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Adrenaline Rampage News

Playtests #2. Patch 0.1.64: Boss Fights, Sound Design, Balance

Hello Adrenaliners!

This week we've been heavily involved with the meta-progression - the big game. For this, we had to make changes to the balance, upgrade progression, and do a lot of testing. Also, we have achieved a lot in the game's sound design. We watched excellent playtests and had many discussions.

[h3]Gameplay and Balance
[/h3]
1. Added boss fights at arenas, levels: 8, 14, 20. Now a boss is not just a big strong enemy, but a unique enemy with specific mechanics.
2. Removed old bosses at some levels, levels: 10, 13, 15.
3. Added a mechanic to unlock floors at the base. These floors contain terminals for upgrading parameters and progression. Floors are unlocked with coins collected in matches.
4. Changed the meta-progression. Now fewer skills are available by default. But these skills can be unlocked over a few short matches.
5. Reduced starting health by 50%, from 200 lives to 100 lives.
6. Reduced starting damage of the assault rifle by 50%, from 18 to 9.
7. Reduced starting damage of axes for the axe master by 50%, from 62 to 31.
8. Reduced turret damage, at level 4 turrets now: 225 to 75.
9. Increased damage of turret evolutions, from 0 to 55.
10. Increased base health of bosses, from 7000 lives to 15000 lives.

[h3]Art and Sounds[/h3]
1. Added background colors at the “Warehouse” location levels. One of six colors is set when generating a level.
2. Updated 3D model of the terminal at the base.
3. Added a visual effect when picking up the “Double Damage” booster.
4. Added a visual effect for the “Revive” skill resurrection.
5. Updated 3D model of the character teleport.
6. Updated the visual effect of the “Double Damage” booster.
7. Updated visual effects for the skills “Cyclone Discs” and “Disc Storm.”

8. Added sounds for appearing, disappearing, and falling through platforms.
9. Changed synchronous character noises.
10. Changed sounds of axe swings, hits, and the enhancement “whooshes” when using the “Double Damage” booster.
11. Reworked sound muting during notifications.
12. Changed durations of muting for the skills “Dash,” “Power Wave,” and boosters.
13. Added heartbeat sounds at low health levels.
14. Sound settings. All limitations for hit sounds disabled.
15. Sound settings. A slight muting of sounds when jumping, similar to dash.
16. Sound settings. Movement sounds made louder.
17. Changed the shooting sound during the “Double Damage” booster for the assault character.

[h3]Bugs[/h3]

1. Fixed the bug with the black triangle of death (characters and anything could happen behind it were not visible).
2. Fixed sound muting on the training level. Replaced the phrase with the previous voice.
3. Fixed the bug with enemies appearing from the next wave.

[h3]Other[/h3]

We are also working on creating new characters and enemies. We have many beautiful concepts and will show them all in time!

Thank you for helping with the playtests, reading these news, and playing games :)
Team Midhard games

Playtests #1. Patch 0.1.61: Gameplay, effects and bugs

Hello AdrenalineRs!

Over the past week we have experimented a lot with the beauty of the game and balance. We watched the latest playtests and discussed the design of new mechanics.
Here is a list of changes that we approved and managed to implement.

Gameplay and balance

1. Increased enemy spawn rate.
2. Increased enemy spawn speed at stages 6 and 8.
3. Reduced the increase in enemies' health between stages.
4. Increased the health of melee drones.
5. Increased the shooting range of grenadiers.
6. Turret:
1. attack speed reduced to one third,
2. damage increased threefold.
7. Now, to win on the twentieth (final) stage, you must defeat the boss. Previously, you could just wait for the portal.
8. Punishers do not appear on the twentieth stage.
9. After the skill build is fully assembled, a first aid kit and resources appear sequentially in the skill selection window.

Art and sound

1. Added random level color. Now levels have different colors.
2. Damage numbers appear higher - above enemies.
3. Visually enhanced the meta level and terminals (the meta level is the future base, currently this base has two terminals with progression and upgrades).
4. Reduced the intensity of white glares when hitting enemies.
5. Removed the spatial distortion effect when hitting enemies with rockets.
6. Updated the animation of enemy drones to be more "flying."
7. Updated dash sounds.
8. Added character voiceover in an "inner voice" style.
9. Changed the sound of the death event.
10. Added a vortex effect around the teleport.
11. Replaced some grates on the walls with other elements.
12. Added filling at the edges of the level.
13. Changed the effect of turret evolution projectiles.
14. Rocket Swarm skill:
1. Changed the “skin” of rockets.
2. Rocket tail effect reduced by half.

