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Genre: Indie

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Bugs and Bugs (Early Access v. 0.80)

The first update since the move...hope I don't break anything (that isn't already broken). Thanks for your patience (again, and again). Things will hopefully start to pick back up with more regularity in the coming weeks, and I still have a lot more content to bring to the game.

But first, it's all about polishing what's already here! If you reported an issue that isn't fixed in this patch, it should be in the next one.

Patch Notes



Partial Achievement Reset: Trial Run, Trial Jury, Aces Hive, Stingking Hard, Moth-R-Load, One True King have been reset
A number of trial related achievements were unlocking for players without needing to do anything for a number of different circumstances. For the handful of players that actually did achieve these...mea culpa!

Balance

  • Enemies can now be stunned again after 2 sec instead of 3.
  • Shock Bomb Rework
    - Shock Bombs now always travel at the speed they previously gained at level 5, and give slightly more time to aim
    - You now have 1/2/2/3/3 shock bombs at levels 1/2/3/4/5
    - The spread and positioning for shockbombs is more consistent
    - Direct hits now deal double damage, while area damage is decreased
  • Kinetoshield will now block the EMP effect of Static Surge (but will still be removed)
  • Hail/Heal Mary rework:
    - Cooldown removed. Now fires at a steady pace as long as maximum targets have not been reached. This applies to both Hail and Heal Mary.
    - Hail Mary now has 4 levels, down from 5. Gains all of the same bonuses over fewer levels, and is easier to upgrade into Symbionic.
    - Heal Mary's heal takes 2 times as long to charge, but gains 3 times as much heal.
    - A new healing visual effect has been added to make it a little more obvious when the heal happens


Quality of Life

  • Artemis is now unlocked from the start
  • Levels are now unlocked by beating the previous level, no achievements necessary.
    - If you've already gotten a score in the zone it will be unlocked too, so you shouldn't have to re-unlock a level you've already played (since you could unlock the Rachni Belt without beating Apoid, previously)
  • All player stats from the most recent game remain visible after game over


New Enemies

  • Lightning Bugs (Lepi Sector)
  • Caterpods (Lepi Sector)


Bugs

  • Fixed Disruptor triggering on "Moth Ball" Ships but having no effect
  • Fixed Long Legs class ship movement pause when game pauses/resumes
  • Fixed Trials score overwriting previous score even if lower
  • Hail/Heal Mary no longer fires while you are EMP'd
  • Fixed Backdraft showing wrong upgrade text in inventory
  • Fixed a bug where your current trial score could overwrite your previous best regardless of score
  • Fixed Activated trials being dimmed out upon loading the mission menu
  • Fixed Trial Run triggering regardless of run type if the necessary trials were turned on
  • Fixed Trial Jury triggering regardless of run type if the necessary trials were turned on
  • Fixed Mad Lad triggering regardless of run type if the necessary trials were turned on
  • Fixed One True King triggering regardless of zone or run type if the necessary trials were turned on
  • Fixed a bug where the local file could be updated with a completed achievement, but not Steam
  • Fixed a bug that wasted the upgrade beacon if you had the trial "Alpha Test" activated, and the beacon attempted to apply the upgrade to your starter weapon
  • Fixed a bug that would trigger when Ace had a drone weapon that was not yet activated and the Drone Cloner utility
  • Fixed a bug that caused Drone Cloner to get stuck if you equip it before any drone

Development Roadmap Update

Hey, everyone. Thanks for your patience as I ease my way back into development after my travels. I've got one last leg to complete, as I move from my temporary situation to my new permanent dwelling, but there will be at least one update (possibly 2) before that happens. I figured now was as good a time as any to provide an update on what's coming, and when it's happening.

Patch v.080

  • What: Primarily a polish update. Expect a pile of bug fixes, changes to progression and unlocks, a partial achievement reset (alongside the bug fixes to the achievements), and lots of balance changes. Some content, including new enemies for the Lepi sector will also be included, so it's not all boring!
  • When: Monday, September 19th. I hoped to get it out this week, but getting back into the swing of things has been a bit slower than I wanted. Things are speeding up, but I'm going to take my time in the lead up to 1.0. More bug fixing, less bug adding!


