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Button Pop News

Button Pop: Hotfix 1.0.4

Button Pop: Hotfix 1.0.4

Hello there!
I've just released a Hotfix patch addressing a number of small bugs related to achievements.
Check out the patch notes below for a full breakdown :)

[h2]Notes:[/h2]
[h3]Fixed Bugs - [/h3]
  • Achievements were not activated when they should
    (Including "End of a journey" and "Absolute machine") - Fixed
  • Performance improvements - Specifically player statistics and achievement systems.


[h2]New Achievements [/h2]
Three new achievements have also been added to the roster. These include:
  • Button Private
  • Button Sergeant
  • Button Captain

These are rewarded for reaching Button ranks 10, 20 and 30.



Thank you again for your feedback. As a solo developer, it is truly humbling to have your support.
For more info, check out our Devlog series and join the Button Army on discord!

Devlog:
https://youtu.be/5vQl1W1Oas4?si=bAEW2e_uKwidrmao


Discord:
Join the Button army!

Button Pop: Hotfix 1.0.3

Button Pop: Hotfix 1.0.3

Hey there!
I've just released a Hotfix patch addressing a number of small bugs and balance issues.
Check out the patch notes below for a full breakdown :)

[h2]Notes:[/h2]
[h3]Fixed Bugs - [/h3]
  • Pause menu could be triggered while in module menu - Fixed
  • Resolution and full screen settings not saving and failing to apply - Fixed
  • Options/Playbox buttons could be re-positioned while turret lock is active - Fixed
  • Dodge perk failed to activate - Fixed
  • Button Pop FX not triggering - Fixed


[h3]Balance - [/h3]
  • Baby button difficulty - Base mission completion reward has been increased to 2500 parts (Was 1000 parts).
  • Baby button difficulty - Mission completion coin division value has been lowered to 1500 (Was 2500).
    e.g., 100,000 coins = 67 Parts.
  • Baby button + A Button difficulty - Enemy health and damage has been reduced by 10%.
  • Coin Factory - (Factory level 1) Coin generation has been increased to 15 coins per sec (Was 10).
  • There has been a small reduction in the coins required to level the button up (Button levels 3 - 5).
  • A handful of the modules have had their values revised.



Thank you for your patience and feedback, as a solo developer it is truly humbling to have your support.
For more info check out our Devlog series and join the Button Army on discord!

Devlog:
https://youtu.be/5vQl1W1Oas4?si=bAEW2e_uKwidrmao


Discord:
Join the Button army!

Button Pop: Hotfix 1.0.2

Button Pop: Hotfix 1.0.2

Hello there!
I have just released a small patch implementing game speed buttons, balance tweaks and a variety of bug fixes.
Check out the patch notes below for a full breakdown :D

[h2]Notes:[/h2]
[h3]Fixed Bugs - [/h3]
  • Enemy optimisation has been improved.
  • UI optimisation has been improved + the overall memory footprint of textures has been reduced.
  • Ui not animating properly/ timing being off - Fixed
  • Difficulty value rarely not passing over from tutorial to next level - Fixed
  • Options menu not opening - Fixed


[h3]New Features/ QOl features -[/h3]
  • Game play speed Button - Just below the wave meter, a row of buttons has been added. These buttons can be used to control the play speed of the battle. In addition to the buttons, Hotkeys + and - can be used to increase and lower the current speed.
  • Enemy buttons move less when clicked on.


[h3]Balance - [/h3]
  • Baby button - Enemies health has been significantly lowered, and the overall spawn rate has been lowered slightly.
  • Baby button - The overall spawn rate has been lowered slightly.
  • Baby button - Enemies will no longer rank up randomly (Can only rank up do to boss abilities).
  • A Button - Enemies health has been lowered slightly.
  • It now takes less clicks to activate a streak. It now takes roughly 20 clicks achieve a 2X streak/ multiplier.


Thanks for reading through our notes and I hope you enjoy!
For more info check out our Devlog series and join the Button Army on discord!

