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Genre: Indie

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Optimize On the Prize (Early Access 0.91)

0.91 Optimize on the Prize



This week's update brings significant adjustments to optimization, balance,and game flow, raising the quality of play across the board. No new content this week, but lots of bug fixes, and updates to visual effects, code, balance, gems, and leveling should help create a much smoother late-game experience (results will vary). Because of the significant amount of updated code, it's more likely than ever I missed a few newly introduced bugs, but I'll be keeping an eye on things as I work on the final updates.

Speaking of the final updates! Gunlocked will officially launch out of Early Access on December 6th. There will be one major patch before 1.0, with some new Symbionics, and then a large content update that will drop on release day.

The Symbionic patch should arrive late next week. I'll have more to say when those things happen, but for now, I hope you enjoy the smoother, more polished gameplay.

And as always, please leave a review if you're enjoying the game!

Patch Notes



Balance Changes

  • Increased pace of action at the start of all modes
  • Added randomized gem drops at start of Annelus Void
  • Enemy shields increase by 5% of base shields every minute after 15 minutes in Endless
  • Enemy collision damage increases by 10% of base damage every minute after 20 in Endless (impact damage ranges from 5-8 for most things at normal levels)
  • Mega Asteroid frequency has been slightly decreased
  • Mega Asteroids can no longer be pushed by force weapons, and their base shields have been reduced from 750 -> 650
  • Burn effects can now stack up to 3 times
  • Eburnity now makes burn effects last 300% longer instead of forever
  • Leveling post-15 minutes has been slowed down, but it does pick up around the 18 minute mark. Reaching 8 aftermods should feel more rare/special
  • Longlegs ships now have a hitbox more favorable to the player
  • Hive Queen attack patterns for fights 1/2 have been updated to use the projectile attack more often (some fights were happening where they never used this attack which was quite boring even for a first boss/zone)


Quality of Life

  • Gems have been updated
    - New smaller sprites for all gem values
    - Reduced opacity so they aren't as bright and distracting
    - Consistent gem sizing and coloration to indicate increasing value
    - New gem values for smoother scaling late game using fewer gems
    - New sound effect that is quieter and quicker
  • The Easy Mode and Endless Mode popups now default to the exit button, so you can quickly close the menu when using keyboard/gamepad
  • Made the leymines louder, as the previous sfx adjustments left them silent
  • Aftermod slots will no longer appear on the UI unless in endless mode
  • The opacity on the Proximitaze radius has been reduced


Optimization

  • Significant portions of code and visuals have been optimized
  • Electric abilities have gotten slight optimization when triggering
  • Fire abilities have been significantly improved when triggering, and during ongoing effects
  • Gas Trap visuals have been streamlined and provide much better performance in Endless when there are many of them on screen at once
  • Gems have been significantly optimized for movement and interaction
  • Enemy behaviors (only noticeable in Endless Mode) have been updated.
  • Some particle effects have been replaced by key animations that affect performance less


Bugs

  • Fixed a major bug preventing the 3rd Monarch fight from entering its final phase, ending early (and making the fight much easier)
  • Retrofit should no longer fail to select a functional weapon in rare instances
  • Certain enemies that were not selected for your current run in Endless Mode will no longer randomly spawn in
  • Hail Mary tooltip no longer says it doesn't target overshielded enemies
  • Spy Satellite description typo fixed
  • Powerup counter no longer resets at 4 digits
  • If the Adamanteroid trial is on but you're not playing a Trial game, the starter asteroids will no longer incorrectly have extra shields/health
  • Gems no longer continue to fall off the screen when the game ends (death/victory)

Hotfix v.0.90b

Glad to see people are already digging deep into Endless, and enjoying it (warts and all). Next week will bring a lot of changes to balance, content, and optimization. For now, here's a few changes and fixes:

Balance

  • Static Surge will now be instantly disabled by any EMP traps on the battlefield. You won't be disabled, slowed, or damaged. This is a small balance change that should help keep its power in check with future updates and deep in endless mode with certain builds.