Patch v.085

  • What: Symbionics a-go-go! At least two new symbionics will be added to the arsenal, as well as changes to the Chargeback. Expect a few additional bug fixes, balance changes, art updates, and a surprise or two.
  • When: Monday, September 26th. This is tentative. I will be moving to my more permanent home around this time, but I'm hoping to get one more patch in before I do that. Hence the smaller amount of content.


Patch v.090

  • What: New content. The last content patch before 1.0. Expect new upgrades, achievements, and few more surprises.
  • When: TBD October. I have an idea when this will happen but how long it takes to get set up in my new place will alter this release.


Patch v1.0

  • What: This is the big one! For all the beans! Exiting Early Access with a big content patch featuring the Endless Mode, Info Codex, and a bunch of other smaller things I'll talk about when it's time. For those of you hoping for leaderboards, I'm working on that too, but I'm aware of a number of ways that players are cheating the game already, which dampens my mood on the whole thing. It's a lot of effort to know it will immediately be compromised. Let me know your thoughts in the comments below!
  • When: TBD October-November. 0.90 will have an impact on the release date, but I'm 98% confident it will be released before December.

Development Update

I have arrived back in California safely, after a brief stay in Virginia, and development on Gunlocked will resume shortly.

My office/computer equipment won’t be here until the 7th-8th, but hoping to dive in soon after. I have been listening to feedback and compiling a list of bugs to tackle in addition to new content, and I’m excited to get started.

I’ve decided to postpone the price increase until patch 0.80 when said bugs are fixed and more polish implemented, so you’ve got an extra week+ to grab the game at the current price.

In addition to bug fixes and polish, expect new upgrades, redesigned older upgrades that have proven problematic, and new enemies and balance changes for the 3rd zone. Certain unlocks will also be changing to provide a smoother new-player experience, as well.

Thank you for your patience while I move my life 2000 miles west. I’m excited to reach 1.0 and couldn’t do it without your support!

Can't stop, won't stop... (one more fix)

2 things before I put this computer in a box and mail it across the country...

1. I fixed an issue introduced by Ace that regularly (but not always) broke upgrade beacons
2. I will be doing a partial achievement reset with patch version 0.80 for the following achievements: Aces Hive, Stingking Hard, and Moth-R-Load. That patch will arrive in late September/Early October.

About 98% of people that have those achievements unlocked haven't earned them, because something is bugged with trials. I'll be fixing it and resetting achievements once I set back up (now that I know how to do an achievement reset).

See you all when I finish moving. NO MORE PATCHES UNTIL THEN. I SWEAR.

Hotfix 0.73b

I'm beginning to think I have an addiction...


  • Backdraft upgrade text has been updated to match the recent balance changes
  • Crystal Drone can no longer be pushed by force weapons

Hotfix 0.73a

Last one! ...probably.


  • Fixed a bug that could lead to Ace being offered a strange Weapon duplicate with mismatched text that had no effect.
  • Changed the text on Support Strike to read "shields" instead of "armor"
  • You can now click on locked pilots to read their unlock conditions the same as when highlighting them with keyboard/gamepad controls.

Patch 0.73

Back with another patch. Still looking into a couple more issues that are hard to replicate, so I might have one more tiny update before I move, but otherwise, see you all when I see you (some time in September). The new enemies and other two symbionics will have to wait a while longer, I am exhausted.

Thanks to those of you that offer constructive criticism and encouragement, and everyone that's left a good review. It means so much to me, and my ability to continue making this game (and more games in the future).

