Junebug vs. Evil cover
Junebug vs. Evil screenshot
Genre: Indie

Junebug vs. Evil

Better, Stronger, Scarier Enemies

This update is pretty major and one that I've been working on for the last several months. I don't want to spoil too much in the notes. I'll probably be working on boss fights next as a buddy-update to this one.

New enemies may be created in the future!

Coop is still being worked on, don't worry! There's a lot to do with that...



Zombies:

  • Camper zombie
  • Punk zombie
  • Cultist zombie
  • Toxic zombie
  • Beehive zombie


Special Enemies:

  • Ghoul: reworked
  • Warlock: replacing the skeleton musketeers
  • Slimegeist: new ghost-themed special enemy!


New Challenge Waves:

  • Changed the name on a few and updated descriptions seen when wave starts
  • New: bee-themed challenge wave
  • New: totem-themed challenge wave
  • New: unholy-themed challenge wave
  • New: poison-themed challenge wave
  • New challenge wave music!


Cool things:

  • New wave recap and scrap bonus
  • Military zombies can now drop medkits
  • Medkits now have a button shortcut (more on this later...)
  • More special enemies spawn every 10 levels
  • New ghost totem! Spawns ghosts
  • New poison totem! Shoots toxic blobs around them
  • Added titles and health bars for enemies (visible once damaged)


Fixes:

  • Overall optimization
  • Balancing
  • Updated enemy ai
  • Fixed challenge waves not scaling health
  • Changed fog to only activate during the ghost challenge wave
  • Updated boil color on exploding zombie
  • Added pallets to tire stack decoration objects for better visibility

March Update!

Just a small update this time! While I'm still working on multiplayer, I wanted to get this update out.

Enjoy!

Cool Things:

  • Replaced the dash with teleport for spirits and shades
  • Changed shades to be ranged enemies instead of melee
  • Lowered Fog density
  • UI tweaks


Bug Fixes:

  • Highscores now save properly when quitting in the menu
  • Fog transition bug fixed
  • Totem spawning bug fixed

High Scores!


  • Changed "died on night X" to "died on wave X" in the game over screen
  • Added Steam Name to Endless Mode Lobby in preparation for multiplayer
  • Added high scores to Endless Mode Lobby!
  • Set skull totem spawning to be more gradual but increased the cap and lowered the range of missiles
  • Made fog slightly more uncommon
  • Balancing

Endless Mode Improvements!


  • New wave logic: enemies killed instead of by time
  • Enemies will be wiped between waves
  • Added more time between waves
  • Challenge waves now drop special loot boxes :)
  • New weather event: Fog!
  • Night and Day level modifiers are set from the start and are consistent
  • Critical hits drop ammo 50% of the time, down from 100%
  • Changed cost of Auto Turrets to 30 from 25
  • Fixed bug where level 2 barricades would upgrade randomly


New Fog Weather:

Character Customization!

Update 0.3 adds character customization for Junebug. This change, along with the new Endless Mode lobby menu, sets the foundation for upcoming additions including new cosmetics, characters, maps, and (crossing fingers) multiplayer!

The following updates will focus on the additions mentioned above. I'm very excited to get to this stage of development. I'm taking a deep dive into the mechanics of Endless Mode, specifically how waves work to smooth out the gameplay loop. Meanwhile, I'll be looking into new enemies and multiplayer early this year.

See you in February!

Update 0.2.3



The Good Stuff:
Changed the term 'upgrades' into 'perks' for clarity
Perks now only cost 5 scrap and go up in price together
New perk: item damage
New loot box: scrap boxes
Added a bullet hit sound (I thought this was already added!)
New item: upgrade kits
Barricades have two levels of upgrades that boost their effectiveness
Bear traps have two levels of upgrades (fire traps followed by explosive traps)
Auto turrets are refilled from upgrade kits
Throwing axes drop scrap or another throwing axe on enemy hit. Perfect for resource management builds!
Changed the health "item" to an actual item: medkit
Added medkits to the starter loot box
Added explosive red barrels that spawn like loot boxes
Scrap shop price balancing
Barricades now affect Junebug's movement speed as well (does not cause damage to player though)
Added descriptions for items on the item wheel
Added visual improvements and changes on Junebug's Cabin level
VFX tweaks
Increased crossbow explosion damage

Bugs:
Fixed turret low animation error
Fixed the revolver's attack speed (it's faster now)
Optimization (over thousands of thrice-duplicated foliage removed)


Update 0.2.2: New Items!

Build a stronghold right there on the front lawn with the latest update!

* Items are now split into offensive (throwables) and defensive
* New item: Pipe Bomb: Attracts enemies when thrown
* New item: Barricade: Slows and damages enemies on contact
* New item: Auto Turret: Automatically shoots enemies nearby
* Items can now be bought with scrap in the shop
* Crossbow bolts now explode, causing AOE damage
* Reworked the Moonshine Cocktail fire effect
* Balancing

Update 0.2.1

Update 0.2.1




  • Fixed a bug where enemies have INSANE health in Blood Moons
  • Added a radial menu for items
  • Balanced the 'sun damage' at the end of waves and made them not sun-themed
  • Updated the look of ghosts!
  • Added new sounds
  • New title cards before Endless Mode games
  • Balancing

Update 0.2

UPDATE 0.2


* New Junebug model and animations
* Scrap count shows on pick-up
* New camera and aiming systems
* New shop layout
* Upgrades can now be purchased
* New shooting logic and bullet FX
* Added reloading
* Skull Totems now fire an overhead homing projectile instead of the red AOE spell.
* Removed Starter Totem
* Removed Generator and tied respawning to scrap count
* Changed the starter Loot Box placement and increased the payout when broken
* Removed tutorial messages. Note: With changes to the Skull Totems and the starter Loot Box, the functionality is straightforward for first-time players
* Bullet damage displayed as floating text on hit
* Enemies now spawn by treeline
* Updated explosion visuals
* Balanced fire damage
* Balanced weapons
* Balanced enemies
* UI updates
* Environment visual updates
* Fixed Bug with Shades' material

New weapons!


* SMG
* Minigun
* Burst Rifle
* Flamethrower!
* Sawed-off
* Crossbow

Patch 0.1.4


  • Six New Zombie models
  • Zombies now have a dash ability
  • New Zombie Variant! Soldier Zombie
  • New Zombie Variant! Exploder Zombie
  • Major AI tweaks
  • Spawning logic changes
  • Doubled enemy max count!
  • New Zombie models and visuals
  • Fixed a visual mesh issue on some zombies
  • Camera distance tweaked for better visibility
  • Balancing for enemies
  • Enemies now burn a bit right before the morning
  • Roadmap 2022 added to Main Menu