text.[/p][p]• Increased text size of level on items.[/p][p]• Increased text size of ship stats in equipment panel.[/p][p]• Increased text size of various elements within item stats.[/p][p]• Increased text size of HUD sensor arrow distances.[/p][p]• Increased text size of HUD radar.[/p][p]• Increased text size of HUD encounter details.[/p][p]• Increased text size of HUD mission helper.[/p][p]• Increased text size of HUD player section.[/p][p]• Increased text size of HUD consumable counts.[/p][p]• Increased text size of HUD floating text.[/p][p]• Increased text size in various parts of the ship designer.[/p][p]• Decreased brightness of rare backgrounds to improve readability.[/p][p][/p][h3]Performance[/h3][p]• Launchers and pulses now pre-populate their pooled objects during load.[/p][p][/p][h3]Bug Fixes[/h3][p]• Enemy ships now also take 50% more damage from the damage type of debris they are in.[/p][p]• Static fleet ships no longer move when impacted by debris.[/p][p]• Indestructible modifier can now be transferred in the Assembler to any item.[/p][p]• Fixed some odd broken characters from AI translation of Spanish.[/p][p]• Debris can no longer be critically hit triggering on crit effects.[/p][p]• Controller navigation now works for credits panel.[/p][p]• Scan animation now correctly reveals the item stats.[/p][p]• Tooltips now display above items that are near the bottom of the screen.[/p][p]• Flamethrower-style weapons now correctly render their effect on top of ships.[/p][p]• Fixed numerous tooltips that were not correctly being translated.[/p][p]• Fixed issue where comparison tooltip could pop up on top of other activities.[/p][p]• Enemies should no longer spawn on top of obstructions, causing low FPS.[/p][p]• Comparison tooltip now closes when a ship is selected during player creation.[/p][p]• Fixed issue where some beam weapons would hit regardless of target immunity.[/p][p]• Repair cost of an item can no longer go below zero.[/p][p]• Shift-clicking to move items to and from storage will now attempt to stack them.[/p][p]• Reduced excessive camera shake from debris on lower FPS.[/p][p]• Avatar select now closes when create new player is clicked.[/p][p]• Phase shift, shield ward and displacement boost will now remove impaled objects.[/p][p]• Fixed null reference in Pilot.AddXp().[/p][p]• Fixed null reference in KeyboardCanvas.OnCancel().[/p][p]• Fixed string input errors in ShipBuilderFocus.ManualEntryChanged().[/p]

Feedback Focus (v0.5.75)

[p]I don't know who you are. I don't know what you want. But I will find you, and I will find out what you want...[/p][p][/p][p]Seriously though, I read everything. Whether it's on random YouTube videos, foreign media websites, I even read some comments on a forum where people ask for cheats for games. It all gets thrown in to my task board for review and sorting.[/p][p][/p][p]This update is the first step towards working through my massive backlog. I've tried to focus on both quick fixes and issues that have been mentioned multiple times in multiple places. I hope this goes some way towards fixing some of the most common complaints, if I missed out your request it's probably still on my task list. Don't worry.[/p][p][/p][h2]Rescue Encounters[/h2][p]I hate rescue encounters. Not like you guys do. I don't hate playing them... I hate trying to balance them. This should be the final fix, I'm done trying to tweak numbers, this is a hard fix for the issue.[/p][p]Friendly rescue ships now take no more than 10% of their max hull in damage per second, even if everything is shooting them they will live for 10 seconds. If they get hit by every AOE attack under the sun ...and then the sun itself crashes in to them... they still only take 10% damage. If they die now it's on you guys, stop letting stuff shoot them![/p][p]This fix also applies to the friendly ship that shows up for the final boss fight, only for that one it's 2.5% max hull damage per second... so 40 seconds. It can still get destroyed though so do try to be quick. Oh, they're all immune to debuffs and impale damage![/p][p][/p][h2]Boost Invulnerability[/h2][p]Playing on harder difficulties was considerably less fun than it's supposed to be. This was due to the fact the 'Aggressive' enemies were literally programmed to abuse boost invulnerability when inside your weapon range to avoid damage. This wasn't fun and has been entirely removed, now aggressive just means they aggro you from further away.