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Genre: Indie

Disfigure

Colossus Part 1 Update: Map 1 Rework, New Mutations System, and More!


MAP 1 REWORK:
- Reworked first 3 boss fights
- 10 new Miniboss enemies
- 2 new boss fights
- 3 new basic enemies

- New Mutations System! Unlock new permanent upgrades that can be selected during runs after boss kills!
- New Callisto Current Upgrade Tree!
- Changed movement settings to reduce amount of slide
- Fixed a visual bug where status particle effects would display incorrectly when an enemy is killed with multiple at once
- Added an option to adjust bullet opacity
- New Upgrade Icon Art for Shield Barrier, Shrapnel, Cloned Sentry, Wind Up Strike, Wild Fire, Light Meteor, Psych Trail, Light Target, and Proximity Marker
- Temporarily changed Ricochet Rounds and Guided Laser icon art to placeholders
- Added a particle for when Outflow upgrade is triggered
- Blood Lust Upgrade now doesn’t factor in damage dealt by Combination Strike Weapon Perk
- Added a particle for Blood Geyser Weapon Perk
- Slight edits to Singularity appearance to increase general visibility
- Pulse Slash Weapon Perk’s Damage Multiplier to bosses changed from +100% -> +50%
- Fire Rate Nerfs added to certain Doom Rounds and Charged Rounds upgrades
- Shield Barrier Nerf, reworked to recharge based off of time passed rather than kills
- Charge Upgrade reworked: Temporarily increase Movement Speed by up to 50% over a course of 3 seconds until your next shot. Movement Speed +20%
- Magnetism Upgrade reworked: EXP Pickup Range +40%, Circle/Cone Vision Size +10%, Movement Speed -10%
- Slug Deflection can now trigger only up to 5 times
- Added details to player appearance
- Adjusted Cone Vision rotation to smooth out jittery movement
- Added a red screen indicator for taking damage
- New songs added to Map 1
- Small changes to scorpion and cockroach appearance
- Railgun projectile color changed to blue to contrast new enemy attacks
- Fixed bug where score wouldn’t track properly when hud is disabled
- Fixed a memory leak issue while using certain melee weapons with Ricochet upgrade

Thank you everyone for waiting a bit longer for this update! Colossus Part 2 Update is work in progress, which will rework Map 2 with new bosses, minibosses, enemies, and more!



Public Beta 7: Play Test Colossus Update Part 1!



Beta will likely be up for around a few days to a week and will be removed once the actual update is released! Leaderboards and Credits are disabled in betas. Any bug reports are greatly appreciated here or in the Discord! Access the beta on Steam: Right Click on Disfigure -> Properties -> Betas -> Beta Participation -> beta - For testing new update content

MAP 1 REWORK:
- 3 new basic enemies
- 10 new Miniboss enemies
- 2 new boss fights
- reworked first 3 boss fights

- New Mutations System!
- New Callisto Current Upgrade Tree!
- Changed movement settings to reduce amount of slide
- Fixed a visual bug where status particle effects would display incorrectly when an enemy is killed with multiple at once
- Added an option to adjust bullet opacity
- New Upgrade Icon Art for Shield Barrier, Shrapnel, Cloned Sentry, Wind Up Strike, Wild Fire, Light Meteor, Psych Trail, Light Target, and Proximity Marker
- Temporarily changed Ricochet Rounds and Guided Laser icon art to placeholders
- Added a particle for when Outflow upgrade is triggered
- Blood Lust Upgrade now doesn’t factor in damage dealt by Combination Strike Weapon Perk
- Added a particle for Blood Geyser Weapon Perk
- Slight edits to Singularity appearance to increase general visibility
- Pulse Slash Weapon Perk’s Damage Multiplier to bosses changed from +100% -> +50%
- Fire Rate Nerfs added to certain Doom Rounds and Charged Rounds upgrades
- Shield Barrier Nerf, reworked to recharge based off of time passed rather than kills
- Charge Upgrade reworked: Temporarily increase Movement Speed by up to 50% over a course of 3 seconds until your next shot. Movement Speed +20%
- Magnetism Upgrade reworked: EXP Pickup Range +40%, Circle/Cone Vision Size +10%, Movement Speed -10%
- Added details to player appearance
- Adjusted Cone Vision rotation to smooth out jittery movement
- Added a red screen indicator for taking damage
- New songs added to Map 1
- Small changes to scorpion and cockroach appearance
- Railgun projectile color changed to blue to contrast new enemy attacks
- Fixed bug where score wouldn’t track properly when hud is disabled
- Fixed a memory leak issue while using certain melee weapons with Ricochet upgrade

