Maintaining the momentum, the art train powers into Zone 5!
Features
Control (zone 5 - 2) gets an art pass
Convection (zone 5 - 3) gets an art pass and is no longer full of red jelly cubes (sorry, jelly cube fans)
Rocket Fidos, Fetcher Fidos and Jumbo Fidos got a texture pass
Updated Stage Select preview art
When the S+ indicator is enabled, Auto Restart can be toggled on and off via the pause menu (under Options)
Forfeiting a Daily Drive now requires a confirmation step
Fixes
Improved the way audio is loaded, should result in lower overall memory usage and slightly better load times in some cases
minor Venom animation related improvements
fixed issue where some enemies could trigger their shutdown sfx several times
Early Access Update 14
Reintroducing Venom! Fully textured with new effects and details, you can now fight Venom while suspended above the nerve centre of the Genki Star
Features
Venom (zone 4 boss) has had a complete art overhaul
Medulla (zone 5 boss) has pre and post battle text dialogue added
Justice (zone 3 boss) drones now tilt in the direction of movement and leave trails, similar to Helo
Venom has been added to Boss Rush
Audio volumes can now be changed mid game via the pause menu
Higher contrast bullets added for the Assault, Seeker and Spreadshot player weapons
Added a few context based play tips to the Battery Depleted screen
Various texture and material improvements
Fixes
fixed the transitions in Boss Rush
Early Access Update 13
Lucky number 13! After the excitement of reaching Alpha, we're back to adding, fixing, improving and generally struggling to finish the game before it finishes us.
This update features the first proper reveal of Zone 4 - among the stars and perched above the Genki Star, Zone 4 is a perilous environment of flimsy surfaces and reconfiguring panels. We also recorded lines for the final boss, Medulla.
Features
Assembly (zone 4 - 1) stage art
Relay (zone 4 - 2) also gets stage art
Medulla (zone 5 boss) has an in-game voice
Minor Medulla balance changes. Due to this and one of the bug fixes, her leaderboard has been reset
Shiitake has her own Stage Clear animation, so now all the androids have unique Stage Clear anims!
on beating Medulla, you have the option of returning to Stage Select, replaying the stage or rolling credits - this is not how the game will end, but it's a step closer!
added a logo sequence to improve startup responsiveness
the battery shows the text "COLLECT" above it for the first five times it appears. After this it goes back to how it was. Unless you miss a battery, then it totally reminds you again
Tutorial tweaks
Zone 1 skybox upressed
continued sound effect iteration
Fixes
fixed game breaking multiplayer bug that under specific circumstances could cause the spawn system to lock up and be a total jerk about spawning new enemies
fixed a game breaking bug in the Medulla battle that was occurring on specific hardware configurations
fixed bug/exploit where a well placed Shutdown would leave one of Medulla's sub-units in a state of increased damage for the entire phase
fixed cosmetic issue where guns were left floating or sticking out of things on Stage Clear
resolved an issue with the AI. They can now be combined with the First Person EX Mode
Early Access Update 12.1
A progress update adding a few improvements and correcting oversights from last weeks Alpha release!
Features
Added Y Invert for First Person mode - it is found in Game Settings
Collider (zone 5 - 4) has intro and outro text dialogue and a music adjustment
Aubergine was given a Stage Clear animation
Zone 5 skybox added
Infinity Drive / Daily Drive skybox added
Zone 5 boss Medulla has had tuning adjustments to her final phase
Fixes
fixed issue where Keyboard and Mouse did not return the cursor on stage end in First Person mode
fixed an issue with Aubergine that was causing boss battle restarts to trigger the wrong music
fixed the discrepancy in Collider where "largest enemy chain" could be reported as larger than "enemies defeated"
corrected typos in the Codex and Boss Dialogues
changed the rotation controls in mouse and keyboard Codex model view to point in the right direction
fixed the squished looking joypad button on Jukebox and Sound Test
fixed the crossfading when playing multiple tracks in the Jukebox
many small fixes
Early Access Update - Alpha
This major update adds the last two stages of the game (including the final boss) bonus modes and content and many fixes and improvements. With this update we consider Assault Android Cactus to be at Alpha, an important milestone in development!
