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STRAFE: Gold Edition News

STRAFE®: MILLENNIUM EDITION (in beta now)

Hey Killers,
We’ve been quiet recently and it’s because we’ve been hard at work on the next update for STRAFE®. We’ve taken our feedback (both praise and criticism) and used it to shape the direction of this update within our vision for the game. You can read a bit more about that HERE.

This update changes the game quite a bit. We’ve added 2 new game modes, new enemies, updated AI, polished weapons, your run can now be saved (but only loaded once) and a persistent unlock system of game mutators along with a shit-ton of other changes. We’ve made sure to keep our vision of STRAFE® intact but worked to deepen the best parts.

We wanted to release this update in the middle of September but did not because it needed more time. Our team is currently 3 people so our speed is dictated by that. We feel it’s better to release it in a solid state then land on an arbitrary date so we’re psyched to say that we found a compromise.

If you’re interested, you can play the update right now and help us test it out. It is beta and you may run into bugs. It’s very helpful to us to document them and send us details. We can only fix what we know about. You can find details HERE.

When we feel that the update is ready we will roll the changes into the main branch for everyone to play! We feel it will not be too long, but who know what people will find.

Here’s a list of the major changes coming in the next update, we are still at work on fixes & balance so this list will get longer by the time we release the update.

When the update is finished it will be coming to Steam & GOG first and then we will focus on bringing it to the PS4. (beta access only on steam, and a reminder that the SPEED ZONE and STRAFE ZONE are only available on steam as well)


Big Additions:
+Added StrafeZone (Daily Challenge)
+Added SpeedZone (Week long speed running challenge)
+Added ability to save runs
+Crashed runs can be recovered
+Added 20 new unlockable game modifiers
Big Head Mode
Rocket Arena
Hardcore Mode
Hyperdrive
Enemy Blood Blasters
Scrambled Cache
Lil Chumps
Instagib
Traditional mode
Blood Lust
Threes Company
Near Sighted
Scrambled Baddies
Moon Walkin’
Get rich or die tryin’
Call me Lil Joby
Game of Guns
QB
Can’t Stop, Won’t Stop
STRAFE® Abridged
+Added 11 new room modules to ICARUS
+ Added 3 new enemies (with unique a.i.)
+ Added the traveling Merchant

Balance & fixes:
+Split soldier and Host into two enemy types each because skilled players only saw their initial behavior before their ai switches into melee mode
+Removed some rooms from ICARUS that were considered unfair
+Revamped enemy aggro
+Can no longer acquire multiple primaries by spending clip
+Fixed bug related to weapons switching when out of ammo in primary weapon
+Fixed issue causing inconsistent turning speed on glowbrites
+Fixed issue stopping Carriers from leaping at the player multiple times as intended
+Fixed issue that was causing more path calculations than needed
+Improved performance of enemies that fire multiple shots at once
+Lowered the time it took the Leper to transform into bomber mode
+Fixed issue causing some enemies to dry-fire when startled
+Made the different glutton skins more different from one another
-Pale glutton is faster and lower health
-Soldier glutton is slightly slower
+Fixed issue causing the host to aim unreliably
+Improved side to side aiming of Host
+Fixed black flash when quick restarting
+Fixed issue that would cause favorite weapon to always show as machinegun
+Fixed issue that would incorrectly show playtime in the post game stats
+Fixed issue that could cause save files to corrupt
+Reduced initial spread on machinegun and rebalanced rate of fire perks for machiengun
+Fixed bug resulting in enemies showing less blood impacts than intended
+Fixed bug causing frame drops when using the empty machinegun
+Fixed bug causing the nailguns bullet to become frozen in some instances
+Rebalanced HMG - Lowered warm up time, slightly lowered reload time, increased max fire rate
+Fixed global stat to correctly show total player deaths
+Fixed bug stopping the “Completionist” achievement from popping
+Reworked Richoshot - Pierces enemies and slightly increased initial damage.
+Increased damage per tick on the shotgun gas
+Lowered damage on initial spin fusor upgrade
+Lowered max damage on nail gun explosions
+Fixed bug causing Airbud to be less powerful than intended
+Trappy robot appears longer before teleporting
+Made the blood bags easier to see on their way to secret doors
+Improved issue allowing turrets to get stuck inside one another
+Lowered ammo use per tick on the lightning secondary for the railgun
+Fixed issue causing an older version of the turret to be present rarely
+(possibly) Fixed issue softlocking burbs merchant
+Fixed specific issue causing levels to fail while generating causing an infinite load
+Added another fix for a case where train tracks could intersect level geometry
+Able to speed up end credits
+Fixed bug allowing the player to jump while credits rolled
+Fixed bug causing the black hole launcher to make zombie corpses
+Fixed bug allowing players to Kill the merchants defense turrets without triggering a robbery
+Fixed bug allowing fire to spawn too close to keycards
+More to come before this is officially live!


Thanks,
Thom & Stephen

Patch 6: The Summer of Slaughter

Hey Killers!
We've been splitting our time between fixes & new content.

If you were having trouble being the Sergent of Slaughter that you knew you were born to be we've got a new mode for you. We've invented the "E-Z Discovery Zone" to help you stay alive longer.

We hope this mode will help new & casual players survive longer in the game and help give them a more obtainable challenge.