New Symbionic

  • Clonerang


Balance

  • Backdraft now gains bonus recharge speed when your ship is not moving instead of when it is.
    - Note: For players that already know how powerful and useful this weapon can actually be, I wanted it to make more sense for how it was being used. So now it should be less fidgety for doing the things you were already doing (those of you that figured out how to maximize its potential).
    - Note 2: A Chargeback update is also planned but that's more extensive and involves changes to Discharger.
  • The Recycler is now less likely to show up if you don't have a powerup type weapon/utility/augment equipped.
  • Rerolls have changed: You now start with 1 reroll, but you will always have 1 reroll at every level up. These do not accumulate, they are use-it-or-lose-it.
  • High Roller now gives you an extra reroll at every level up for each boss you've defeated.
  • Unstable Core now deals 75 damage in an area, but 3 damage to you.


Quality of Life

  • The final boss in Lepi Sector has new animated effects on the ship
  • The final boss in Lepi Sector now moves back and forth a bit, to give it a little more life
  • Tutorial text has been updated to mention re-rolling choices, and recharge meters


Bugs

  • Static Surge should (hopefully) no longer get stuck unable to trigger
  • Flying Aces achievement will now properly save and track victories to Steam
  • Recycler no longer defaults to level 4 stats
  • Symbionics now have custom text in the inventory
  • You can now click on locked ships with the mouse in the Mission Menu
  • Inventory mouse controls have been restored
  • Fixed a bug with Dronerang that affected memory usage

Hotfix 0.72c

Just a couple of quick changes. Thanks for the feedback!

  • The silver Mantis ship skin will no longer flash/disappear briefly while not moving
  • The achievement unlock text for the pilot Tempest is now correct. It was still using a beta version of the achievement.

Version 0.72b Patch Notes

The first of many smaller updates to augment The Storm Update, and round out it's features and content, while addressing bugs. I am aware of a handful of other small issues, and I am looking into those for the next update. Keep the feedback coming (here, twitter, and discord)!

Balance

  • Chrysalis class ships (that spawn butterfly class ships) will stop appearing during boss fights
  • Show Off: Ace now temporarily gets 25% recharge reduction until he reaches level 3. This should make starting off with less than ideal weapons a bit more fun (and ideal weapons a lot more fun).
  • Mosquito class ships move faster and can no longer be knocked back or stunned
  • Moth class ships move faster


Bugs

  • Static Surge will no longer trigger a Gleaming Cube powerup description in the user interface
  • Mosquito class ships should no longer become stuck at the top of the screen
  • When Moth class ships are knocked back the EMP field now properly follows them
  • Drone Cloner will now make a copy of the correct level Sentry Drone
  • Fixed an issue that would cause Elite Bumbler class ships to move off the screen to the left or right after spawning
  • Ace should no longer get upgrades for inactive weapons from upgrade beacons

The Storm Update

The Storm Update brings new content, requested features, balance changes and bug fixes, but not without a few growing pains.

If you haven't already heard, I'll be moving (back) to California after an extended stay away, and The Storm Update is my way to packing as much new content into the game as possible for all of you while I take the time to settle in. But it was perhaps a bit too much.

Ultimately, I had to roll back a few pieces of content that were causing all manner of game breaking bugs, so that I could ensure I got this update out, with time to make adjustments before I begin my travels.

That means, the new zone, The Lepi Sector won't feel as full of brave new ideas as I had hoped (YET), but over the coming days I hope to add those back in. The new boss is my most ambitious yet, and that remains, but several enemy types had to be taken out for now, and replaced with enemies from previous zones. It also means the Symbionic upgrades were pushed back, though I expect 1-2 of the planned 3 to make it back in before I move.

Oh, and many of you have mentioned the music gets a bit repetitive after a while, and I've heard you. My musician is not only updating the current work in progress tracks to be more polished, varied, and longer, but he's also working on act variations to bring fresh sounds to the fight after each boss battle.

