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Update 0.6.0 Livestream

Hey mercenaries! Here's the latest stream from this past Wednesday featuring some of the new features in Update 0.6.0. Check it out!

The game is also 30% off during the SHMUP Event which ends Monday Oct. 2nd!

[previewyoutube][/previewyoutube]

LOUD VOLUME WARNING at 28:00 and 52:30!

Update 0.6.0 Patch Notes

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Hotfix 0.6.0.1

Hotfix v0.6.0.1

Bug Fixes
  • Fixed a Secret logic bug causing campaign save data to be overwritten


Titus
  • Temporarily removed the secret as it was causing save data issues


Holochamber
  • Fixed an issue where pausing the game in Holochamber would appear to reset score


Oterion City
  • Fixed a series of material errors on several art assets that were still using the placeholder material

Update 0.6.0

v0.6.0



Campaign
    New Level: Planet Rygar Part 1
    • Explore the outer edge of the Nova Genesis system
    • Battle your way across the planet’s permanently frozen surface
    • Search for heat sources to avoid the lethal effects of the blizzard
    • Discover deadly new artillery to even the odds against a host of new enemies
    • Gain access through the System Map after completing the final mission on Oterion


Holochamber
    Extinction Dungeon now available in the start rooms
    • Features a much harder experience
    • Player levels are maxed out; legendary weapons dropped
    • Enemies deal significantly increased damage
    • This concept may be expanded upon in the future or even transferred into a standalone variant of Holochamber: Arcade
    Enabled Arcade Scoring for Holochamber Arcade
    • Enemies add score based on their internal enemy value
    • The higher the current floor, the higher the score multiplier will be
    • More ways to earn score will be added in the future




Characters Skills
    Juggernaut
    • New Skill: WASP Drone
      • Weaponized Autonomous Support Platform
      • Deploys a mobile support drone that fires independently and increases its fire rate as Juggernaut’s primary weapon magazine gets lower
      • This rate of fire is maintained even when switching to a power weapon!
    Stryker
    • New Skill: Combat Stim
      • Boost weapon damage for a limited time
      • Causes a small amount of HP damage on use
    • New Skill: Speed Stim
      • Boost movement speed for a limited time
      • Boost reload speed for a limited time




Weapons
    New Laser Weapons
    • High damage, relatively low magazine power weapons with incredible range
    • The Laser Rifle is designed to clear out a group of tough enemies
    • The Laser Beam is perfect for precise targeting on hard targets across the battlefield
    • A specialty of the new manufacturer Tawhiri but also available from Kadru, Nazuna, Olorun, and Wolf
    Added New Manufacturer: Tawhiri Directed Energy
    • Specialize in high damage at any range
    • Highly effective against all four enemy types
    • Produce only Laser Rifles and Laser Beams
    • (Currently only available in Campaign mode on Rygar – full Holochamber implementation is coming in a future update)