• Added Easy Difficulty
30% less enemies
30% less incoming Damage
20% slower projectiles
[disables achievements]
• Added Optional Slow-Mo training tool (MURDER TIME) to easy difficulty
• Fixed issue causing some weapons to not fire as intended when playing with the railgun
• Improved stability
• Fixed rare issue that could cause the train to eject the player
• Updated the directional damage indicators to be more useful
• Added safety colliders to Luftenstein secret to fix rare issues
• Modified menu art to read more clearly
• Added keybind menu option for the Thruster item
• Misc Crash fixes
• Misc performance improvements

If you're a player that wants to help out, it's super helpful if you send details of any issues you run into along with the output.txt (after the run of the issue) to [email protected] Sending this info via any other means will often mean that it becomes quickly lost or forgotten.


Thanks!
Thom & Stephen

Patch 6: The Summer of Slaughter

Hey Killers!
We've been splitting our time between fixes & new content.

If you were having trouble being the Sergent of Slaughter that you knew you were born to be we've got a new mode for you. We've invented the "E-Z Discovery Zone" to help you stay alive longer.

We hope this mode will help new & casual players survive longer in the game and help give them a more obtainable challenge.

• Added Easy Difficulty
30% less enemies
30% less incoming Damage
20% slower projectiles
[disables achievements]
• Added Optional Slow-Mo training tool (MURDER TIME) to easy difficulty
• Fixed issue causing some weapons to not fire as intended when playing with the railgun
• Improved stability
• Fixed rare issue that could cause the train to eject the player
• Updated the directional damage indicators to be more useful
• Added safety colliders to Luftenstein secret to fix rare issues
• Modified menu art to read more clearly
• Added keybind menu option for the Thruster item
• Misc Crash fixes
• Misc performance improvements

If you're a player that wants to help out, it's super helpful if you send details of any issues you run into along with the output.txt (after the run of the issue) to [email protected] Sending this info via any other means will often mean that it becomes quickly lost or forgotten.


Thanks!
Thom & Stephen

PATCH 5 AND THE FURIOUS

Hey Killers,
We're going to shift our focus on more meaningful additions. We will still be working on fixes and optimizations but we are experimenting with a "Training mode" that would help new players having a hard time with STRAFE®'s difficulty learn how to play as intended, with a lot of movement and strafing.

Additionally we would like to start work on the save feature but have no idea how long it will take to crack that nut so it will come when it's ready. If it works this would allow you the freedom of exiting the game and returning to your run until you die.


PATCH NOTES:
• Major optimization to loading and unloading creating much smoother loads
• Added Footstep audio to the GLUTTON
• Adjusted Enemy Balance in Zone 1 (Icarus)
• Fixed the volume on for some enemies in Zone 3 (Burbs) and Zone 4 (Athena)
• Fixed issue that would grant the player bonus over-heal progress
• Fixed several bugs resulting in generation errors
• Fixed several bugs resulting in unintended collision blocking progression
• Fixed bug that could allow ragdolls to stretch or float
• Updated more weapon sound effects
• Optimized Harvester deaths
• Fixed an issue that would allow the player to switch guns while zooming and out of the map
• Fixed an issue that could cause the items menu from correctly selecting items
• Fixed bug that resulted in doors closing too early when the player had specific items
• Fixed bug that could stop the player from taking acid damage as intended
• Fixed bug that caused the Thruster to not work as intended
• Fixed bug related to the Shoulder Cannon
• Fixed bug that would aggro Merchant Turrets in Zone 3 (Burbs) and Zone 4 (Athena) incorrectly
• A few miscellaneous memory optimizations
• A few miscellaneous performance optimizations
• Fixed a few rare crashes

Thanks
Thom & Stephen

PATCH 5 AND THE FURIOUS

Hey Killers,
We're going to shift our focus on more meaningful additions. We will still be working on fixes and optimizations but we are experimenting with a "Training mode" that would help new players having a hard time with STRAFE®'s difficulty learn how to play as intended, with a lot of movement and strafing.

Additionally we would like to start work on the save feature but have no idea how long it will take to crack that nut so it will come when it's ready. If it works this would allow you the freedom of exiting the game and returning to your run until you die.


PATCH NOTES:
• Major optimization to loading and unloading creating much smoother loads
• Added Footstep audio to the GLUTTON
• Adjusted Enemy Balance in Zone 1 (Icarus)
• Fixed the volume on for some enemies in Zone 3 (Burbs) and Zone 4 (Athena)
• Fixed issue that would grant the player bonus over-heal progress
• Fixed several bugs resulting in generation errors
• Fixed several bugs resulting in unintended collision blocking progression
• Fixed bug that could allow ragdolls to stretch or float
• Updated more weapon sound effects
• Optimized Harvester deaths
• Fixed an issue that would allow the player to switch guns while zooming and out of the map
• Fixed an issue that could cause the items menu from correctly selecting items
• Fixed bug that resulted in doors closing too early when the player had specific items
• Fixed bug that could stop the player from taking acid damage as intended
• Fixed bug that caused the Thruster to not work as intended
• Fixed bug related to the Shoulder Cannon
• Fixed bug that would aggro Merchant Turrets in Zone 3 (Burbs) and Zone 4 (Athena) incorrectly
• A few miscellaneous memory optimizations
• A few miscellaneous performance optimizations
• Fixed a few rare crashes

Thanks
Thom & Stephen