[/p][p]So you can now kite them like this without them going boost invulnerable all the time. In addition to this their cooldown on boosting has been increased and they have to boost for 0.5 seconds before the invulnerability kicks in.[/p][p]Boosting for the player now generates heat (you get about 4s in a frigate and 7s in a battleship without upgrades). Keep an eye on your heat. If you overheat, escaping gets harder.[/p][p][/p][h2]Dodge Change[/h2][p]A perk of the Displacement Thruster used to be that it made you immune for 0.25 seconds when dodging. This perk has been removed and now all thrusters do this and for 0.5 seconds.[/p][p][/p][p]This should allow you to more effectively dodge enemy attacks as projectiles and lasers will pass through you when you're performing a dodge.[/p][p][/p][h2]Mission Experience + Credits[/h2][p]Both experience and credit rewards have been increased. Missions will now always give you about 25% experience for the level they're set to and the credits are now slightly more exponential at higher levels. Don't worry if you've already collected them this will be retro-actively added to your player save when you next load in.[/p][p]If you've completed every single mission in the game expect to receive 12,000,000 experience and 47,000 credits in compensation[/p][p][/p][h2]Shield Buff[/h2][p]All shields have had their shield values doubled. Internal shields have had their hull bonus doubled. This should make them a little more effective in combat as previously they were dropping way too quickly under heavy fire.[/p][p][/p][h2]Pathfinding[/h2][p]This one is a bit more boring but enemy ships now engage pathfinding logic when they can't get to you. Don't worry I'm not adding mazes this picture is just to demonstrate. [/p][p]I'm not going to say they'll never get stuck on obstructions again, but they should be much better at finding their way around and getting unstuck. Everything moves and slides about it's like trying to make pathfinding for ice skaters but this should be a functional fix for enemy ships getting stuck places.[/p][p][/p][p]That's most of the highlights, obviously lots more hidden in the patch notes below. I nerfed all the snakes so Vipers, Carrion and the Basilisk should be less over-powered now. Oh and the community items are now live so you should start getting trading cards, badges, backgrounds and emoticons![/p][p][/p][p]ːsv_esaːːsv_gideonːːsv_reliosːːsv_shipːːsv_zorgː[/p][p][/p][p]Enjoy, next update shouldn't be too far away. I know you guys want more storage space... but I didn’t want to cram in too many changes and risk breaking everything.[/p][p][/p]
Patch Notes
[p][/p][h3]New Features / Content[/h3][p]• Enemy ships now use pathfinding and should get stuck on obstructions less.[/p][p]• New players can now play on harder difficulties, but they shouldn't.[/p][p][/p][h3]Balance Changes[/h3][p]• Boosting now generates heat and overheating prevents boosting.[/p][p]• Damage per second cap added to rescue targets and mothership.[/p][p]• Rescue targets and mothership are now immune to debuffs and impale damage.[/p][p]• Aggressive enemies no longer boost at super short range.[/p][p]• Enemies must now wait 0.5s for their boost invulnerability to trigger.[/p][p]• Cooldown between enemies boost usage increased by +50%.[/p][p]• Dodging now grants 0.5s of immunity to damage.[/p][p]• Weapon disable when dodging has been extended from 0.25s up to 0.5s.[/p][p]• Reduced the cost of increasing item levels and replacing modifiers by 25%.[/p][p]• Vastly increased experience and credits earned from missions.[/p][p]• Doubled shield values in all shields.[/p][p]• Reduced damage of Skeran Vipers and Shadow Carrion by 25%.[/p][p]• Reduced damage of Burning debuff ticks by 20%.[/p][p]• Reduced missile damage from Basilisk (Skeran) boss by 33%.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• PDL weapons will now abandon asteroids to shoot projectiles and drones.[/p][p]• PDL weapons can now shoot through obstructions.[/p][p]• Increased size of Roach (Drone) weapons by +75% so they're easier to see.[/p][p]• Assembler upgrade button moved to the left so items aren't accidentally discarded.[/p][p]• Increased size of floating text (damage, crits, etc) by 50%.[/p][p][/p][h3]Bug Fixes[/h3][p]• Consumables used will now correctly apply friendly ships during boss fights.