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Solar Purge News

Update 0.2.5 Hotfix

v0.2.5.2

Bug Fixes
  • Fixed a bug causing players to load into the Genesis II Station level without a character mesh, skills or weapons
  • Fixed a bug causing the Spyder Queen Boss in the Training Room to continuously drop falling rocks and shake the game camera

Update 0.2.5

v0.2.5
[h2]Campaign[/h2]
  • New Level: Genesis II Station
    • Explore the only safe area in the Nova Genesis system
    • Meet Lt. Anwar, staff officer of the station
    • Begin to discover the universe of Solar Purge by talking with the crew in the Command Center
    • Learn about the dangers of the planet Titus below and activate the Training Simulator in the Archives
    • View your ship in the Hanger
  • Lockjaw Prison
    • Added character voiceover for the Lockjaw Prison Attendant
    • Streamlined art and visual effects throughout the level
    • Adjusted geometry on the edges of the mining floor to prevent players getting stuck between the large shipping containers and the fencing
    • Updated objectives to better guide the player through the second half of the level
    • Fixed several cases where the Assassin could Warp Dash off the edge of the map or into crevasses between level geometry where it was impossible to escape
    • Solved an issue where all player characters could fall off the map in the Military Warehouse in Cell Blocks
    • Fixed an issue where minimap sector names were not updating properly when jumping off of short ledges
    • Improved flying enemy navigation
    • Added more falling debris during the middle stages of the Cell Blocks
  • Training Room
    • Integrated into the Space Station campaign level (it is also still available as a selection in the Main Menu)
    • Updated the Armory rooms to include all available in-game weapon types
    • Simulation Library now contains the updated Security Drone as seen in-game
    • Added Respawn Points to both Armories, the Explosive Training Course, the Boss Zone, and the Basic Training mission select hub
    • Made small cosmetic updates to level geometry to prevent the player disappearing from view behind tall walls

[h2]Holochamber[/h2]
  • Players in the Asteroid Mines boss room should no longer get caught on the raised, angled floor tiles
  • Adjusted wall spawning logic in Asteroid Mines HC
  • Desert Caverns HC uses a new lighting scenario and minor scenery updates
  • Reduced the total number of enemies that spawn during the Master Sentry boss encounter in the Caldera Platforms HC
  • Adjusted the boss encounter enemy spawn list in Jungle Ruins HC
  • Standardized descriptive text and font size on all Holochamber settings in the Main Menu
  • Reduced the spawn rate of enemies in boss encounters from 10 seconds to 15 seconds
  • Players now have the option to restart a HC level without returning to Main Menu

[h2]Characters[/h2]
  • New Character: Lt. Anwar
    • Staff officer of the Genesis II Station
    • Located in the central Command Core
    • Third in command, and the player's main contact point between planetary missions
  • Engineer Class
    • Spider Bots Skill
      • This change aims to reduce the Spider Bots' uptime while retaining their level of lethality
      • Tier 1 (Base)
        • Bot count: 3 bots
        • Damage: 1000 per hit
        • Duration: 20 seconds
        • Cooldown (starts on skill cast): 50 seconds
      • Tier 2
        • Bot count: 3 -> 5
        • Damage: 1500 per hit
      • Tier 3
        • Cooldown: 50 -> 40 seconds
        • Bots damage enemies upon expiration (explosion damage: 1750)
    • Healing Drone Skill
      • This change aims to make the Healing Drone a stand-out skill that is worth investing in and gives an immediate, noticeable effect
      • Reduce healing drone movement lag
      • Tier 1 (Base)
        • Initial HP regen: 35% max HP
        • HP regen rate (every 0.5 seconds): 6%
        • Duration: 10 seconds
        • Cooldown (starts on skill expiration): 20 seconds
      • Tier 2
        • HP regen rate: 6% -> 9%
        • Revives defeated players within the Area of Effect (once per player, per skill duration)
      • Tier 3
        • HP regen rate: 9% -> 12%
        • Grants invulnerability to affected players for 5 seconds (once per player, per skill duration)
        • Removed enemy damage effect
  • Stryker Class
    • Remote Charge Skill
      • Fixed an issue where Stryker’s Remote Charge skill would deal significantly more damage than expected

[h2]UI[/h2]
  • Updated player character icons
  • Updated character icons for Prison Attendant and Skorlac Pirate
  • Added character icon frame to dialogue box

[h2]General Updates[/h2]
  • New sound fx for Skorlac blaster weapon
  • Fixed logic preventing enemy pain animations
  • Fixed enemy nav / collision issue on Observation Walkway before Atmospheric Control
  • Fixed bug preventing NPCs from opening doors
  • Fixed interactive console minimap marker off-screen indicator bug
  • Reduced sound fx during door opening and closing animations
  • If for whatever reason players fall off the edge of a level map, the player character will now die and then respawn at the most recent checkpoint

Update 0.2.4

v0.2.4
[h2]Campaign[/h2]
  • Part 2 of the introductory mission Lockjaw Prison is now live!
    • Make your way through the Lockjaw cell blocks on your way to the asteroid surface hangar
    • Survive a pirate invasion as you head for the escape craft
    • Face off against fully functional Warden bots

[h2]Holochamber[/h2]
  • NEW Holochamber map: Lockjaw Mining
    • This Holochamber features enemies introduced in the Lockjaw Mining portion of the campaign
  • Boss encounters have been updated
    • Boss fights now periodically spawn enemies
    • Players can now begin boss fights by walking into the red hologram located in the arena
    • Updated Jungle Ruins Boss room layout
  • Floor progress gains from completing missions now scales with the current floor by mission type and floor number
    • Successive floors require more points to complete, making higher floors last longer
    • This will incentivize completing more missions on each run
  • Experience points awarded by missions now scales with the current floor, with different base values for each mission

  • During Collector and Looter missions, enemies will only drop health, ammo, and any other mandatory items. Weapons, credits, and experience points will not be rewarded by enemies during these missions.

