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Violet Impetus News

Violet Impetus Release

[p]Violet Impetus is out now! Enjoy![/p]

Demo Update d26.2d

[p]Adds ubuntu support to the demo! Ubuntu support also planned for the full release. Mac is not.[/p][p]I'm not able to personally test the steam deck version, so I'm not officially "supporting" it, but I can confirm the ubuntu build works, & that online documentation insinuates that GameMaker properly interprets steam deck input, so it is likely that you'll be able to run VI on a steam deck.[/p][p]Changes relative to the previous windows build:[/p]
  • [p]title screen music[/p]
  • [p]easy mode boss variants (but normal and hard are the same as each other \[& as they were before])[/p]
[p]I keep talking about how the game is "done" but not done, & while there are some QoL and art pass things left on the table, the game is in a state where I could release it today & be happy with it. I'm not going to push the release date around any further, just going to take some time with small things until launch day.[/p]

Demo Update d26.2c

[p]A few minor changes before next fest, which I'm participating in btw. Release date set for March 23rd as well—game is quickly approaching completion.[/p]
  • [p]Badges now award 100,000 points each.[/p]
  • [p]Shards now reward 0.4 px at full health.[/p]
  • [p]Music updates.[/p]
  • [p]lots of small things I didn't bother writing down[/p]

Demo Update

[p]The demo has been updated with a number of small improvements.[/p][p]26.2a:[/p]
  • [p]All enemies have been added to the spawn pool, including those that only naturally spawn in later levels. This serves as a teaser for all the enemies in the game, provided you can enter apeiros.[/p]
  • [p]Unique & improved music for each the levels present in the demo. I'd like to put a bit more work into these tracks but they're pretty representative. They're also probably a little divisive but hey the music volume slider is right there.[/p]
  • [p]Random small bugfixes and QoL[/p]
  • [p]cg art darkened, I found the old art distracting.[/p]
[p]update 25.2b:[/p]
  • [p]Æris shard connections now flash at you when you try to damage the æris core without having destroyed them. This hopefully makes it a little more obvious that they're protecting the core & have to be destroyed first.[/p]
[p]I've also written a scoring guide that you can read here.[/p][p][/p][p]At this point the game is technically "done" internally—all art is completed and the levels are populated with appropriate enemies and bosses—but I've still got a lot of small things to implement to round out the experience, and general balance and polish are also important. The plan for release is still early Q2, probably early April; I'd just like to see February next fest through and have a bit of time after just in case.[/p]