[/p][p]• Hunter (Skeran) trap now despawns when it dies, regardless of other enemies.[/p][p]• Enemies set to be aggressive will no longer boost at close range.[/p][p]• Chain modifiers will no longer spawn on or transfer to Vortex Arrays.[/p][p]• Dragging items you can't afford from a trader will no longer remove them entirely.[/p][p]• Fixed null reference when using developer tools to watch sector generation.[/p][p]• Fixed null reference in Thruster.Boost().[/p][p]• Fixed null reference error in Collider2D.OverlapPoint().[/p][p]• Potential fix for ArgumentException in sector generation.[/p][p]• Fixed object pool errors when switching languages on the menu.[/p][p]• Fixed issue where some Asian player names would not display in player select.[/p][p]• Changes to HUD scale are now immediately applied.[/p][p]• Hull leech buff is now pink like hull leech weapons.[/p][p]• Improved error handling when trying to load custom avatars.[/p]

Post Launch Patch (v0.5.65)

[p]Well, this is my first ever live update so this is a bit terrifying. The launch has gone fantastically, far better than I could have hoped, so thank you to everyone who took the plunge and joined us for Early Access.[/p][p]I spent the night before launch reading negative reviews of some of my favourite games, trying to prepare myself for the fact that some people will not like your game no matter how good it is... but I never could have anticipated that I'd get this much positive feedback.[/p][p]So again, thank you to everyone for your support, feedback and bug reports. I hope I've managed to address some of it in the update below, if not, it'll almost certainly be coming soon.[/p][p][/p][h2]Rescues + Consumables[/h2][p]Depending on your choice of weapons, Rescue Encounters can be pretty easy or impossible. I've been trying to balance them for over a year. This latest change should help a bit more with that. Whenever you use a consumable on your ship, whether it's a capsule, hull nanobots or a shield battery, it will now also apply the same effect to the friendly rescue ship.[/p][p][/p][p][/p][p]This friendly consumable sharing now also applies to allies in warzone encounters and any ships you summon with beacon weapons.[/p][p][/p][h2]Sector Regeneration[/h2][p]It's come to my attention that some players didn't realize you can regenerate your sector. As you're loading in, there is an option to change your seed or just regenerate your existing sector. This will reset all the encounters to an incomplete state so you can do them again, useful if you want to farm bosses or elites for certain types of weapons. Everything about your ship stays the same (level, upgrades, items, mission progress, achievements, etc). It's just the sector that refreshes. You also keep any Waypoint encounters you've unlocked so you don't have to start from the very beginning each time.[/p][p]I've added a couple of prompts in game, one below the sector generation once you've completed 20% or more. Another below completed encounter rewards in the navigation panel.[/p][p][/p][h2]Bug Fixes[/h2][p]Nothing else was super exciting, mostly bug fixes. I've reduced Black Market prices by 33% so that should help save you a few credits. Enemy hit boxes have been moved about and mostly expanded to make things a little easier to hit.[/p][p][/p][p]Oh, and your control bindings will reset, as I've moved where they are saved as some players had errors saving them to the computer's registry.[/p][p][/p][p]As always full notes, are below, in-game and on our Discord. Thanks again for playing, more to come in the following days.[/p][p][/p]
Patch Notes
[p][/p][h3]New Features / Content[/h3][p]• Any consumables used now also apply to friendly rescue, warzone and beacon ships.[/p][p]• Global achievements can now be earned regardless of difficulty settings.[/p][p][/p][h3]Balance Changes[/h3][p]• Reduced price of black market items by 33%.[/p][p]• Sector 2 and 3 bosses now spawn out of range of a player who hyperdrive jumps in.[/p][p]• Doubled the repair rate of friendly Conclave Sparks.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• Reviewed every enemy hitbox in the game, increasing the size of most, re-aligning some.[/p][p]• Replacing modifiers will now default to empty slot selection when opened.[/p][p]• Drones now show their total DPS increased by having more drones.[/p][p]• Drone item stats now display in a more logical order that mirrors other weapons.