1. TEXNOPLAZM
  2. News

TEXNOPLAZM News

TEXNOPLAZM update on the updates

[p]Hey everyone, Mothership here.

I’m happy to report that development on Episode 2 is on its way!
[/p][p]It took a bit longer to get back into the groove as my main PC was having some serious technical issues that required a full reformat, but everything’s finally back up and running.[/p][p]The story and setting for Episode 2 were locked in months ago, which makes production move a lot faster, and a few new enemy types are already being prototyped (though they’re not quite ready to show off yet).[/p][p]If all goes well (and my computer behaves) you can expect Episode 2 to launch in the first half of 2026. I’ll be posting updates as development progresses.
[/p][p]In the meantime please consider leaving a positive review: the game is currently enjoying a 97% Positive score on Steam, so if you're reading this and enjoyed the game do your part!

the Girl will touch grass in episode 2[/p][p][/p][p]Enjoy! -ML

::: Stay in touch! Twitter 1 / Twitter 2 / Bluesky / Discord ::: Support my work Patreon Ko-Fi :::[/p]

TEXNOPLAZM Training Room update is OUT!

[p]Hey everyone, Mothership here.

Today is the day TEXNOPLAZM receives its first content patch called The Training Room Update!
It will introduce new features, progression improvements, and quality-of-life changes.[/p][previewyoutube][/previewyoutube][p]Here’s a quick rundown:
[/p]
Training Room v0.1
[p][/p][p] The Training Room is a -new- place where players can practice their skills in a customizable environment. Handpick enemies, adjust hostility and invulnerability, tweak room size, and try out every weapon. This first version focuses on core functionality, with more tools and refinements planned for future updates. [/p]
Upgrade Progression Rework
[p][/p][p] The original progression was considered a bit too punishing, so the upgrade system has been redesigned to feel more rewarding while keeping the pace at which Upgrades can be obtained as it was planned.

Upgrades are not tied to secrets of specific levels anymore. I have instead opted for a global solution:[/p]
  • [p]Upgrades can now be unlocked at Upgrade Stations or from the Level Select screen once discovered.[/p]
  • [p]Unlocking requires Upgrade Points, earned by finding all Secrets in a level.[/p]
  • [p]Players who already own TEXNOPLAZM will have their existing upgrades and secrets automatically converted to the new system.[/p]
[p][/p]
Weapon Skins
[p][/p][p] Each weapon can be recolored using preset skins, grouped into global Tiers.[/p]
  • [p]Each Tier unlocks by completing Map Challenges.[/p]
  • [p]Unlocking a Tier applies across all weapons.[/p]
  • [p]Players who already own TEXNOPLAZM will have their completed map challenges automatically converted to this new system.[/p]
[p][/p]
Ultrawide Support
[p][/p][p] New video settings will add a toggle to provide a wider field of view for ultrawide monitors.
This option can also be used on standard monitors, though it may cause mild distortion.
[/p][p]With this update there’ll also be a special discount starting September 23rd.

Once the discount period is finished the game’s price will increase slightly, and it will be updated during the course of Early Access, until Texnoplazm is fully released.
In the meantime, the game is currently enjoying a 97% Positive score on Steam, which left me pleasantly surprised.
My next goal is to reach the first 50 reviews as fast as possible, so if you're reading this and enjoyed the game please consider leaving a positive review![/p][p][/p][p]Enjoy! -ML

::: Stay in touch! Twitter 1 / Twitter 2 / Bluesky / Discord ::: Support my work Patreon Ko-Fi :::
[/p]


Patch notes:

  • [p]Training Room v0.1: [/p][p]-Can be accessed from the level selection.[/p][p]-Handpick enemies, adjust hostility and invulnerability, tweak room size, and try out every weapon.[/p]
  • [p]Upgrade progression reworked:[/p][p]-Each Upgrade is tied to its own station, discovered while playing.[/p][p]-Once found, the Upgrade becomes available in the Level Select, where you can unlock or equip it at any time.[/p][p]-Upgrades are unlocked by spending Upgrade Points, which are earned by discovering all Secrets within a level.[/p]
  • [p]The Upgrades interface of the Level Selection overhauled for the new progression system.[/p]
  • [p]Weapon recolors:[/p][p]-Each weapon can be recolored using preset skins, grouped into global Tiers.[/p][p]-Each Tier unlocks after completing a minimum number of Map Challenges.[/p][p]-Skin cost is shared: unlocking a tier with enough Challenge Points will make it available for all weapons.[/p]
  • [p]Buttons to access Training Room, Upgrades and Weapon Customization added in Level Selection itnerface[/p]
  • [p]Ultrawide support toggle has been addded to Video settings in the Options menu.[/p]
  • [p]Crosshair HUD toggle has been moved from the "Video" to the "Gameplay" tab of Options menu.[/p]
  • [p]Flying kick cast time sped up by 16%.[/p]
  • [p]Charged Punch cast time increased.[/p]
  • [p]Heavy-class enemies can't be launched in air if the player hits them while sliding.[/p]
  • [p]Slow Motion effect following a successful player counterattack has been shortened.[/p]
  • [p]Improved animation system for enemies taking damage for better visual feedback.[/p]
  • [p]Additional visual elements for enemies whose guard has been broken for better visual feedback.[/p]
  • [p]Rework of audio/visual elements for enemies spawning during gameplay.[/p]
  • [p]Changed blood splater HUD effect to be less intrusive[/p]
  • [p]Bug that caused enemies to look alive after Death has been fixed.[/p]
  • [p]Bug that allowed players to wall-jump off the floor has been fixed.[/p]
  • [p]Bug that caused a null walljump in certain conditions has been fixed.[/p]
  • [p]Bug that caused player melee weapons to register hit on dead enemies has been fixed.[/p]
  • [p]Bug that caused Flying kicks to register on an enemy that's already on the ground has been fixed.[/p]
  • [p]Bug that allowed players to escape arenas before a door's animation could finish has been fixed.[/p]
  • [p]Bug that caused the enemy parry meter to work improperly in certain conditions has been fixed.[/p]
  • [p]Minor bugfixes[/p]
  • [p]Minor graphical tweaks[/p]