Update 23: New Gauss Katana, Upgrades, Melee Animations, and More!


New Content

- New Weapon: Gauss Katana!
- New Upgrade Tree: Proximity Marker!
- New swing animations for all melee weapons

Changes to Existing Content

- Reworked bottom path of Light Meteor Tree into 3 new upgrades: Crippling Fragments, Glaring Meteors, and Meteor Napalm
- Reworked Light Target into a new expanded Upgrade Tree
- EXP collection of Combustion Upgrade moved to Ring of Fire Upgrade
- Slug Deflection will now cause kills with Deflected Projectiles to float EXP towards you
- Projectile Split now creates 2 Deflected Projectiles instead of player bullets
- Buffed the outside of Vision Damage Multiplier gains in Concealed Fatigue Upgrade Tree
- New icon art for Charged Rounds upgrade tree
- Edited sound for Lightning Bolt Upgrade
- Pulse Rifle Changes: Price changed to 200K credits, Bullet Damage: 14 -> 12, Fire Rate: 0.75 -> 0.8 seconds

Bug Fixes

- Fixed a bug where completing Map 1 on Easy Mode wouldn’t unlock Map 2
- Fixed a bug where enemies outside of Singularity would still be damaged by it
- Fixed a bug where Condemned Strike would trigger inconsistently
- Fixed a visual bug where Ricochet particles would display incorrectly for Railgun
- Fixed a memory leak bug related to Deflected Projectiles not properly being disposed of

Public Beta 6: New Gauss Katana Weapon, Upgrades, and Melee Animations!



Beta will likely be up for around a few days to a week and will be removed once the actual update is released! Leaderboards and Credits are disabled in betas. Any bug reports are greatly appreciated here or in the Discord!

Access the beta on Steam: Right Click on Disfigure -> Properties -> Betas -> Beta Participation -> beta - For testing new update content



New Content


- New Weapon: Gauss Katana!
- New Upgrade Tree: Proximity Marker!
- New swing animations for all melee weapons

Changes to Existing Content


- Reworked bottom path of Light Meteor Tree into 3 new upgrades: Crippling Fragments, Glaring Meteors, and Meteor Napalm
- Reworked Light Target into a new expanded Upgrade Tree
- EXP collection of Combustion Upgrade moved to Ring of Fire Upgrade
- Slug Deflection will now cause kills with Deflected Projectiles to float EXP towards you
- Projectile Split now creates 2 Deflected Projectiles instead of player bullets
- Buffed the outside of Vision Damage Multiplier gains in Concealed Fatigue Upgrade Tree
- New icon art for Charged Rounds upgrade tree
- Pulse Rifle Price changed to 200K credits
- Pulse Rifle Fire Rate: 0.75 -> 0.8 seconds

Bug Fixes


- Fixed a bug where completing Map 1 on Easy Mode wouldn’t unlock Map 2
- Fixed a bug where enemies outside of Singularity would still be damaged by it
- Fixed a bug where Condemned Strike would trigger inconsistently
- Fixed a memory leak bug related to Deflected Projectiles not properly being disposed of

Update 22: New Pulse Rifle Weapon and Bug Fixes!

