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Wrack: Reclamation News

Demo Update - Beat 'em up Games Party Edition!

[p]Hey there![/p][p][/p][p]Tomorrow, we'll be entering our third games festival - the Beat 'em up Games Party! With lots of new people checking out the game, it's a great time for a major update, which is exactly what we've done.[/p][p][/p][p]Here's what's new:[/p][p][/p][h3]Storyboards[/h3][p][/p]
  • [p]Added a new storyboard scene before E1L2 - complete with new artwork![/p]
  • [p]Major adjustments to the storyboards display for better spacing, and more readability.[/p]
  • [p]Adjust the E1L2 intro cutscene to reflect what occurred in the preceding storyboard.[/p]
  • [p]Minor rewrites to the prologue to make it a little more concise.[/p]
[p][/p][h3]HUD[/h3][p][/p]
  • [p]Major HUD rework! Many elements no longer intrude on the center of the screen, and moved some elements around to make room.[/p]
  • [p]Added an objective display to the "earn a streak" section of the tutorial.[/p]
  • [p]The input options bar (ex. Q: Hyperblast) is now larger during gameplay.[/p]
[p][/p][h3]New/Changed[/h3][p][/p]
  • [p]You can now jump while sliding. Doing so interrupts your slide; however, if you've fully crouched from the slide, the result will be a super jump.[/p]
  • [p]Enemies can no longer damage each other (and rob you of kills!).[/p]
  • [p]Added a full release countdown to the title screen. (We'll see if this date holds.)[/p]
  • [p]Added a new display setting for adjusting bloom.[/p]
  • [p]Toned down some sparks/explosions.[/p]
[p][/p][h3]Fixes[/h3][p][/p]
  • [p]Fixed not being able to draw secondary weapon pickup while firing.[/p]
  • [p]Armor/health values are now rounded up, instead of down. Fixes the issue of your health appearing as 0, but still being alive (due to your health actually being 0.5 or something).[/p]
[p][/p][p]We've got one more major feature planned that we hope to have done for Steam Next Fest on Monday. After that, we'll be shifting our focus entirely towards the full release. There's an indication on the title screen of when that will be, but... we may delay that, so don't count it as anything official just yet.[/p][p][/p][p]Thank you![/p]

Demo Hotfix - Version 0.9.2

[p]Hey there![/p][p][/p][p]Another hotfix as we continue to smooth out any issues you all are having with the demo. There were still a couple of major issues, so we wanted to get this out there ASAP; and, while we're at it, give some major quality of life improvements, too![/p][p][/p][p]Here's what's new:[/p][p][/p][h2]New/Changed[/h2][p][/p]
  • [p]Mouse smoothing is now disabled by default.[/p]
  • [p]Changed the mouse sensitivity step amount from to 0.1 (was 0.25), and the minimum value to 0.1 (was 0.25).[/p]
  • [p]Raised headshot damage to an even 2x multiplier.[/p]
  • [p]The melee action can now be buffered.[/p]
  • [p]Crusher counterattacks can no longer be re-triggered.[/p]
  • [p]The tutorial now uses more forgiving difficulty settings - regardless of what difficulty level you've picked.[/p]
  • [p]Opening the exit doors on E1L2 now brings your streak to an end as well.[/p]
[p][/p][h2]Fixes[/h2][p][/p]
  • [p]Fixed boss Geizer attacking multiple times. AGAIN. Does it actually work this time?! Your guess is as good as mine.[/p]
  • [p]Fixed picking up a secondary weapon not drawing if "weapon switching" is set to never/only if new.[/p]
  • [p]Fixed miniboss health bars sometimes staying after their death.[/p]
  • [p]Fixed invulnerability (ex. from Cakewalk) not working for several damage types.[/p]
  • [p]Fixed weapon pickups triggering when reloading a save on top of a weapon pickup.[/p]
  • [p]Fixed z-fighting issue on E1L6.[/p]
  • [p]Misc. fixes to Geizer's laser.[/p]
  • [p]Minibosses are now invulnerable during their intro.[/p]
[p][/p][p]Thank you! Enjoy.[/p][p][/p][p]NOTE: I forgot to update the version number on this, so the title screen still says 0.9.1. It should say 0.9.2.[/p]

