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

Keyboard Warrior: Dreamstate

PSA: I Need Your Help

I genuinely believe this game has the potential to be one of the biggest games on Steam.

I genuinely believe I have the ability to get it there.

However, I am only one human being.

I can't remember a night in the past month and a half where I haven't gone to bed after 4 am. The night before Christmas Eve I worked on this thing from 7 pm to 9 am doing optimizations.

Please do not feel bad for me. I don't need you to. I don't even want you to buy the game if you don't think it's worth the price.

I need you to give me your perspective. I am completely numb to basically everything at the moment and I have no idea what this game even feels like to play anymore.

If you have a bug, tell me. It will be fixed by the end of the day if not in 15 minutes.

If you have a gameplay problem, tell me.

Arleas (who helps me playtest) has had plenty of problems with the game over the past few months. No matter how big or core to the game I always had something new for him to try the next week (if not the next day).

Do you think the game needs more enemies?

That's fine. Just tell me. You don't need to design any of them. You're even free to refund the game if you don't like it.

All I ask is that you take a few seconds to tell me what you'd like to see improved, even if you don't exactly know.

Thanks,
Cosmos

Version 2.5.4: More Enemy AI Tweaks and Enemy Limits

Enemy AI will now randomly predict your movement based on your current trajectory up to your dash amount. This makes enemies more engaging as it's harder to simply outrun them. You now have to try and weave between them.

Additionally, standard, upgraded, and red cubes now accelerate faster. This allows them to adapt to changes that you make faster, but their max speed is unchanged.

The max amount of enemies allowed in the game is now limited to 50 or so. This number limit allows swarms to build without too many enemies (which hurt gameplay and performance). Rebalancing has (and will continue to) take place to make sure difficulty scales properly with this new change.

Buffed upgraded cube health to 15

Buffed Scientist speed from 0.65 to 0.75

Buffed Tank speed from 0.55 to 0.65 and tank dash from 1.925 to 2.6

Bugfixes

Fixed the default controls when first starting up the game with a new save file.

Fixed a crash that could occur with the upgraded cube

Fixed a bug where it was possible to discard an amulet when you didn't have one of that type already.

Adding on to 2.5.3

I made some more performance improvements as well as changed the way the direct cursor works so that its primary attack is like a mini version of its special.

Laser cube has also been changed to be more hunter-like in that it now moves faster than the player, has had a slight health buff, and its laser beams deal more damage, but at a slower tick rate.

If you encounter any bugs or crashes, please let me know and I will fix them ASAP.

(Although you might have to wait until this evening. As you can imagine staying up til 9 in the morning requires some recovery.)

Version 2.5.3: Testing Enemy Spawning Changes and Performance Improvements

Added new enemy spawning to ether where enemies spawn in patterns indicated by x's on the arena floor. This is hybridized with the current system and does not appear in ether's pillar variation.

Additionally, all maps now start with some basic enemies pre-spawned to prevent the lull of enemies that could happen at the beginning of a match.

LOTS of performance improvements with large numbers of enemies on screen.

Increased costs of all specials by roughly 50%

Increased special pack gain from 5 to 8

Timewarp cursor duration increased

Timewarp cursor now only slows time if on low hp, but slows by 50% more

Fixed some visual color bugs with the new outline feature and the penta and driller mini-bosses

Fixed a bug where the low HP visual could prevent certain mouse inputs

Updated lots of upgrade descriptions to be more specific

Blitz has been changed to light enemies on fire

Fixed issue where enemies could stop spawning near the end of matches

Changed flash skill tree upgrade to apply damage and knockback over time

Screen shake now applies when primary and secondary weapons fire instead of when enemies are damaged

Changed player-damaged screen visuals

Changed rocket skill tree fire rate from 0.1 to 0.15

Changed enemy spawning algorithm to check for player position every 0.1 seconds instead of every physics tick. This greatly improves performance and gives enemies a less robotic feeling as they don't instantly react to your movement.

Reduced OSIRIS health and changed scaling over time

Changed Osiris visuals

Changed Osiris spawn visuals

Version 2.5.2: Outlines

Added outlines to enemies and player



Added options to disabled outlines in settings



Changed enemy prediction algorithm to have a bit of a random variation so it feels less robotic



Changed enemy prediction algorithm to stop predicting movement when enemies are a bit further out as this looked strange



Enemy prediction algorithm performance optimizations



Adjusted the levels of various audio effects



Timewarp special time slow from 50% to 25%



Timewarp special time slow no longer reduces fire rate



Fixed a bug with Octo hitboxes that caused them to deal too much damage



Removed OSIRIS guardian cubes from OSIRIS



Removed particle effect that played in the background when special events spawned



Performance optimizations when gold cubes are on screen



Gold cube size from .65 to .5



Gold cube damage from 3 to 1.5



Standard cube max speed from 400 to 600



Fixed defensive position visuals and audio effects.

Defensive position now starts after 0.1 seconds instead of 1 after not moving.



Version 2.5.1: New Enemy AI, Ghost Changes, and Improved In-Game Pause Menu

Enemy pathing now alternates between directly chasing the player and predicting the player's movement.



In-game pause menu now allows you to remap controls and choose song rotations. As well as skip the current song, adjust volume levels and set random song rotation.