New Content

- New Weapon: Pulse Rifle!
- Added FPS Limit options
- Optimized system of spawning centipede enemies
- New slash particle for Greatsword
- Visceral Slash Weapon Perk Buff : +75% additional damage when a Wind Up Strike is fully charged
- Blaze Buff: Now slows enemies down by 20%
- Ring of Fire Buff: Activates by damaging 3 enemies. Enemies damaged will take 40% more damage from all sources.
- Shield Barrier Nerf: Movement Speed -15%
- Nerfed damage gain of Guided Missile perks
- Fixed a bug where a single missile would create multiple explosions at once
- Fixed a bug related to damage text where some enemies would become invincible if too much damage was inflicted at the same time
- Changed collision detection to be more consistent for bullets that travel too fast

Public Beta 5: Play Test New Pulse Rifle Weapon!



Beta will likely be up for around a few days to a week and will be removed once the actual update is released! Leaderboards and Credits are disabled in betas. Any bug reports are greatly appreciated here or in the Discord!

Access the beta on Steam: Right Click on Disfigure -> Properties -> Betas -> Beta Participation -> beta - For testing new update content



New Content

- New Weapon: Pulse Rifle!
- Added FPS Limit options
- Optimized system of spawning centipede enemies
- Changed slash particle for Greatsword
- Visceral Slash Weapon Perk Buff : +75% additional damage when a Wind Up Strike is fully charged
- Blaze Buff: Now slows enemies down by 20%
- Ring of Fire Buff: Activates by damaging 3 enemies. Enemies damaged will take 40% more damage from all sources.
- Shield Barrier Nerf: Movement Speed -15%
- Nerfed damage gain of Guided Missile perks
- Fixed a bug where a single missile would create multiple explosions at once
- Fixed a bug where some enemies would become invincible if too much damage was inflicted at the same time

Update 21: New Battle Axe Weapon, Upgrade, and Teaser for Upcoming Boss Rework!

Thank you all for the continued support and patience regarding the longer than usual wait for an update! We've been working on an upcoming boss rework update, which you can watch a teaser for here!


Update Changes:



New Content:

- New Weapon: Battle Axe!
- New Upgrade Tree: Wind Up Strike!

Changes to Existing Content:

- Reworked color for guided laser
- Changed enemy projectile colors to red (to be consistent with the upcoming boss attack rework update)
- Fixed bug where scythe duplication would still work on bosses
- Can now select buttons in the level up screen with arrow keys
- Optimized system for showing enemy death effects
- Added a new system which pushes high scores to the leaderboard regardless of how a run ends (Should track scores even if the game crashes)
- Missiles only increase in speed for up to 10 seconds, and no longer move or explode in end screen
- Fixed a bug where Scythe Duplication would still work on bosses
- Fixed a bug where Radar wouldn’t work on enemies with multiple legs
- Fixed a bug where a frozen enemy wouldn’t display a frozen particle correctly
- Fixed a rare audio bug where music pitch would keep rising


Public Beta 4: Test a new Battle Axe Weapon and Wind Up Strike Upgrade!


Thank you all for the continued support and patience regarding the longer than usual wait for an update! We've been working on an upcoming boss rework which we'll have more news on soon!



Beta will likely be up for around a few days to a week and will be removed once the actual update is released! Leaderboards and Credits are disabled in betas. Any bug reports are greatly appreciated!
Access the beta on Steam: Right Click on Disfigure -> Properties -> Betas -> Beta Participation -> beta - For testing new update content



New Content:

- New Weapon: Battle Axe!
- New Upgrade Tree: Wind Up Strike!

Changes to Existing Content:

- Reworked color for guided laser
- Changed enemy projectile colors to red (to be consistent with the upcoming boss attack rework update)
- Fixed bug where scythe duplication would still work on bosses
- Can now select buttons in the level up screen with arrow keys
- Optimized system for showing enemy death effects

Update 20: New Akimbo SMGs, 2 New Upgrades, Optimizations, and More!