Bugs

1. Fixed "empty" enemy teleports - if a red teleport appears, an enemy will definitely appear.
2. Fixed the ESC button in the progress and upgrade terminals at the meta level (on the base).
3. Fixed lighting on the meta level.
4. Fixed the infinite training level, now it is not infinite.
5. Fixed statistics on the training level.

Other

1. Removed the "Danger" sign for enemies with a bomb.
2. Added time slowdown upon victory and defeat.

Big update of Adrenaline Rampage demo

Hello, Adrenaliners!

[h3]First and foremost - thank you! [/h3]
Many of you have helped with the playtests. You've played, survived, sometimes stressed, and of course, celebrated victories.

A big thank you for this help! With your gameplay videos, feedback, and your viewers' comments, the game has already become more cohesive and interesting.
If you want to participate in the closed playtest


Here's a brief update

Four adrenaline-pumping months, we've battled hordes of mutants, bugs, and mysterious contraptions.

Here are the results:
  • - New skills developed
  • - New enemies created
  • - Major changes to the interface
  • - Added the first version of the base (with terminals where you can upgrade strength, luck, and other parameters)
  • - Improved the overall visual style
  • - New visual effects created
  • - New sound effects and music tracks added
  • - Controller support implemented
  • - A multitude of bugs fixed
  • - Weapon damage statistics added to the victory/defeat screen


Now about the main changes in detail
How it all started (world story):
Somewhere in distant space, the Adrenaline Rampage squad was returning from a complex mission. Near Earth, they received a new urgent task - to scout a space station that had disappeared 30 years ago and had suddenly reappeared.

This is disappeared 30 years ago space station

The squad landed on the station and had just decided to start reconnaissance when the station disappeared again. Along with the Adrenaline Rampage squad. Now we face two important tasks:
- Figure out what is happening on the station
- Survive and return home!

This story is available in-game or at this link - https://www.youtube.com/watch?v=dNRGv3F2E9g

[h2]What you need to know about the current version of the game!
[/h2]
At the moment, the game is in a playtest version. This means it's a small part of the game with gameplay for about 2-3 hours. For the full version of the game, your opinion is very important. It will help us properly refine the rest of the game.

The game is currently available only in English. Other languages will be added in one of the next updates.

[h2]Gameplay[/h2]
Added procedural level generation
  • - Each time, the level is assembled from different modules based on a special algorithm, so all levels differ from each other in geometry and module composition.
Improved gameplay pace
  • - Mission time reduced from 30-40 minutes to 20-30 minutes
  • - Now a mission consists of about 20 stages, approximately 1 minute each
  • - Bosses appear 30 seconds before the portal opens
  • - The game does not stop at the end of the stage timer (about 60 seconds); a portal opens that you must enter to complete the level
  • - During each stage, you can collect experience and level up your character
  • - Chests can be found on stages or dropped from bosses, each chest contains one skill point for upgrades
  • - Between stages, upgrade skills and evolutions with skill points
Added a bonus time mode with Enforcers
  • - If the character is still on the level after the portal opens, it greatly annoys the "System," and Enforcers come after the character
  • - Enforcers are powerful enemies that are very difficult to defeat, especially at early levels
Added skills:
  • Attack Rate - affects attack speed for:
  • - saws
  • - drones (excluding healing drones)
  • - turrets
  • - automatic weapon (the main weapon of the first character)
  • Count - increases the number of charges/projectiles in various skills:
  • - defensive shield
  • - saws
  • - napalm drone
  • - plasma drone
  • - maximum turrets (under certain conditions)
  • - dashes
  • - jumps

    Count skill - a lot of saws and dashes

  • Grenades - scatters grenades around the character that damage enemies
    Grenades skill
  • Stomp - deals damage and knocks back enemies when landing from a height
    Stomp skill
Skills that are already developed and some of which will be added in future versions of the game:
  • - Echo Strike - fires a projectile that ricochets off walls
  • - Blaster Fury - fires several energy projectiles one above the other
    Blaster Fury skill
  • - Revive - revives the character a limited number of times with a small health buffer, pushing away nearby enemies
  • - Rejuvenation Boost - increases the amount of life gained when leveling up and at the end of the stage
  • - Thorns - deals return damage when the character is attacked
  • - Shockwave - scatters enemies when leveling up
  • - Plasma Charge - charges a projectile while moving; the longer the charge, the higher the damage. Full charge time - 5 seconds. To activate the projectile, the character must stop
    Plasma charge skill

