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The Void Rains Upon Her Heart News

v7.11a

v7.11a - September 12th, 2022
-Added voice sound bits for Rendy and Snowball
-Bug fix: Max energy gained from the Battery bonus gift would be lost when gift effects were refreshed
-Bug fix: Crit Rate gained from Blood Glyph did not wear off when the card did

Cardiac Event Recorder - Update #60

I got 2 new shiny battle events for you this week!

Early Access updated game version to v7.11
[h2]Content Added [/h2]

  • 2 new events (Total: 30)
  • 2 shiny new battles (Total: 90)
  • 4 new dreams to fulfill (Total: 591)
  • 3 new power gifts (Total: 511)
  • -1 quick gifts? (Total: 75)

[h2]Updates and tweaks [/h2]

  • The former quick gift, The World, has been changed into a power gift with a related effect
  • The 3rd character is now unlocked at rank 15 in quickplay (swapped the unlocks for rank 15 and 20)
  • Friend Spiral now affects up to 20 helpers
  • Increased the frequency of Shiny Joule's glyph helpers and slightly increased her score medal goals

[h2]Bug Fixes[/h2]

  • Typos and stuff


[h2]Coming Up for v7.X[/h2]
Reminder of how much content is left to do

5 remaining common monsters

  • Shanx
  • Alter Shanx
  • Guardian Soul
  • Chionotoh
  • Ventra

13 events remain (3 are shiny battles)

  • Knot Knott
  • Roundsaw
  • Photoxai
  • Hematoren
  • Chemory
  • Hadesoh
  • Astrayo
  • Prisma
  • Syncron
  • Vitrea
  • (Plus 3 more that I don't want to reveal yet)

In addition to this, there are a few more gifts that affect charged attacks and their energy. A lot of their effects are already programmed in, but the hardest part of new gifts is figuring out their art and writing the memory lore.

ːradiantheartː ːradiantheartː ːradiantheartː

Cardiac Event Recorder - Update #59

[h2]New Monster![/h2]
The last Veyeral, Storm Veyeral, has finally joined the group of lovable monsters!

[h2]Game is now 64bit[/h2]
The tool I use to create this game, GameMaker Studio, will no longer support 32 bit games. Specifically, the part that connects the game to Steamworks and allows the achievements to unlock will no longer function if the game is 32 bit. From now on, I will have to build in 64bit so that everything functions correctly. This shouldn't have any real effect for the vast majority of you, unless you have been playing this on a 32bit version of Windows 7 or anything older than that.

I never actually realized that I was building this game in 32bit the whole time. The system requirements on this game's store page do specify a 64bit processor, so I really really hope no one bought this game on a 32bit machine! But just in case, I have added a beta branch that will still allow the last 32bit version to be played.

There have been reports of achievements not unlocking for some people. This has been traced back to running this game on Linux with Proton or on a Steam Deck. This may be related to the 32bit thing and I would love to find out that this change fixes that issue.

Early Access updated game version to v7.10
[h2]Content Added [/h2]

  • 1 new monster to love! (Total: 88)
  • 2 new dreams to fulfill (Total: 587)
  • 3 new power gifts (Total: 208)
  • 1 new bonus gift (Total: 61)

[h2]Updates and tweaks [/h2]

  • Added a Thorned Monster category to the collection
  • Pebble's effect was reverted now that there are new gifts that can affect charge energy
  • Added an activation sound to Spark Thorns' effect
  • Changed the requirements for 2 shiny monster score dreams
  • Slightly increased the medal score goals for all shiny battles
  • The health of Sentinel's vertical beams have been reverted, but they will now move in wave patterns at higher levels
  • Slightly raised the position of Null Blot's movement path

[h2]Bug Fixes[/h2]

  • Spark Thorns' effect can no longer be activated during the battle intro


[h2]Coming Up for v7.X[/h2]

Only 5 common monsters are left!

  • Shanx
  • Alter Shanx
  • Guardian Soul
  • Chionotoh
  • Ventra

I will say that I am saving Shanx (both) for last!

15 events remain (5 are shiny battles. Can you guess who?)

  • Knot Knott
  • Rendy
  • Snowball
  • Roundsaw
  • Photoxai
  • Hematoren
  • Chemory
  • Hadesoh
  • Astrayo
  • Prisma
  • Syncron
  • Vitrea
  • (Plus 3 more that I don't want to reveal yet)


Next up is at least 2 shiny battles that I almost had ready this time!
Plus a few more gifts that modify charge attacks.