New Content:


- New Weapon: Akimbo SMGs
- New Upgrade Trees: Noxious Trail, Light Meteor (Light Target upgrades moved to this tree)

Changes to Existing Content:


- Reworked bottom upgrade tree of Concealed Fatigue to a new Shrouded Spiral upgrade
- Reworked some Singularity upgrades and visuals, and fixed a bug where Singularities would still absorb bullets after being disabled
- New Map 1 Soundtrack with reworked songs and a few new ones!

Buffs:
Shrapnel: Bullet Damage +10% but Fire Rate -5%
Burn: Enemies on Fire will now move 20% slower
Firestarter: Enemies on Fire now take 30% more damage from all sources.
Moved Dual Spotlight functionality to Precision Light: Gain a 2nd smaller Vision Cone behind you.
Dual Spotlight changed to Three-fold Light: Gain another Vision Cone for a total of 3.
Ignition: Fire Rate is temporarily increased by 5% for each enemy damaged by a Wild Fire explosion (Stacks up to +30%). Lasts 4 seconds.
Wild Fire Refresh: Enemies killed by Wild Fire will float their EXP toward you.
Plasma Charge: Plasma Damage now slows enemies by 15%.
Destructive Plasma: Upgrades that increase Bullet Damage now also apply to Plasma Damage.
Explosive Plasma: Plasma Charges are now automatically fired when they're ready.
Plasma Chain: On despawn, Plasma Charges now create temporary Vision Circles.
Plasma Coil: Now deals damage based on Plasma Damage instead of Bullet Damage.
Absorption Coil: Plasma Damage now slows enemies by 25%.
Plasma Beam: Now briefly lights up area of effect.
Moved Singularity Explosion functionality to Singularity Absorption: On despawn, fire a burst of absorbed bullets towards where you're aiming (Max of 100 bullets).
Singularity Explosion changed to Singularity Void: When a Singularity absorbs a projectile, fire a Ray towards a random enemy dealing 20 damage.
Remote Detonation: Enemies killed by a Missile will float their EXP toward you. Missile Explosions are twice as large.
Sprint: Movement Speed +5% -> +20%
Lucky Bullet: Bullet Damage +30%
Light Rounds: Movement Speed +20%

Nerfs:
Crippling Laser - Slow Rate: 80% -> 50%
Laser Trio: 3 Guided Lasers can be active at a time, but they deal damage every 0.5 seconds. Fire Rate - 5%
Ricochet Hell now takes a second to recharge after being triggered


Optimization/Bug Fixes/Other:


- Edited several upgrade sounds
- Updated enemy projectiles to increase their visibility
- Added an option to change the damage color for enemies
- Can now still delete upgrades when there are under 5 existing upgrades left
- Added a shadow to increase player visibility and a circular indicator that shows current EXP (Both can be toggled in settings)
- Fixed a memory issue with certain enemies not being disposed of properly after dying
- Reworked Wild Fire explosion visuals and sounds
- Optimized an issue with Phosphorus Missiles, which now also fires 10 trails instead of 9
- Adjusted models/stances for pistol, handcannon, and twin katanas
- Railgun particles now appear below enemies and enemy projectiles for increased visibility
- Missiles will explode if not making contact with an enemy after 30 seconds
- Added a cap of 5 additional projectiles to Sight Confidence perk
- Exit Wound can now only stack up to 3 times to prevent infinite loops, and any bullets created by the perk will keep the same the speed as the original projectile
- Made Charged Rounds slightly brighter and added gold, blue, and magenta damage text colors for the corresponding type
- Added a slight fading to blaze particles
- Added a cap of how many objects can exist to prevent infinite loops for several upgrades
- Fixed bug where Pierce Recharge worked on some bosses
- Fixed bug where level up invulnerability wasn’t being applied on levels 10, 20, 30
- Fixed bug where hovering over upgrade icons sometimes didn’t display the correct information
- Fixed bug where upgrade name tooltip would still be visible while not hovering over any upgrade icon
- Fixed bug where Singularity Absorption wouldn’t work properly
- Added some slight shadows to certain hud elements
- Tweaked plasma charge visuals





Public Beta 3: New Weapon, 2 New Upgrade Trees, Optimizations!