General Updates and Fixes
    Gameplay
    • Secrets backend logic has been added. Expect to start seeing more secrets in future updates. There are a few currently in the Genesis II Station and on Titus as tests.
    • Updated footstep audio system for Player Characters
    • Added blob shadow for Player Characters and NPCs
    • Fixed Player Characters’ unarmed animations and blending
    • Fixed an issue causing players to load into the game with lower health and shields than intended
    • Fixed an issue preventing Lv 0 players from receiving stat increases on their first level up (Offense, Support, Special)
    • Fixed an issue allowing weapons to utilize Aim Assist without using the Laser Sight
    • Fixed an issue causing the Campaign save game logic to overwrite pre-existing Mission Objectives and Completions
    • Fixed issue causing Interactable objects to not work properly
    • Fixed an extremely rare bug where if a player selected New Game from the Campaign sub-menu, backed out, then selected Continue their save data, while not deleted, would not load
    UI
    • Decreased Enemy HP bar size to de-clutter screen
    • Updated mission failed procedural screen to match campaign failed screen
    • Fixed issue where "Upgrade" and "Assign Skill" inputs would override Skill Details screen
    • Full screen map now has a "Close" button
    • Full screen map now shows map Sector info
    • Increased skill icon size on HUD
    • Skill error flash now is now easier to see
    • Fixed Graphics Menu “Resolution” button missing info bug
    • Updated slider option background to match the button hover texture
    Lockjaw Mining
    • Updated the first console to say "unlock control room door" instead of "unlock door control room"
    • Fixed some off-center art on the stair landing after Loading Zone A
    • Solved some persistent collision issues on staircases
    Lockjaw Cell Blocks
    • Updated the minimap with borders and increased opacity
    • Fixed a bug in the Atmospheric Control Room where the Fan Control terminal was activating too early
    • Optimized several lights
    • Added new carnage to the lower walkway areas in Cell Blocks A and X where Wardens are engaging pirates and/or prisoners
    • Other minor art updates throughout
    Titus
    • Updated collisions to prevent players from getting stuck in the starting area
    • Fixed collision issues in the Sinkhole where players could climb up the wall and become permanently stuck between stalagmites and the wall
    • Fixed even worse collision issues in the Sinkhole where the player could “climb” the wall and ultimately fall out of the map
    • Closed off access to the underground river for both story reasons and to prevent players from entering unintended areas of the map (enemies are immune to Titus’ toxic water, making these encounters slightly more challenging than before!)
    • Provided Stingers spawning over the large pit in the Sinkhole with nearly twice as many navigation options to reach the player
    • Slightly adjusted art in the caves to stop an issue where players would repeatedly “fall” causing an unwanted series of sound effects
    • Fixed a potentially game-breaking bug where players could walk around the East Gate, permanently ruining their mission progression if they reached Site 4 and spoke with Cpl. Tych
    • Updated grammatical and logical errors in dialogue for Cpl. Tych
    • Fixed an issue where players could fall into a sunken area near the tree between the Crystal Gorge Bridge, Drill Site 5, and Supply Storage
    • Updated collision on all the cliffs at Site 4 to prevent the player Warp Dashing or falling off into unintended areas or becoming permanently stuck
    • Cleaned up the collision on the locked staircase leading from Site 4 to the Lagoon Zone
    • Updated lighting
    • Solved an issue where dust decals on top of the shipping containers at the Supply Storage site were overlapping onto the Supply Crate and Crane
    • Fixed an issue where players could jump into the Crystal Gorge without updating their current location sector on the minimap
    • Massive art update to the Crystal Gorge – it should now live up to its name
    • Made major under-the-hood improvements to art in the Crystal Gorge which should improve frame rate there for players on older hardware (more optimization to come in future updates)
    • Improved collision at the end of the Gorge by the Battery which could cause players to repeatedly “fall” on seemingly flat terrain
    • Solved a collision issue that was allowing players to get behind the water tank at the end of the Gorge
    • Added new lighting down the length of the Crystal Gorge
    • Fixed an issue where the rocks blocking the path to the underground tunnels had no collision
    • Fixed an issue where some of the rocks blocking the path to the underground tunnels were not getting destroyed as intended
    • Corrected a scaling error causing the destroyed military robots throughout the level to have disproportionately small legs and feet
    • Improved fx particles on the destroyed military bots in the underground tunnels
    Titus Queen’s Nest
    • Updated art in the boss chamber
    • Slightly adjusted the player start locations to try and prevent a rare bug where players would spawn inside of the wall
    • Added minimap (the "visited" color change is disabled for this minimap)
    • Enemies cannot spawn after the boss is defeated
    • Lowered Boss Power level from 20 to 15
    • Boss now has a segmented HP bar
    • Egg sacs surrounding arena will now explode at HP thresholds 1 and 2
    • New sub-area available after defeating the boss!
    • New final objective after entering the new sub-area!
    Oterion Wetlands
    • Updated art near the Lost City Gate
    • Fixed some floating rocks in the Survey Zone
    • Adjusted the stairs on the way to the Lost City Gate to facilitate smoother movement
    • Toned down enemy encounters near the Lost City Gate
    Oterion Ruined Sanctum
    • Removed several blockout and test art pieces that were still visible at the back ledge by the first interior door of the Outer Court
    • Fixed some issues with the miniboss encounter at the Outer Sanctum
    • Improved art on the moving glyphs in the miniboss chamber
    • Cleaned up some minor issues with the guideline art throughout the level
    • Updated collision on several piles of rubble
    • Solved a rare but game-breaking bug where the player could fail to activate the exit walkway from the Puzzle Path in the Inner Court due to behavior in the first puzzle chamber
    • Significantly decreased the number of enemy spawns in the Infested Corridor on Easy, Normal, and Hard difficulty settings
    Genesis II Station
    • New Area: Dr. Hadley’s Lab!
      • After fully completing Titus the player can now visit Dr. Hadley in her lab while between missions
      • This will ultimately be where players can start quests, unlock secrets, and get to know the brightest (if one of the more scattered) minds on the Genesis II Station
      • (Hadley’s current model and dialogue profile picture are not final)
    • Updated dialogue on all NPCs after completing Titus! Many characters are in new locations, and some will respond differently to different player characters
    • Work on Post-Oterion dialogue is currently underway, and is already available for quest-giving NPCs
    • Made major updates to the chained dialogue animations on all moving NPCs, resulting in a much more natural look and feel (This is still a work in progress but most patrolling NPCs now use this new system)
    • Fixed a lighting issue causing some art and NPCs to appear very dark in-game
    • Unlocked the ring door leading from the Archives Ring to the Executive Ring
    • Unlocked the main hallway door leading from the Command Center to the Engineering Ring
    • Updated art in the Barracks Ring (now visible from the far edge of the Executive Ring) for consistency with other station ring area art
    • Major updates to art in Engineering; currently it is only slightly visible to players but will be fully accessible in an update this autumn
    • Fixed an issue where some NPCs were still using the legacy dialogue system, which could sometimes impact their interactivity with the player character
    • Significant art update to the Holochamber with new prop lights throughout and outer walls to match the rest of the rooms on the station (this remains inaccessible in Campaign mode for the time being, however)
    • Art updates throughout the station, especially in the outer ring areas
    • (Hopefully) solved a long-running issue causing NPCs in the Command Core to trigger the “sector” readout on the minimap
    • Fixed a major navigation bug in the Archives that was preventing NPCs from patrolling as intended
    • Fixed several minor navigation bugs in the Archives that were preventing NPCs from correctly interacting with objects
    • Solved several issues where NPCs seated at desks were severely clipping through their keyboards
    • Fixed a logic error that was preventing players from accessing their Vault while on the station
    Holochamber
    • Max level updated to 50
    • Extinction Dungeon option now available in start rooms
    • Fixed an issue allowing unclaimed Function kiosks to spawn on top of one another
    • Enabled Arcade Scoring for Holochamber Arcade
    • Updated dungeon spawning behavior for Desert Caverns
    • Fixed a bug in Desert Caverns where some Spyders would spawn without animations or enemy AI
    • Updated lighting and post-processing in the Desert Caverns to match up with Campaign
    • Added new lighting effects to the Desert Caverns