Bugs

  • Made some adjustments to powerup code that should (SHOULD) fix a number of strange interactions when lots of powerups are happening at once from various sources.
  • Fixed an issue that would cause tab to lock you out of controls. This is a dumb issue that pops back up whenever I add a specific type of object to Gunlocked and forget to add it to some code that prevents this.
  • Fixed the inventory showing the wrong Aftermods in some cases

Hotfix 0.90a


  • The "Prize Box" augment should now activate properly on Endless mode
  • Fixed an issue with the patch notes button remaining active and visible when opening options from the main menu

Endless and After (Early Access v.0.90)

This patch is huge, so I'll keep this short: Thank you to everyone that has made this all possible! I've added so much more content than I ever thought I'd be able to. If you've been enjoying the game, please leave a review, and share it on social media! I'm just 1 dev, and as I head toward the finish line, I can use all the help I can get to spread the word.

TL;DR - This patch adds the long awaited/promised Endless Mode, a new upgrade system for it called "Aftermods", and a ton of balance changes with an eye toward longevity (and to pave the way for all the new stuff coming in the next patch). Expect to reach higher levels across all modes and zones. See more below:


note: from an early version prior to aftermods being enabled

Patch 0.90 Endless Space


Features
- Endless Mode

  • New Zone: Annelus Void
  • New enemies and enemy variants found only in the Annelus Void
  • Fight a different mix of previous zone's enemies each time.
  • Mix-and-Match bosses: The first 3 boss fights in Annelus will be 1 of each from the previous zones. Every 5 minutes after that you'll face a level 3 boss from a previous zone that you didn't most recently fight. Post-launch content could include new bosses for this zone.
  • Music switches after each boss to match the next boss you'll fight. When the new track variations are added, they will be included in the mix as well.
  • Disclaimer: While this mode is endless, it may reach a point on different machines where it begins to chug along. I can currently get to max difficulty at 55-60 fps on a mid-range PC, but results may vary (even on more powerful machines). I will be working to optimize as much code as I can in the leadup to 1.0, but turning down visual effects in the options may help for now if it's a problem.

- Aftermods

  • Similar to augments, these are one-time upgrades that you can equip.
  • These are only available once you reach max level in Endless Mode.
  • There are 16 to start, and you can equip up to 8 (if you live that long).




Major Balance Changes

  • Lock On Upgrades can now target overshielded enemies (but still not asteroids)
  • Overshielded enemies are immune to elemental effects (electric stun, burn damage) and still gain +50 health over their unshielded counterparts.
  • Discharger has been reworked
    - Projectiles now fire at the previous max range for all levels
    - Now has a lower base chance, but the chance increases each time it doesn't trigger, and decreases when it does
    - A green bar where cooldowns are shown, displays your current chance out of 100
    - There are now only 4 levels instead of 5
    - At level 4 discharger now gains the bonus 3 burst of projectiles from level 5
  • Symbionic Chargeback bonus now only triggers every 3rd time the discharger does
  • Symbionic Rupture Wave now only triggers every other Gravity Wave. Empowered Rupture Waves trigger on the next Gravity Wave no matter what.
  • Sure Thing now stops working after you reach level 15.
    - Note: with the new experience and leveling changes, It's more useful now for what you want to level first, than ensuring you can eventually level something at all. You can nearly reach max level on everything in Standard on all 3 zones. This may get replaced with something else eventually.
  • Anti-Matter Engine Augment now functions consistently with recharge timers and kinetic recharge. Instead of temporarily shortening recharge timers, it increases recharge gain speed. This means long recharge timers that didn't fully recharge before its effect ended will now remain close to recharged.
  • Sentry Drone will no longer maintain targets from so far out of their range when moving away. At level 5, the missile speed bonus has been removed, and the firing rate bonus has been reduced from +15% to +10%
  • Junk Drone junk will no longer spawn while a Junk Drone is active. Junk Drones now fire pulses of 2 projectiles instead of 1, but for fewer pulses. Overall Junk drone fires the same amount of projectiles, but gains a slightly smaller bonuses from Replicator.
  • The Final Hive Queen fight difficulty has been significantly toned down. The vulnerability time, vulnerable damage threshhold, and time between attacks has been increased.
  • Hercules class ships (elites that fire a spread of bullets) now drop Gleaming Cubes post-15 minutes
  • Experience needed to level after level 22 has been reduced across all zones and modes
  • After defeating a the first level 3 boss of an Endless Mode game, 3 Gleaming Cube powerups will drop