With all that said, let's get in to what actually IS in this update. It's a lot!:

Major Features

  • The Lepi Sector
  • New Boss: The Monarch
  • 4 new enemy types
  • New music track (work in progress)
  • Updated music for the Rachni Belt (work in progress)
  • Pause Inventory
  • New Player Tutorial selectable on Apoid (work in progress)
  • 2 New Pilots: Tempest, Ace
  • 3 New Unlockable Ship skins: The Hawk, The Cobra, The Mantis
  • 3 New Weapons
  • 5 New Utilities
  • 3 New Augments (2 pilot-specific)
  • 10 New Achievements
  • Community Item Drops Enabled
    - 7 trading cards
    - 5 badge ranks
    - 4 profile backgrounds
    - 5 emotes
    - 4 point-shop-exclusive animated avatars


New Features

  • New Player Tutorial: Selectable from the deploy menu on the Apoid Colony, pop ups will explain the very basics to plays as they progress. More tips and some overlays for using the upgrade menus are coming. Let me know if there's something that's hard to understand that should be included.
  • Upgrade Inventory: You can now pause the game and select the inventory to take a look at what upgrades you have, their types, synergies, and read a level-agnostic description of what they do.




New Zone

  • The Lepi Sector: Work in progress. Features 4 new enemy types, an ambitious new boss (wait for it...), a new music track, and 1 new background. Expect regular updates to the content and polish of this zone. There is still a lot to do, from new enemies and combat events, to visual and sound polish. It's also the HARDEST zone yet.


New Pilots

  • Tempest: An electric new pilot, with a penchant for shocking behavior.
    - Weapon: Buzz Beacons
    - Augment: Shock Collar
  • Ace: For those of you wanting a silly challenge. Ace picks all of his upgrades at random, and you can borrow one of three augments from another pilot. He can start with some strange weapon choices, and push you to get a little creative.




New Weapons

  • The Dronerang: A boomerang style drone launches out in 1 of 5 directions before returning. Dealing damage both directions.
  • Buzz Beacons: Swirling, electric beacons rotate around your ship, damaging and stunning enemies they collide with.
  • Static Surge: A new "powerup" type weapon, that turns you into a ball of electric energy, allowing you to crash through enemies, damaging and stunning them as you go. Beware! You overload your own systems briefly, so make sure you end in a safe space.




New Utilities

  • Crystal Drone: A drone made of crystalline gems floats down the screen. Damaging it causes it to shoot beams out at nearby enemies.
  • Voltarget: Your lock on weapons can now deal electric damage and stun enemies
  • Amplifryer: Electric weapons deal more damage and stun enemies longer
  • Recycler: Charges from collecting powerups. Spawns a mini powerup omewhere on the battlefield. Works with Hot Streak and Static Surge, as another new "powerup" type of upgrade.
  • Drone Cloner: Creates a temporary copy of a random drone that you have equipped. The more drones you have equipped, the shorter the cooldown.




New Ships: "Smol Ship" variations have not yet been implemented, but will be coming soon

  • The Hawk: Unlocked with the Aces Hive achievement
  • The Cobra: Unlocked with the Stingking Hard achievement
  • The Mantis: Unlocked with the Moth-R-Load achievement




Balance: Major updates to a number of older weapons and utilities are also in the works

  • Sideline: Levels 1,3,4,5 all have had the beam width increased.
  • Hail Mary: Distance based damage has been removed. Now does full damage at any range. A major rework to both the Hail and Heal Marys is in progress.
  • Unstable Core: Does 75 damage up from 50
  • Jumper Cables: Now charge faster, and triggers as soon as it's full
    - 96,000 -> 7000 charge
    - Grants 2 shields
    - Now deals 10 damage to enemies around you and stuns them for 0.5 seconds
  • Space Net: Chance increased to 50%
  • Power Converter: Now only gains 1 max HP for mini powerups
  • Electric effects can only stun enemies once every 3 seconds
  • EMP effects now remove powerups
  • Kinetic upgrades no longer charge while you are EMP'd



Bug Fixes

  • Fixed an issue with the Light Rail that caused its impact effects to get stuck in memory despite not being visible to the player
  • Further adjustments to prevent the Sting King from soft locking the game by becoming invincible and refusing to play (this may not be entirely fixed yet, but it will be in a near future patch)
  • High Roller achievement will no longer improperly trigger.