  • There is a 5-second delay before enemies spawn when entering a new floor

  • Drills in Titus Caverns Holochamber are now animated

[h2]Enemies[/h2]
  • New enemy: CT-G1 Warden (fully functional)
    • Enemy type: Robotic stage boss
  • New enemy: Skorlac Warrior
    • Enemy type: Alien mid-range skirmisher
  • New enemy: Cal'lun Goblin
    • Enemy type: Alien melee fighter
  • Spyder Queen
    • Queen's damage is now affected by damage multipliers (difficulty, num of players, HC floor, etc). Because of this, the base damage of her attacks has been adjusted
    • Lightning Strike (Roar Attack): Reduced damage from 300 to 90
    • Static Slash (Stab Attack): Reduced damage of thunderbolts from 200 to 80
    • Discharge Quake (Jump Attack): Reduced damage of thunderbolts from 150 to 70
    • Discharge Quake (Jump Attack): Reduced damage of AoE from 300 to 200
    • Queen's thunderbolts spawned by Static Slash and Discharge Quake will only do one instance of damage to a given player, per thunderbolt
    • Thunderbolts spawned by the Static Slash attack now have a slight V-shape pattern to make them slightly easier to evade

[h2]Weapons[/h2]
  • Damage and crit modifiers based on rarity have been adjusted
    • Rare weapons: Damage multiplier reduced from x4.25 to x4
    • Legendary weapons: Damage multiplier reduced from x5.5 to x5.25
    • Legendary weapons: Crit chance reduced from 12% to 10%
    • (Developer note: Exotic weapon stats are categorized along with Legendary weapons)
    • Added Minigun power weapon (Campaign only)

[h2]Characters[/h2]
  • The Assassin has a new character model
    • In-game player model and UI portrait now feature finalized version

[h2]UI[/h2]
  • Updated News feed on Main Menu
  • Nintendo Switch Controller button swapping option in Controls Menu (A&B swapped, X&Y swapped)
  • Updated gamepad control scheme image reference to include camera zoom and emotes
  • Added Main Menu Loading screen

[h2]General Updates[/h2]
  • Engineer now starts with Assault Rifle
  • Added shield damage effect on player character model

Solar Purge Remote Play Together Event

Join the devs for a special Solar Purge stream as we celebrate the Steam Remote Play Together event with community ride-alongs via Steam Remote Play! No copy of Solar Purge necessary, just hop in with a controller and join us for the ride!

March 28th at 7:30 PM CST

Update 0.2.3

Hey everybody, the third major update is now available! Lots of tweaks to Holochamber, including a new spawning method, as well as to Sandbox mode!

[h2] GAMEPLAY CHANGES [/h2]

[h3]Training Room[/h3]
  • Players can now fast-travel directly to the Test Range and Combat Training Armories and get into the action right away

[h3]Holochamber[/h3]
  • Enemy wave configurations have been updated in the following Holochamber maps:
    • Caldera
    • Jungle Ruins
    • Caverns
  • Enemy spawn density per wave has been increased
  • New Spawning Method
    • Improved spawn timing consistency
    • Adjusted spawning mechanisms to prevent enemies from overwhelming players and keeping them constrained to one area for most of the floor run
    • This change also encourages players to explore more of the floor in order to complete objectives
    • Enemy spawn rate increased across the board except for during the Looter Mission (it is tuned separately)
    • Looter Mission now causes the spawn rate to decrease when active.

[h3]Sandbox[/h3]
  • Prison Guard (Baton bot)
    • Baton base damage reduced
  • Prison Enforcer (Shotgun bot)
    • Shotgun pellet damage increased
    • Shotgun pellet range decreased
  • Egg Sacs now spawn Grub eggs

[h3]UI[/h3]
  • Early Access Roadmap button added to the Main Menu

[h3]Misc[/h3]
  • Added camera zoom cycling for gamepad using up on the D-Pad




[h2]BUG FIXES[/h2]
  • Fixed navigation and collision issues in Lockjaw Prison Part I
  • Fixed an issue where the total credits value was not updated after being spent in a kiosk
  • Fixed an issue where grubs spawned at enemy level 0 from Egg Sacs in the Holochamber
  • Fixed an issue where the Prison Mech Boss was not being tracked by the camera
  • Fixed an issue where extra enemies in the Prison Mech Boss fight could kill players after Mission Completed
  • Fixed the no-collision issue with canister carts in Caverns HC
  • Fixed an issue causing enemy health values to increase at a higher-than-intended rate, which gave rise to other issues such as ammo economy and combat encounter duration
    • We will be monitoring this change and make adjustments as needed
    • There is a comprehensive sandbox balance pass planned for a future update
  • Fixed an issue where burst weapons could fire more projectiles than capacity, leading to negative ammo
  • Fixed an issue causing "Objective Complete" and "Anomaly Detected" text to overlap in some cases
  • Fixed an issue allowing enemies to spawn after the "Anomaly Detected" wipe if the floor progress is "Awaiting mission completion"
  • Fixed an issue in campaign preventing enemy damage scaling by level
    • Enemies should now do more damage in campaign as their level increases