Added support for binding jump, shoot, and dash to mouse buttons. You can play the whole game with your mouse!
Hotfix 1.3.2
Fixed a scoring bug where dying/losing on the final combat encounter would be counted as a Victory.
The ledaerboard version will be "bumped" for this change starting on the August 7th daily, so be sure you're up to date before completing it!
Hotfix 1.3.1
Fixed a bug where the "Bartering" modifier would not work as expected on ships other than Spartan. Note that this did not affect the 7/31 daily challenge since that was on the Spartan ship.
This change is the first "leaderboard version bump". This means that starting tomorrow (August 1), you should ensure you're on the latest version of Exodemic (VF6EC1E6 on the Main Menu) before you do the daily. If you aren't, you (unfortunately) won't be told you're not, but you'll have a different daily and your score will go on a different leaderboard.
In general, be sure your game is up to date before doing any dailies!
Exodemic 1.3 - High Score!
Welcome to the latest Exodemic update. I've been hard at work to try to improve run variety and increase replayability. Let's dive in!
Update
Daily Challenges
All users who have unlocked all 3 ships will now be able to participate in the Daily Challenge. This is a seeded run that is available to all users every 24 hours. You only get ONE chance at each daily to capture the top spot on the leaderboard. Daily Challenges alternate between all 3 ships and (usually) feature 2 modifiers to help make runs more interesting. These include things like "Battle Scars" which starts you with only 1 health, or "Bartering" where you start with 6 random common augments, but the map doesn't contain any shops!
Local High Scores
The game will also keep track of your high score for each ship and difficulty. Can you achieve the PERFECT run?
Other Changes
Added option to disable VSync
Laser enemies will no longer fire backwards if they are beyond their planet's orbit
What's Next
The number one request I've gotten from players is "more content". I hear you! I want to be sure that any content I add to the game is on par with what I've got so far. It wasn't a fast process to get here! I have some ideas, but I can't give any date or timeline. In particular, because my wife and I are expecting our second child in just a couple of weeks! That means in all likelihood this will be the last major update to Exodemic for at least a month or so. I'll try to tackle any nasty bugs that may arise in that period, though. If you're interested in tracking the development/roadmap more closely, and even helping point me in the right direction, be sure to join the Discord!
Exodemic 1.2 - Looking Good!
This update is a tiny one that makes some tiny improvements to the game's visuals:
New Environments!
There are two new backgrounds you can encounter on your missions for a little visual variety.
Post Processing!
I added some subtle shaders to try to make things pop a bit more. I know this look isn't for everyone, so you can disable all post-processing in the Settings menu if you prefer the original look.
That's it for now! The number of players has grown by about 500x in the past two days. I'm so incredibly happy to see so many people enjoying the game. I'm keeping track of all the bug reports, and will be aiming to address those in the next patch.
Got feedback? Bugs? Wanna hang out? Join the Discord!
Exodemic 1.1
Welcome to the first "major" post-release update. It's been so great to see people enjoying the game! The feedback has been flowing in, primarily around game balance, so that will be the focus of this update. Let's dive in!
Missile Rework
Let's face it--Guided Missiles were pretty OP. I've made some changes to make them slightly less OP. In particular, each of your missiles now has a limited lifetime, if it can't reach an enemy before that time elapses, you're out of luck! When you have a missile ready, you'll see a red missile around your ship, and all enemies in range will be indicated with a red target. Be sure to save the missile until enemies are in range!
Map Generation Improvements
Don't you hate it when your first encounters on a run are all Mechanics and Doctors? Me too! So I fixed it! Now, you're more likely to see shops, Scrappers, and Tinkerers early game, with Mechanics and Doctors being more likely in the end-game. This should make runs feel more consistent and avoid situations where the map feels unwinnable.
Other Balance Changes
Scrapper is now much more likely to give you higher-quality augments than previously
Hyper Shot projectile speed buff has been decreased across the board
Enemy Indicators
There is now a subtle green particle effect around a planet whenever there are still enemies in orbit. When you clear a planet, you get a happy little sound effect and particle explosion. Because who doesn't like a little dopamine?
Many of these changes came from suggestions from players like you! Join the Discord to give any suggestions or feedback you may have about the game!
