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

Keyboard Warrior: Dreamstate

Maroon Fog Fixes

Improved performance on maroon fog 7 minutes+
Fixed a Maroon Fog crash that could occur when instancing blue goo balls later in the match
Fixed a maroon fog crash that occurred when beating maroon fog
Change gravity cube gravity well visuals
Changed Mega Diamond Visuals
Changed Penta Laser visuals and reduced rotation speed
Penta health from 500 to 350
Reduced giant upgraded cube size from 1.0 to 0.75 and health from 50 to 25
Frenzy cube health from 150 to 100 and increased speed
Increased guardian cube health from 15 to 20 and shield health from 3 to 10
Guardian cube speed from 800 to 1000 and acceleration from 1600 to 2000

Jan 28 - New Ui Visuals And Bugfixes

Updated UI Visuals
Updated Maroon Fog Visuals Slightly
Fixed tank heal ability not retriggering
Increased tank and scientist movement speed
Scientist now deals 10% less damage and field deals slightly less damage at a slower tick rate
Scientist health from 5 to 4
Tank health from 8 to 6
Tank damage reduction from 65% to 35%
Tank damage reduction now stacks with Defensive Position
Fixed a bug where endless mode could carry between arenas if not unlocked in one already
Fixed various mythic perks not properly applying.
Fixed the "healing" mythic perk from stacking endlessly
Fixed healing from potentially causing the damage animation to play
Fixed player health sometimes not fully resetting after a game

Version 2.7.5: New Visuals And Endgame Re-balancing

Updated visuals with a Desaturated style that lets through shades of red with background lightning vfx.



Enemy health now scales from 0.35 to 1.25 instead of 0.35 to 1.6 across kernel levels.

Enemy damage now scales from 0.5 to 1.0 instead of 0.5 to 1.5 across kernel levels.

Osiris' health at higher kernel levels has been significantly reduced.

Changed Carbon and Obsidian Octo Sfx to match standard Octo.

Laser cube laser has an increased startup time but deals more damage and spins faster.

Enemy AI is now more powerful at lower kernel levels and scales less harshly over kernel levels.

Fixed a bug where switching from controller mode to keyboard mode while the game was active would cause problems with custom controls loading.

Nerfed mega diamond health.

Nerfed driller and mini driller health. Mini drillers now more closely follow the player before dashing.

Nerfed sapphire hit chance and duration across all rarities.

Fixed a bug where enemies effected by sapphire wouldn't properly run away from the player.

Nerfed vampire passive to scale less across difficulty levels and the base amount is reduced from 1% to 0.5%.

Fixed a bug where endless mode could be played below kernel 5.

Fixed a bug where the initial story intro when opening the game would replay after beating your first game.

Version 2.7.4: Super Dash

There is no longer deceleration when letting go of movement keys.

This prevents you from standing still and also allows for super dashing by letting go of WASD mid-dash.

Fixed some bugs with the story not playing in the proper order alongside some various end-of-game crashes.

Adjusted laser cube laser to have a short windup and deal more damage, but laser cubes move a bit slower.

Also, tweaked some songs in the jukebox. Notably, Synthwavey and Dreamstate.

Fixed black screen at the end of the game

Fixed an issue where the story wouldn't properly progress at the end of a match leading to a black screen.

Also fixed some sneaky crashes, added background particles, and some general balance improvements.

Version 2.7.3: New Audio and Stacked Level Up Rewards

Level Up rewards are now deferred until after Osiris boss fights. None of the actual rewards are changed, just the timing.

Added some new subtle chorus and lofi distortion effects alongside a more noticeable bandpass filter effect to the game audio. This gives a "retro" feel.

Updated main theme.

Fixed a bug where the audio effect from upgrades wouldn't disappear properly under certain circumstances.

Fixed some controller sensitivity settings bugs.

Updated the visuals for every cursor sprite in the game.

Version 2.7.2: Further Visual Improvements and Performance Improvements

Added some new noise/hatching vfx to improve white balance after recent visual updates.

The remove glow setting has been removed and replaced with remove hatch.

Also, adjusted some glow and lighting settings with the new visual tweaks to improve fps. This causes no visual changes, the lighting was simply depreciated after 2.7.0's visual updates.

As always if you find any bugs or performance issues let me know by opening an issue on the Steam forums.

Thanks!

Version 2.7.1: STORY, Visuals, and Gameplay

KWD now has a complete text-based story. The story begins when you first start the game and progresses as you beat each of the difficulty levels. Follow the crew as they venture into the mysterious world that surrounds them.

Added a new vaporware grid to the background of both arenas with the option to disable it in settings.

Added a health meter option to customizables where you can switch between the new heart health meter and the old circle one.

Changed the level-up, pause game, and game settings visuals.

Adjusted enemy health scaling across kernel levels from 0.35 to 1.0 to 0.35 to 1.6

Adjusted OSIRIS health scaling across kernel levels from 0.35 to 1.0 to 0.35 to 0.8.

Reduced the harshness of shotgun damage falloff and added a minimum cap of 0.25 damage per pellet.

Fixed secondary visuals potentially being misaligned with the player after dashing quickly.

New Heart Health Meter

Health Meter has been replaced with a heart visual

Version 2.7.0: New Game Visuals

I redesigned the visuals of the game around a warped VHS effect.

Plus, I tweaked standard cube visuals slightly.

Let me know your thoughts on the Steam Forums or if you have any problems!