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Update 0.6.0 Preview

Hey mercenaries! The team has been hard at work on the next major Update 0.6.0, which will be available very soon! Here's a little taste of the new features and additions.

[h2]New Campaign Planet Rygar[/h2]



Continue the story on the dangerous and frigid planet Rygar Part I. What secrets will you find beneath the ice and snow?

[h2]New Weapon Types and Manufacturers[/h2]




Laser weapons are coming to Early Access! A fan favorite from the SP closed alpha, laser rifles and laser beams are returning to melt everything that stands in your way. You can find these drops on the new Campaign Planet Rygar. We are also introducing the new Manufacturer Tawhiri, which specializes in high energy weaponry.

[h2]Genesis II Station Updates[/h2]



NPCs have brand new dialogue after completing the Titus missions. We're also unlocking new zones including Dr. Hadley's Lab!

[h2]New Class Skills[/h2]



Juggernaut WASP Drone
Deploy a mobile support drone that autonomously fires faster when primary weapon ammo is lower!



Stryker Stims
Use the Combat Stim to deal more weapon damage. Use Speed Stim to flank your enemies and gain the upper hand!

[h2]Campaign Save System Updates and Fixes[/h2]



We have made major progress on fixing and updating the Save game system, which should help alleviate quite a few current issues and make for a smoother experience.