Bug Fixes

  • Electric damage will now properly trigger on the Sting King's exposed core
  • Collecting multiple powerups at the exact same moment will no longer prevent powerup timers from properly showing up
  • Fixed a bug that would prevent multiple gleaming cubes from triggering at the same time
  • Collecting multiple powerups at a time will no longer appear as if all of the powerups collected are the same, visually (despite still working correctly)

Mini Patch 0.86

Just a small update before the big one. The official release date for Endless Mode is October 26th.

See this tweet for a preview: Endless Mode Stress Test

Oh, and one final note: In the upcoming patch I've made a much requested change to lock on weapons. They can now target overshielded enemies (still not asteroids). Overshields now block elemental effects (electric stun, burn damage). Not pictured in the tweet above.

In this patch:


Easy Mode Update

  • Achievements and stat tracking are now enabled during easy mode. Trial-based achievements will still require you play on the harder difficulty (obviously, you can't select easy mode and trial mode at the same time).
  • Your high scores will now save on easy mode, but at a 50% penalty.
  • The startup text has been adjusted to reflect these changes.


Bug Fixes

  • Fixed a bug that prevented the Light Rail from targeting the exposed core of the Sting King boss (once the pincers are destroyed)
  • Fixed a bug that prevented the user from clicking on the volume controls in the main menu that was introduced by the new custom cursor
  • Fixed a bug that prevented the "Many Tanks" trial from activating. Also removed the bonus armor from this trial, and updated the text in the mission menu to reflect this.

Hotfix v.0.85c


  • Fixed an issue that could cause the Dronerang to get stuck, unable to attack, usually when the Drone Cloner was also equipped.
    - Note: This has been a pesky, but uncommon issue for a while, so I completely rewrote all of the code to be more efficient and less problematic. Let me know if you still have any issues.
  • Fixed a bug that would show the Scouting Drone when the Drone Cloner copied the Repair Drone, and vice versa.

Hotfix v.0.85b


  • Fixed a bug that caused the upgrade beacon menu to display the wrong level up text
  • Fixed a bug that would cause the progress bar, above the timer, to desync from the actual timer after 5 minutes

Hotfix v.085a


  • Fixed an issue that would cause the tutorial prompts to appear when trial run types were selected
  • Fixed an issue that would prevent trial related achievements from unlocking


Both of these fixes were related to a last minute fix to tutorials, and should no longer be an issue. But, as always, let me know if there are any further issues.

Of Mice and Menus (Early Access v.0.85)

After the last development roadmap, plans changed a bit. Endless Mode is nearing completion, and a lot of the features of this patch were originally planned to launch along side it. There's enough new stuff, and changes under the hood (to make endless mode work) that I thought it would be better to get these changes out now, and make sure I didn't break anything before the full endless mode release.

The long delayed price increase has finally been implemented. Gunlocked will now retail for $4.99 USD (regional pricing applies), and that will be the final retail value. With only 2 content updates left after this, and more content than I ever planned, It felt like the right time.

Patch 0.85 TL;DR



  • Easy Mode
  • Mouse Controls
  • Interface Updates
  • Bug Fixes




New Feature: Easy Mode

  • I've been really happy to watch the stats climb for players that have achieved victory at least once, from the early days at less than 16% to currently over 40% (and with a much larger player base). But it's clear some players just want to have fun and may never have the opportunity to check out all of the zones and content without a little extra help. Easy Mode should fix that. Level faster and higher, and survive much more easily. Even if you don't have a problem in the standard mode, it's a fun way to start your day, and pairs well with the new mouse controls. Speaking of...




