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

Keyboard Warrior: Dreamstate

Version 2.2.2: Grenade Launcher, Shotgun, and Auto-command now has defaults!

The frostbite cursor is now a piercing, semi-auto shotgun. Special cost is increased slightly.





Bomb cursor now fires grenades that bounce off walls and explode on contact with each other or enemies!





Blitz upgrade now fires rockets automatically instead of after dashing



The blackhole cursor is now the "slash" weapon type (previously "direct")



Performance optimizations with particles while lots of enemies are on screen

OSIRIS is now more resistant to freeze effects



Changed how some later game enemies spawn

Tank dash cooldown reduced from 1.0 to 0.75.

Tank move speed reduced from 0.65 to 0.55



Tank dash has been adjusted slightly to fit new move speed

Changed how late game enemy's ramp-up

Set a default auto command rotation and add the ability to set your own (Default rotation is: Frenzy, Heal, Dagger) This replaces the old default command and means you will start the game with a solid preset rotation all ready for you!



Fixed a bug where the first bullet of frenzy would spawn in the wrong location

Picking favorites now reduces terminal cooldown by 15% for all abilities instead of just suggestions

Version 2.2.1: "Direct" melee changes

Direct melee now acts as an aoe attack that knocks enemies away from the mouse cursor.

Critbox attacks still function how they used too though.

This allows you to still skill shot critboxes, but also play around with aoe damage and juggle enemies around the map.

Try it, it's fun!

Version 2.2.0: New "Slash" Primary Type, Buffed Melee, QOL, and more!

Melee weapon types are now split into two categories "direct" and "slash".



Direct is the previous melee type and slash is a new close-ranged aoe slash!



Sword and bomb cursors have been converted to the new "slash" type.

Slash also comes with a new "double slash" modifier upgrade.




Direct melee is also buffed! The aoe, non-crit portion of direct attacks has been increased in size from 35 to 55 (that's in pixels)! That makes it a lot easier to hit enemies!



QOL





  • Skill tree buffs now display the name of the tree above the upgrade
  • Amulet text now changes color based on the rarity of the amulet
  • Pressing escape while in a match now allows you to pause and return to the main menu
  • Ghost is faster, and his teleport no longer cancels his phase state, but he deals normal damage
  • Tank deals normal damage, but has a better dash
  • Movement ability cooldown is now displayed by a fadeout of the ring underneath the player
  • OSIRIS now moves faster and is no longer affected by any knockback, but his health starts out lower and scales less over time
  • Rocket Tree rocket duration from 2.25 to 2.0 seconds
  • Double Whammy audio is now compressed to prevent spiking with sword cursor special
  • Fixed some terminal problems with heal and special not looping if your health or special meter was full
  • Also changed heal and special to be accessible even when health and special meters are full
  • Removed the multiply command



Bugfixes



Fixed an issue where Ghost could crash the game

Fixed an issue where Tank was invulnerable

Improved performance with health and special regen (not needed, but was part of a small fix)

Fixed an issue where OSIRIS Guardian cubes were immune to damage

Fixed an issue where stacking the diamond amulet ability with the red cube explosion could lag the game

Adjusted dropped frames low graphics trigger to be a bit more lenient

Dec 14: Tank changes

Increased tank dash cooldown from 0.75 to 1.5

Tank dash speed from 3 to 4

Tank no longer deals increased damage

(Alongside various other performance improvements and bugfixes!)

Dec 14

Fixed a potential crash with the ghost character in the the maroon fog arena

Ghost now has a faster teleport which no longer interrupts his phase state

Ghost no longer has increased damage

Version 2.1.0: Characters, Amulets, Terminal Command Cycling, Dashing, and more!

5 New Characters to play as!



Recruit
- Basic, well rounded character.
Ghost
- Low HP. High Damage. Dash is replaced by a teleport. Moving initiates a phase state.
Scientist
- Slow. Dash is replaced by a teleport. Moving creates an electrical field.
Tank
- Slow. High HP. Comes with a built-in Steadfast passive.
Mercenary
- Fast. Low HP. High damage.

Amulets!




Ruby - set enemies on fire


Saphire - haze enemies and make them flee you


Emerald - snare and slow enemies


Amethyst - Poison enemies until they die


Diamond - Enemies explode into shards upon death.



New Terminal Autocommand





The terminal now stores commands and puts them on a cycle of up to three commands. The cycle will automatically activate commands and loops until changed.




Improved performance and rebalancing!



