Demo 1.1.0 – Major Gameplay Changes
[p]Hey everyone![/p][p]We’ve just released a massive update to the demo. [/p][p]The Omnicore system has been completely redesigned, combat and characters rebalanced, sound design improved, turrets updated, UI improved, and we’ve even added some fun new interactions (yes, the seagulls are real). And also... some quests and lore![/p][p]Let’s dive into the details:[/p][hr][/hr][h2]🧠 Omnicore – Simplified and More Fun[/h2][p]The Omnicore was previously complex and not as rewarding as we wanted. We've streamlined its role to make it much more enjoyable to use.[/p][h3]What's changed:[/h3]
This little sprout often dreams of becoming a Guardian on day...[/p][p][/p][h3]Guardian System Overhaul:[/h3]![]()
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[/carousel][hr][/hr][h2]⚡ New Energy System[/h2][p]We redesigned the energy system to better link the Umi (player) and the Guardian.[/p]
[/p][hr][/hr][h2]⚙️ Permanent Guardian Progression[/h2][p]Bye bye old devourer...[/p][p]Each Guardian now has a permanent progression, upgraded using a new resource:[/p][h3]🌸 Petals[/h3]![]()
[/carousel][hr][/hr][h2]🧑🚀 Character Updates[/h2][p]We’ve also refined character controls and abilities to improve combat feel and clarity.[/p][h3]General:[/h3]
[/p][hr][/hr][p][/p][h2]🔄 General Improvements[/h2][p]We’ve made some important adjustments under the hood to make each run more rewarding and dynamic.[/p]
[/p]
- [p]The Omnicore can no longer be placed on the ground. It must now be either held by a player or attached to a Guardian (turret).[/p]
- [p]The 100% energy empowered active has been removed.[/p]
- [p]The Omnicore no longer has health. It can't explode or be destroyed anymore.[/p]
- [p]It's no longer usable as a projectile.[/p]
- [p]You now have three core options when using it:[/p]
- [p]Pass it to your ally[/p]
- [p]Revive your ally[/p]
- [p]Send it to a sprout to summon a Guardian[/p]
- [p]Rooms now contain Sprouts on the ground.[/p]
- [p]Use the Omnicore on a Sprout to summon a Guardian.[/p]
- [p]You have a limited number of summons per room.[/p]
- [p]Guardians stay active until the end of the room.[/p]
- [p]Choose one random Guardian at the start of the run.[/p]
- [p]Guardians gain experience by attacking enemies.[/p]
- [p]Every level, pick from a pool of random stat upgrades:[/p]
- [p]Damage[/p]
- [p]Attack Speed[/p]
- [p]Range[/p]
- [p]Critical Chance[/p]
- [p]XP Multiplier[/p]
- [p]Every 5 levels, choose a Guardian skill.[/p]
- [p]Max level is 15.[/p]
- [p]New interface: Guardian selection - Choose your Guardian for your expedition[/p]
- [p]New interface: Guardian skill selection - Choose a skill for your Guardian[/p]
- [p]New interface: Guardian stat selection - Choose how to improve your Guardian[/p]
- [p]New NPC: Kuro'Lua[/p]
- [p]Energy builds as players deal damage.[/p]
- [p]Max energy depends on the level and number of players.[/p]
- [p]As energy increases, so do the Guardian’s stats.[/p]
- [p]At 100%, the Guardian automatically becomes Empowered for a short burst of power.[/p]
- [p]Energy drops if you stop attacking for too long.[/p]
- [p]Guardians no longer rely on ammo, making everything smoother to use[/p]
- [p]Found by breaking terrain.[/p]
- [p]Can be stored by interacting with the Devourer, who now acts as a checkpoint.[/p]
- [p]The Devourer no longer wants to buy your skills... he's had enough.[/p]
- [p]Spend petals in the lobby to improve your Guardians permanently.[/p]
- [p]Added inertia to movement – players no longer stop instantly.[/p]
- [p]Dashing or moving into a wall now causes a bounce effect.[/p]
- [p]All characters can now destroy projectiles with their primary attack.[/p]
- [p]Primary attack applies a burn effect (x4 stacks) over time.[/p]
- [p]Auto-targets enemies within range.[/p]
- [p]Secondary attack refreshes burn duration.[/p]
- [p]Fireball Blast: now cancellable with dash/teleport, better control during animation.[/p]
- [p]Instinct Shot is now guided and locks onto enemies.[/p]
- [p]Secondary attack now destroys projectiles.[/p]
- [p]Still as handsome as before.[/p]
- [p]Tutorial reduced from 7 rooms to 4, in line with Omnicore changes.[/p]
- [p]Tons of new tooltips added:[/p]
- [p]On the Codex[/p]
- [p]On the main HUD[/p]
- [p]All abilities now clearly show damage values and effects[/p]
- [p]Tooltips appear when hovering (mouse/keyboard only)[/p]
- [p]Added mini-tutorial sequences on important events and unlocks[/p]
- [p]We've added outlines on important elements[/p]
- [p]Player characters are now always visible behind foreground elements.[/p]
- [p]Same goes for enemies, NPCs & Items, augments and consumables.[/p]
- [p]Added an intro cinematic at game start.[/p]
- [p]15 new quests have been added to flesh out the story.[/p]
- [p]We’ve added a volume/language setup screen when you launch the game.[/p]
- [p]Major improvements to sound design, volume balancing, and combat impact.[/p]
- [p]A lot of new sounds and reworked sounds.[/p]
- [p]Everything should now feel much more polished and satisfying.[/p]
- [p]You can also kill the seagulls (very satisfying).[/p]
- [p]Seagulls will flee if you get too close.[/p]
- [p]Or do both. We won’t judge.[/p]
- [p]The skill distribution system has been improved to ensure you get more impactful and varied choices during your journey.[/p]
- [p]We also reworked the level generation algorithm, resulting in more coherent, interesting, and better-paced rooms throughout a run.[/p]
- [p]First boss fight at the end of the Mangrove[/p]
- [p]The Watchers will move to the end of the second biome (Fog of Souls)[/p]
- [p]The Shopkeeper will be back from the warehouse with new items and synergies[/p]
- [p]New skills for every character[/p]
- [p]New rooms[/p]
- [p]Possibly new Soulbounds – we’ll see![/p]
- [p]The leaderboard has been fully reset to reflect the new version of the demo.[/p]
- [p]Seagulls sometimes stay in the water forever. They’re stubborn.[/p]
- [p]\[Co-op only] Leaving a room while a seagull is nearby can cause you to lose the ability to attack.[/p]
- [p]The final quest’s cutscene is still in development.[/p]
- [p]"Turrets" might still appear in some UI texts instead of "Guardians".[/p]
- [p]Localization:[/p]
- [p]Brazilian Portuguese, Simplified and Traditional Chinese are partially translated.[/p]
- [p]Character selection in the Main Menu:[/p]
- [p]Navigation is reversed between Rend and Pearl.[/p]
- [p]Petals display may not refresh correctly in the top-right after returning to the lobby.[/p]