  • - Plasma Shield - adds shields that protect the character, quickly regenerate

[h3]Non-gameplay changes
[/h3]
  • - Now experience does not disappear. If there are uncollected experience crystals at the end of a stage, the first crystals in the next stage give double experience (they are visually larger).
  • - Time for the final boss fight increased from 1.5 min to 2 min
  • - Improved enemy spawning - added teleporters through which enemies arrive
  • - All dashes recharge at the start of a new stage
  • - Skills with elevator upgrades removed (elevator speed and elevator lasers)
  • - Life slightly restored when the character levels up and at the end of the stage
  • - Life booster drops from the defeated boss
  • - Dash now also an independent skill that can be upgraded (number of dashes, dash range)
  • - Damage from saws and lasers to enemies highlighted in a special color
  • - Elevator acceleration by default tripled - now elevators move very fast
  • - Reduced enemy power increase with each stage, from 20% to 15%
  • - Reduced damage from large bombs carried by bomb carriers, from 50 to 10
  • - Reduced damage from saws on the level, from 20 to 10


[h2]User Interface
[/h2]
  • - Dash available on left and right controller triggers
  • - Added mini-map
  • - Added setting to disable/enable mini-map
  • - Added setting to disable/enable auto-shooting
  • - Added setting to disable/enable auto-aiming
  • - Added an indicator for dash readiness
  • - Added avatars for character selection screen
  • - Locked avatars for characters under development
  • - Player icon on mini-map replaced with a "smile" (this is a temporary solution)
  • - Updated visual for location selection
  • - Icons on the mini-map displayed above the fog
  • - Removed invisible item with a question mark on the mini-map
  • - Portal on the mini-map now displayed at any distance
  • - Boss icon disappears immediately after its destruction
  • - Cursor disabled during cutscenes
  • - Added hints for using the controller
  • - Changed the phrase for winning on the training level
  • - Unlocking characters and skills: updated requirements and icons
  • - Added descriptions for different skills - now it's clearer what the skills provide :)


[h2]Enemies
[/h2]
    • Rocket mutant
    • Artificial humanoid


[h2]Other changes
[/h2]
  • - Added sounds for different boosters
  • - Added sound when selecting a character on the controller
  • - Updated music
  • - Added dash sound
  • - Added evolution sounds for the automatic weapon
  • - Redesigned scattering of frozen enemy pieces
  • - Small flying enemies fall and shatter on the floor after freezing
  • - Countdown timer animation starts at 5 seconds
  • - Removed weapon-to-weapon evolutions. This affected Force Field (evolution currently disabled) and Rocket Swarm (evolution moved to another perk)
  • - Boss music now turns off if there are more than 5 seconds left in the stage, if less than 5 seconds, it does not turn off
  • - Added "location selection" in the main menu. First location on easy difficulty level available
  • - Updated modules with elevators (visual part)
  • - Added asteroids to the background (temporary solution)
  • - Added exit from the pause window on ESC
  • - Unlocked skills, characters, and other rewards displayed only in the victory/defeat window
  • - Added game story cutscene


[h2]Bugs
[/h2]
  • - Fixed character spawn in the air on some modules
  • - Fixed various menu windows
  • - Fixed stretching of the cutscene
  • - Fixed enemy spawn on the training level
  • - Fixed default controller layout on Steam for PS controller + display of Xbox controller support
  • - Fixed gravity gun effect
  • - Fixed sounds, music, transitions, and many others
  • - Fixed enemy paths in some modules
  • - Fixed victory window on the training level
  • - Fixed controller when selecting a character
  • - Fixed experience compensation
  • - Fixed colors of enemies, drones, turrets
  • - Fixed player collision during dash
  • - Fixed menu settings
  • - Fixed game start from the controller
  • - Fixed auto-skip intro when controller is connected
  • - Fixed "Select a level" text when selecting a location
  • - And several hundred other small changes and fixes


Thank you for reading, you really help make the game better!

P.S. And if adrenaline is bursting out, don't hold it in - dash into the community, let's discuss :) - https://steamcommunity.com/app/2419720

Best regards,
The Midhard Games team

Major update of Adrenaline Rampage is coming

Hello AdRenaliners!
In four months we have greatly improved the game:
- added a bunch of stuff,
- changed a lot,
- and some stuff were cut out completely.
Within a week we will update the demo version of the game and you will be able to touch everything and get your AdRenaline!
We hope you enjoy all these new stuff ːsteamhappyː

Happy New Year!

Dear Adrenaliners🔥

We want to congratulate you on the coming New Year 2024! We wish you and your family happiness, love and kindness!🎄

We are glad that our friendship with you flows into the New Year, in which we have already scheduled events.
Namely:
Mid-February - we will take part in the WN Conference in Abu Dhabi.
In March we plan to provide you with roadmap.
We plan to release the game in the 3rd quarter of 2024🧟‍♂️
Also some news we'll be announcing next year.

Have a crazy holiday weekend.
See you in the new year.