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Development Update #8





Survival Inventory (Weapon Mods + Perks 2.0)


The following is still in heavy development so the UI and icons are not final. It's mainly to give you an idea of what to expect.



This is one of the most substantial changes to the design of Survival mode since the very first iteration but after months of planning, testing + trial and error, I'm very confident that it's the right choice to massively increase replayability and strategy, boosting the variety across runs.

Perks used to be the only way to become more powerful in Survival mode. The one issue with this system was that the strategy across all runs stayed pretty much the same: pick up as many perks as you can and have them all triggering at once. While this could be fun, it was making the game feel a bit repetitive at times as builds would often come out pretty similar. I want players to be able to have vastly different runs and have to make new strategies based on the loot that they find. Perks now have a new distinct role: passive non weapon specific upgrades (like getting bonus crystals after each elimination or increasing movement speed).

Replacing the weapon specific perks is a new slot based weapon modifier system that allows you to mix and match powerful weapon upgrades to create unique combos and synergies. Weapon mods are visually looted in the same way as perks and drop from chests along with the other loot types (Weapons, Perks and Consumables). Moving from unlimited perks all active at once to a limited but distinct number of weapon mods has allowed me to make every weapon mod far more powerful and fun to play. This lets players go for specific builds and really get interesting results + be rewarded for their strategies.
For example a player might find a minigun and then apply weapon mods to:
- shoot ice bullets
- fire an extra bullet per shot
- have a chance to spawn a cluster of AOE blades around the enemy after every hit
- have a chance to spawn a black hole near the enemy after every hit
- deal more damage to frozen enemies
- make enemies explode into a huge ice explosion when eliminated

This is a quick example of a combo of weapon mods that you might put together to make a powerful ice based build: the black hole synergizes with the AOE blades, sucking them in with the enemy, dealing huge bonus damage and then freezing other nearby enemies when eliminated. While there are a limited number of weapon mod slots, there are endless possibilities to combine them in many creative ways. The only condition for a combo to be possible is that the mod matches the weapon type. Most mods are compatible with all weapons but some mods only make sense for bullet weapons only (hitscan) and others are only compatible with projectiles (launchers and grenades).

As there are limited slots for weapon mods and perks, they can now be sold instantly meaning that even loot you didn't want holds value. There will also be hard choices where you might sell something that you liked in order to buy an even better mod in the shop. This system also goes hand in hand with co-op play, bargaining with your friends to get specific mods and perks that would complete your build. Choices matter far more than they did before as previously there was no penalty to just picking up everything.

In addition to this, each weapon mod and perk has a tier system: if you find a duplicate mod or perk and pick it up, it automatically increases the tier of that mod or perk. There are currently 5 tiers, each increasing effectiveness + chances to trigger. When reaching tier 5, a powerful bonus effect is also granted. This creates a fun mini game within the run, seeking out duplicates and looking forward to reaching max tier as well as feeling the increasing power as you upgrade each tier.


In order to easily try out mod combos, I've added a new inventory system: a simple slot based UI that allows players to swap or sell mods with ease.

Below you can see a really basic example: firing the stock bamboo rifle and then quickly adding the Quad Shot weapon mod which fires 4 bullets instead of 1 but with reduced damage and increased spread.



Since a lot of the mods rely on a % chance to trigger, I've also added a Luck stat that certain perks (like the newly added Green Dice perk) will boost. This stat will increase the chances of getting better loot from chests and also for mods to trigger. I'm still building out the visuals and the logic for the more interesting mods so expect to see more interesting examples soon!

Grenades


Previously grenades were announced as separate ability types but since they were so fun to use, I've decided that they'll be a permanent addition to your loadout in Survival.

Every player will start with a regular explosive grenade that can then accept any projectile based weapon mods to build up powerful combos in the same way you would on your primary and secondary weapons.

A simple example that really improves the grenades would be the Homing Projectiles mod (projectiles home towards enemies) combined with the Deja Vu mod (explosions have a chance to explode 2+ times). Combine these mods with others that have a chance to trigger elemental damage explosions and things start to get really powerful. Having mods split between your primary weapon, secondary weapon and grenades switches up the gameplay from action to strategy when looting: which mods should go where?



Consumables

This category of loot in Survival is used instantly when picked up and must be carefully considered alongside the other loot types: ignoring a health potion to get another perk might be your downfall!

