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Adrenaline Rampage News

Playtests #4. Patch 0.1.69: Level Design, Base, and Balance

Hello AdrenalineRs!
The base has become bigger, more interesting, and more useful. The second difficulty level is temporarily open. We continue to improve the visual aspects of the game, fix bugs, and adjust the game balance. All of this should make the process of destroying the offspring of a sick “mind” even more colorful and immersive. Here’s what we did this week…

(enemy sketches: mutant, insect + high technology)

Gameplay
1. During the run you can improve the parameters at the base
2. Reduced collision area of saws (traps) in levels
3. Added a support platform at the player’s spawn point
4. Added an additional platform in the tutorial level
5. Added a notification to leave the level when the portal is activated
6. Fixed the position of platforms in boss levels
7. Removed "chunks" of levels with annoying jump-puzzle
8. Added new "chunks" of levels
9. Added a fourth floor to the base
10. Moved the terminal from the second floor to the first floor. Now you can view achievements, their conditions, and rewards on the first floor. Previously, the terminal was on the third floor and required activation to access it
11. Added terminals to the third and fourth floors of the base
12. Now each floor has a terminal with a set of skills and parameters. Character skills and parameters can be upgraded using resources from levels
13. The second difficulty level is open for playtests

Visuals
1. Updated the kamikaze explosion preparation effect
2. Removed overly bright spots in game levels
3. Killed enemies are now colored gray and lose their highlight

Interface
1. Added hints for the timer and stages
2. Added additional hints in the tutorial level
3. Removed the delay for hint appearance in the upgrade menu
4. Added a resource hint to the skill selection window

Balance
1. Changed the calculation principle of the “Max Life” skill bonus. Now, upgrading this skill adds +50 to the maximum health level and +50 to the current health level
2. Reduced the health points of elite enemies from 15,000 to 7,500
3. Grenadiers now attack less frequently and with less accuracy
4. Significantly increased the base damage of the Saw skill from 8 to 40

5. Increased invulnerability time after a dash from 0.3 sec to 0.5 sec
6. Changed the calculation principle of the “Bomb” booster damage to bosses: now it deals 25% of max health instead of 750 damage
7. The bomb booster now applies a burning effect to surviving enemies, dealing 200 damage per second for 10 seconds

Bugs
1. Fixed the issue with the “Save and Exit” button being highlighted when clicking in the void in the skill selection window
2. Removed the delay for hint appearance in terminals

Playtests #3. Patch 0.1.67: Level Visuals, Music, and Interface Improvements

Hello AdrenalineRs!

While working on this week's update, we focused heavily on the visual aspects of the game. This includes both the game levels and the game interface, which have become more understandable and user-friendly. We also worked hard on the game levels: we added new ones and reworked the old ones (some of the old ones were thrown into open space). Additionally, we are excited to present a new soundtrack. We hope it will become a secret weapon for the relentless adrenaline-fueled extermination of mutants!

Gameplay
1. Some game level modules have been reworked: some have been redesigned, some developed from scratch, and some removed.
2. The starting level has been updated with more hints.
3. The color of the skill box pick-up has been changed to light purple.
4. The visual effect of the Invulnerability power-up has been refined with an indication of its expiration.
5. If you destroy a Kamikaze enemy before its detonation, the explosion will not occur. This bad boy used to sneak up like a saboteur and explode. We watched you play - it was painful...



Music and Sounds
1. A new main game soundtrack has been added.
2. A base track has been added.
3. Temporary sound muffling has been added at the moment of heartbeat appearance.
4. The muting of primary weapon hit sounds during perk hit sounds has been removed.
5. The pitch change of music when taking damage has been removed.
6. The radius of the teleport sound has been reduced. It used to rattle like an old refrigerator three miles away.

Visuals
1. The visual aspects of the game levels have been reworked. Various color schemes and lighting are now applied to the levels.
2. The color of friendly projectiles (from turrets, drones, etc.) has been changed to blue, allowing for quick distinction from enemy (red) projectiles.
3. The number of visual effect particles for the plasma drone and rockets evolution has been reduced.
4. The visual effect of the axe evolution has been improved.

Interface
1. The phrase PRESS UP has been replaced with PRESS W.
2. All healing received, including from regeneration, is now visible.
3. The Play Again button has been removed from the tutorial level.
4. The font size of hints in the tutorial level has been increased.
5. The description of parameters when upgrading at the base has been corrected.
6. Visual feedback of the Kamikaze enemy explosion activation has been added.
7. Descriptions for skills: Cooldown Acceleration, Attack Speed Increase, Duration Increase, Grenades have been added.
8. The description of the Dash skill has been changed.

Balance
1. The parameters of the "Life Force" skill have been weakened: 0.5 → 0.3, 1.0 → 0.6, 1.5 → 0.9, 2.0 → 1.2.
2. The delay before the Kamikaze explosion has been doubled: 0.3 seconds → 0.6 seconds.
3. The damage of the level 4 plasma drone projectile has been reduced: 150 → 60.
4. The damage of the rocket evolution has been reduced: 300 → 150.
5. The rocket attack interval has been increased: 1.5 seconds → 2 seconds.
6. The damage from the axe evolution has been increased: 50 → 150.
7. The radius of the axe evolution projectile has been doubled.
8. The speed of the axe evolution projectile has been reduced: 1500 → 1250.

Bug Fixes
1. Fixed an issue related to reflections.
2. Fixed a level generation issue where the character ended up in open space (but he was not an Impostor).

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