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Escape Space's demo update: 0.5

Escape Space demo build 0.5


Where is the 0.4? Well, the 0.4 wasn't good enough to be announced, as it got a few annoying issues to deal with. So let's skip it and jump straight into the action with the brand new 0.5 update of Escape Space's demo!

[h2]Reworked Upgrades' grid.[/h2]

Root node is now unlocked by default, for free. For players that are having an old demo save and never unlocked it, it will now cost 0 chipsets to do so.

Moved Bill-E upgrade behind Firepower I, and reduced its price to 2500 chipsets. It is now longer a blocker to get to the weapon upgrades.

Moved Unlock Magnet before Unlock Power-Ups, and reduced its price to 250 chipsets. I understood the magnetism is very necessary for players, so it is now really easy to unlock it.

Added orange colored buttons. Now, red will mean locked (either for demo or because requirements aren't met yet), orange will mean too expensive but unlocked for purchase, blue will mean unlocked for purchase and possible to buy, and green will mean that you've already purchased it.



[h2]Better gameplay flow.[/h2]

I've reconsidered the way the spawner of waves works and modified it slightly. From now, waves will spawn on a specified schedule and will never wait for you to get rid of the currently spawned enemies.

The more difficult the mission is, the faster the waves will spawn. So keep that in mind!

For that to work properly, waves' structure also got reworked. Now more being bullied by the enemies spawning in, unless you really want to and switch your difficulty settings!

Important note: starting at Medium difficulty, there is a possibility for elite waves to spawn. They act as breakpoints, so no more enemies will spawn until the wave has been beaten (otherwise it would become a real struggle to tackle them).

[h2]Bill-E 2.0![/h2]

Bill-E, the little autonomous drone companion, got buffed! It will now do x3 the damage it was before, being actually useful now.

[h2]Improved sound design.[/h2]

The way the audio effects are being played have been modified to better handle the moments when a lot of them have to fire.
  • The audio system now pools from a list of available audio sources and use one when needed. This will be free again as soon as the audio has been played.
  • If the audio sources pool isn't big enough, the game will make more audio sources and use them. This way, it will ensure all of the sounds can be played and properly size the pool depending on the need.


All of the music and sound effects have been normalized to ensure they'll not damage players' ears. Audio channels have been reworked to reduce some types of sounds and to prioritize the important ones.

[h2]Better end-of-game summary.[/h2]

The end-of-game screen will now summarize all of the useful information faster and keep them displayed, so that the player can review them and exit a mission faster.

Same goes with the failed missions, but with a twist: we're now displaying a sentence that gives insights to the player about how the game works to help them, or a sentence submitted by our Twitch's community (redeemed with channel points)! The selection is made randomly within the pool!



[h2]Fun stuff?[/h2]

The first big boss encounter for a scenario mission has been created from a live stream community redeem!



[h2]What else?[/h2]

Much more! A lot of small polishing everywhere, things that we fixed and so on. Try it, you'll feel the difference.