Hotfix 1.0.1
Hey there! A few small things this patch:
Fixed rare crash on first combat encounter of run
The Doctor encounter now shows how much contagion will be removed
I'm working on more exciting changes as well, primarily around addressing some glaring balance issues. Stay tuned for that in the near future!
Prerelease Update 4
Welcome to Prerelease Update 4! My focus for this update has been improving build variety by buffing some previously underwhelming augments, along with some UI/QOL improvements
Balance
Reworked Megashot! Megashot now causes your projectiles to increase in size as a function of distance traveled, rather than making them a fixed size bigger. Aim them far and they'll get REALLY big...
Energy regeneration is now based on a fixed duration to go from empty to full, rather than a fixed rate. This means increasing the size of your energy bank with Generators won't cause it to take longer to recharge
Reworked Frost Orbit! Frost Orbit now causes all enemies to become FROZEN for a short duration when you land on a planet. Frozen enemies can't use any abilities or move, and refund some time on the Contagion Timer when killed
The first encounter will always be a shop and will always come after the 2nd combat encounter
Made more interesting planet layouts appear earlier in the run
Nerfed Hypershot values across the board
Bugfixes
Fixed crash that could sometimes occur when player died
Fixed bug that would cause some map icons to render incorrectly
Other
Number of waves should be more consistent across runs
Combat encounters now have labels to say how many waves are left
Tweaked Augment/Loadout UI. New colors to indicate quality, better icons to distinguish augment types, and added icons to augment slots to better show which types of augments go where
Update Ship Select screen to use new iconography
The game feels like it's in a pretty good spot. I think there's still some work to be done to make the rate at which the player is able to buy augments/upgrade a bit more predictable. This is mainly around tweaking map generation and enemy distributions.
As always, let me know what you think in the forums or on our Discord! T-minus 2.5 weeks til release!
Prerelease Update 3
Welcome to Prerelease Update 3! Overall this is a smaller set of changes compared to previous updates, as described below.
Other
Achievements! To start, I've added 11 achievements. Go forth and achieve!
Added a series of tutorial messages to the first shop encounter
Improved augment visual clarity to better distinguish the "type" of augment from its quality
Added a visual effect whenever you traverse a "green" edge on the map and accrue contagion
The former "Bounty Hunter" encounter has been replaced with a "Medic" encounter. The function is exactly the same, but the icon is a pill instead of a skull to avoid being mistaken as an elite battle
The loadout window now opens by default in the Map scene
Looking forward, I think the biggest focus over the next week, ahead of Steam Next Fest, will be trying to dial in the difficulty and game balance. Things still feel a little tougher overall than I'd like them to be.
As always, let me know what you think in the forums or on our Discord!
Prerelease Update 2
Welcome to Prerelease Update 2! The big change here is a complete rework to wave generation as described below. Read on for more details!
Balance
Contagion timer increased from 10->15 on Easy, 9->12 on Normal, 8->9 on Hard
Wave generation has been completely reworked. The things that will be most obvious from this change include:
More enemy variety
Shorter, but slightly more difficult runs overall
Wave sizes should be more consistent across runs
This rework will make it significantly easier for me to balance wave generation in the future
Overall, it's hard to say if the game's difficulty is in a good place. Playtesters have beat the game on the hardest difficulty, so it is possible, but they're also pretty good at the game ːsteammockingː. I'm worried it still might be a bit too tough, but let me know what you think!
Bugfixes
Fixed bug where game could crash if window was resized too small. Window now has a minimum size
Fixed bug where you could drag/select multiple augments at a time by using different mouse buttons
Fixed bug where you couldn't hire the Bounty Hunter if you had less than 5 contagion
Fixed bug where shop interactions would fail randomly when resuming from a saved game
Other
Made it more obvious if an augment can or cannot be dragged to a particular loadout bar
Added sound effect if you try to dash or fire when you can't
Added a visual effect around enemies whenever the wave timer hits 0
Added a much more explicit "tutorial" to onboard new players. You'll go through this the first time you play the game
Scene transition when leaving the map screen is now much faster
Leave shops and other encounters by pressing a button rather than "jumping"