I just deployed another quick patch, it fixes a visual bug that was introduced with the last patch. It also rebalances two things that I was looking into for quite a while.
Bugfixes
Turrets on the destroyer had no Texture and were displayed as white.
Balance changes
All ships received a slight increase in their base speed.
Enemy projectiles were slightly slowed down.
Destroyer turrets now reward an Upgrade Token on destruction (Shield Tower reward three Tokens)
Destroyer turrets now take longer to reload on normal difficulty
I hope these changes make the game more enjoyable!
Patch 2.1.11 - Patch Notes
Hey everyone,
after seeing some new players play the game live, I noticed that the color of the Upgrade Tokens in game can be very misleading.
I changed it to a blue color now and added an additional trail to make it look more like some "energy ball" that you can collect.
I hope this change will help new players to not run away from Upgrade Tokens.
Also, the upgrade menu between waves was slightly adjusted, pressing two times in the same direction to select an upgrade is no longer an option as it often lead to players choosing an upgrade without reading or even wanting to select the upgrade. Now it is mandatory to press the accept button to select an upgrade - A button prompt was added to the screen.
The Upgrade screen was also increased in size to allow for a bigger font size - it was especially small on the Steam Deck.
Apart from those changes, a bug was fixed on the Railgun Ship class when the main gun was charging while an Attack Boost was activated.
I hope you enjoy the new changes and it's not too confusing for Veteran players!
Good luck in your runs! Raffaele
Patch 2.1.9 - Patch Notes
Hey everyone,
thanks to everyone that used the feedback feature of the game to send in suggestions and bug reports. It weren't many, but I finally found time to tackle them!
Here are the most recent changes:
Rebalanced the Railgun Class, the charge time is now much more consistent and shorter in higher Charge upgrade levels.
Increased the width of the Railgun projectile.
Made the Railgun feel more powerful (sounds and visual effects).
Fixed a bug when the Convoy was not going to cover behind the player when activating an Attack Boost right after another Attack Boost ran out.
Slightly reduced the overall glow effect of the game.
Ship Meta Upgrade cost was overall reduced, some perks were slightly increased in cost - this will reduce the "grind".
Fixed a translation file error in the Controls menu (rebinding controls popup).
Patch 2.1.6 - Hotfix
Hey everyone,
first of all - sorry for the last days. There were two patches, especially 2.1.4 that were far from perfect and introduced some new bugs.
But thanks to user using the new "Feedback" feature, I was able to quickly identify the bugs and patch them.
One issue is fixed in this patch: The Drone groups were not "bouncing" off the screen edge anymore.
One change is also done to the balancing: Drone groups will now also spawn on easy difficulty.
I will try my best to improve the patch quality in the future!
Patch 2.1.5 - Hotfix!
This is a hotfix for a bug that was introduced with yesterdays 2.1.4 patch. The bug caused a crash-to-desktop for a lot of users.
I hope you can now enjoy the game again!
Patch 2.1.4 - Patch Notes
After a couple of smaller hotfix patches, here is a patch that introduces a new features and fixes two problems that were reported.
Game now has a "Feebback" button in the menu - you can send feedback and/or bug reports using this tool!
Fixed bug: Mouse Position sometimes having an offset after changing resolution/fullscreen settings.
Fixed bug: Sometimes a wave is not finished because an enemy is stuck off-screen.
Thank you for playing!
Patch 2.1.0 - Patch Notes
Hello Everyone!
it has been quite a while since the last patch - I am very sorry about that. This game is a solo developer hobby project of myself and my life has been a bit full lately.
Thank you for your support and patience - This patch fixes a lot of bugs, most importantly for the highscore hunters out there: It's now possible to score higher than 2.1 billion.
This also meant a migration of the leaderboards. You will probably not notice the change right away as the old scores have been migrated to the new leaderboards, but it could be that a couple of old scores are missing or that some new scores that happened between updating your game to 2.1.0 and the old version are not in the updated game.
Sorry about that, but it was a breaking change and I tried to manage it in the best possible way.
There are also a couple of new features and a looooot of balance changes!
I hope you enjoy the update and have a lot of fun!
Patch Notes 2.1.0
Features and Improvements
Ship Classes are now Pilots and have received artworks for each.
New Game Mode: Speedrun Mode (Run ends after wave 40, time is measured)
New in-game Event: Enemy Destroyer
Weekly and Daily were changed to Normal Mode (was Hyper) to make it interesting for more players.
Weekly Mode can now be replayed.
6 new Achievements.
When rolling new Upgrades, there is now a chance to get Lucky Rolls. This will have rare and epic Upgrades. After a boss battle, there is an increased chance for such a roll.
The delay between dashes has been reduced and the invulnerability time increased - that makes it possible to "chain" dashes to get a longer invulnerability window.
Players Missile visual size is now dependant of the damage.
Leaderboard Points are now rounded to the hundreds, that allows much bigger High-Scores. The old values in the Leaderboard were adjusted accordingly.
Railgun Class: Reworked shooting visual effects.
Balancing
Attack Boost length decreased from +2s to +1s per level of "Special Power"
Spreadshot Class: The ships speed was increased slightly.
Spreadshot Class: Focus Fire upgrade now increases rate of fire instead of decreasing it.
Railgun Class: Changed Mechanics.
Railgun Class: Width Upgrade has an improved visual effect and overall increased effect.
Railgun Class: has a slightly reduced damage bonus against meteoroids.
Railgun Class: has now a much more fixed overall charge speed to maximum charge only increasing a little bit per charge level.
