Keyboard Warrior: Dreamstate cover
Keyboard Warrior: Dreamstate screenshot
Genre: Strategy, Indie

Keyboard Warrior: Dreamstate

Visual Updates and Crash Fix

Added VHS effect to campaign and rogue mode

Fixed a crash is survival the would sometimes happen when choosing an enemy buff

Survival Upgrade Reward Pool rebalance

Adjusted the survival level up reward pool so that health and special rewards are less common when other options are available

Quick QOL and survival shop cost changes


  • Altered layout of the text on the title screen and improved its readability
  • Reduced the cost of survival abilities from 350 to 250
  • Reduced the cost of survival cursors from 1000 to 500
  • Survival upgrades reduced from 300 to 100
  • Survival tradeoffs reduced from 750 to 500
  • Survival passives reduced from 850 to 650
  • Survival special upgrades reduced from 500 to 250
  • Survival health regen reduced from 500 to 300
  • Survival Special regen reduced from 450 to 300
  • Survival max health upgrade reduced from 650 to 250
  • Survival XP booster reduced from 750 to 400

Version 1.3.2

Gameplay


  • Icy touch duration increased to 1.3
  • Trishot knockback reduced, but knockback now ignores friction
  • Removed health pack boost and heal pack heal from the upgrade and tradeoff reward pool
  • Added secondary reload time to tradeoff and upgrade reward pool
  • Increase kunai detection radius from 400 pixels to 1000 pixels
  • Kunai and Magic dagger now retarget the closest enemy to the player
  • Health regen buffed from 1hp/30sec to 1hp/25sec
  • Standard cube special gain reduced from 1.0 to 0.25
  • Red cube special gain to 0.5 (from 0.75)
  • Gravity cube special gain to 0.5 (from 0.65)
  • Survival Gold cube special gain to 0.5 (from 0.75)
  • Magic Dagger detection radius reduced from 400 to 375
  • Magic Dagger Acceleration increased from 3000 to 3500
  • Magic Dagger max speed from 1000 to 1250
  • Osiris guardian cube health now scales with OSIRIS
  • Adjusted secondary reload timer to fill instead of unfilling, making it more obvious when your secondary is ready
  • Damage with abilities now gives special charge
  • Special regen reduced from 1/5 seconds to 1/10 seconds
  • Special and secondaries will now automatically activate upon the cooldown ending if the button is held before the cooldown ends
  • The blackhole cursor can now spawn two black holes at the same time
  • Rift now triggers when enemies get close
  • Rift cooldown timer increased from 5 to 15 seconds
  • Rift cooldown timer now scales by 1.5 seconds per level (instead of 0.5 seconds)
  • Survival diamond health lowered from 1.0 to 0.5
  • Auto-attack is now on by default in survival
  • Slightly reduced survival blue diamond explosion radius
  • Survival Special events now scale quicker
  • Freeze special time slowdown increased from 50% to 80%
  • Rearranged the order of game modes on the title screen
  • Increased max survival upgrade points to 38
  • Increased Guardian cube knockback resistance in survival
  • Reduced survival blue diamond speed


Visual


  • Updated freeze special visuals
  • Adjusted Guardian cube visuals to improve visibility
  • Improved health and special meter visuals
  • Added health and special pack use particles
  • Improved player visuals
  • Improved visuals of special particles
  • Survival endless mode time now counts up from zero instead of just being invisible
  • Reduced player hit flash
  • Increased auto-attack indicator outline visibility
  • Reduced static noise intensity in survival


Bugs


  • Fixed a bug where endless mode in survival would stop after 15 min
  • Fixed bug where "use special particles" would play when they weren't supposed to
  • Fixed bug where secondary aim visual would not disappear under certain circumstances
  • Fixed a bug where damaging an already dead enemy would reduce special charge
  • Fixed crashes in minimalist graphics mode

Version 1.3.1


  • Added crit box to survival gold cube
  • Fixed bug where guardian cube crit box wouldn't trigger properly
  • Fixed a crash caused by guardian cube critbox
  • Adjusted Osiris guardian cube health

Version 1.3: Enemy Crit Boxes, Secondaries, Special Overfill, and more



Survival -

  • Changed knockback resist enemy buff to crit resist enemy buff
  • Added crits to standard and guardian cubes
  • Added health bar to Osiris
  • Enemies are no longer knocked back by the Player's primary fire, only slowed/stopped
  • Osiris guardian cubes have less health and deal less damage
  • Added secondaries
  • Added reduce secondary reload time upgrade
  • Special booster charge rate increase lowered from 10% to 5%
  • The icy Touch perk has been buffed from 10 hits to 8
  • Rift ability made to trigger much more often, but for less time


General -

  • The Health meter can now be overfilled up to double


These changes should fix the survival gameplay loop of constantly juggling enemies just to be overwhelmed by them.

Additionally, the secondaries and crit boxes make the game much more engaging and fun to play.

Special overfill also adds more depth to Rogue and Campaign modes.

Version 1.2: Gameplay Tweaks, Enemy Faces, Damage Numbers, and more



Hiya folks,

As you can tell by the decent number of updates this game has had over its short lifetime, I am very dedicated to making it something awesome.

Over the past week or so I did some playtesting with the wonderful Arleas who helped me to identify and sort out some major problems with KWDs gameplay.

So, Version 1.2 is here to fix them. I hope you enjoy it, and please feel free to join the discord and give your own feedback. (It would be very helpful.)