Ghost now only enters phase-stat when on low hp (below half)



Tris and Diamonds now face their velocity vector instead of the player.



Improved hand cursor.



Adjusted default volume levels to prevent audio clipping with certain songs.



Adjusted SFX volumes.

Version 2.5.0: Jukebox, Maroon Arena Variation, and Boomerangs!

Fixed a bug where the hand cursor wouldn't scale with rarities.



Added a new jukebox (in settings) with 33 songs, you can pick which songs you'd like to hear in battle.



Adjusted default music and sfx volume



Fixed bugs where survival values weren't properly getting reset when returning to the main menu after pausing



Added 10 new achievements.



Added a new horizontal Maroon Fog stage variation



Direct enemy critbox has been removed and direct now crits like other attacks



Added three new upgrades in the form of "crit chance" 1, 2, and 3



Added boomerang autofire upgrade (comes with its own multi-rang and pierce upgrades). That's seven new boomerang upgrades.



Altered mega diamond and blue goo ball spawn points in maroon variations



Survival gravity cube blackhole duration from 2 to 1 and health from 4 to 3



Defensive position damage buffed from 1 to 3



Kinetic energy cooldown reduction reduced from 7 to 3%



Increased standard upgrades get chance in the upgrade pool by 100%

Version 2.4.0: Crit Attacks and Arena Variation (Starting with Ether Pillar)

All weapons except beam weapons and amulet effects now have a chance to proc a crit every time they damage an enemy.

Arenas now have variations. Ether is the first arena to get a variation with "Pillar". The arena is reshaped into a long, vertical column! When you pick ether, you will randomly get put into either normal or pillar.



The "More crit" upgrade now affects all weapons

Added "more crit 2" and "more crit 3"

Increased driller alert line length

Changed double whammy sfx

Fixed a bug where double slash would show up in the upgrade pool even after already acquired

Fixed mini bosses potentially spawning too soon

Fixed a bug where more crit wouldn't apply until after beating Osiris

Buffed "special frenzy" cycle amount from 2 to 5

"Defensive position" predelay from 5 to 1

Fixed a bug where the primary pierce upgrade would appear for weapons where it had no effect

All primaries can now access crit upgrades and debuffs

Zap can now retarget enemies as long as it's not the last enemy damaged

With the new crit system, buffed Osiris' starting health by roughly 50

You can no longer discard an amulet of a higher rarity than your current one

Fixed an issue where freeze visuals wouldn't line up properly with freeze duration

Fixed amulet chest description visuals

Particle performance improvements

Added new visual effect when on low hp

Add amulet descriptions on the amulet chest screen

Knockback has been removed from the upgrade reward pool

Survival shop knockback bonus from 10% to 5%

Fixed driller freeze sprite

Fixed penta freeze sprite

Version 2.3.0: Mini Bosses and 19 NEW Achievements!

Added new Driller mini-boss - Large, fast, and dashes at the player. Splits into two mini drillers when killed

Added new Mini Driller mini-boss - Mini version of the driller

Added new Penta miniboss - Summons massive rotating laserbeams whenever the player gets close

Standard Octos, Carbon Octos, and Obsidian Octos have been converted into minibosses.



All octos are now much larger (One octo is roughly the size of 20-30 small white cubes)

All Octos now deal damage over time to the player when you hit them (it is VERY HIGH DOT so it acts like an instakill to lower hp characters, be careful)

All octos have SIGNIFICANTLY (4-5x) more health and give less special when damaged

All octos are now immune to status effects and move away from nearby enemies

All octos are now immune to knockback effects



Minibosses have a 10% chance of dropping amulet chests

OSIRIS' chance of dropping amulet chests has gone from 25% to 10%



Amulet chests now only appear if the amulet is at least the same rarity as your current amulet



Fixed a bug where amulet stats wouldn't scale precisely



Increased zap bullet speed and hitbox size



Changed zap visuals and added new sound effects



Hand and gravity special now trigger when the special button is pressed instead of primary



Added 19 new achievements



Nerfed laser cube laser damage



Increased blue goo ball health

Increased upgraded cube max move speed and added an outline to make them more visible

Haze particles are now deep blue

Decreased bomb cursor special amount



Increased all special charge costs by roughly 200%



Increased the amount of special charge that special packs give by 100%



Increased special terminal cooldown from 6 to 8



Increased survival guardian cube health from 6 to 18



Increased survival OSIRIS guardian cube health from 20 to 35 and shield recharge time from 1.5 to 1.0



Fixed a bug where terminal typing sfx wouldn't properly play on every new letter typed

Version 2.2.3: New "Zap" Primary

Blackhole cursor primary now fires a fast-moving, high-damage, and high-piercing bolt of energy that bounces to nearby enemies after connecting with its first victim.



It has a relatively slow fire rate compared to other abilities but deals good area and knockback if you can line up shots and bounces.



The Blackhole cursor's gravity well also has increased pull on enemies, allowing you to better group them up for your shots!



Additionally, I fixed some bugs with bullet damage and weapon rarities.

Shop costs of secondaries and primaries scale upwards less harshly.

Alongside adding the primary pierce upgrade to the shotgun added yesterday!