Beat Blast cover
Beat Blast screenshot
Genre: Adventure, Indie

Beat Blast

Secrets?

Hey everyone! We want to thank you all for the love and attention you’ve shown Beat Blast. It’s been an amazing journey for the team releasing our first game on Steam. A big part of that is the support we’ve gotten from our awesome community that’s been with us for nearly two years of public builds, QA and testing. For those of you that haven’t picked up the game since launch, we encourage you to come give it another try. You might be surprised just how much it’s changed from feedback from players like you!

Today, we are providing Beat Blast’s final feature update. If critical bugs appear, we will of course provide hotfixes and we will still be around on our discord to chat with players. After nearly two and a half years of updates, our team is really happy with the state of the game and excited about the next project we’ll be working on. We’re a ways away from an announcement, but keep an eye out for us!
Without any further ado, let’s get to the update!


The MIDIverse has begun coming apart at the seams. Those of you who have found a certain golden portal may be familiar these sorts of rare occurrences. Keep your eyes peeled for anything unusual. You might just be able to use it to your advantage!

Aside from the glitches mentioned above, we are also introducing two new room types, a large collection of bug fixes and a visual update in level 1 to prevent it getting too stale. Chest rooms offer you a bunch of chests to choose from. One has amazing loot and one will explode...are you feeling lucky? The second room type is a Slot Machine room, which lets you spend your hard earned blops for some extra loot in your current run. Those of you that have already unlocked everything can finally put your extra blops to good use! Neither of these new rooms will appear in choice rooms, you will simply stumble on them from time to time.

There will now be a 10% chance upon entering an enemy room that you’ll get different variations of the original level 1 enemies. These newer versions behave in exactly the same way; they just provide some visual variety to the most commonly seen enemies.

Lastly, we want to let you know there will be a big 60% off winter holiday sale on Beat Blast, so if you are waiting on buying the game or you know a friend waiting, the holidays would be the best time to get Beat Blast. Happy holidays and new years!
Patch notes below:


Visuals



  • Level 1 is getting some visual variety! Every now and then level 1 enemies will get a fresh new look



Features



  • The MIDIverse has begun coming apart at the seams. Those of you who have found a certain golden portal may be familiar these sorts of rare occurances. Keep a sharp eye out for anything unusual
  • Two new rooms types are in the game, Chest and Slot Machine!
  • Chest rooms will offer you a bunch of chests, but you can only choose one and not all have the same awesome loot hiding within
  • Slot Machine rooms allow you to spend excess blops for extra equipment, passive and power notes
  • Shrine room walls can no longer hurt you with the Operation modifier
  • Confirmation is now required before exiting to main menu or restarting a run

Balance



  • Loot rooms are slightly more common to stumble across (outside of choice rooms)

Bug Fixes



  • Fix for rare bug that could cause some enemies to be invulnerable
  • Security upgrade to prevent potential cheaters from utilizing dev commands
  • Heat Seeking Missiles now included in Wizzup, as intended
  • In rare cases, game text could disappear until a run was restarted
  • Repeater can no longer allow you to apply/remove purple notes in colourblind modes
  • Fixed rare bug where players could survive with 0 health

Balance, Bugs & Chips?

Thank you to everyone that supported us during 1.0 launch and Early Access! Seeing so many Beat Blast streams and videos come out has been amazing these last few weeks, but it also highlighted a few pesky bugs and difficulty valleys we wanted to address.

Most notably, we felt level 3 was a bit easy compared to level 2 and we've amped up the difficulty with one new enemy and tweaks to several existing enemies.



We've also made some minor tweaks to level 4, specifically the Seed, which was far less challenging than we had hoped. It is much sturdier now and will take more than a few hits from a legendary power note to take down.

Lastly we've made Meg a bit more predictable in her second phase and amped up the difficulty on the Giant Snake and Sentinel when enraged.

We've also already begun work on our next update! We don't want to say too much yet, but we're aiming to add some more rare events to the game to spice up your runs. Those of you that have found a certain golden portal will have a good idea of what we're talking about...

Enjoy the full patch notes below!