While in Early Access, you will see quite a few bugs and issues with many of these underlying systems. Each update on the path 1.0 will iron out the kinks and anomalies, but may cause some undesired behavior. We appreciate all of the feedback from the community boards here on Steam and our Discord server. If you find any bugs or issues, let us know! We want to make this a fantastic experience for everyone, but it does take time. Thank you for your patience and support!

There's much more to come in Update 0.6.0! Stay tuned!

Joining Our Community Click here to join our Discord server!

Update 0.5.4

v0.5.4



Weapon Perks
  • New Perks: Cool Offense, Cool Support and Cool Special
    • These perks will reduce skill cooldowns for any currently equipped skills in that particular category
    • The effect stacks if the player is holding both a primary and secondary weapon with the same perk!
    • For now these are exclusive to weapons from the Nazuna Group, although an as-yet unreleased manufacturer may also gain access to them in the future
    • New Perk: Zapper
      • Enemies damaged by the weapon will have a chance to chain static damage to other nearby enemies
      • Look for Zheng and Kadru weapons to try out this new form of crowd-control
    • New Perk: Megaton
      • This perk increases the blast radius for explosive weapons including Rocket Launchers and Grenade Launchers
      • It can be found on explosive weapons from the Chatka Collective and AzTek
    • Manufacturer Perk Rebalance
      • All of the perks have been adjusted depending on Manufacturer to provide players with unique and strategic options:
      • AzTek weapons have new incendiary potential across the board and other various new perks
      • Chatka weapon libraries now all have the ability to damage Bots and Bugs as intended, while explosives can potentially cover a much larger AOE
      • Kadru drops are now much more chaotic with the ability to roll almost any non-specialty perk, sometimes matching up into highly synergized combos and sometimes…not
      • Nazuna weapon perk libraries have been totally redesigned to help players with a Skill-heavy playstyle (much of their old perk library has been folded into Olorun)
      • Olorun weapon libraries have all gained the potential to improve critical hit chance and have more highly curated and synergized perks on a per-weapon basis (this comes at the cost of ammo-expanding perks of all kinds, which have been removed from the Manufacturer)
      • Wolf weapons that were not previously allowing for Bot Damage or Full Auto are now able to roll those perks as intended
      • Zheng weapons were not able to roll Beast Damage on most weapons but this has now been fixed; their entire family of primary weapons now also has access to Brawler and Zapper to promote their close-quarters playstyle


Holochamber
  • Reduced intensity of some spotlights in Titus Holochamber


General Updates and Fixes
  • Gameplay
    • Adjusted the collision handling for spawning for players
    • Adjusted the player start locations in all Holochamber maps
    • Fixed an issue preventing Character Stats (Offense, Support, Special) from being restored properly to the character when loading a save file
    • Added lights to interactive console desks
    • Fixed security gate logic for locking
    • Player Skills have been updated to use and display the correct categories (Offense, Support, Special)
    • Triple Shot Weapon Perk now fires ancillary projectiles without bullet spread
    • Reduced poison dart trap audio volume
  • Lockjaw Mining
    • Updated minimap
  • Titus
    • Updated some character dialogue for clarity and improved readability
    • Fixed an issue causing Tych’s helmet and gear to receive unintended decal materials
    • Slightly adjusted the transition point into the Northern Cave by Site 4
  • Oterion
    • New minimap for Wetlands
  • Oterion Lost City
    • Updated the music with a new percussion track starting in the Grassy Clearing!
    • Fixed a collision issue near the start where players could get stuck behind tree roots
  • Oterion Ruined Sanctum
    • All-new music throughout the level!
    • Minimap is now available for the entirety of the level!
    • Updated the Outer Sanctum miniboss room with new and improved artwork
    • Fixed several issues in the Antechamber and the Outer Court where the player could get outside the bounds of the map
    • Solved a long-standing issue where open doors would still display the button prompt to “Open” when the player crossed the threshold
    • Updated floor collision at the start of the Combat Path and Puzzle Path where some players could get stuck / be forced to dodge roll
    • Fixed minor art and collision issues
    • Added mysterious new cutscenes both before and after the miniboss encounter
  • Oterion Guardian Sanctum
    • Added a Minimap
    • Fixed a bug that was keeping Dr. Hadley’s dialogue from appearing


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