The time has come! Aqua Lungers is now in Full Release! For this weekend only, the price will remain at $7.99 and will then be going up to $14.99, which is the full price.
For the uninitiated, Aqua Lungers is a competitive treasure hunting game for up to 4 players in splitscreen 2D worlds! Key Features include:
1-4 Players, co-op or comepetive
Tight, Responsive 2D controls
Vibrant, Colorful 2D art
18 Challenging Stages
6 Savage Bosses
For those who have participated in Early Access, you'll find many updates which include the following:
Homing projectiles not longer follow team mates
Shield no longer takes damage if deployed after same player throws a boomerang
More reliable deposits and pickups for all treasure types
Turrets now have rotational limits
More changes pertaining to full release can be found here.
Aqua Lungers to Release August 9th!
Aqua Lungers now has a release date of August 9, 2019 for it's full v1.0 release!
The game supports up to 4 players racing their way through various 2D stages to collect treasure the fastest while contending with deadly creatures and environmental hazards.
1-4 players, co-op or competetive
Tight, responsive 2D controls
Gorgeous 2D art
18 Challenging Stages
6 Savage Bosses
There are tons of changes and fixes coming with the update that improve on many mechanics of the game as well as updates to the art. The first big change players will notice compared to the Early Access version is that the screen for character select has been updated to improve readability and general coolness.
The Level Select Map has also received updates to replace the old placeholder items for finished art. Under the hood, improvements have been made to the options menu when customizing a match.
lastly, but perhaps most importantly, are updates to the games balance. This includes adjusting each bosses skills and defensive abilities, as well as creating some new creatures to add some extra challenge and variety.
Also, the Aqua Shield item has been nerfed because it was way too good.
Updates February 2019
This round of updates has been a combination of bug fixes, new/improved features, and changes to art and content. In other words, a bit of everything.
An art pass has been made to the ice assets for their respective stages. The plan from here is to redesign the second two stages to make better use of the new art and features, so keep an eye out for that!
The next biggest change players will see is the all new player name editor which can be accessed during character select. Names the players choose will display during personalized messages such as the stats screen and the leader-board.
The other changes are mainly improvements to functionality and finish. These include new music, improved creature behaviors, and fixes that improve issues with player input. Read below for more info!
Changes Dec 2018:
new ice assets created
Players can't move as much when playing dead
new music added to swamp levels
Reintroduced boss timer
Fixed coins being dropped through barriers
created warp volumes to deal with creatures and players who end up out of bounds
fixed spawn in animations that start with colliders disabled
fixed broken win screen for teams on boss battle
camera now zooms to boss and focuses on nearest player after boss defeat
splash graphic created and applied to all creatures
fixed monsters not consuming treasure targeted during special attack
Changes January 2019:
New graphic added for boss creature that enters savage mode
Creature waypoint range is now hard coded
Game can no longer be paused while match is over
Boomerang pickup no longer damages breakable objects
Player Chests no longer spawn if inactive
Changes February 2019:
New music added for start screen, character select, and map
Updates to creature special attack system. Can now be adapted to basic/main attack
Projectiles can now target waypoints
Improved physics reset after creature ability
Switched Serpent and Fish Man bosses to each others stages
Added Chains to Fish Man
Updates to Fish Man’s animation controller
Level balance to accommodate boss changes
New abilities for serpent creature
Players now get points for doing boss damage during boss stages
Fixed win screen message not displaying correct winners and scores
Fixed menu not working when inactive controller is still connected
Controller display now automatically detects controller type
Player names can be entered during character select
New Leader-board added to stats viewer
Updates Dec 5
These past updates have mostly had to do with adding new content and balancing difficulty. While much work still needs to be done for some levels, the game now has all 18 in place! Volcano zone now has three stages, and three new Swamp stages have been created along with a matching boss.
The approach to adjusting balance is multifaceted. Many adjustments are made to improve the players movement and interactivity. In some cases this makes the game easier because the player behavior becomes a little more predictable and intentional.
Other changes to balance include adding enemies and turrets to some stages to dial up the difficulty while also adding a system for limited lives which cause the player to loose points after they’ve died too many times.
Check out the list below for a more detailed view of the updates!
Changes Sept 2018:
Destructible object system created
Jumps no longer cancel vertical momentum
Creatures will no longer ignore attacking players while chasing lure
Flame projectile now has a trail
Fixes to riding platforms
Fixes to swim behavior
New Volcano Stage Created
Start Screen adapted to work with various aspect ratios
Included music volume setting in save file
Fixed Players getting stuck when walking under ladders
Fixed player 1 cam drawing incorrectly on 2 player mode
Hints now draw behind players and enemies
Changes Oct 2018:
Fire effect added to lava
Water preference added for creatures (enables land dwelling creatures)
Jellys now have less health but attack more frequently
Blocks of ice now appear in ice level. Can freeze treasure spawners
New Swamp Stages created
Fixed bug that makes it appear as though nothing is selected when menu is opened
Menu navigation is improved
Fixed Audio for intro video
Bosses now only drop gold if score is greater than 0
Grime Reaper boss created
Creature attack cooldown applied at spawn in
Currents in level 1-C are weaker, making it possible to traverse using only fast swim mechanic
Charge attack tutorial moved to level 2-A
Fixed dynamic tail segments flying in from off screen during spawn in animation
Level timer now ends right when the boss is defeated
Shields no longer cause bosses to untarget player when attacked
New CrayFish creature created
Monsters now attack destructible objects that are in the way
Changes Nov 2018
Player can now have limited lives!