Let's go.


  • ALL Enemies have been given faces that react to damage.
  • Pressing escape now automatically returns to the main menu in the campaign
  • Standard Tri and Octo have been removed from the rotation of normal enemies in Survival
  • Survival Damage and Knockback bonuses now scale up by 10% (instead of 6%). Max number of times the upgrade can be purchased has been lowered from 5 to 3.
  • Damage numbers have been added to every enemy in the game.
  • The survival shop has been visually altered so that it is more clear how many upgrades of a certain type are remaining.
  • Auto attack is no longer on by default in survival.
  • Auto attack is now MUCH more responsive when first hovering over enemies (this is a bugfix).
  • Auto attack rate has been lowered from 0.115 seconds to 0.135 seconds (from ~8.6 to ~7.4 clicks per second).
  • Red Goo Ball special event in survival now spawns slower and mini goos are bigger.
  • Standard Tri special event in survival now spawns slower and the max amount of tris has been reduced from 15 to 10.
  • Purple (evolved) Goo ball special event in survival now spawns roughly 0.5 seconds slower and mini goos are bigger
  • Blue Goo Ball special event in survival now spawns slower and goo balls now take a different path towards the player
  • All octo special events in survival now spawn roughly .25 seconds slower.
  • All diamond special events now spawn slower in survival.
  • Survival enemy ramp-up has been reduced.
  • Survival Osiris has had his health increased from 75 to 100 and it now scales upwards by 25 (instead of 15) each additional time he appears. (This is to prevent guardian cubes from spawning too quickly.)
  • Survival Osiris now appears roughly 20% higher than he did before (giving the player more time to kill him).
  • Guardian cubes are more receptive to player knockback and no longer jolt forwards when their shield is broken (but the max amount they can be knocked back has been reduced).
  • The portal underneath the player now expands every time the primary fire is used.
  • Improved visuals for the first area of the campaign.
  • The current enemy buff (applied after defeating OSIRIS) is now displayed in the top left-hand corner of the screen in survival as a small visual icon.
  • Added hack attempt each time a level is decrypted in the campaign that allows players to save progress.
  • Campaign progress is no longer saved after beating a purple level (progress must be saved by hacking).
  • Campaign failsafes now prevent death and heal to one hp (similar to how they function in the OSIRIS boss fight) instead of returning to the terminal for another attempt.
  • Fixed a bug with Special Charge Rate Shop Upgrade sometimes not properly applying.
  • Fixed a bug with player damage visuals not properly displaying.
  • Fixed bug where OSIRIS would be knocked back too far by the heavy hitter passive.
  • and probably a ton of other stuff I forgot...


I hope you enjoy and, again, join the discord and give your feedback, it is VERY useful.

Cosmos_

Version 1.2: Damage numbers, enemy faces, QOL, and more.

Holy wall of text, Batman.


  • Enemies have been given faces that react to damage.
  • Pressing escape now automatically returns to the main menu in the campaign
  • Standard Tri and Octo have been removed from the rotation of normal enemies in Survival
  • Survival Damage and Knockback bonuses now scale up by 10% (instead of 6%). Max number of times the upgrade can be purchased has been lowered from 5 to 3.
  • Damage numbers have been added to every enemy in the game.
  • The survival shop has been visually altered so that it is more clear how many upgrades of a certain type are remaining.
  • Auto attack is no longer on by default in survival.
  • Auto attack is now MUCH more responsive when first hovering over enemies (this is a bugfix)
  • Auto attack rate has been lowered from 0.115 seconds to 0.135 seconds (from ~8.6 to ~7.4 clicks per second)
  • Red Goo Ball special event in survival now spawns slower and mini goos are bigger
  • The portal underneath the player now expands everytime primary fire is used
  • Improved visuals for the first area of the campaign
  • The current enemy buff (applied after defeating OSIRIS) is now displayed in the top left-hand corner of the screen in survival
  • Survival Osiris has had his health increased from 75 to 100 and it now scales upwards by 25 (instead of 15) each additional time he appears. (This is to prevent guardian cubes from spawning too quickly.)



To do:

  • Finish implementing faces for all enemies
  • Fix bug where damage numbers are displayed when certain enemies damage the player
  • Fix decrypting levels either make a hacking minigame or make them linear (aka fix dying in campaign mode being annoying)

Sept 8 patch: Addressing some survival balance issues

- Standard Tris and Standard Octos now appear in the normal rotation of enemies in survival mode

- DOUBLED the number of survival points earned per run

- SIGNIFICANTLY reduced the cost of certain items in the survival shop

These changes are designed to make survival feel less repetitive and allow players to always have something to buy in the survival shop after a good run.

Version 1.1.5: New "Rogue" Game mode



What's new?




  • Added a new "Rogue" game mode that quickly cycles between 5 randomly picked levels in each area of the single-player campaign. Beating a level will immediately move you onto the next level for nonstop gameplay!



  • Removed "Random" game mode (replaced by "Rogue")

  • Renamed "Normal" game mode to "Campaign".

  • "Speedrun" has been removed and split between "Campaign" and "Rogue"

  • "Campaign" now has a Hardcore switch that activates Speedrun's previous difficulty increase. However, it is no longer possible to speedrun the Campaign.

  • Speedrunning is now only available as a switch for the new "Rogue" game mode.

  • Updated Title Scene Visuals.


Bugfixes




  • Fixed a bug where failsafes in the Campaign would be used twice and potentially drop below 0.