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DIMENSIONAL SLAUGHTER UPDATE SIGMA 6.5 - THE AESTHETICS UPDATE
Initially, I didn't plan to release a new update for a while, I was planning to keep everything for version Sigma 7.0. But I ended up doing a bunch of changes that I honestly just couldn't keep waiting another several months, I wanted to release them NOW! So, here's version Sigma 6.5 adding them in. A lot of these are looks related, though there are also a bunch of other changes.
Main changes:
Added Object outlines
Redid the ENTIRE color palette.
Re-did Cultist Realm act 2 level design
Gave Cancer act 1 and 2 a makeover
Enemy spawns now telegraphed via lightning strikes
Main UI no longer friendly pink and is now red
Added the Mother Cycorpion, a larger and stronger version of the Cycorpion that jumps
Enemy and object visibility improved heavily
Re-did portal Graphics
A bunch of other effects have been improved
The rest:
Player now has a shadow
Cain's voice (Courtesy of Gianni Matragrano) received some editing changes
Cain is MUCH more aggressive, chances are you won't survive now
Level triggers wait for you to collect the weapon on Little Baby and Normal mode
Wall jump and Wall slide physics improved
Auto-Jump button added
Quickswap Button added
Outline option sliders added
Streamlined the gib system to perform way better + It also now cooler
Added new color palette options: Cultic (Thanks to Jason Smith, creator of Cultic) and Corrupted
Grapple Projectile is much faster now
Added Habil's hip pads from the original Promo art back in. But not for Cain. he doesn't get them.
Large cutscenes now skippable (Press Enter)
You can now slightly adjust direction mid slide
Changed the Meat Barrier's screams
Redid the leaderboard UI
And now, the bugfixes:
You can no longer die inside portals
Cultic Executioner can no longer be instakilled via a sandsteel blast to the feet
Fixed issue where going to Garbage World's secret level after already collecting the Dimensional Shard would cause softlock
Level borders are taller now so you can't jump out for act 1 of The Cancer
Lowered certain explosion SFX volume
You can no longer slide or shoot during Portal Facility cutscenes
Locked Camera and player movement during spawning animation to prevent early injury
Fixed a bug where punch wouldn't record previously used weapon
Fixed a bug where the weapon wouldn't swap out mid punch
Fixed a bug where Shocker punch would initiate instantly instead of when you let go
Fixed bug where guttersnipe would be disabled after shooting the last of the Mastermind's eyes
Removed Herobrine
And that should be all! I also added a demo version of DIMENSIONAL SLAUGHTER, in case someone wants to test it before they buy!
After many months of hard work, sweat, blood and tears, I believe I have finally found the (Exceedingly obvious) roots behind all this game's input rebinding related issues.
And so, all the previous issues relating to key rebinds should no longer be there.
On top of this I've also done several smaller things.
The screenshake slider no longer resets upon each level loaded
Powerups should spawn more often now
Shocker punching The Entity no longer sometimes leads to a locked fist
Mechavore's weak point is a little more obvious now
Nerfed the shocker punch distance upgrade
Removed Herobrine
Did some other smaller fixes
Power Up Update - Sigma 6.3
Small patch for now. The upgrades were supposed to appear in the next major update but that's gonna take a long time so I said "Screw it" and decided to add them in now. They only appear in difficulties under Expert, and have a 1/10 chance of appearing in a level, replacing a random ammo crate.
The list includes:
Speed Boost
Infinite Ammo
Infinite Shocker energy
Invulnerability (Basically just Mario's Starman)
You can see an example of one of them in action here. Disclaimer: The music used in the video is not used in the actual game.
I've also improved the wall jump physics by increasing the height they give you, and I also lowered the wall slide gravity. I'm also considering just removing it entirely so the wall-slide just becomes a wall-run but we'll see.
Various bugs have also been fixed, mainly the Dimension time being counted even during cutscenes. Oh yeah, and I added a screenshake slider.
Anyways, go follow me on Twitter and join my Discord and tell your friends and email your favorite Youtubers about how much you love this game and also send them this Presskit while you're at it.
Tiny fix
Fixed an issue where the Crosshook was available in every level
The portal's spawning location is now randomized in some levels,
Small movement changes + bug fixes - Dimensional Slaughter Sigma 6.2
The last major update had quite positive reception, however there have been two major complaints:
1. The airborne velocity feels different, compared to previous versions it feels much harder to control especially after a wall jump.
and
2. Key binds seem bugged, not persistent.
In this update I have attempted to alleviate these issues. Key binds should be persistent now, and I've updated wall jump velocity to handle better. Along side this, I have also made some other changes related to player movement.