Devlog:
https://youtu.be/5vQl1W1Oas4?si=bAEW2e_uKwidrmao


Discord:
Join the Button army!

Button Pop: Module Evolution Update

Module Evolution Update

Hey folks!
I hope you are enjoying Button Pop so far.

The Module Evolution Update has arrived, and I have heard you loud and clear! There have been some issues with balancing/ difficulty and the new Module Evolution aims to correct that! Not only will this introduce fixes for the enemies and economy. It includes free content in the form of powerful new module upgrades and a complete re-vamp to the module page system.

[h2]New stuff: [/h2]

[h3]Module Tree[/h3]
The module system/ pages have been completely rebuilt and are now presented as a module tree, Split into Defence, Utility, and Attack.
All modules are now visible on a single page, making it easier to strategize and mix/match abilities and builds.



[h3]New Module upgrades[/h3]
We can't have a new module tree without some new modules! There will be 9 new modules, spanning from upgrades that boost the efficiency utilities to the ability to grab the enemies and crush them before they get away.

  • Grab - Grab and hold enemies by clicking on them! Fling them around like grenades.
  • Money Grab - If an enemy dies while grabbed, their money bag will fall out.
  • Grab Drain - While an enemy is grabbed, their health will slowly be drained.
  • Blocker - Place a solid block and change the route of the enemies!
  • Auto Pop - If yah have some energy and a Pop streak the Button will continue to pop at the last Pop per sec rate. If the Button is left Idle for more than 10 seconds, this rate will slowly reduce.
  • PPM RPM - The fire rate of turrets is increased based on the current Pop Per Minute.
  • Energy Surplus - When there is a surplus of energy, Coin factories are twice as efficient.
  • Share Care - Placing turrets near Energy Generators decreases the turret's energy use by 20%. Placing turrets near Coin factories increases the turret's coins per kill by 20%. This is indicated by a stroked line linking the turret and utility together.
  • Pop Per Kill - Every kill will Pop the Button (this will affect the pop streak).
  • Pop Per Hit - Every time an enemy takes any damage, the Button will be Popped (this will affect the pop streak).


[h3]Settings and Playbox Buttons[/h3]
The settings and Playbox buttons are now movable. After receiving some feedback, some players found it too easy to mistakenly press the settings or playbox buttons while in the heat of battle. To combat this. Both of the buttons have been slightly scaled down and can now be re-positioned at any time during mission playthroughs (they can also be stuck to walls).

[h3]New Tutorial tweaks[/h3]
I have heard you! And I wanted to update the tutorial to reflect the full game experience. Along with the new module system being introduced to the tutorial. Automation has been given a bigger focus and several additional topics such as upgrades and crate spawns have been added to the tutorial level as well.

[h3]Mission Speed controls[/h3]
Game speed controls have been added, allowing you trigger slow motion, fast forward (1.5 x game time) and Super fast forward (2 x game speed).
Hotkeys: + and - (Numpad) can be used to manipulate the speed controls. The current speed will be reflected in the world and a small speed icon below the wave meter.



[h3]Difficulty and Balance[/h3]
Another thing this update will be addressing is the overall difficulty and balance of the early game. I will continue to monitor and tweak this area, however, I have taken on your feedback and introduced a number of fixes to ensure Button Pop is more enjoyable, for more players.

[h3]Balance notes [/h3]
  • Button Level 1-5 has been lowered. Building the first two turrets and two utility pads should be a lot quicker now, creating a stronger defense earlier in the game.
  • It is now cheaper to build coin factories and energy generators.
  • (Baby Button)' Enemies' health and damage have been reduced.
  • Turrets now earn kill streaks. These streaks will contribute to the Pop Streak, lowering the need to pop the button.
  • Time in the "Safe" stage has been reduced and time in the "Incoming" stage has been increased. This is to increase the overall time given to move turrets, while the incoming arrows are visible.
  • Death penalties have been vastly reduced/ removed.
  • Enemies have been made easier to click on.
  • Clicking on enemies now does damage as default. This damage can be increased via module upgrades.
  • Spawn rates have been slightly reduced on a number of the missions.
  • The unlock order of the turrets and utilities has been revised. Utilities will be unlocked first, before turrets, to allow players to form a solid economic/ automation base.
  • A new Hotkey is now available to activate the defence window (build walls, mines, molotovs etc). Hotkey - ALT.
  • A new Hotkey is now available to revert Options and Playbox to default positions.
    HotKey - Backspace