Players with no lives can respawn for a point cost
Players no longer stand on non-ground object while under water
added Unlimited lives option for completed stages
Fixed projectiles registering hits on whirlwind shield
System set up to balance lives and respawn cost in competetive or co-op play
Bosses no longer timed by default
Updated boss defeat sequence
slightly reduced difficulty for desert stages
New Dungeon boss "Devourer" created
Dungeon level art improvements
turrets added to dungeon levels
moving platforms can now be used to boost players
moving platforms can now wait for players at their start
Charge move no longer locks player aim when grounded in water
Sunken Ships can now have limited treasure
Charge attack can no longer hit any one creature twice in one use
Charge attack now does 3 damage (instead of 2)
Magic missile now only hits 2 times
snow and wind added to ice stages
Breakable object sounds no longer play when creatures or projectiles hit them from far off screen.
Creature abilities now enable or disable correctly when dying and respawning
Players can now only carry 2 bombs at a time
turret component created to make non creature objects that shoot projectiles
volcanoes now shoot flaming rocks
monsters can now be made to take more damage before getting stunned
Updates Aug 30
This month the main focus has been on polish. Many systems in the game have undergone changes to make them either perform better or simply make more sense. Bombs, for instance, can no longer damage players or creatures when there is a solid barrier between them, while magic missiles can hit strong creatures up to three times before disappearing.
The most visible change is the interface having a new font and some nicer intro animations while the level starts and players spawn into the match for the first time. Some big steps were also taken in filling out the art for the level select map. The first two zones now have art that more closely resembles the stages they provide for battle.
Lastly, rules have finally been added for which monsters players have access to when choosing options for a previously completed stage. Now, when a player or group of players defeat a monster in a boss stage, that monster can be made to appear in any stage that has been completed.
Below is a full list of changes made this month. Be sure to download Aqua Lungers on steam to see them in action for yourself!
Monsters now have to be unlocked in order to sub for other stages
match settings now persist between matches and selections
match settings no longer apply to uncompleted levels or bosses
non-passthrough projectiles are now stopped by enemies with more than 1 hp
Fixed camera jitters when hitting boundaries
Boomerangs can no longer steal from other boomerangs
Players no longer get stuck on edges
Greater boost for getting out of water while loaded with gold
Cliff zone and Desert zone have updated map art
New ocean waves animation for level select map
projectiles can now hit a fixed number of times before dying
updates to dungeon stages
new dungeon music added
UI now consistent across the game
stage intro sequences added
New font added to UI
Better behavior for interface when pausing the game
implementing main camera animations for stage intro
new colorized Aqua Lungers logo for each player on match start
it's now possible for creatures to be shy and run away from players
fish loaded with teaseure created that must be chased
boomerang now steals from other players more reliably
system added to create serpents an tails
new volcano level created
Stun from charge attack on players adjusted to 1.15 sec.
Throwing gold while in water now defaults to players facing angle
bubble trail added to magic missile
new Start screen animation
fixed bug making it possilbe to play basic attack during dash sequence
basic attack now deploys faster
fixed inputs not engaging on level select map
Charge graphic displays early to indicate charging
fixed Players spawning in the wrong order
adjusted colors for treasure boxes
mouse input no longer affects UI
New system created to add tutorial graphics
Creature abilities can now lock rotation
Intro sequence added to start screen
Camera on dead players now follow monster only when it's close enough
Bombs no longer hit trough walls
fixed bombs not affecting player or creatures behind 1 way platforms
removed narrow window of distance where bomb does not affect players
line of sight between bombs and enemy hit boxes now check more accurately
Music performs better after loosing and regaining program focus
Creature Special abilities can now utilize multiple projectile emitters
game now saves options data
in game map now exits to Title Screen
level 1 dressed with more colorful art
Fixed players moving extra fast on certain types of platforms
Player knock-back is now calculated differently when struck by basic attack
Dash attack can no longer hit player on the same frame as head stomp
Improved monster behavior for walking over treasure and bait
Stats collected are now saved and can be viewed from the map options menu.
