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Gacha Fever News

PATCH 1.2.81 : Debug Sound !

[h3]DEBUG :[/h3]
- Debug of the sound problem when launching the game which makes the music and all the sounds hyper saturated. (Isolated case on some saves, we finally found the problem and we added a security on it, we are sincerely sorry for the inconvenience, A huge thank you for your feedback which helped us find the source of the problem.)
- We also lowered the starting sound a bit more for new players (75% > 40%)
- Debug of Craft Time which is not present if you have not had a level up. Do not hesitate to give us feedback, if you do not have access to craft time when it should be the case.

PATCH 1.2.8 : Balancing and debug sound and debug sunscreen

[h3]BALANCING :[/h3]
Thanks to your feedback and discussions, we have noticed that the gold S+ item is far too present and strong in the builds. We aim to make other gold items more attractive, more present in your builds.
While waiting for the next big update which will bring a shower of new gold items.


- Poison Can up: Poison bonus damage increased: 3>4
- S+ nerf, critical hit chance has been reduced: 20%>10%
- Muscular Mage Cake up, the effect of the magic bonus depending on the physical stat is increased: 50% of the physical stat in magic > 85% of the physical stat in magic
It is also slightly easier to craft, one less item is required to craft.
- Origami up, the effect of the physical bonus depending on the magic stat is increased: 50% of the magic stat in physical > 85% of the magic stat in physical
- Calling a friend up, summoning power bonus increased by 100%: 5>10
- Rabbit Lollipop up, the size of area effects stat has been increased: 10%>15%

We also nerfed the gold gain, which we find too powerful compared to the exp build. It's about change.
- Gold gain has been slightly reduced overall from killing monsters by 20%

[h3]DEBUG :[/h3]
- Debug of the sun cream shield: The shield is no longer used for pure damage. Like the damage per second of certain gold items.
Pure damage is not affected by armor, this gives us new possibilities on enemies with pure damage.
- Debug sound, volume when launching the game.
- Minor debug on the buttons which could happen rarely.

Thank you very much for all your feedback !
Don't hesitate to add guides, screenshots, reviews to our game, it helps us so much and it boosts us to continue developing the game with you We are also going to try to work on guides, we have added a section to our community discord.

We are currently working on two other games.
Including Flesh Psychosis which comes out on March 14 (add it to your wishlist)
A big content patch will also arrive on Gacha Fever

Thank youu

PATCH 1.2.7 : Balancing and debug interface

[h3]BALANCING :[/h3]
- Enemy damage has been increased depending on the wave level, in infinite mode: the bonus damage on enemies is much greater.
- The laser, the antenna: The maximum number of units that can be hit by the rebound is up: 8>10

[h3]DEBUG :[/h3]
- Debug negative golds displayed on the victory screen, the total golds correspond to your gold recovered throughout the game.
- Debug of death linked to gold items which inflict damage per second on the player. (Linked to the change in the damage formula this bug has returned, it is fixed again)
- Minor correction to hero and weapon tooltip texts

[h3]INTERFACE :[/h3]
- Added a current player stat display corresponding to the weapon ratio stat. (During the weapon purchase phase)
- Added the recap of crafts during the purchase phase of items with gold with the Walkie Talkie reward type
- Added weapon level to victory screen recap

PATCH 1.2.6 : Balancing Difficulty X+

[h3]BALANCING :[/h3]
- Cost for infinite difficulty + :
400 x Difficulty level in coins > 200 x Difficulty level in coins

- Possibility of rerolling a character in difficulty mode X+, for a coin cost
- Pixel gun damage has been increased :
The physical stat ratio has been increased : 100%>110%
The base damage of the weapon has been increased : 2>3

The movement speed of enemies on difficulty X+ has decreased slightly :
On difficulty 6+ : Enemy speed: 130%>120%
On difficulty 10+ : Enemy speed: 150%>140%

[h3]INTERFACE :[/h3]
Changed the interface for hero selection in X+ difficulty mode.
You now have an overview of the selected random character, as well as the possibility of doing a character reroll.

PATCH 1.2.5 : Debug, balancing, we take your feedback

Many players have played Gacha Fever, a big thank you to all of you for all your feedback whether on discord, X (twitter), on Steam, twitch.
We look at all your feedback, and your feedback is truly valuable! It's thanks to you that the game has improved so much, you're a bit like the fourth member of the team
Some of your feedback is taken into account in this patch, others are more complicated for short courses but it is clearly added to our plans for 2025. (Make the icons, weapon damage ratios clear)


[h3]BALANCING:[/h3]
- Cost for infinite difficulty +
We are sorry for setting the price too high, we based it on the wallets of the biggest players. And this is clearly a direction that we do not want, Gacha Fever is an accessible survivor like, the price has been very reduced :
- 1000 x Difficulty level in coins
- 1 x (Difficulty level /3) in rare coins
>
- 400 x Difficulty level in coins
- 1 x (Difficulty level /8) in rare coins
Many thanks for your feedback on the price.

- On infinite + difficulty, we really like a player's idea, we find it more consistent with the experience we want to give in the game. Force short runs.
Infinite mode is disabled in this game mode if you win at the end. Your run therefore ends at wave 20 !
- In the infinite + difficulty mode, mega waves of enemies appear much more often.

- When you are on difficulty 6+:
Enemies have 20% faster attack speed
Enemies have movement speed increased by 30%
- When you are on difficulty 10+:
Enemies have 20% faster attack speed
Enemies have movement speed increased by 50%

- The spawn time of the gacha machine is much faster, it arrives after 5 seconds instead of 10 seconds.

- We changed the behavior of the Pixel Gun weapon :
(We found that it was too little chosen by the players despite several changes, we think we have finally found the right direction for this weapon)
The weapon during boss waves will always aim at the boss. In other waves it will have the classic behavior of targeting the closest enemy.

- The exp required from level 80 has changed to match the current level :
1600 exp required > 100 + 20 x (Current level + 1)

[h3]DEBUG :[/h3]
- Fixed the in-game tooltip on the projectile stat, it did not take into account the number of projectiles depending on the level of the weapon, the base projectiles of the weapon, and the bonus projectile stat.
- Minor fix with gamepad on victory screen
- Debug tooltips remains displayed in the weapon phase.


For 2025 we would like to work on understanding how damage and weapon ratios work.
We would like to add explanations in the codex, in the weapon purchase phase. We agree with all your feedback, we have work to do on it :)


Don't hesitate to leave us a little review on steam to help/support us.

Thank you ! ːlove_seagullː