Various rebalancing of enemies and arenas so that scaling feels better. Lower kernel levels are more engaging and the game should progress a lot smoother both during the match, between kernel levels and between arenas.

The game now has greatly improved performance, and a new option to enable and remove glow effects (on by default). This acts as a minimalist light mode and still looks as good as the normal graphics mode. I've added the ability to enable old glow effects should you want.

The game also has had various behind-the-scenes code optimizations and has a new dynamic low graphics mode where the game will auto-kick into a pseudo-low graphics mode if your fps drop too much for too long.




Fixes/balance changes



Fixed OSIRIS boss fight crash

Fixed frostbite cursor rarities potentially crashing the game

Weapon rarity now gives a 5% damage buff instead of 10%. (Only applies to primaries)

Fixed sword cursor not being purchasable in the shop/crashing

Fixed a bug where the spawn reward timer wouldn't give rewards

Fixed a bug where clicked would be set true after beginning the game (this allowed you to damage an enemy one time with a melee attack)

Primary projectile damage and piercing reduced

Melee autoattack is faster and melee now has a larger attack area for non-crit attacks

Changed health pack default to q and special pack to be e

Fixed an issue where damaged visuals wouldn't play

Greatly improved performance of the entire game when enemies start to stack up

Changed achievements to better reflect current game state

Version 2.0.0: Weapon rarities

Weapon Rarities



New extended gameplay progression!



Added weapon rarity

"Common"
"Rare"
"Epic"
"Mystic"

Primaries and secondaries have weapon rarity

A new weapon rarity is guaranteed at the end of a completed run. If your weapon is a mystic, then a new mystic is guaranteed instead!

Weapons gain 10% bonus damage from each rarity level until mystic, where they gain a mystic perk.

The power of mystic perks is randomly generated and weighted based on difficulty level so that higher difficulties give better perk buffs

The types of perks that can be earned vary based on the arena.

Ether mystic perks:

"damage" - Bonus damage
"knockback" - Bonus knockback
"healing" - Increased healing
"special_charge" - Faster charging special
"pack_recharge" - Faster charging pack generation

Maroon Fog mystic perks:

"move_speed" - Faster move speed
"xp_boost" - Lowered level-up cost
"attrition" - Enemies have lower hp
"health" - Increased max health
"terminal recharge" - Decreased terminal cooldown



Mystic perks can be stacked across primaries and secondaries.

For example, a mystic primary weapon with a 5% damage bonus and a mystic secondary with a 5% damage bonus would stack to give a 10% damage bonus.

(Mystic perks don't have to both be "damage" to stack, perks stack regardless of upgrade type)

This greatly increases replay value and progression depth!




Fixes and QOL



Fixed frenzy bullets piercing enemies with trishot piercing shots enabled

Frenzy bullets now pierce 1 enemy

Fixed some bullet nodes not properly despawning with piercing shots enabled

Changed shop values to be initially lower but increase with each purchase level

Changed enemy spawning so that fewer enemies are locked behind kernel levels

Version 1.9.2: New Standard Upgrades

8 new standard upgrade options:

"Piercing" has been removed

"Triple Auto" - Autofire can now target 3 enemies
"Quad Auto" - Autofire can now target 4 enemies
"Pierce 1" - Autofire pierces an additional enemy
"Pierce 2" - Autofire pierces two enemies
"Pierce 3" - Autofire pierces three enemies
"Primary Pierce" - Primary fire pierces an extra enemy per shot
"More Crit" - Crit deals 10% more damage
"Range 1" - Increased autofire attack range by 15%
"Range 2" - Increased autofire attack range by another 15%

Standard bullet visuals have been changed, autoattack bullet visuals have been changed, and tri shot bullet visuals have been changed.

Standard cube enemy eye visuals have been changed.

The standard tri enemy is now smaller.

Also, currently working on adding weapon rarity and randomly generated weapon perks for beating survival arena's!

Dec 10: Reduced Standard Cube Size and Primary bullets are now smaller

Primary projectile bullets are now smaller and pierce up to 3 enemies

Basic white cubes in ether are 33% smaller (critbox size is a bit bigger relatively)

They now cost half as much to spawn, which means they spawn roughly twice as often

Let me know what you think!

Version 1.9.1: Phantom QOL and Timewarp buffs

Phantom mode visual is now slightly translucent.

Timewarp has piercing bullets and its charge cost went from 12 to 14.

Fixed goo balls giving too much special charge.