Beta will likely be up for around a few days to a week and will be removed once the actual update is released! Leaderboards and Credits are disabled in betas. Any bug reports are greatly appreciated!

Access the beta on Steam: Right Click on Disfigure -> Properties -> Betas -> Beta Participation -> beta - For testing new update content





New Content:


- New Weapon: Akimbo SMGs
- New Upgrade Trees: Noxious Trail, Light Meteor (Light Target upgrades moved to this tree)

Changes to Existing Content:


- Reworked bottom upgrade tree of Concealed Fatigue to a new Shrouded Spiral upgrade
- Reworked some Singularity upgrades and visuals, and fixed a bug where Singularities would still absorb bullets after being disabled

Buffs:
Shrapnel: Bullet Damage +10% but Fire Rate -5%
Burn: Enemies on Fire will now move 20% slower
Firestarter: Enemies on Fire now take 30% more damage from all sources.
Moved Dual Spotlight functionality to Precision Light: Gain a 2nd smaller Vision Cone behind you.
Dual Spotlight changed to Three-fold Light: Gain another Vision Cone for a total of 3.
Ignition: Fire Rate is temporarily increased by 5% for each enemy damaged by a Wild Fire explosion (Stacks up to +30%). Lasts 4 seconds.
Wild Fire Refresh: Enemies killed by Wild Fire will float their EXP toward you.
Plasma Charge: Plasma Damage now slows enemies by 15%.
Destructive Plasma: Upgrades that increase Bullet Damage now also apply to Plasma Damage.
Explosive Plasma: Plasma Charges are now automatically fired when they're ready.
Plasma Chain: On despawn, Plasma Charges now create temporary Vision Circles.
Plasma Coil: Now deals damage based on Plasma Damage instead of Bullet Damage.
Absorption Coil: Plasma Damage now slows enemies by 25%.
Plasma Beam: Now briefly lights up area of effect.
Moved Singularity Explosion functionality to Singularity Absorption: On despawn, fire a burst of absorbed bullets towards where you're aiming (Max of 100 bullets).
Singularity Explosion changed to Singularity Void: When a Singularity absorbs a projectile, fire a Ray towards a random enemy dealing 20 damage.
Remote Detonation: Enemies killed by a Missile will float their EXP toward you. Missile Explosions are twice as large.
Sprint: Movement Speed +5% -> +20%
Lucky Bullet: Bullet Damage +30%
Light Rounds: Movement Speed +20%

Nerfs:
Crippling Laser - Slow Rate: 80% -> 50%
Laser Trio: 3 Guided Lasers can be active at a time, but they deal damage every 0.5 seconds. Fire Rate - 5%
Ricochet Hell now takes a second to recharge after being triggered


Optimization/Bug Fixes/Other:


- Edited several upgrade sounds
- Updated enemy projectiles to increase their visibility
- Added an option to change the damage color for enemies
- Can now still delete upgrades when there are under 5 existing upgrades left
- Added a shadow to increase player visibility and a circular indicator that shows current EXP (Both can be toggled in settings)
- Fixed a memory issue with certain enemies not being disposed of properly after dying
- Reworked Wild Fire explosion visuals and sounds
- Optimized an issue with Phosphorus Missiles, which now also fires 10 trails instead of 9
- Adjusted models/stances for pistol, handcannon, and twin katanas
- Railgun particles now appear below enemies and enemy projectiles for increased visibility
- Missiles will explode if not making contact with an enemy after 30 seconds
- Added a cap of 5 additional projectiles to Sight Confidence perk
- Exit Wound can now only stack up to 3 times to prevent infinite loops, and any bullets created by the perk will keep the same the speed as the original projectile
- Made Charged Rounds slightly brighter and added gold, blue, and magenta damage text colors for the corresponding type
- Added a slight fading to blaze particles
- Added a cap of how many objects can exist to prevent infinite loops for several upgrades