Crushing blocks can now be fitted with a push object that will push boss monsters away from crushing zones
Updates July 20
Hi! This past month has seen many bug fixes, improvements to player and creature behavior. Also new is the scoreboard which displays at the end of each match to give players some ways to measure their performance. Besides adding content and bug fixes, ongoing tasks now include adjustments to the games difficulty for each stage to give players a chance to learn more mechanics as the levels become more challenging. As always, be sure to let us know what you think of these changes and how they affect your experience!
gane now saves options data
in game map now exits to Title Screen
level 1 dressed with more colorful art
Fixed fast movement on certain types of platforms
Fixed Floating blocks in ice stages
Player knockback is now calculated differently when stuck by basic attack
Bombs no longer hit trough walls
Dash attack can no longer hit player on the same fram as head stomp
Improved monster behavior for walking over treasure and bait
Stats collected are now saved and can be viewed from the map options menu.
Crushing blocks can now be fitted with a push object that will push boss monsters away from crushing zones
Game now collects stats and displays them at the end of each round
Respawn text and countdown no longer displays after match end
improved movement behavior for boomerangs
Music Volume adjustments
Monsters will collect trasure more quickly
Monsters now loose points when dropping treasure
When player is swiming in water, dash attack now defaults to players facing direction
Players rotation is now maintained when exiting dash in water
Updated FishMans windup animation
FishMans Spin attacks have smaller hit box
Monsters will now enter savage mode when attacked repeatedly in standard matches
Savage mode will now wait until a player is targeted to enable
Fixed redundencies having to do with the buoyant script
Made changes to help accomodate different aspect ratio displays
Invincible fish can no longer be killed with stomps
Graphic now displays on map when a level has been successfully competed
Ice Level 3 created
Leak Item function adjusted for flexibility on treasure spawners
Minor Animation fixes for tortoise
bubble shield how depletes when on lava
Charge attack can no longer hit players twice in one try
bombs now aim away from player by default
bombs and projectiles now default aim to players direction while under water
bombs now have a longer fuse
Boss Created for volcano zone
Main Camera turns off when all players loaded
MusicManager now created from audio manager
updated level previews on map for new stages
Added option menu control for chromatic aberration
added option menu control for screen resolution
Starting features for advanced lighting mode on powerful machines
Monsters can no longer be stun locked with bombs
2 New Dungeon stages created
Lateral movement is now slower on climbing surfaces and vertical movement increased
Improvements to Jumping out of water for players
Desert boss stage rearranged to be easier
Water exit boost no longer applied to players dash-Attacking out from water
Creatures now wait for base attack to finish before initiating special attack
Creatures no longer play armor sound and hit sound at the same time
improvements on knockback when fish are attacked
Updates June 22
Hello! This weeks update includes many fixes to bugs and also adds some new content for players to enjoy. While squashing bugs will be ongoing, the idea here is to really get things going on content. For this week it mainly means a new monster and new desert stages with upgraded art. Check the details below!
More changes to spawner. in addition to existing timer, fuction can now be called to spawn units from other scripts
Spinning stars graphic added for dazed monsters
dazed monsters no longer attack when jumping out of water or on land
changes to spawner system for creatures: now keeps it's own count outside of pooler
Desert level 2 added
Fixed Tortoise appearing to stop for no reason
Fixed creautures using base attack during and immediately after special ability
Tortoise animation fixes
Players now have a climb animation
Made getting out of the water easier in many stages
Music now seperate from sounds effect (for dev)
Monster no longer scores points when game is not "on"
Creature animation speed can now adjust for when they are moving
Move speed adjustments added to special attacks
Added Feedback for hitting armored monster parts
Fixed treasure throw being stopped by climbing volumes
Fixed monster special attack movement having faster speed on high framerate
Fixed special attack breaking when target dies
Monster cooldown method now only takes the longest number (cooldown cannot be canceled)
monster abilities now reset attack cooldown.
Flash animations for creatures improved
Monsters now have added mass and drag during special attacks to prevent floating away
Creatures now de-agro players as soon as they die
desert level 3 created.
Improvements to lure distract timing on spawn
Changes June 13
This updates include bugfixes and some new content/features designed to improve solo and co-op play. Looking forward to your feedback!!
Animation fixes for monster attacks
Death animation for defeated monsters in Boss Stages
Monsters can no longer be fully stun locked
Monsters now collect treasure and score points
It is possible for the monster to win the match
Players can no longer throw through solid barriers that are narrow
New art has been added to the Desert stage
art updates for dungeons stage
New monster created and updates to their ability system
Some monsters now only take damage from weak points
Controls for level select map have been refined for better responsiveness
Monsters can now navigate past climibing surfaces
Improvements to lure distraction logic
Monsters no longer take damage when dead
Updates May 30th
This round of updates has been added in response to feedback from play testing this past month. The main goal is to help new players learn the game while making the levels a bit more interesting. Take a look!
Level 2 rearranged to force more engagements and set up understanding for cliffs in level 3
Treasure timing tweaked to score faster
Added points to win goal at start of match
Adjusted level 3 to help new players learn controls
Made red fish attack slower and added pinky back to Level 3
Cameras with dead player now follow the monster
Player rotation now stays at last angle when releasing thumbstick under water
pressing jump in water now defaults to ascend when no direction is chosen
Fixed Players not being scored correctly if dead when time runs out
Adjusted camera shake behavior to stay closer to start