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

Keyboard Warrior: Dreamstate

Version 2.6.11: End of Game Crash Fixes and Re-balancing

Added new low pass audio filter effects that "mute" audio when low health or on an upgrade screen.

Fixed a bunch of bugs with the amulet chest screen not properly grabbing controller input.

Fixed amulet chests appearing if the amulet didn't have at least one stat better than the other amulet.

Fixed a problem where playing on any resolution that wasn't 1920x1080 would result in control input text being mismatched with controller button icons.

Increased the delay time before an upgrade can be selected on Steamdeck (0.4 to 1.0), to prevent accidentally pressing an upgrade.

Since switching the game to full controller support, it appears that Steam Input support has been disabled (which is fine) that just means I've had to re-add right stick mouse control manually. I've also added a sensitivity slider for it in game settings. Let me know if you experience any problems with this!

Added a new enemy spawning system that tracks enemy values and prevents spawning if it exceeds a certain amount. These "values" are manually set by me and higher enemies have higher values (so fewer of them spawn).

I had a couple of systems in place to try and prevent this before, but they didn't work well. This one is the best so far.

This also means performance improvements near the end of matches. I'm still on the lookout for performance problems during the final OSIRIS boss fight due to the number of bullets he spawns, so let me know if you come across any problems.

Enemy health now scales from 0.35 to 1.0.

Last stand damage buff scales from 0 - 30% instead of 0 - 50%.

Basic Arithmetic now also causes your points multiplier to slowly decay over time.

The point multiplier is now capped at 1.5x instead of 2.0x.

Adjusted the hit chance of certain amulets so that lower amulet rarities have lower hit chances.

Fixed defensive position being spammable by stutter-stepping and changed its visuals.

Defensive position damage from 1.0 to 0.75.

Changed background particles to be more visible and fixed a bug where they would disappear on maroon fog horizontal after moving a certain distance in either direction.

Laser cubes have had their health and speed greatly increased (since fewer of them spawn)

Fixed a bug where laser cube laser wouldn't damage you twice if you ran into it twice, and fixed it not damaging properly at the beginning of its cycle.

All Octos now can get "pushed" by enemies nearby them. This causes them to sort of lunge at you.

The Final OSIRIS boss now has its base health increase from 300 to 500.

Fixed laser cube damage particles causing performance problems.

Fixed bugs with the song and song skip system not working properly and repeating songs if random song variation was selected.

Adjusted audio compression to be much softer. This prevents certain songs (like Atlantis) from causing audible clipping.

Added weapon and secondary descriptions back to the redesigned shop.

Enemy health now scales from 0.35 to 1.0 instead of 0.25 to 1.25.

The "Sharp" passive has had its damage bonus reduced from 15% to 10%.

Quickdraw has had its damage bonus reduced from 4% to 2% and its max cap reduced from 20% to 16%.

Added shop weapon descriptions

Added descriptions of primaries and secondaries to the shop.

OSIRIS health now scales by 50% less each time he appears in Maroon Fog

Changed evolved goo ball color to be brighter

Increased brightness of Maroon Fog

Maroon Fog Upgraded Giant Cube Health from 30 to 35 and max speed from 700 to 600

Jan 10: Bugfixes and Balance Changes

Fixed defensive position not damaging enemies after the initial pulse

Defensive position damage from 2.0 to 1.5

Special frenzy now shoots more bullets and shoots twice as fast

Enemy health now scales from 0.35 to 1.0

Reduced Osiris health scaling over the course of a match

Increased amulet chest drop chance

Increased amulet chest drop chance from Osiris and Mini-Bosses from 10% to 25%

Softlock bugfix and visual changes

Tentative fix for a bug where button pressed signals would disconnect when leveling up/picking enemy buff

Changed background particle effects to be more apparent

Changed poison, haze, and snare elemental visual effects

Increased the hit chance of all amulets

Increased point generation for higher difficulty levels

Difficulty levels now increase point generation by 20% per level instead of 10%

Jan 8th: balance changes and bugfixes

Fixed an issue where the game could soft lock if you took damage right before an upgrade

Enemy health now scales from 0.25 to 1.25 instead of 0.25 to 1.0

Enemy AI is now better at predicting dash/teleport timing intervals at higher difficulty levels

Increased OSIRIS's health by 100% to compensate for recent scaling changes

Crash fix

Fixed a crash caused by recent amulet chest changes and made some minor shop navigation improvements

Version 2.6.10: NEW Redesigned UI, More Difficulty Level Changes, and more!

