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  3. Update 3: new notification system, gameplay and visual polishing.

Update 3: new notification system, gameplay and visual polishing.

Hello, Adrenaline Survivors!


In Update 3, we focused on improving the gameplay. We developed a new system for notifications about important in-game events, significantly enhanced the visual quality of the levels, and expanded the functionality of the level generator.

[h2]Special Thanks
[/h2]
A special shoutout to players Swank and Aztek for their help with suggestions, ideas, and feedback! Some of the improvements are based on their input.


[h2]Gameplay[/h2]
  • Freezing now affects not only zombies but also their projectiles.
  • Frozen zombies no longer block the movement of other zombies.
  • Plasma charge now fires in the direction the character is moving, rather than where they are looking.
  • Portals can now appear in any section of the map. Previously, they only appeared in the start and finish sections.
  • Balance changes: Location 1, Difficulty level 5, Stages: 12, 13, 15, 16, 18.
  • Fixed zombie behavior bugs. Enemies are now a little smarter.
  • Some level elements have been modified to improve character movement.
  • Tutorial – gravity settings have been fixed to match those of the main game.

[h2]Bugs[/h2]
  • Shield-bearer enemy: After freezing, their shield no longer blocks attacks.
  • Gravity Trap skill: The visual effect now disappears as soon as the trap's effect ends.
  • Fixed enemy spawning bugs through portals in certain rooms.
  • Kamikaze enemy: No longer explodes when frozen.
  • Frozen enemies no longer teleport.
  • Damage and invincibility boosters do not carry over to the next stage.
  • Character renaming: Axeman is now called Berserk. This name better suits his combat style.

[h2]Visuals[/h2]
  • Created a new illustration for the loading screen.
  • Increased the variety of elements in level generation.
  • Performed color correction to improve object readability.
  • Modified and improved many visual effects for different skills and weapons.
  • The zombie hit effect now triggers earlier, at the start of their swing.

[h2]Optimization & Interface
[/h2]
  • Redesigned the notification system. Added alerts for leveling up, portal openings, boosters, resources, and crates.
  • Optimized object collision on the map. Now ladders, platforms, and crates won’t grab your leg at the worst moment.
  • Optimized all level elements to consume fewer resources from the GPU and CPU.
  • Significantly improved controls in the location and difficulty selection screens for both keyboard and controllers.
  • Improved the transition between the loading screen and the level.
  • Pause now exits with a single press of the Esc button (previously it required two presses).

[h2]In Progress
[/h2]
  • Development of a new character.
  • New weapons, skills, and evolutions are in the works.
  • Combat mechanics for enemies are being developed and tested.
  • And much more )))


Best regards
The Midhard Games Team