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Adrenaline Rampage News

Update 4 Releases in One Week

Hello, Adrenaline Survivors!


For the past three most beautiful months of the year, we’ve been working on the BIG Update 4.

The official release date is December 2-4. It will include a massive list of changes, but today we’ll share a sneak peek at some of the features.

[h3]New Hub[/h3]
The hub now features compartments with various functionalities. Closed compartments are reserved for future additions.



[h3]New Game Mode: Campaign[/h3]
We suggest this mode to be a classic game progression experience. For now, it includes 3 locations, 30 stages and 3 bosses. It’s a distinct experience from the arena-based mode.

[h3]New Character: Bomber[/h3]
Everything explodes. Constantly. In various ways.



[h3]Artifacts[/h3]
A new type of item you can find in the Campaign.
These items vary widely. Some grant new skills, while others modify your character’s stats.


Artifacts panel in the upper left corner.

[h3]And One More Thing[/h3]
Don’t forget to feed the cat!



With love,
The Midhard Games Team

42! 42 Days Until the Update

Hello, Adrenaline Survivors!


[h2]It's time to share what we've been working on all these days.
[/h2]

The new character Bomber is all about blowing things up!



We're developing a new character, new mechanics, and a new location. This work aligns with our roadmap.
Additionally, we've begun working on three big, exciting aspects of the game that we haven’t revealed yet. We won’t spoil the surprise here, but anyone interested can join the playtesting and discussions on Discord.
The planned release date for this BIG update is December 2, 2024 - just 42 days away. So now, we also have the answer to the ultimate question of life, the universe, and everything.

[h3]Join the discussion on Discord!
[/h3]

Best regards,
The Midhard Games Team

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

Steam Deck Compatibility

Hello, Adrenaline Survivors!


Now you can smash through hordes of techno-zombies on your favorite Steam Deck. We're playing on Steam Deck too, and at various conferences, we let players try it out on our Steam Deck!

Great news: Valve has rated our game as playable on the Steam Deck!



[h3]What's already working well:
[/h3]
- All functionality is accessible when using the default controller configuration.
- The game's default graphics settings perform well on Steam Deck.

[h3]What needs improvement:
[/h3]
- The game sometimes shows mouse, keyboard, or non-Steam Deck controller icons.
- Some in-game text is small and may be hard to read.

The game is in active development, and we're designing all new features with smooth Steam Deck play in mind. If you have any comments or suggestions, come join us (take the elevator, of course) on Discord, and let's chat!

Sincerely,
The Midhard games Team

Update 2: Gameplay Enhancements, Level Design Improvements, and More.

Hello, Adrenaline Survivors!

Know your enemy by face. This is a regular Techno Zombie.

In this update, we focused on improving gameplay. The enhancements touched upon characters, enemies, skills, and level elements. We also paid special attention to your suggestions for improving the interface. Overall, we've made the game more beautiful and fixed bugs. Now, let's go through everything in order.

[h2]Game play[/h2]
  • Changed the logic for player and portal appearances in stages. Now, the player and portals can appear in any compartment.
  • Increased the number of compartments from which levels are created.
  • The Plasma Drone skill has become more accurate and now shoots less at inter-floor structures and more at zombies.
  • Increased the perceptible thickness of zombie shields. Now it's easier to jump on the shield and ride the Shieldbearer.
  • Improved the algorithm for generating stages.
  • Enhanced the geometry of Stage 14.
  • The Rifleman now better targets spiders close to itself.
  • The Rifleman now always turns towards the target.
  • The Rifleman now targets frozen spiders.
  • The Axeman's class skill. The speed-up of attack rate now lasts longer. Enjoy chopping enemies to bits.
  • The Axeman now does not damage Shieldbearers from the front.
  • Now, drones after being frozen should shatter like ordinary zombies frozen in the air.
  • Disappearing platforms. They now don't disappear quickly if you jump on them right after they appear.
  • Added an impact effect for some enemies. Now it's clearer when and how enemies are striking.
  • Fixed a platform where you could hide from enemies.

[h2]UI, UX[/h2]
  • Now the Esc button closes the dropdown menu on the settings page. It does not close the settings menu.
  • If the settings section is enabled in the pause window, the Esc button only closes the settings window. The pause window remains.
  • If the progress window or any of the terminals are open, switching to another window does not pause the game.
  • Now the quantities of different resources are displayed at the base. Previously, you had to stand at the grille or open a terminal.
  • It is now clearer how to upgrade weapons to evolution.
  • When controlling with a gamepad, tooltips for upgrades in terminals are displayed.
  • Improved keyboard control in the skill selection window.
  • Now you can reset game progress with a gamepad.
  • Removed the Health parameter from the Resurrection skill, as it now fully restores health.
  • In the location selection menu, the Esc button now returns to the base.
  • Added a tooltip in the loading window: Dash can be performed in any direction.
  • Expanded the description of the Axeman character: One jump.

[h2]Bugs[/h2]
  • Fixed a problem with bosses getting stuck. They sometimes froze for a few seconds.
  • Now mini-bosses do not get stuck on platforms.
  • The first boss Zomboid is now consistently named across all instances.
  • Freezing now interrupts the jumping animation of enemies.
  • Now the animation plays for frozen enemies.
  • Now upgrading the machine gun does not reduce the spread from 100% to 1%.
  • Stomp skill. Added parameters in the skill description.
  • Sometimes the elevator did not move when pressing UP.
  • Skill selection window. Sometimes the skill was not highlighted by the mouse cursor. A similar problem occurred with the keyboard.
  • When entering a portal, the weapon did not disappear.
  • It was possible to hide under textures if you dashed down while moving on a descending elevator.
  • The correct color scheme was not always enabled at the level.

[h2]Other (Visuals, Localization)
[/h2]
  • Updated words and phrases in different languages. Added new words and phrases.
  • Improved color schemes on stages.
  • Removed grenade reflections on walls.
  • Removed the display of a non-existent object on the minimap.
  • Now horizontal saws do not overlap light sources.

[h2]Optimization[/h2]
Improved the enemy damage system. Now it takes fewer resources for calculations.

[h2]New Character
[/h2]We have started work on creating a new character. This will be an explosive warrior. Something will constantly be exploding around him. If you want to share your ideas for the new character, send them in discussions on Steam or Discord.


Sincerely,
The Midhard Games Team