Features
new Title music
new Credits music
Zone 4 boss Venom has intro and outro text dialogue. You may want to replay him to follow the story!
new level Collider (zone 5 - 4) introducing a mysterious sub-boss!
new whitebox Final Boss - Medulla
Rebalanced Control (zone 5 - 2) - as a result, its leaderboard have been reset
new game mechanic - credits. Earn them by playing to unlock bonus stuff
new feature Codex - as you progress through the game, unlock entries on characters, enemies and world that Cactus is set in
new feature EX Options - use credits to purchase cool and/or strange extra gameplay modes
new feature Jukebox
new feature Sound Test
audio cues added for full weapon cooldown and when you can't swap to your secondary weapon due to overheat
bosses blink their lights when they talk
Tutorial refinements
Fixes
fixed an issue that was disabling HDR if you set graphics settings to Custom - has a noticeable impact on bloom
improved responsiveness of Daily Drive stage clear leaderboards and trimmed the opening timing
fixed interface issues related to Character Select and Unlock screens
handled a case where Steam Overlay could cause the game to stay paused
Starch's Micromissiles take in account target size
Spectres (teleporting enemies) no longer leave thin vertical lines behind if you kill them during a teleport
Leaderboard joypad buttons no longer slightly squished (seriously, this was bugging me so much)
many smaller tweaks and fixes
Whew! So this is a pretty big update, the two final levels of the game plus a bunch of new ways to explore the entire game.
We were getting this question a lot! - people questioned why we were 'pre-alpha' when large portions of the game seem close to complete. For many 'pre-alpha' seems synonymous with 'prototype' or 'broken'.
The simple answer is "Pre-Alpha" and "Alpha" can describe various stages of development but Alpha is "gameplay complete". For Assault Android Cactus to reach Alpha means all characters, levels, weapons, enemies are present and accounted for.
What's next?
Our next major milestone will be Beta. In the following updates we will be replacing placeholder art, adding missing animations and fleshing out story content and ex modes. Thankyou so much to everyone who as supported us so far and I hope you enjoy the ride as we head for the finish line!
Early Access Update 11 - Daily Drive
This update introduces a new game mode called Daily Drive - think of it as a short, ten layer version of Infinity Drive that changes every day and you only get one try!
There's a new Leaderboard page (showing the current leaderboard - we will eventually host the archives on our website) and we hope you have fun with it!
Features/changes
new game mode - Daily Drive
More generous battery rules in Infinity Drive / Boss Rush - more chance of receiving a battery immediately before a boss and bosses will now always drop a battery on defeat
Justice now charges his plasma field meaning there is a brief window between getting too close to him and taking damage. However he now also uses his plasma field while deploying laser fences and capture spheres
Leaderboards - you can now scroll through your friends list (funny story! When I was writing this feature I didn't have over 15 friends who'd played the game)
Stage Select leaderboards - friends list will frame your score if you're not in the top 5
Dogs that drag you around will break their link if you can break line of sight
Fixes
Fixed geometry in Relay where players could end up outside the level
Fixed issue where Venom would teleport to the middle of the stage when shutdown under certain circumstances
Reworked the chain system to remove an ambiguous case where chaining a boss together with an element worth no points would result in a multikill bonus - the rule that both enemies involved must be worth points should now be consistently enforced across all characters/weapons
Venom has a better collision volume during his final phase, resulting in more accurate railgun hits
Android Select doesn't imply you can add another character if you return to it in 4 player mode
(Maybe?) fixed the issue with guns ending up in the wrong spot on Stage Clear ... if anyone spots it in the latest build, let us know!
Early Access Update 10.6
minor update
fixed an issue on Transit where flying enemies dropped powerups in the air/walls
fixed the SSAO menu item, can now select High when pushing right
reduced Wasp attack radius
reduced Vespula's Wasp spawn radius
Shiitake's mines have had their deadzone restored, Railgun's hitsweep narrowed
Increased enemy visual response on high damage single hits
Early Access Update 10.5
We're still hard at work on the main content of the campaign, this update adds various audio and visual improvements and tuning changes.
Important! We've reenabled SSAO on Highest visual quality. It is an expensive effect and if the game is performing worse after this update, please check out the Video Settings menu.
Features/changes
Transit has received an art pass, Zone 3 no longer has whitebox stages!
Venom has spoken dialogue during his battle
Infinity Drive has had a tuning pass to improve consistency around boss fights and in multiplayer.