Art


  • Sniper laser visuals refined to make it more clear when they're aiming vs shooting

Features


  • Chippers have been reworked. They are also sturdier and less common

Balance



  • Blasters' second set of shots are faster
  • Snipers shoot one beat sooner after finishing aiming
  • Level 3 and 4 background colours tweaked to make enemies more readable
  • Basic enemies will drop fewer bits than before
  • Machine Gunners fire a completely new attack
  • Mine explosion projectiles fly faster
  • Weaklings can no longer spawn above level 1
  • Snakes can no longer spawn above level 1 (Hive Worms still can)
  • Yellow elite bombs are more red so they don't look collectible
  • Meg's mines bounce off walls instead of exploding
  • Meg's second phase bullet ring attack fires slower and spaces out its gaps more
  • The seed health boosted 100%
  • The seed is more resistant to direct attacks and now takes more damage from its 'petals' being destroyed
  • The seed shoots out far more bouncing bullets than before
  • Enraged Sentinel fires more homing missile shots
  • Enraged Sentinel's bullets spread out after they travel, meaning the typical strategy of sitting back is less viable
  • Enraged Giant Snake now fires homing missiles from certain nodes
  • Enraged Giant Snake is now much longer
  • Ball and Chain speed malus reduced by 50%
  • Poison bomb explosion radius increased by 50%
  • Black Hole waits a half second before pulling in enemies
  • Accelerating shot max damage lowered
  • Shrines are much more common
  • Plagued modifier will no longer swap curses if you have every curse

Bug Fixes



  • Don't Touch the Sides should unlock as intended now
  • Sacred Geometry can only be unlocked by killing the seed, as intended
  • Plagued modifier will no longer swap curses after traveling through a portal
  • Fixed a rare bug that could break screen transitions between floors with certain antivirus software
  • Stack chests can no longer offer two of the same passive ability
  • Fix for some gamepads that were experiencing input loss after restarting/replaying a run
  • Hive Beetles could have stun graphics on them despite having 'unstunnable' abilities

Beat Blast 1.0 IS HERE!!!

1.0 is out now!


It's been a pleasure growing our fan base and listening to all your great suggestions and bug reports. We couldn't have made Beat Blast without you all. Shout out to our Discord, and thank you to all our players! The game has grown so much over our year in early access. With how crazy the world has been in the last year it was a dream come true to release our first Steam game.

We are pretty happy with where the game is now and are excited for you all to play it. This does not mean we’re done updating the game, but it does mean that we feel it has reached the level of quality we’re proud to present as a completed, fully-fledged game title.

If you like the game and want to help us succeed, please join our discord, tell your friends and favorite content creators about Beat Blast. Word of mouth really helps.


Here is a quick list of the major things added since early access last year.

  • Level 4 arena, boss and mini boss
  • Modifiers that completely change the game
  • Equipment, curses, passives and powernotes
  • Level 1 Giant Snake Boss
  • End game and score screen
  • Achievements
  • Mac version
  • Inventory system
  • More room types
  • Loot chests
  • New music tracks
  • Shrines


Modifiers





Mini Boss 4





Story





Enraged Mini Bosses




Translations


Russian, Chinese Simplified and Chinese Traditional translations have all been added to the game.



Achievements






Here is the full list of updates and changes to 1.0.



Audio


  • New blue, green, purple and yellow sound set!
  • New backing loops for boss fights
  • Smart bomb pickup volume lowered
  • New audio cues tied to menu navigation and interaction
  • New backing tracks for boss encounters


Visual


  • Yellow elite projectiles more red
  • Meg's mines have had their visuals adjusted to show when their hitboxes are active
  • Equipment now has a distinct colour to make it clear it's a separate category of item
  • New impact FX for Bazooka
  • VFX on pickups adjusted for icon clarity
  • Stinger projectiles come from their mouths
  • Barrier animation adjusted when gaining/losing a shield
  • Queen bee swarmling projectiles have more noticeable impact FX
  • Slight tweaks to pickup tooltip world anchoring
  • Binding Apply & Reset buttons coloured to draw attention
  • Screen fades adjusted to always center Spot
  • UI menu animations tweaked
  • Tutorial prompt for new players replaced with a graphic change on the Play menu
  • Coming soon panel replaced with a new welcome splash image
  • Remove notes icon was not updating for rebound gamepad controls
  • Cleaned up the highlight state on menus when using a gamepad
  • UI selection boxes visuals fixed during UI transitions


Features


  • First official Mac release!
  • Chill and Challenge modes replaced with single player challenge modifiers
  • 9 new challenge modifiers, 6 of which are now available in Compete
  • 50 Steam achievements added to the game
  • Added intro and game completion comic segments
  • Can now [successfully] end a game after the Seed boss if you choose
  • New yellow, green and blue track!
  • Reworked the death and restart cycle
  • Single player scores and high score
  • Each miniboss now has an enraged form when encountered in level 5 or later!
  • Options menu dropdowns can be 'clicked off'
  • Double note pickups will be grabbed automatically if they're free (just like single notes)


