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NEW DEMO LIVE - CHECK WHAT'S NEW

Hey everyone,
Daniel here.

[color]NEW DEMO IS NOW LIVE[/color]


It’s been shaped by feedback from over 3 500 players who took part in the recent playtest. Thanks for that.

That’s exactly what the test was for. I’ve spent the past few weeks turning your notes into updates.

The game’s snappier, better balanced, and much easier to jump into - all thanks to you.
I hope the changes reflect what you shared.

Here’s a list of the most requested improvements:

[color]COMMUNITY VOICE [/color]
  • Melee attack added (feat. Cyber Sword)
  • Removed and shortened some of the tutorials
  • Game controller support added
  • Getting back into a run is faster now with a new, quicker exit from the hub bunker.
  • A frequent feedback point is that VOID/BREAKER has too many buttons. (especially now that melee has been added). A lot of changes have been implemented to try and improve this.


Now to the general changlelog:

[h3]GENERAL[/h3]

  • Fragmented zone elevators have been replaced by a relocation portal. This greatly increases the entrance/exit time into these areas.
  • Combat zones now show loot rewards before you enter
  • Added a quick-swap option to the inventory. Allowing you to quickly swap a module between your weapon and the inventory
  • Hub containment zone will now display your Steam avatar and username
  • Many many bug fixes!
  • “Hacks” (Permanent upgrades) have now been categorized, with more upgrade options available


[h3]MOVEMENT[/h3]
  • Sliding will now activate even when walking. But you will slide faster if you begin a slide whilst sprinting
  • Sliding got a buff, and is now faster
  • Dash will now retain momentum if dashing in the direction of your current velocity
  • Ziprails are now slightly faster and maintain player momentum


[h3]KEYBINDINGS & INPUT[/h3]
  • The gravity tether is now by default the same as the INTERACT key. (but can also be separately bound)
  • Dash has several activation modes. Such as double-tapping a movement key, or short pressing sprint
  • Gamecontroller support added
  • Added aim-assist for gamepad
  • Default keybinds have been adjusted for PC


[h3]TWEAKS[/h3]
  • Assault rifle damage BUFF
  • Assault rifle reload speed BUFF
  • Reduced how often projectile mods appear
  • Enemies in Biome 01 now favor specific engagement distances
  • Enemies are a bit more aggressive across the board
  • Baseline difficulty is now slightly more difficult
  • Ignit got a BUFF
  • Some AI navigation polish, giving enemies greater navigation/jump points
  • Some AI polish regarding enemies unable to jump
  • Obelisks tweaked so that they less often ask for currency
  • The position of objects held by the gravity tether has been tweaked
  • Gravity tether object movement has been altered to be more responsive


[h3]RENDERING & PERFORMANCE[/h3]
  • I have been working with a couple of playtesters who experienced “camera hitching” during the playtest. I now believe this issue has been fixed. But please report a bug along with your hardware specifications if you still experience this issue
  • Added option for “low latency mode”. Which greatly reduces input latency at the cost of some performance
  • Added a new anti-aliasing mode in video settings. CMAA2
  • Added NVIDIA Reflex option to video settings
  • Fixed some reported crashes





I’d really appreciate it if you kept the feedback coming. Let me know what you think of the new changes.

Feel free to share your thoughts, ideas, or even your best gameplay moments with me and the rest of the community on the official VOID/BREAKER Discord:





If you’re enjoying the demo, please consider adding VOID/BREAKER to your wishlist.
And if you know someone who might like it, spreading the word would mean a lot.

https://store.steampowered.com/app/2615540/VOIDBREAKER/

Best,
Daniel