Infinity Drive high scores are now driven by Layer Reached, with the score itself only used as a tie breaker. Due to these changes the Infinity Drive leaderboards have been reset.
Coral now has a Stage Clear animation
Shiitake's mines have received a small damage reduction
Lemon's rockets have received a small damage increase
Holly's seeker has received a small damage increase at higher levels
Video Settings menu has been expanded to allow finer control. Effects like bloom, reflections and image processing can now be toggled on and off directly.
SSAO re-added with three levels of quality
Colour correction added
FXAA anti-aliasing added (off by default)
Fixes
Reworked spawn system - dissolving robots should no longer pop out of existence during heavy action
Wasps apply damage correctly - previously they were slightly inconsistent
Vespula now summons wasps in a pretty, non-arbitrary pattern
Fixed Shiitake's railgun not hitting Venom's arms when you were super close
Known Issues
When starting the game with "-popupwindow" in order to play in full screen windowed mode (in Windows) you will not be able to set the game to fullscreen mode, but the options menu does not reflect this
Native Dual Shock 3 support in OSX is busted. It is possible to work around it using a control remapper that makes the DS3 to emulate an xbox pad or similar, and we are working on a proper fix
Shadows are missing on certain integrated videocards under Linux
Native Steam Controller support still coming soon
Aubergine's singularity effect looks different on Linux. Functionality is fine, it's just distorting the screen in the wrong direction. Been tricky to figure out...
Early Access Update 10.1
minor update to fix bugs
Fixes
Justice - fixed an issue that occasionally allowed Justice to get stuck 'unkillable' when certain weapons took the last hitpoint while shutdown
Justice - fixed the Head Throw state so he can be defeated during his throw and so all weapons will attack properly
Fixed a case where S+ auto restart could trigger after a successful S+ stage clear
playing Infinity Drive or Boss Rush won't reset your last position on the Stage Select anymore
updated the application icon :)
Tweaks
Justice - the point his lightning attack is measured from is more consistent now
Boss minions are visible as outlines through the bosses themselves
S+ auto-restart triggers immediately on Battery Depletion
minor adjustment to the way Propeller Mines measure their distance between themselves and their target
Early Access Update 10 - Stage Select and Cloud Saves
We are happy to release our new Stage Select! It replaces the old Debug system we've had for so long and introduces zone progression and Cloud Saving
All unlocks will be cleared, but the good news is from now on, unlocks are saved and shared across your Steam profile, and will transfer between machines and operating systems.
The Stage Select features more information per level! You can browse leaderboards and see which characters have achieved which rank (single player only) all from Stage Select!
We are also unveiling our new logo! It's unusual to change the logo at this stage of a project, but we felt it wasn't properly representing the game. We think our new one is closer in tone, better for carrying us forwards to release and hope you like it! It looks a little awkward on the title screen but we'll be reworking it in a future update.
Features/changes
New Stage Select System - the next zone is locked until the boss is defeated, leaderboard and rank information is displayed in world
Cloud Save support - progress and game settings are shared across your Steam profile
Remastered music
Improved Venom camera behaviour during Phase 3 and 7
Cool new logo featuring space-age 3D effects!
Fixes
Fixed an issue with Peanut's drill attack targetting enemies it wasn't meant to
Fixed an issue with Peanut's drill attack getting caught on certain types of geometry
Fixed some places where Peanut's molten magma and Shiitake's propeller mines would float in the air after the ground they were on vanished
Fixed an issue where missiles would impact missing ground
Changed the way Venom's score was being applied during his string turret phases which will have an impact on highest theoretical score. As a result, Venom's leaderboard has been reset
Cleaned up some code related to Vespula. As a precaution, Vespula's leaderboard has been reset
Streamlined menu flow in a couple of places
Actually fixed the Wasps Getting Stuck bug. No really, I mean it this time
Known Issues
When starting the game with "-popupwindow" in order to play in full screen windowed mode (in Windows) you will not be able to set the game to fullscreen mode, but the options menu does not reflect this
Native Dual Shock 3 support in OSX is busted. It is possible to work around it using a control remapper that makes the DS3 to emulate an xbox pad or similar, and we are working on a proper fix
Shadows are missing on certain integrated videocards under Linux
Native Steam Controller support still coming soon
Aubergine's singularity effect looks different on Linux. Functionality is fine, it's just distorting the screen in the wrong direction. Been tricky to figure out...