Improved performance on all Death or Glory city levels
Crates in 'Circling the Drain' are now more evenly-shaped
Fixed a bug where controls would unbind and be unable to be rebound
Update
0.7.13.3713
Added a new Zombie finale to 'Yes We're Going There'
Fixed bug where Gortoss could be spiked but not killed
Fixed weapon zoom toggle issues
Various visual fixes to Death or Glory levels
Some weapon rebalancing
Fixed multiple NPC pathfinding and clipping issues
Tweaked low gravity settings in 'Pure Rocket Arena'
'Circling the Drain' is now correctly no longer saveable mid-puzzle
Week 11
This week we're aiming to patch out the new content for the sewers and then move on to the RPG and RTS worlds. These new levels have new weapon pickups and new enemies. The story continues ^^
We're also looking into the performance issues some players are having with Death or Glory.
Week 10
A whole new ending for the Zombie sewers is nearly finished, plus a big bucket load of performance and other improvements. Some of these might make it out this week. If not then they will be in next week along with all new levels!
Week 9
Two new large game worlds to explore are on their way soon this month, RPG and RTS ^^
This week we are tightening up any loose ends in the existing levels and plan to release a much more interesting conclusion to the Zombie sewer level.
Update
0.7.12.3570
<*>Multiple visual/physics improvements to Death or Glory levels.
<*>Added additional scenery to between-world Glitches.
<*>Fixed occasional crosshair disappearances.
<*>Changed Rage-Quit Reactor exit glitch to be always-on.
<*>Updated some menus to make them more controller friendly.
<*>Fixed some visual weirdness with NPC impact FX.
Week 8
Following on from the gameplay tweaks last week, this week we will be hoovering up any bugs that surface and working on releasing new levels.
Get ready to throw some magical fireballs at unsuspecting mobs ^^
Update
Build 0.7.11.3449
Multiple gun improvements and rebalancing e.g. iron sights, zoom, recoil, variable accuracy
Reworked NPC avoidance
Optimised global NPC behaviours
New interactive crosshair
Added new puzzle room to start of 'Does My Gun Look Big in This?'
Improved player interaction with physics objects e.g. crates, barrels etc
Added Gameplay settings menu with various new options
NPC corpses will now fade and despawn after a customisable period of time. Default is 30sec but it can be set to never if you enjoy flinging them about and nailing them to stuff ^^
Fixed Gralak Jar wall clipping
Zombie attack reach improved
Intro music added to Guano Attack
Other art and audio tweaks
Week 7
Lots of nice tweaks coming to existing gameplay, including a new room to explore while Bob is telling you his life story :)
Additionally we're working on patching out improvements to AI, weapons, NPC corpses and performance.