[h3]Bug Fixes [/h3]
  • Lighting issue on tutorial level - Fixed
  • Negative coin values after passing engine integer limitation. The maximum coins that can now be earned per level has been set to 1 billion.
  • Walls would sometimes double hit enemies - Fixed
  • Macro limiter - Fixed
  • Crates sometimes fall out of bounds after opening - Fixed
  • Restart level, Ui issue - Fixed



Thank you for reading this far and for your support. I hope you enjoy the Module Evolution update and thanks again for your feedback, it makes a huge impact!
- Mark, Reality Adrift Studio

For more info check out our Devlog series and join the Button Army on Discord!

Devlog:
https://youtu.be/5vQl1W1Oas4?si=bAEW2e_uKwidrmao


Discord:
Join the Button army!

Button Pop: The next major update!

Module Evolution Update is coming very soon

Hey folks!
I hope you are enjoying Button Pop so far.

Button Pops first major update, the Module Evolution is right around the corner! It brings a rework of the module page system, 10 new modules, and a re-balance to the enemy's difficulty and experience regarding popping the button/ earning coins.

The update is currently in its final test stages and is planned to be released in the coming days :)

[h2]New stuff: [/h2]

[h3]Module Tree[/h3]
The module system/ pages will be completely rebuilt and presented as a module tree, Split into Defence, Utility, and Attack.
All modules will be visible on a single page, making it easier to strategize and mix/match abilities and builds.



[h3]New Module upgrades[/h3]
We can't have a new module tree without some new modules! There will be 9 new modules, spanning from upgrades that boost the efficiency of utilities, to the ability to grab the enemies and crush them before they get away.

Check out the full list below:
  • Grab - Grab and hold enemies by clicking on them! Fling them around like grenades.
  • Money Grab - If an enemy dies while grabbed, their money bag will fall out.
  • Grab Drain - While an enemy is grabbed, their health will slowly be drained.
  • Blocker - Place a solid block and change the route of the enemies!
  • Auto Pop - Button will continue to pop at the last Pop per sec rate. If the Button is left Idle for more than 10 seconds, this rate will slowly reduce.
  • PPM RPM - The fire rate of turrets is increased based on the current Pop Per sec.
  • Energy Surplus - When there is a surplus of energy, Coin factories are twice as efficient.
  • Share Care - Placing turrets near Energy Generators decreases the turret's energy use by 20%. Placing turrets near Coin factories increases the turret's coins per kill by 20%. This is indicated by a stroked line linking the turret and utility together.
  • Pop Per Kill - Every kill will Pop the Button (this will affect the pop streak).
  • Pop Per Hit - Every time an enemy takes any damage, the Button will be Popped (this will affect the pop streak).


[h3]Difficulty and balance[/h3]
Another thing this update will be addressing is the overall difficulty and balance of the early game. I will continue to monitor and tweak this area, however, I have taken on your feedback and introduced several fixes to ensure Button Pop is more enjoyable, for more players.
This will include decreasing the cost to build lower tier turrets/ utilises, lowering the XP required to level up (Button levels 1 -5) and reordering modules to promote automation at an earlier stage and much more!

I will have a full break down on these tweaks when the update has been released.

Thank you so much for your support over this journey, it's been a wild ride! I hope you enjoy Popping those Buttons, and I'm looking forward to showing off what we have in store next.

Thanks again
- Mark, Reality Adrift Studio

For more info check out our Devlog series and join the Button Army on Discord!

Devlog:
https://youtu.be/5vQl1W1Oas4?si=bAEW2e_uKwidrmao


Discord:
Join the Button army!