[/p][p]• Added two prompts to explain to players how sector regeneration works.[/p][p][/p][h3]Bug Fixes[/h3][p]• Replacing modifiers will no longer leave empty modifier slots locked.[/p][p]• Unequip button now correctly shows on equipped weapons.[/p][p]• Hyperdrive jump is now correctly faster if the rescue encounter has been failed.[/p][p]• Multi-sell key bindings can no longer be exploited to sell the same items multiple times.[/p][p]• Scroll wheel now correctly works on scroll views when the mouse is over an item.[/p][p]• Automatic lasers and PDL weapons no longer try to shoot through indestructible objects.[/p][p]• Saving new data will no longer fail if old data has become corrupted.[/p][p]• Console now behaves properly when activated on a Steam Deck.[/p][p]• Fixed some settings on Steam Deck that should not have been displayed.[/p][p]• Corrected some incorrect translations in Simplified Chinese and Polish.[/p][p]• Fixed FileNotFoundException when loading custom avatars.[/p][p]• Fixed InvalidOperationException when using Black Hole gun.[/p][p]• Possible fix for SlotDisplay.DisplayEmptyDisable() null reference.[/p][p]• Trader vessels are now correctly 50% larger than their base size.[/p][p]• Fixed a misaligned message that displays when auto-repair triggers.[/p][p]• Fixed null reference in WarzoneStar.SetComplete().[/p][p]• Fixed issue with missing console logs at the start of the process launching.[/p][p]• Fixed controller navigation of alternate designs in the ship designer when not unlocked.[/p][p]• Fixed controller navigation around the equipment display for enabling slot linking.[/p][p]• Moved control binding save data from registry to JSON file in AppData folder.[/p]

Early Access Launch!

[p]Well that's it, the game is now out in to Early Access after about 5 years of development. It's been a wild ride that I hope will continue for many years to come. This is not a fully polished and complete game but don't let that put you off! Full details on the state of the game are below so you can make an informed decision about whether to jump in today![/p][p][/p][h2]State of Star Vortex[/h2][p]The game is at a point where I believe it's genuinely fun and the core systems are all in place. The current storyline spans Sectors 1, 2, and 3, with around 20-30 hours of gameplay depending on how thoroughly you explore and how many side missions you complete. Ship design, crafting, weapons, enemies and upgrades are all in although I still hope to expand upon them in the future.[/p][p]Sector 4 is in development right now and not in the game yet. This will wrap up the story-line and setup the endgame systems. The current plan is to use Void Rifts as customizable instances that will challenge your builds and allow you to obtain rare and powerful weapons.[/p][p]I'm launching into Early Access now because I'm happy with the state of the game and I want player input when designing these endgame systems. Your feedback will shape how they work and hopefully help me make them as fun as possible.[/p][p]I've been updating the game every 2 to 3 weeks for the past year and plan to keep that pace going until we're out of Early Access. If you're up for the ride, I'm glad to have you aboard.[/p][p][/p][h2]Bundles, Bundles Bundles![/h2][p]If you don't already own some of the other fantastic games in this genre, or even if you do, expect some big discounts on these bundles. Make sure you check them all before purchasing Star Vortex![/p][p][/p][p][dynamiclink][/dynamiclink]Star Valor will be releasing it's new and first ever Base Build DLC today to coincide with our launch so there has never been a more exciting time to pick it up![/p][p][/p][p][dynamiclink][/dynamiclink]Reality Break will be at it's highest ever discount to coincide with our launch so if you can't decide which Action-RPG to get why not get both?[/p][p][/p][p][dynamiclink][/dynamiclink]Astronomics are launching their Better Bots Update today and is definitely worth checking out if you're a fan of strategy games.[/p][p][/p][p][dynamiclink][/dynamiclink]Nova Drift obviously needs no introduction but if you some how missed it's release to 1.0 it's a essential purchase for fans of the space shooter genre.[/p][p][/p][p][dynamiclink][/dynamiclink]Genome Guardian is a turret roguelite survival game with some great weapon combinations and loads to unlock.[/p][p][/p][p]This is hopefully just the beginning off the journey and I hope you enjoy it![/p][p][/p]