ːradiantheartː ːradiantheartː ːradiantheartː

Cardiac Event Recorder - Update #58

[h2]New Charged Attacks![/h2]
The response to the beta in the past month has all been positive. It's time to release it live to everyone!

To anyone who is in the beta branch right now, you must switch back to the standard branch to get this update. After you leave the beta DO NOT switch back to the beta again or you risk losing progress from new content on your save file.

Early Access updated game version to v7.9
[h2]Content Added [/h2]

  • 1 new event to find (Total: 28)
  • 1 new monster? (Total: 87)
  • 2 new dreams to fulfill (Total: 585)
  • New charge attack system with an energy bar

[h2]Updates and tweaks [/h2]

  • Shiny monsters will now bump you away if you touch them
  • Shiny joule's collision zone is expanded to her energy rings
  • Small tweaks to Shiny Joule and Shiny Momo's attacks
  • Increased motes from broken parts in Shiny battles and raised their medal score goals
  • Due to the collision changes in shiny battles, their quickplay high scores have been reset to 5000 if they were higher (You can still set a new score higher than this)
  • Charge Type D: Can't cancel charging anymore
  • Charge Type D: Holding the charge button will hold the shot until released
  • Increased the health of Sentinel 4X/0X elemental beam nodes
  • Increased the delay for the Spark Thorn effect
  • The Chaos Bonus effect from Masterpiece and Chaos Glyph can now stack to gain multiple random effects per battle
  • Put a limit of 4 Glass Hearts on the Chaos Bonus effect
  • Clarified how Chaos Bonus chooses the +3 krama effect in the Gift Effects page
  • Changed the Garden Blessing dreamscape to better contrast the many radiant battles that happen there
  • In Quickplay, power stars equipped over the level score limit will be tinted pink

[h2]Bug Fixes[/h2]

  • Nothing new since the last version on the main branch


Coming in the next update are many new gifts that affect the new charged attacks and energy recharging. The effects are all done, but I need to make card art for them!

Thank you all who participated in the beta!!!
ːradiantheartː ːradiantheartː ːradiantheartː

Important Cardiac Event - Charged Attack Beta

So this is going to be a tough one. I've always felt that the Charged Attacks were my biggest design flaw in this game. The whole reason that normal shots don't require holding a button is because it always felt unnecessary in other games. What's the point of making you hold a button all the time for an action that you always want to be doing?

Charged shots were meant to be used more sparingly, but I designed them with no real limits. If you got really good at the rhythm, it was always clearly the best choice to constantly use them. (This is mainly focusing on the Heart and Star shots) The problem is that this makes players feel like they HAVE to play this way in order to optimize damage per second. Even if it's less fun for them and even if it causes pain in their hands. I never really intended it to be this way, but I always felt like it was too late to change it.

But it's not too late! THIS is exactly why early access exists! You're all here knowing the game isn't finished and you understand that I want to make this the best game that it can possibly be for as many people as I can. I want charged shots to feel more special. I don't want them to be something you HAVE to do all the time for the sake of damage per second. I want charged shots to be fun for everyone and not a tedious test of endurance. So I've finally gone and done it. I've changed the charged attack system!

But I still need some feedback on this from YOU most dedicated players who read all the patch notes! So, this week's update is going on a beta branch.

This is how you access it:
-Right click the game in your library and click "Properties"
-In the popup window, click on the Betas tab
-Enter the access code, bigheartburst
-Click the check code button
-Now change the branch from "None" to "public_test"
-The game should instantly update to the test version!

[h2]Changes to the Charged Attacks[/h2]

  • Charged Attacks now use an energy bar
  • Energy regenerates over time while you are not charging
  • You can still fire charged shots without energy, but they are much weaker
  • Breaking any monster part or obstacle will instantly recharge one shot
  • Big Hearts are now a triple burst if fired with energy
  • Feather Balls now pierce through targets if fired with energy
  • Star Bursts are no longer tied to the star rate bar
  • Friend Beams charge faster and deal more damage over a shorter duration
  • Most charged attack gifts have been changed
  • There are now 6 control types in the options menu including several that autofire
  • You can set up a button to toggle between any 2 control types quickly during battle


Accessibility has always been very important to me and I know the old charge system was too much and too painful for some players. That is why I've added so many ways to control the charged attacks now! But simply putting these options on the old system was a balance nightmare. That is what finally convinced me to try to fix this whole thing at the root.

I need your feedback on this one as this is probably the biggest shift in balance that this game has ever seen. Keep in mind that I'll be adding more gifts for charged attacks soon and I can go a little more wild with them now that they are more situational!

ːradiantheartː ːradiantheartː ːradiantheartː