TEXNOPLAZM Training Room update arrives Sep 23rd!

[p]Hey everyone, Mothership here with an update on the updates.

The first content update for TEXNOPLAZM arrives September 23rd![/p][p]The Training Room Update, as I call it, will introduce new features, progression improvements, and quality-of-life changes. Here’s a quick rundown:

[/p][p]1) Training Room v0.1
The Training Room is a -new- place where players can practice their skills in a customizable environment. Handpick enemies, adjust hostility and invulnerability, tweak room size, and try out every weapon.

This first version focuses on core functionality, with more tools and refinements planned for future updates.
[/p][p]2) Upgrade Progression Rework The original progression was considered a bit too punishing, so the upgrade system has been redesigned to feel more rewarding while keeping the pace at which Upgrades can be obtained as it was planned.

Upgrades are not tied to secrets of specific levels anymore. I have instead opted for a global solution:[/p]
  • [p]Upgrades can now be unlocked at Upgrade Stations or from the Level Select screen once discovered.[/p]
  • [p]Unlocking requires Upgrade Points, earned by finding all Secrets in a level.[/p]
  • [p]Players who already own TEXNOPLAZM will have their existing upgrades and secrets automatically converted to the new system.[/p]
[p]
3) Weapon Skins

Each weapon can be recolored using preset skins, grouped into global Tiers.[/p]
  • [p]Each Tier unlocks by completing Map Challenges.[/p]
  • [p]Unlocking a Tier applies across all weapons.[/p]
  • [p]Players who already own TEXNOPLAZM will have their completed map challenges automatically converted to this new system.[/p]
[p]
4) Ultrawide Support

New video settings will add a toggle to provide a wider field of view for ultrawide monitors.
This option can also be used on standard monitors, though it may cause mild distortion.
[/p][p]5) Miscellaneous The update also includes bug fixes and general quality-of-life improvements, detailed in the full patch notes on release day. [/p][p]
[/p][p]The game is currently enjoying a 97% Positive score on Steam, which left me pleasantly surprised.
My next goal is to reach the first 50 reviews as fast as possible, so if you're reading this and enjoyed the game please consider leaving a positive review![/p][p][/p][p]Enjoy! -ML

::: Stay in touch! Twitter 1 / Twitter 2 / Bluesky / Discord ::: Support my work Patreon Ko-Fi :::[/p]

TEXNOPLAZM update on the updates

[p]Hey everyone, Mothership here.

I'm writing this to announce that the first content update for TEXNOPLAZM since its Early Access launch is coming in late September!

I have originally planned to push another minor patch to address some bugs before that, but I have ultimately decided to incorporate those bugfixes to the September content update so that the development process is more streamlined.

I'm gonna write a proper blogpost detailing the content of September's update closer to the day I'll choose to push the patch on Steam.


In the meantime, the game is currently enjoying a 97% Positive score on Steam, which left me pleasantly surprised.
My next goal is to reach the first 50 reviews as fast as possible, so if you're reading this and enjoyed the game please consider leaving a positive review![/p][p][/p][p]Enjoy! -ML

::: Stay in touch! Twitter 1 / Twitter 2 / Bluesky / Discord ::: Support my work Patreon Ko-Fi :::[/p]

TEXNOPLAZM Episode 1 Soundtrack OUT NOW

[p]Hey everyone, Mothership here

the Soundtrack of TEXNOPLAZM Episode 1 is now available on Youtube and Bandcamp!

It includes the music for the interludes, the level selection and the music for all the stages so far.
[/p][previewyoutube][/previewyoutube][p]Enjoy!

-ML[/p]