Sliding down slopes now increases your speed, and sliding up slopes decreases it, albeit the decrease is slight.
Upon hitting a ceiling, your upwards velocity is lost and you bounce off instead of staying against it
Upon hitting a wall you rapidly lose your horizontal velocity, instead of keeping it and being stuck to the wall
Let me know if you have any other feedback regarding player movement, especially if you have any complaints with regards to airborne velocity as I would appreciate to know all your thoughts on whether the issues have been alleviated.
Other changes include:
Very slight changes to the Guttersnipe's model
Weapons now tilt when you slide
Cutscenes no longer add to time
The normal punch's animation has been improved slightly, the arm is now no longer so far from the camera
Fixed an issue where shocker punches against the floors of Aerial Entrails act 1 wouldn't always work.
So far, there seems to only be one more bug relating to key binds. They don't seem to work properly within the Portal Facility level. This issue has proved very difficult to track, however I am still actively searching for a solution.
As for the next update, here are some plans:
Adding a quick-swap button
Adding randomly appearing powerups
Weather effects
Random portal spawning locations for some levels
Randomized secret button locations for some levels
Skippable cutscenes
Texture filtering options
Giving certain enemies the ability to be knocked back by explosive forces
Be sure to follow me on Twitter for more regular development updates, and if you want to give me more direct feedback, be sure to join my Discord server, as I am very active there and I regularly converse with members about their feedback.
Minor Update - Sigma 6.1
Added:
A better Weapon Wheel, you can choose the weapon by simply flicking the mouse rather than manually pressings a button
Fixed a weapon wheel bug where it wouldnt work on certain areas
Improved the default none-Shocker punch
Added a button to reset the portal facility upon completion, for Leaderboard nerds
Fixed multiple typos, corrected "Score" in the Leaderboard to "Time"
Improved Wall jump velocity roll-off slightly
Several other small bug fixes
Let me know of any other changes I should be making! Hopefully I'll try to add them either in a small patch or the next major update.
DIMENSIONAL SLAUGHTER MAJOR UPDATE - VERSION SIGMA 6.0
Well, after a long wait the new major update is out now! Version Sigma 6.0. With this update, I have entirely re-done the Portal Facility, introducing Cain, The DimensionalDude, voiced by Gianni Matragrano. Cain is the game's new antagonist and will serve as a recurring boss.
On top of this, I have added a new Dimension, "AERIAL ENTRAILS" set atop a blood-fueled airship from an apocalyptic future where robots have enslaved their human masters. But that doesn't matter. What matters is that THERE IS A GRAPPEL HOOK NOW! This is something I've been wanting to add for an extremely long time and I'm very glad I did, it turned out great. I'm sure you all will enjoy it a lot.
And to even further this update, I have also added a leaderboard, a re-done UI and HUD (courtesy of my fried @BrepNir), an overhauled Cultist Executioner (Now called the Cultic Executioner), an improved Quickscoper (Now titled "The Guttersnipe"), remastered music for The Cancer, and I've gotten some new key art! (Credit goes to the talented Chum)
Further changes and additions:
Improved the camera movements
Added the ability too flip mid-air, giving you a speed boost when you touch the ground
Added a Mario-Style Longjump activated by jumping mid-slide
Sliding keeps your previous momentum
Did several other minor tweaks and bugfixes to the movement
Added the RVIL Enforcer
Added several new options settings
Added a weaponwheel
Added a new mercy mechanic to prevent unexpected deaths
Replaced the Medkit and small medkit with 1 standard medkit that looks better and gives you a free shocker punch
Added a couple new upgrades
Swapped Sandsteel shotgun fire modes
Lowered the screams of the Meat Barrier
Touched up on many other things
Fixed an uncountable number of bugs
Removed Herobrine
The game is on sale right now, so be sure to get it now because after this sale I'm raising the price!
DIMENSIONAL SLAUGHTER UPDATE SIGMA 6 TEASER + SALE
The next Major update for Dimensional Slaughter should come out in around a month or so. It will introduce:
A new Dimension, featuring a crossbow
A Reimagined Portal Facility
And a new Rival character! Cain, the DimensionalDude. (Voiced by Gianni Matagrano)
four new music tracks
A re-done UI
A new Rvil Soldier variant, created to mix things up a bit and encourage use of weapons beside pistol.
A MASSIVE amount of bug fixes
...and More
Also, the game is on sale right now for 15% off, for the winter sale, so GET IT WHILE IT'S CHEAP!