The current types of consumables are:
  • Health Potions: these come in various sizes and instantly heal for a certain % of your max health
  • Hearts: these come in bronze, silver and gold varieties and increase your max HP for the rest of the run
  • Crystal Bundles: these come in small, medium and large bundles and instantly give you a certain amount of crystals
  • Armor: this is still in development but the goal is for equipped armor plates to absorb single hits (no matter how high the damage) with a maximum of 6 armor plates equippable at once
More Visuals

As with last month, I'm doing a lot of testing and improving visuals across the various biomes in the game. Here are a few tests from this month.



Crab Claw Mouse Cursor

Essential. What more can I say? I'll be improving it so that it closes and opens when you click the mouse.



Unreal Engine 5



You might have heard that Unreal Engine 5 is now out in early access. Naturally I wanted to try it out and explore the new features. Of course the first thing I did was see how many crabs could be rendered at once. The results speak for themselves, I gave up after 3 million crabs as the performance stayed solid. Amazing tech from Epic, super exciting for the future of games and other visual media! You can watch the full video along with a sneak peek at a song from the soundtrack here.

For those that have been asking, the plan is to stay with UE4 for now as the majority of the game is already built there but as the project does open in UE5, an upgrade is possible in the future if it makes sense and the content migrates without any issues.





Thanks for checking out the update this month, it's exciting to see things start to come together!

Join the Crab Champions Discord server: https://discord.gg/crabchampions
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Development Update #7



Sand Biome Visuals






You may have noticed inconsistent visual styles in the previous updates: I've been focusing this month on a final visual style for the game and am in the process of creating polished art, starting with the Sand biome. It's been tricky to lock down a visual style that keeps the game looking clean while still having some elements of realism mixed in.

A growing issue that I've noticed in many games is that with improved graphics, the gameplay can suffer as things get harder to see and the screen is packed with dense noisy shapes and super dark shadows. I want to make sure that the graphics look nice but also don't take away from the gameplay. It's not quite there yet but the current results are promising. Once a few more key assets are finalized, the biome will be finished and I'll be moving on to the Snow and Lava biomes which will take significantly less time to produce with this visual standard in place.



Steam Beta

The response to the closed beta signup has been amazing, already outdoing the previous Discord signup count. Because of this, additional players will be selected via the awesome new Steam Playtest feature. Simply go to the Crab Champions Steam store page while logged in and hit the "Request Access" button! Users will be randomly chosen when the beta drops later this year. These users will be chosen in addition to the random selection from the mailing list.

While the beta will start small, I will be expanding to more users over time until the game is ready to release in Early Access.



Aiming is back!




Aiming was originally removed to simplify the control scheme and to keep the focus on moving around while shooting rather than standing still, but after many playtests I have decided that the satisfaction of lining up shots while aiming was noticeably absent from the game. Because of this I've implemented Aiming 2.0!

Other than the brand new weapon recoil, spread and crosshair systems, a major change is that while aiming in the air, your movement slows by 50% (everything else moves at full speed), giving you the hangtime to accurately aim your shots. This fixes the issue of the old system where you'd be moving too fast in the air and couldn't properly aim which was frustrating in many cases.

This also means that sniper scopes will be added to the game (there'll still be snipers that don't use scopes for those that prefer aiming with the crosshair) which gives me the opportunity to reward aim skill with weapons like the shotgun below that becomes extremely accurate when aiming.



FX Improvements


[h3]Explosions[/h3]


[h3]Vibrant Loot[/h3]


[h3]Underwater FX[/h3]


[h3]Portal FX[/h3]


[h3]Water Impacts (the gif quality here doesn't do it justice)[/h3]


Movement Improvements

There has been a big focus on the movement system this month with countless changes made while playtesting: lots of subtle camera tweaks depending on your speed / action / state that increases the fluidity of motion. Combined with the upcoming crab model and animation revamp, movement will soon be in a very good place.

Animations are currently the weakest part of how the movement looks and feels so I can't wait to make new ones! Even without movement FX and decent animations, the general feeling of flow throughout maps is really starting to show.



Also working on making movement over cliffs and steep slopes possible.



Biome Roadmap

Above you can see the current planned biomes (not including secret biomes) with their anticipated release periods.
  • Beta: The beta will launch with these core biomes
  • Early Access: Early Access will launch on Steam when these biomes are finished
  • 1.0: These biomes will be added via updates throughout the Early Access period. When they are finalized, the game will be considered complete in terms of content and will transition to a fully released state, no longer in Early Access. Please note that I plan on adding multiple secret biomes and many more levels for each biome as time goes on to further flesh them out.