Continuing to iron out kinks with controller support, if you have any problems just let me know on the Steam forums!

Title Scene, Shop, Game Settings, Customizables, and leaderboards have all had their UIs redesigned so that their text is bigger and more readable on smaller screens (like the steamdeck).

Fixed a bug where Steamdeck wasn't properly being given the Steamdeck build via Steam's built-in depots (cough cough, valve). I've made a workaround by using Steam's API to track if you are playing on Steamdeck. It will have to do.

There were also some issues with the controller potentially not working with Steam Input. Let me know if this is happening to you.

Fixed a bug where switching to and from controller/keyboard mode in game settings wouldn't work properly.

Fixed a bug where controller support wasn't given at the end of matches or in the shop accessed at the end of a match.

Fixed a bug where beating a match and visiting the shop would return you to a defeat screen recap.

Fixed a bug where Drillers and Mini Drillers would still be able to dash while frozen.

Enemy health now scales from 0.25 to 1.0 instead of 0.5 to 1.75.

Enemy damage now scales from 0.5 to 1.25 instead of 0.5 to 1.75.

^^^These are multipliers by the way^^^

Fixed a bug where using controller mode with the terminal would type letters into the terminal line when certain buttons were pressed.

Clarified terminal instructions in controller mode.

Updated spawn area visual particle effects.

Updated default song rotation for new players.

Fixed some bugs where skipping songs wouldn't work properly.

Reduced downtime between songs.

Trishot cooldown from 0.65 to 0.75.

Trishot damage from 1.0 to 1.5.

Trishot Osiris damage was reduced by 25%.

Frostbite shotgun damage falloff is now 20% less harsh.

Pulse and boom have had their damage buffed. (This actually happened a few patches ago, just forgot it in the patch notes)

Fixed a bug where some songs would be skipped over in the jukebox while scrolling in controller mode.

While in controller mode, the cursor color selector (in customizables) is now replaced with a few buttons of preset colors to pick from. Keyboard and Mouse mode is unchanged.

Laser cube pre-firing delay from 0.5 to 0.35.

Laser cube health from 20 to 30.

Giant Upgraded Cube Health from 35 to 30.

Frenzy cube health from 25 to 35.

Teleport distance while using autoattack is reduced to 500 pixels

When using a controller, controls are now shown via button images at the bottom of the screen (varies per controller type)

Fixed some issues where controller accept inputs wouldn't register properly.

Dash and teleporting no longer take place while the terminal is open and the buttons are used to cycle commands.

The terminal now slows the game by an additional 10% when open.

Fixed an issue where controller inputs were't being registered when opening an amulet chest.

Reduced frostbite shotgun OSIRIS damage.

Increased OSIRIS freeze resistance by 20%





Version 2.6.9: Enemy AI Scaling, Enemy Friction Changes, and Maroon Fog Visuals

Enemy AI now gets more difficult as you scale through the kernel levels.

Improved the AI's ability to predict teleporting and dashing.

Changed diamond sound effects

Changed Ghost phase state visuals (and fixed a bug where you couldn't see anything with them)

Enemy friction now smoothly accelerates enemies instead of causing them to jerk when quickly changing direction

Tweaked maroon fog visuals to be a bit warmer and redder

Fixed a bug where skip song would not skip the downtime between songs

Survival Giant Upgraded cube health from 25 to 35

Improved game performance with Penta and Drillers on screen

Penta and Driller can now follow ghost into phase state