Railgun Class: Fire Rate also influences the Time needed for the first charge to load.
Railgun Class: Charge Speed influences this overall time needed to fully charge, not the time between single charges.
Railgun Class: The influence of the maximum Charge Level on the rapid fire mode in Attack Boost has been reduced and capped.
Pulse Blaster Class: Reworked the charge speed of the main weapon (charges faster overall, get's a charge bonus after each 15 levels of Charge)
Pulse Blaster Class: Amount of Additional Projectiles from Attack Boost is now limited.
Pulse Blaster Class: The speed reducement from Fire Rate is now applied permanent and not only when firing.
Pulse Blaster Class: More obvious effect when full charge is reached. This results in a quicker charge up time on higher charge levels and a lower charge speed on lower levels - making the mechanic easier to understand.
Pod Damage is now increased from the "Pod Salvo" Upgrade (instead of decreased). This should make upgrading the pods much more viable.
Enemy Transports and Meteors will now spawn together less frequently.
Enemy Drones will now not appear if there are very few enemies left.
Enemy Tanks do now shoot with a pre-set delay per row - making the patterns easier to avoid.
The damage of the Hyperbeam was increased per level of "Special Power".
Enemy Mine Carriers do now drop a Token and an extra Token if the Mine is destroyed while still attached.
Bugfixes
Fixed a bug where sometimes upgrades were re-rolled multiple times when receiving level ups during the upgrade screen is open (most noticeable when the rare sound appears but no rare upgrade is visible)
Enemy Repair Shield Ship: Fixed a lot of bugs. Now works as intented.
Fixed a bug with "The Hammer" moving out of the play area.
The mines in wave 21 were reduced.
Health of Enemy Cargo Transport was increased in higher wave levels.
Health of Enemy Cargo Transport Boxes was increased in higher wave levels.
Damage of Enemy Shooter was increased by 1 per 2 loops (loop 1+2: 1dmg, loop 3+4: 2dmg, etc.).
Damage of Enemy Artillery was increased by 1 per 2 loops.
Fixed a bug where multiple Hunterswarm Missiles would hit the same target altough it is already killed.
Fixed a bug where multiple projectiles were consumed when an enemy was overdamaged.
Patch 2.0.9 - Patch notes
Hey everyone!
Todays patch has mostly bug fixes and a slight difficulty adjustment. One thing that happened in this patch and is still "invisible" are preparations for localization.
The first language that will soon be added is German, my native language.
I am looking for people in the community to help with translating the game into their language.
The difficulty of Normal and Lone Wolf mode was adjusted - it is a bit easier on the beginning of a run.
The increase of the Mine damage was lowered by half. (Was +1 per loop, is now +1 per 2 loops).
When the game will lose focus (e.g. by Alt-Tabbing out), it will automatically pause during while playing.
Fixes
The Leaderboards can now display names in non-latin characters.
The Repair Ship area of effect had a bug in it's visuals.
The "Bandit's Lucky Coin" was displayed as "Defensive Refactoring" in the Leaderboards. It's now corrected, old registered scores will still display this incorrectly.
When the last played difficulty was "Lone Wolf", this was not loaded correctly when starting the game.
Price increase incoming.
Hey everyone,
sometimes, reality shifts away from a plan. And while you can just accept this and continue, in my case I want to react to these changes.
A price increase on an already released game is rather unconventional - Beat Invaders is not an Early Access game where it is much more common to increase the price of the product with added content.
And that Beat Invaders is not an Early Access title was, in hindsight, a mistake from my side.
I noticed I didn't want to leave the game in the state it was originally released. It wasn't super buggy or boring, but it just felt incomplete to me.
So - a lot of the problems have been tackled in 2.0 and I am sure I will continue to add new content to the game as the community and player base grows.
But I am at the point where the price of the game does just not represent what a buyer is getting and this puts the game in a bad spot.
I have been contacted over and over with opinions that the game is way too cheap. That it can also be received as a low-end product because of the low-end price.
As a result of really thinking a lot about it and also talking about the topic with friends - the price of Beat Invaders will be increased.
As a player that already bought the game, nothing will change for you - of course! 😘
The price that Beat Invaders is available right now won't be that low in the close future.
I just felt it would be fair to write this news before increasing the price to give everyone interested a fair chance to grab it at the current price.
Between mid and end of May, the price for Beat Invaders will be raised - my plan, for now, is $9.99 (€7.99 / £6.99)
Thank you very much for your time and support!
Minor Patch 2.0.8 - Patch notes
Hey everyone!
This is a rather small patch, but there were some things that were annoying for quite some time that now have been finally fixed. 👏
Also, the games performance has been improved! So hopefully you will feel that 💪🥳
Cheers Raffa
Patch 1.0.83 - Patch notes (Minor Patch)
Changes:
Added new System Hack: Bandit's Lucky Coin (increases drop rate of Rare and Epic Upgrades)
Reworked the Railguns charge visuals to make the charge levels and moment of reaching the maximum charge level easier to see.
Improved the games loading speed
Improved the games performance
Balancing:
Reduced firing rate of enemy Tanks.
The firing rate of enemies ramps up a bit slower over the course of a run.
Increased amount of projectiles gained by Pulse Blaster: Charge
Increased Drop Rate and Max Level of Pulse Blaster: Charge Boost
Slightly increased Spread of Pulse Blaster's Charged volley.
Fixes:
Fixed: Another crash bug.
Fixed: Setting the game to fullscreen will no longer place it on the first screen of a multi-monitor setup.