Hello everyone! We're making this post for a couple of important reasons:
* First - The development is still actively going, and we're slowly moving towards having a more or less clear release date (should be around 2018 Q1)
* Second - There are tons of new stuff we'd like to show off!
* Third - We'll be soon launching an Alpha version, stay tuned for more info!
Overall:
The game won't feature permadeath (at least not in the campaign mode, or perhaps only on the last difficulty). There'll likely not be an experience or character level-based progression system - but exploring, solving some puzzles, finding secret locks or keys and collecting/using items are definitely in.
Levels are now fully static ,with difficulty governing amount and types of monsters available, as well as their speed and inflicted damage - we're still considering adding random-generated levels as a special game mode, but the full-static campaign is a priority. Some of the levels will act like "Hubs", and connect a series of sublevels into a single super-level. The alpha will include 3 levels to complete, each with a few secrets and almost half of the game's arsenal available.
Here's one of the first levels as seen from outside the bounds.
Monsters:
Many new monsters were added, with varying abilities and attributes - flying, shooting ricocheting projectiles, homing projectiles, firing a wide spray of projectiles, creating shockwaves, summoning minions, teleporting and some more.
Weapons:
Every weapon will have an alternative firing mode, which is only unlocked by collecting an upgraded version of it - for example, Cobalt Staff is the 2nd weapon; without it, collecting either Cobalt Staff or Azure Rage (upgraded 2nd weapon) will yield the basic 2nd weapon. But if you already possess the basic 2nd weapon, collecting Cobalt Staff will yield just blue mana, while collecting Azure Rage will unlock the alternative firing mode for the 2nd weapon.
Special effects from weapons include freezing enemies, which stuns them, setting them on fire, piercing through enemies, pushing them away or chain-jumping between several different enemies.
Also - kick the living crap out of them!
Gibbing:
The gibbing system was upgraded a bit further.
Items:
Destroy enemies with special power-modes activated by consumable items!
Oldschool modes:
The game will feature special game/graphics modes - Gameplay pixelization, Full pixelization and Fractured Animations. First two are designed to imitate low-resolution and/or low color depth of gameplay and gameplay+UI, respectively. The third one imitates old, low-framerate "sprite" animations for enemies and weapons. When combined, they can have a serious impact on game's overall feeling, although they might be raising the overall gameplay difficulty a bit.
Subscribe to our steam page to stay tuned for updates!
PS:
Hell yeah, desrtuctible stained glass!