Each new biome added will in turn bring many new things to the game such as new Survival / Racing and Duel maps. In Survival mode, each biome will have at least one unique final boss as well as many biome specific enemy variants.



Survival Improvements
  • You can now sell unwanted perks back to Tony in the shop which is a great way to get some crystals towards the perk or weapon that you really wanted!
  • New level type: Defense. You must defend a point for 60 seconds without getting overwhelmed. Leaving the defense area will pause the timer and enemies will continue to spawn
  • There are now far more slow moving but high volume types of enemies in Horde and Defense level types which make AOE weapons and abilities much more viable
  • Elemental grenades have all been buffed to deal flat damage over time in the damage radius as well as applying elemental damage stacks to enemies. This makes it much more effective to lead enemies into damage areas so timing and positioning your grenades is a lot more valuable
  • Collecting or spending crystals now plays a UI animation to better communicate when it is happening and to show how much was gained or spent
  • Many more close quarters maps have been added with cave corridors and narrow cliff walls, both allowing you to utilize bouncing projectiles and for encounters with enemies to feel more dangerous (it's very different to fight certain enemies in a narrow space than it is out in the open where their attacks can be easily dodged)
  • Keys are now used to gain access to secret locked areas (with various random rewards inside such as chests, mini shops, slot machines and more!)


Survival Weapon Modifiers / Perks 2.0


This month a lot of exciting things have entered the design stage but aren't quite ready to show. I'd like to still touch on my favorite upcoming feature as it'll really improve the gameplay loop and further add to the replay value.

Previously, all perks in Survival mode stacked infinitely and were in many cases invisible to the player. This eventually lead to a point in a run where you have countless passive effects triggering constantly which felt unclear and messy.

My proposed revamp to perks and weapon is to replace certain perks with a weapon modifier system that allows you to create powerful deliberate synergies. An example: a regular coconut launcher fires coconuts that explode on impact. With an ice modifier (freezes enemies when exploding), a metal modifier (more affected by gravity but deals more damage) and a exploding enemies modifier (makes enemies explode when eliminated), the weapon then behaves differently and is a lot more powerful.

There are limited modifier slots per weapon which allows me to be able to make the effect of each modifier extremely strong and noticeable. Currently I can't make perks too strong as the game would become too easy, but with these limited modifier slots, it actually results in a more strategic gameplay experience as you have to choose what kind of build you are going for. There are no stacking limits other than the slot capacity of your weapon (which can be leveled up to gain more slots), so a huge part of the fun will be searching for overpowered modifier combos.

You can equip a balanced mix of modifiers OR if you happen to find 3 Fire Bullet modifiers for example, there's nothing stopping you from stacking them all on one weapon, getting 3x the strength by doing so. This change hugely increases the amount of build possibilities in a run as before if you didn't like a weapon, you'd probably have no reason to pick it up again, with weapons feeling samey each run. Now with the right modifiers, all weapons are viable. Modifiers can be dropped, mixed and matched as well as bought / sold in shops.

You might be wondering: if these modifiers are doing so much, what will happen to perks that had a lot of these effects? Passive perks (for example Time Is Money which gives you crystals over time), will stay in their perk form and can still be stacked infinitely. If this sounds confusing, there'll be plenty of images and gifs in the future to show it off: it's a very clean and simple UI and it is quick and easy to try different combinations of modifiers out. Survival will then be all about Crystals (money), Perks (passive upgrades), Modifiers (weapon upgrades) and Keys (gives access to secret areas + can be used to unlock things after each run).

Anyway enough rambling for now, super excited for all the stuff that is currently planned. Thanks for reading this month's update!

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Development Update #6





Today marks exactly 2 years since Crab Champions was first announced: it has come a long way and is a completely different game at this point!

Here's a fun look at how the game has evolved from a basic prototype in 2018!



Beta

Last month it was announced that there will be small beta in the future and if interested to add a reaction on Discord. This system broke because of too many reactions which is crazy!

Due to this response I've created a proper mailing list over at crabchampions.com/beta where you can sign up if interested in getting beta access when it launches.



New Ability Type: Grenades

Grenades add a really fun dynamic to the game: lining them up so that they explode into powerful damage areas around enemies. The longer an enemy lingers in a damage area, the more potent the damage effects get.

