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Genre: Indie

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Hotfix v.0.40c


  • Fixed an issue that could cause augment text to get stuck and no logner update if the player rapidly rotated between choices
  • Fixed an issue that would cause the pause/resume functions to trigger and override the upgrade menu if the player's controller was disconnected during upgrade selection

Hotfix v.0.40b


  • Fixed an issue with Bookworm not properly unlocking as an achievement (though it did unlock the proper augment)
  • Fixed an issue that could cause pressing "tab" in the Mission Menu to lock controls
  • You can now press esc to quickly exit the achievement menu (only "C" was working previously on keyboard)


Thanks for all the feedback so far!

Hotfix v.0.40a


  • Fixed an issue with the Quick Draw achievement not properly unlocking, and the Placeholder Augment along with it.

Augments and Achievements Update (Early Access v.0.40)

Patch v.040: Augments and Achievements



This week, Gunlocked goes rogue-wait for it-lite. Persistent unlockable upgrades are here, and they allow players to customize their experience in a multitude of requested ways. From smaller ship hit-boxes, and increasing shields, to build and upgrade consistency, to simply more power from additional special weapons. And all of these upgrades can synergize in all the same way regular weapons and utilities can. There's a lot that can be mixed and matched, and many really strong combinations (some that might not be apparent).

There's more to come with this system, and some augments may become stronger as more content is added, but I think the system is already in a really fun place.

Sorry about the delay, but there was a lot to create and test with this update. So much new content, so many different interactions possible! I hope you enjoy. I'll keep the rest of the notes short, and let you all discover the new content for yourselves. Let me know what you think in the comments and please leave a review if you've been enjoying the game!

One final note: Having moved some content forward with the last two patches, the update numbering on public builds fell out of sync with my internal roadmap, so this patch is 0.40 instead of 0.35



Features

  • 20 New augments! Complete research goals (often, but not always, tied to achievements) to unlock and equip powerful new upgrades to your pilot before battle even begins. Each pilot's equipped augments are saved separately. Once you have a build you like, you can easily switch between pilots without having to change the augments every time.
  • 20 new achievements to unlock.




Quality of life

  • Updated ability icons for all weapons, utilities, and augments.
  • You can now press "start" on a gamepad or "control" on a keyboard to jump to the deploy menu instantly in the Mission Menu.
  • You can now press any cancel button or key in the Mission Menu to jump to the abort button when not in a sub-menu




Bug Fixes

  • Fixed a bug that would cut off achievement text in the achievement viewer if you went to the mission menu, then returned to the achievement viewer
  • Fixed a bug causing the game to display the wrong pilot's text until activating the the pilot selection menu (unless Scout was last selected)
  • Gravity Wave had the orange effect of a charged Rupture Wave without actually having the Rupture Wave if the Disruptor is equipped
  • Fixed a bug that could allow the player to shove the side barrier with the Gravity Wave in the Sting King boss fight
  • Fixed an issue that allowed the elite Hercules class ship to spawn during a final boss fight

Hotfix V.0.32c


  • Chargeback should no longer reset to default (level 1) attack speed
  • Fixed an issue where specific enemy types could trigger death events after scrolling off the bottom of the screen in the Rachni Belt zone
  • Fixed an issue with asteroids moving invisibly (and very slowly) during pause
  • Empowered Rupture Wave is yellow (instead of magenta) now to better match the color scheme of attacks in the game

Hotfix v.0.32b


  • Due to fixing a bug with scoring from previous builds, previous high scores will be hard or impossible to beat. This patch will trigger a one-time score reset.
  • Enemy scoring has also been updated. Bonus points for specific enemy types have been increased.

High Score Reset Incoming

TL;DR A bug caused scores to be too high previously, but now that's fixed. High scores will be reset tomorrow so they aren't impossible to beat.

Hey everyone! This is just a quick update about high scores. You may have noticed the most recent hotfix significantly reduced your scores.

These scores are actually correct, and previous high scores were a bug. Every time any enemy died, the highest point value ship was being counted due to a funky interaction with loot rolls. When I fixed the loot dropping problem with bosses, I fixed the scoring bug inadvertently (I feel sheepish).

This means that you won't be able to beat your previous high scores, currently. I'm going to be updating score values tomorrow anyway, so when I do that, I will be resetting everyone's high scores. This is what Early Access is for, luckily!

Sorry for the inconvenience!

Hotfix v.0.30c


  • Fixed an issue when first playing the game, if you did not select a pilot, the game would load without any weapon
  • Fixed Enter key not working in achievement viewer
  • Removed a fade effect at the start of the mission menu

Hotfix v0.30b


  • Fixed an issue that would allow locked pilots to be partially selected causing issues with portraits and loadouts upon entering a game
  • Added the ability to use "Enter" in addition to "Spacebar" to confirm selections via keyboard

Hotfix v0.30a

Just a few small changes and quick fixes.


  • Fixed a bug that prevented Raypalm from burning asteroids
  • Fixed a bug that prevented achievements from properly incrementing if you quit a game before dying
  • Reduced enemy spawns slightly after the 2nd boss in both zones