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Gacha Fever News

PATCH 1.2.82 : Debug Sound ! And balancing on the limited area

[h3]BALANCING :[/h3]
- The radius of the play area has been slightly increased by 15%
- Playground area shrinkage speed reduced by 17%

[h3]DEBUG :[/h3]
- Sound debug, music that restarts when returning to the menu after a game while the player has muted the music.
- Debug music temporarily cutting out when there are many sounds playing in a short time. Like when the player is in the melee, when he gets hit by 100+ enemies.
- Minor fix for collision issue in arcade map.

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.