New Feature: Mouse Controls

  • I've been working on these since they were first requested, not long after launch. This is the third iteration of the controls, and the only ones I was comfortable enough with to actually achieve victory in standard mode with. This game was never designed with mouse controls in mind (digital input, 8 directions, high speed gameplay), so these controls will not be ideal, but hopefully they offer more accessibility to a broader group of players. I have a lot of fun with them in easy mode, but im sure people who are more accustomed to mouse controls will be destroying standard mode in no time.

    Just click and hold relative to the ship's position to move.




Interface Updates:

  • Another common community request, upgrade beacons will now trigger a popup menu to tell you what was upgraded and what it did.
  • The deploy menu has been updated with the new easy mode selection, and has made room for the new Endless mode zone Annelus Voice (coming in the next update)
  • The game interface has been updated with a section for "Aftermods." These will be explained in the next update, and do nothing for the moment.
  • The inventory has been updated to accommodate said "Aftermods" with 8 additional upgrade slots.
  • A new custom cursor that is easier to see has been added to help improve the mouse control method
  • The side bar in the mission menu will now have a much more mild and slow flashing effect, so as to be less distracting






Balance Changes:

  • Mosquito class ships (the ones that charge with the big laser in front), now always drop gems, and can drop more
  • Space Net is down to 40% chance from 50%


Bug Fixes:

  • Fixed a bug that could mess up the upgrade menu if your controller disconnected while choosing an upgrade
  • Fixed a bug that would allow you to select a locked character and play them (but with incorrect upgrades equipped)
  • Fixed a bug that would cause a weird interaction between space net and powerups
  • Fixed a bug that prevented Ram's "blowdozer" from visually marking targets
  • Fixed a bug that prevented sound from playing in the options menu
  • Fixed a bug that would prevent the tutorial option from showing up if you hadn't already beaten a zone (yikes)

The Return of the King (Early Access v. 0.82)

Another upkeep patch before the next major content patch. I'll be offline for most of September 26th-28th as I move into my new place. This part of the move is only 2 miles away, so hopefully I'll get right back into the swing of things.

As for the "next major content patch" well...it is major. In fact, it's probably the most exciting update I've worked on yet. I know these last 2 updates haven't been the most spectacular content-wise, but from here on out it's content, content, content!

One final note: There are still community requested features I intend to implement, and previously reported bugs to fix, but I wanted to get this patch out while I still had a day to react to anything I might have missed.

Patch Notes v.0.82



Sting King Remake

  • Re-coded from the ground up
  • Re-tooled attack patterns and a couple new abilities
  • Rebalanced difficulty
    -Note: The Sting King was coded unlike the other two bosses to account for multiple attacks that could happen at the same time (ex. one pincer could be vulnerable and disabled, while the other could fire missiles) but this lead to all kinds of bugs and conflicts. This new version won't have those issues. It could still have bugs I didn't find in testing, but they'll be much easier to fix.


Quality of Life

  • Added an "immune" popup when something is immune to knockback (crossed out circle)
  • Added a progression bar toward each boss, above the game timer
  • Music volume has been adjusted to be quieter overall
  • Sound effects volume has been adjusted to be quieter overall (some sound fx may be too quiet now)
  • Added powerup text popups and removed the powerup sidebar on the right side
    - Note: While this provides less information than previously, it's easier to see, and when the codex is soon added, players will be able to look up any in-game element they want to learn more about. This also frees up some UI space for...upcoming changes ;)
  • Added "disabled" text pop-up when EMP effects are triggered on you


Bugs

  • The initial asteroids that spawn will now correctly have extra health if the Adamanteroid trial is activated
  • Sting King will now properly take burning damage over time when his core is exposed