Balance


  • New players will start with 100 blops
  • Heat seeking missiles passive rarity changed from Rare to Legendary
  • Queen bee health increased by 30%
  • Meg's second phase mines are shot out much slower
  • Meg's mines take longer to detonate in both phases
  • Byte's second phase has had a minor rework to present more of a challenge
  • Power note drop rarities adjusted in boss rooms
  • Bit and blop chest rewards have been made larger
  • Bazooka now has a large impact radius by default and increases more with yellow notes
  • Laser now deals less damage to each opponent it hits
  • Fortify only blocks shots after a dodge is completed, as originally intended
  • Speed shrine duration increased from 30 to 90 seconds
  • Loot shrine duration increased from 30 to 90 seconds
  • Damage shrine buff lowered from 1000% to 200%
  • Damage shrine duration increased from 20 to 90 seconds
  • Shrines are more common to randomly come across but don't show up in choice rooms
  • Kilo has had the max range reduced on its projectile attack
  • Small O shaped room removed from the game
  • "Remove all notes" input only needs to be held down for 1 second instead of 2
  • The Plagued challenge modifier will now grant a curse at the start of a run
  • Sprinkler damage per 'sprinkle' reduced by roughly 80%
  • Mine damage reduced by 17%
  • Circle burst damage increased by 25%
  • Echo now reduces projectile damage with each bounce instead of increasing bullet durations
  • Echo is now limited to a single stack
  • Green projectile duration pickups max stack lowered from 30 to 15
  • Blue elite health bonus dropped by 50%
  • Purple elite minions are invulnerable for one beat after spawning
  • Curse drop rates lowered in boss loot rooms
  • Treasure rooms will no longer offer sound pickups


Bug Fixes



  • Mouse hover effects disabled in menus when using a gamepad
  • A gamepad disconnecting during a run will now trigger the pause menu
  • Cannot open the pause menu or inventory screen too soon after starting or restarting a run
  • Various optimizations to improve late game frame rates
  • "Remove all notes" input no longer allows you to reshuffle notes with the Automelodic challenge modifier
  • Power saw behaved unexpectedly with only a yellow note assigned in the column
  • In some cases, Meg's mines could damage players while flying through the air
  • Backing out of a confirmation modal via hotkey should work more predictably
  • Equipment and challenge modifiers are no longer listed as "common" rarity in the Inventory screen
  • Challenge modifiers are now tinted their standard colours in the Inventory screen
  • Curses removed through the Plagued modifier will no longer show up in the Inventory screen
  • Inventory screen stability and visual improvements
  • Chest lighting fades away with the chest visuals
  • Challenge modifiers can no longer affect the tutorial
  • Shrine buffs were showing the wrong tooltips if equipment was picked up while a shrine buff was active
  • Laser was frequently applying double damage
  • The Giant Snake head will flash when taking direct damage in phase 2
  • "Change Your Tune" tooltip will no longer pop up once a gamepad has used the track cycling feature
  • Track changing tooltip now shows rebound gamepad controls
  • Fixed gamepad navigation for new audio controls
  • Backing out of a dropdown menu on gamepad returns the UI selection to where it was before the dropdown was opened
  • Binding options in the menu reset when the menu is closed and reopened if bindings weren't applied
  • Gamepad binding visuals could occasionally be tinted incorrectly
  • Pausing or accessing the inventory during the first second of a started run could cause a soft lock
  • Submitting a compete score will show the correct arrow depending on whether the score is better or worse than your best previous score
  • Flocks and snakes have a lower detailed death effect particle to ease late game performance with lots of explosions onscreen
  • Max FPS should display the correct amount when the menu is opened
  • Rare late game soft lock fixed
  • The level 1 miniboss no longer rotates its eye (or eye laser when enraged) while stunned
  • Instant kill bonuses on power mods were higher than intended
  • Comet visuals were not visible through some chained dodges
  • Smartbombs clear when combat rooms are cleared
  • Credits no longer have the clickable mouse icon when hovered over
  • Stack and passive chests were not dropping the correct selections of passives
  • Boss loot rooms will now offer stack chests consistently if you don't have 3 unacquired passives to choose from
  • Enemy shield attacks can no longer push Spot while dodging
  • Enemy shield attacks can no longer push black holes
  • Beat Blast on Windows can now utilize 64 bit hardware


Thank you. We hope you enjoy the game!