It's really satisfying to see the different damage over time effects stack up while also dealing weapon damage on top of that. Grenades are part of the ability system in Survival mode, so you would choose a grenade over another ability such as the Sentry Gun or the Crystal Strike. Here are some of the grenade types added this month:

[h2]Fire Grenade[/h2]
Deals rapid damage over time.



[h2]Acid Grenade[/h2]
Weakens enemies heavily meaning incoming damage is far more lethal.



[h2]Lightning Grenade[/h2]
Stuns and damages enemies, causing them to deal chain lightning damage to nearby enemies.



[h2]Ice Grenade[/h2]
Turns enemies into ice cubes (can't move or shoot until they thaw while also sliding helplessly around the level).



FX Updates

This month I remade every visual effect in the game from scratch for better performance, clarity and punch. They still need a second pass but in general are a huge improvement from before.

[h2]Improved Enemy FX + Explosions[/h2]


[h2]Improved Bullet Trail + Impact FX[/h2]


[h2]Improved Water Material + Caustics[/h2]


[h2]Improved Projectile FX[/h2]


New Duel Map: Snow Caves

Battle in this close quarters map with tight cave corridors, slippy ice floors and no room for error!



Duel Gameplay Modifiers

In addition to customizing basic game rules for custom Duel matches, I've added the following gameplay modifiers to switch things up. More will be added in the future!
  • Low Gravity
  • Instagib
  • Low Friction (All surfaces behave like ice)
  • Speed Up Time
  • Tiny Players
  • Tanky Health (Players have 5x the normal HP amount)
Survival Mode Updates
  • Improved enemy aiming: enemies now lob projectiles in a nice arc and predict where the player will end up, making fights more challenging and interesting.

  • New Perks
    • (Common) Anchor: Deal 100% more damage to enemies that are in water
    • (Common) Collector: Get a damage bonus for each perk you have
    • (Common) Paycheck: Get crystals after clearing each level
    • (Common) Sharp Wings: Deal 50% more damage while you are in the air
    • (Rare) Scary Mask: Elites and bosses start with 20% less health (renamed and nerfed from the previous version)
    • (Rare) Sledgehammer: Single shot damage over 85 gets increased by 50% (works well on slow firing, high damage weapons)
    • (Rare) Checklist: After every 10 eliminations, get a damage bonus
    • (Rare) Bullseye: Increases max health by 1 for each enemy that is eliminated in 1 shot
    • (Rare) Water Balloon: Increases damage dealt to wet enemies
    • (Epic) Gemstone: Get a damage bonus after clearing each level
    • (Epic) Stacker: Increases elemental damage stacks applied by 50%
  • Water has been added as a new element type: I've added destructible water rocks to biomes that don't have water flowing naturally so if you catch fire in the lava biome, there's a way to extinguish yourself. Enemies covered in water take more lightning damage
  • New challenge level types such as enemies that fire a random spread of projectiles, spawn other enemies or explode into a damage area when eliminated

  • Weapon chests are now guaranteed after completing the first level
  • Starting max HP has been increased from 100 to 250 for now- since health doesn't regenerate, it feels much more balanced to have a larger health pool that is harder to deplete but also harder to gain back when lost
  • A health chest is guaranteed after each boss in addition to the legendary chest. This will allow players to heal or if they barely took damage they can instead go for a heart which adds 50 max HP
  • Added red crit damage numbers

  • Enemies now can't spawn too close to the player and have clear FX and sounds when spawning
  • Greed totems have been made into a new Greed perk rarity (red). Special greed chests will spawn occasionally through each run and offer a very tempting perk that comes with a cost- greedy players beware!
  • A shop is now guaranteed before each boss
  • Added a healthbar animation to show recent damage dealt to enemies

  • (Bonus) Overkill stress tests. What happens if you are on Island 99 with hundreds of rockets per shot? This isn't a situation I expect anyone to get into but it's still fun to try out and see if the game stays stable. Luckily nothing crashed and I had a lot of fun with all the chaos (don't worry the game won't look this broken, this is a beyond worst case scenario test!). The game can handle a LOT of projectiles!


Thanks for reading, now time to get back to work on the beta!

Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/

Development Update #5



This month went by quick! Lots of juicy additions this time around, lets get into it!

New Weapon Category: Melee

This is something that I've wanted to try out for a long time and it's been one of the most requested features to add. Here's a quick look at a sword which does huge damage up close. I'll continue to add various melee weapons and ensure that they have a viable role in the game.