Demo Hotfix - Version 0.9.1

[p]Hey there![/p][p][/p][p]Just a quick update to fix some of the remaining bugs in the Boomstock 2025 version of the demo, as well as introduce some quality of life changes when it comes to weapon pickups. The whole weapon pickup system got a major rewrite, so it should be working smoothly and intuitively under all weapon pickup settings.[/p][p][/p][h3]Weapon Pickup Handling[/h3][p][/p]
  • [p]Weapon switching can now only happen if you don't have the weapon selected.[/p]
  • [p]Fixes to bugs with being unable to shoot, HUD ammo count after a pickup.[/p][p][/p]
[h3]Other Fixes[/h3][p][/p]
  • [p]Fixed boss Geizer sometimes doing two attacks at once if the intro isn't skipped. Again.[/p]
  • [p]Miniboss Geizer now attacks a little less frequently.[/p]
  • [p]Fixed some trigger boxes mistakenly firing after reloading a checkpoint.[/p]
  • [p]Fixed mistaken emissive values for pressed/unpressed versions (the pressed button was glowing more than the unpressed button).[/p]
  • [p]Fixed buffered reloads not working properly when drawing a weapon.[/p]
  • [p]Fixed ammo numbers sometimes getting stuck solid red.[/p]
  • [p]Fixed the camera sometimes doing a blend when skipping a boss/miniboss intro.[/p]
  • [p]Fixed weapon fidget animations being able to play while firing your secondary weapon.[/p]
  • [p]Fixed reload "coyote time" not working with the shotgun alt. fire.[/p]
[p][/p][p]Thank you, and especially thank you to those who have checked out the demo, and reported these issues! You are helping make this much more enjoyable for everyone involved.[/p]

Demo Update - Boomstock 2025 Edition!

[p]Hey there![/p][p][/p][p]Just in time for Boomstock 2025, we have a brand new demo update for you! With most of the bug fixes taking place in hotfixes, we've been able to focus on some new features, as well as some quality of life adjustments. [/p][p][/p][h2]New/Changed[/h2]
  • [p]Added a new boss warning display to the HUD when approaching a boss. Seems like a good time to checkpoint![/p]
  • [p]Reload "coyote time" now applies to hyperblasts. (You can almost, but not quite finish a reload, unleash a hyperblast, and your weapon will be reloaded.)[/p]
  • [p]Reloads are now buffered after simply pressing the reload key while firing. It no longer needs to be held.[/p]
  • [p]Your weapon(s) now smoothly lags behind when moving (it's no longer velocity-based).[/p]
  • [p]New option to disable weapon lagging.[/p]
  • [p]Added controller vibration for being damaged, dying, landing, landing hard, and rocket/grenade/barrel explosions.[/p]
  • [p]Completing the finale area of E1L2 now unlocks the door you came from, allowing you to backtrack.[/p]
  • [p]Switch textures are now brighter and more easy to see.[/p]
  • [p]A true version number is now listed on the title screen. (This one is 0.9.0.)[/p]
[p][/p][h2]Fixes[/h2]
  • [p]Fixed switches not using the proper texture for pressed/un-pressed versions.[/p]
  • [p]Fixed some trigger boxes mistakenly firing after reloading a checkpoint.[/p]
[p][/p][p]Thank you, and happy boomin' & shootin'![/p]

Demo Hotfix #2

[p]Hey there![/p][p][/p][p]Another quick hotfix to address some of the issues that have been reported - and a big thank you to those who have done so! One in particular was pretty serious, so we're doing another quick hotfix. Here's what's changed:[/p]
  • [p]Fixed being unable to pick up the soul projector and proceed on E1L1 when playing on Cakewalk.[/p]
  • [p]Fixed being able to make checkpoints in the air, or while crouched. (Both can lead to respawning in buggy situations.)[/p]
  • [p]Fixed being able to open a "Level Statistics" (tab key) and "Pause Menu" (escape key) screen at the same time, and only being able to close one of them.[/p]
[p]Thank you, and hope you enjoy![/p][p][/p]