Main Menu

UI work continues, with a focus on keeping everything as simple and minimal as possible. Have a look at the redesigned main menu:



Knockback Damage

This is a fun new mechanic that allows players to deal damage to enemies by knocking them back into the environment. Check out the new Gravity Cannon: this weapon freezes and blasts enemies away, dealing damage each time a frozen enemy ricochets off something.



More Player Choice


While playtesting, I felt that Survival mode could have more player choice. For those unfamiliar, Survival mode takes the player through a series of islands set on different biomes, each island containing a number of randomly chosen levels with enemies to defeat in order to progress. Previously, after clearing each level the player was given a random piece of loot and had no control over what kind of level came next. This could feel like they were relying on getting lucky in order to advance rather than being skillful and strategic.

To combat this, I've added choices in every place it makes sense in order to let the player strategize and focus on a particular build rather than just being forced to play with whatever random loot was given.

[h2]Multiple Choice Chests[/h2]
Now all chests spawn a number of pickups, but only one can be chosen!



[h2]Multiple Choice Portals[/h2]
Playing the same kind of levels over and over was starting to get repetitive when playtesting: clear waves, move to next level, clear waves... repeat infinitely. Now, players get a selection of different level types via portals that spawn after each cleared level which have varying rewards and levels of difficulty. These new level types really change the pace and flow of the game, and enable the player to make important decisions: "do I have enough health to take on this challenge level or should I play it safe and go to the shop instead?"



[h2]Greed Totem[/h2]
This totem is occasionally found in the world and allows the player to gain a powerful passive upgrade that comes with a downside. These choices can quickly end your run so watch out greedy players!



Some of the potential rewards offered by this totem include:
  • Brute Force: Increase damage by 50% but lose 25% max health (can be chosen up to 4 times in a row)
  • Leap Of Faith: 50% chance to gain 25% max health, 50% chance to lose 25% max health (can be chosen up to 4 times in a row)
  • Glass Cannon: Gain 100% more damage but take 100% more damage
  • Hoarder: Get an extra chest after each level but double the amount of enemies spawn
  • False Confidence: Normal enemy health is halved but boss health is quadrupled
  • High Roller: 50% chance for 2 chests to spawn after completing a level, 50% chance for no chests to spawn
  • Instant Gratification: Instantly spawn a chest of a random rarity but lose 33% health (can be chosen up to 3 times in a row)
  • Impatience: Upgrade a random perk tier but lose 25% health (can be chosen up to 4 times in a row)


New Enemy Category: Elites

Between a boss and a hard enemy lies the elite enemy: with more damage, health and attack options than other enemies, they are a dangerous foe to face.



New Perks

I've added many perks this month to further increase variety from run to run. This brings the total number of perks in the game up to 60 with more to come! Names are subject to change.

[h2]Common[/h2]
  • First Impressions: The first 3 enemies on a level have 1 health (doesn't affect bosses)
  • VIP: Purchases are discounted at the shop
  • Special Delivery: An additional 2 items are on sale when visiting the shop
  • Gifted: Damage needed to move to the next combo level reduced
  • Autoload: Reload instantly when swapping weapons
  • Safety Net: Bullets are only spent if hitting enemies, missing enemies uses no ammo
  • Uppercut: On every 6th shot fired, deal 300% damage
  • Painkillers: Take 50% less damage when at low health
  • Leafy Greens: Increased movement speed when at high health

[h2]Rare[/h2]
  • Danger Close: Deal 50% more damage to enemies up close
  • Wisdom: Damage increased after clearing each level
  • Assassin: Damage increased when eliminating enemies in one shot
  • Oil Can: Deal more damage to enemies on fire
  • Ice Cube: Deal more damage to frozen enemies
  • Acid Vial: Deal more damage to enemies covered in acid
  • Metal Rod: Deal more damage to enemies being shocked

[h2]Epic[/h2]
  • Adrenaline: Increased movement speed and fire rate for 3 seconds after eliminating an enemy
  • Earthquake: Increased knockback damage + strength
  • Medic: Max health increased when eliminating enemies in one shot
  • Gambler: Chest rewards can be re-rolled (once per chest)
  • Restock: All items in the shop can be re-rolled (once per shop)
  • Bargain Hunter: One random item in the shop is free of charge

[h2]Legendary[/h2]
  • Charmed: There's now a chance for unchosen rewards in chests to not disappear
  • Combo Breaker: Damage is multiplied by your current combo (up to a max of 4x)
  • Gearhead: Fire rate increases with your current combo
  • Hot Iron: The amount of crystals dropped per enemy is multiplied by your current combo
New Entrance Level

As work on the visuals continues, I've added an entrance level and short cinematic at the start of each biome: here's a look at the Sand biome entrance level at night (work in progress):



Survival Mode Updates

- The combo meter from the gameplay trailer has been re-added to the game. The higher your combo, the more crystals enemies drop when eliminated. If you take damage, your combo is lost.
- Nightmare difficulty can now only be played when the game has been beaten on Normal or Hard difficulties.
- Elemental enemies now take more damage from the opposite element (for example ice enemies take 2x damage from fire based attacks). Conversely, they are immune to damage matching their element (for example fire shotguns will still deal base damage but won't ignite fire enemies)
- Load times have been improved dramatically between each level
- Secret areas have been added to many levels with collectables that count towards challenges
- Enemy attack speed now increases alongside health and movement speed after each level is completed
- Added a slomo effect when the last enemy in a level is eliminated

New Duel Map: Crust

This map is located on the buried shell of an ancient crab. 1v1 me on Crust, swords only!



Beta

I'll be hosting a small closed beta via the Crab Champions Discord server in the future: https://discord.gg/crabchampions



The beta will start when Survival Mode is complete in terms of core content. Participants will be hand chosen based on their interest on Discord + Twitter. If you'd like to get involved, be sure to let me know!

That's it for this month, now back to work to get closer to shipping the beta!

Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/

Development Update #4



Lots of new content has been added to the game this month, it's shaping up on all fronts!

Lighting Improvements

As work on the visual style continues, lighting has had another pass to improve consistency across all maps.



Shop + Shopkeeper

As explained more below, I'm tweaking the Survival mode game loop which includes adding new pickups and a shop that appears on each island. Meet Tony the shopkeeper.



New Enemy: Pufferfish

He rolls and rolls.



New Weapon: Firework Launcher

Kick ass and celebrate special occasions at the same time!



New Weapon: Acid Launcher

Launches a cluster of acid balls that explode after a short time. Each projectile deals both proximity and explosion damage.



100K Wishlists Milestone

I'm happy to say that Crab Champions has been wishlisted over 100,000 times on Steam! Thanks to all for the incredible support and continued interest.



UI Improvements

Spent some time this month trying to make the UI as simple as possible while still looking decent: here's a look at the Survival mode UI- I have changed to a much more chunky text style which I think works a lot better compared to the previous more generic style.



New Perk: Splash Damage

Bullets deal splash damage at the impact point, damaging nearby enemies and allowing hitscan weapons to deal AOE damage.



New Perk: Firepower

Shoots 2 extra bullets per shot with increased spread. Hugely beneficial on all weapons especially those that have a slow rate of fire like snipers.



Survival Mode Updates

I'm currently revamping the Survival mode game loop- here are a few notable changes:

- Added a shop which contains guaranteed weapons, perks and other loot
- Added a new achievement "Heartless" which can be completed by defeating the shopkeeper (it ain't easy!)
- Chests are now opened with keys which can be dropped as loot or purchased in a shop
- Crystals (currency dropped by enemies) are now spent solely in shops
- Chests now come in 3 sizes and drop more than one piece of loot (The current potential drops are weapons, perks, keys, crystals, health potions and hearts)
- Added 2 new consumable loot types: Health potions (refills a % of your health) and Hearts (increases max health)
- Health regeneration is now disabled: this was done to stop players being able to run away from the action and heal up and also to support some of the new loot types
- The core game loop has been changed: previously there were 5 waves on each island that would happen one after another, but there was very little incentive for players to move around the island especially if playing fast. Now, 3 high intensity hordes must be cleared at different locations on each island (chosen randomly) in order to complete the island. The player is constrained to an area around these locations while fighting and can't leave the area until either the horde is cleared or the player is eliminated. After completing each of these hordes, a chest containing rewards is dropped. This greatly improves variation per island and also creates a more intense and action packed game loop.

Bugfixes


As part of the journey towards a stable release, I had to face the mountain of bugs that had stacked up over the last few months, big and small. After a 3 week bug fixing marathon I'm happy to say that all currently known bugs have been fixed! While fixing these bugs, many quality of life improvements have also been made. Lesson learned: fix bugs as soon as they are found!

That's all for this update, thanks for reading!

Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/