The game now has WASD movement in addition to teleporting.
While moving you transfer into a phantom shadow realm where nothing can hurt you, you also can't hurt anything.
It should also be noted that the game progress timer is paused while in this shadow realm, and some powerful enemies (like OSIRIS and some enemies found in higher kernel levels) can still follow you into this realm.
Gravity cubes have also reduced their movement speed, and the black holes that they spawn on death now affect other enemies and the player. (This is a revert of a previous change)
Version 1.8.1: Reduced enemy size, Reworked OSIRIS, and QOL updates
Enemies have been scaled down by 25%.
This solves a lot of problems with enemies preventing each other from moving and makes them more fun to try and hit!
The OSIRIS boss fight now has frenzy bullets, and he evolves each time you fight him.
OSIRIS felt a bit too easy and stagnant these changes are designed to fix that.
Arena spawning and difficulty have been improved.
Arena spawning and OSIRIS enemy spawning have been changed to scale better with each difficulty level and with the current OSIRIS boss level. This makes the game progression better match the player progression.
Version 1.8.0: Autofire and 3 New Skill Tree Upgrades
3 New Skill Trees
Teleport Damage Terminal
Teleport Skill Tree -
Special delivery - leave behind a blackhole when teleporting Flash - Spawn a pulse of energy at your teleport position Autocannon - Automatically fires piercing cannonballs at nearby enemies
Damage Skill Tree -
Double whammy - Firing your primary damages enemies in a radius around you. Laser ball - Periodically creates a slow-moving laser ball that damages over time, pierces enemies, and bounces off walls Basic arithmetic - Points multiplier now increases your damage.
Terminal Skill Tree -
Picking favorites - Using the suggested terminal command reduces terminal cooldown by 15%. Kinetic Energy - Dealing damage reduces terminal cooldown time. Potential Energy - Deal more damage the more health and special packs you have.
Autofire
There is now an automatic attack that is with the player by default. It shoots low-damage bullets at the nearest enemy.
It has two upgrades.
Pierce - Bullets deal less damage but pierce through enemies Double Auto - Now attacks two enemies at a time
Version 1.7.0: New Skill Tree Upgrades. Updated Visuals and SFX. General polish.
Version 1.7.0
What's the breakdown?
New skill tree abilities, the game has better conveyance, is easier to understand and use, audio improvements via slight pitch and volume variations to add a "natural" feel to everything, redesigned special events, balanced changes and bugfixes!
- 8 new modifier abilities (modifiers are unlockable once certain loadout requirements are met). Ex: Gravity Bombs for the Goo Bomb Secondary (If used with gravity cursor), Piercing Shots for the Trishot (if used with sword cursor), Double Shot for projectile primaries, etc.
- 6 new skill tree upgrades (that's 2 skill tree paths). With 3 more skill tree paths to come! Skill tree abilities are powerful abilities that support a certain playstyle and can only be unlocked after beating the boss. Ex: Spawn a homing rocket after killing an enemy.
- New "Eyeball" terminal ability that summons a creepy eye. The eye circles your mouse cursor and autotargets nearby enemies with a beam!
- New rising bubbles background effect during special events and OSIRIS (red eyes) now spawns out of a portal. Neat!
- Significant thought has been put into the way the game presents its controls when a match starts up so that new players always end up with the basics. Without going through a boring tutorial, of course!
- Improved the color coding and visual communication of the game to make enemy types easier to understand.
- Improved performance (not really needed, but still a plus)
- Improved enemy ai, abilities, and balance
- Improved audio effects. All SFX in the game now have slight pitch and volume variation which isn't consciously noticeable, but prevents audio from sounding "unnatural".
Fun fact: This audio pitch variation runs on a global level to prevent unwanted chorusing and flanging effects!
- Bug fixes, control remapping improvements
- A ton of redesigned special events
- Balance changes
Dec3 Crash Fix
Fixed a crash that occurred in maroon fog with the blue diamond enemy
Version 1.6.3: New Modifier Upgrades, Kernel Re-balancing, and Physics Bugfixes
Modifiers
Modifiers are a brand new type of upgrade that change how you play the game. They can only be unlocked when certain conditions are met, though.
The "Dual Shot" modifier can only be found when using a projectile weapon. It allows you to fire a bullet behind you. The "Explosive Fracture" modifier can only be found when using a melee weapon. It makes enemy crit explosions damage nearby enemies.
"Gravity Bombs" - Only found with a certain combo of "goo bombs" and cursor (I'll let you figure out which one). Goo bombs will pull enemies in. "Double Beam" - Only found with a combo of "Beam" and a specific cursor. Spawns an additional beam behind you. "Bullet Time" - Only found with a combo of "Bolt" and a certain cursor. Charging the bolt slows down time. "Piercing Shots" - Only found with "Trishot" and a certain cursor. Trishot bullets pierce enemies. "Malfunctioning Systems" - Only found with the "Rocket Launcher" and a certain cursor. Rocket launcher warheads no longer home in, but deal a lot more damage. "Larger Clip" - Only found with the "Mini Gun" and a certain cursor. Minigun has a larger clip.
Changed the enemy soft collision algorithm to only move enemies sideways around each other instead of influencing forward and backward movement.
Changed enemy friction physics to not bug out and randomly jerk enemies.
Changed standard cursor knockback to be more affected by knockback upgrades.
Changes arena visuals.
Changed Spawnpoint visuals.
Changed which enemies spawn at each kernel level and during the OSIRIS fight.
OSIRIS is now faster but has less health.
Level up XP amount now increases per kernel level (as enemies increase with kernel-level too)
Added Jerry, who will sometimes appear in the background of the area. Don't worry, he's just curious!
Dec 1: Patch 2
Improved secondary reload meter to more accurately display reload times
Improved hitboxes on standard (white) and upgraded (lock) cube
Dec 1: Fixed maroon fog crash, teleport boundaries, and balance changes
Fixed a crash that could happen on maroon fog startup
Teleporting outside an arena boundary will bring you to the closest position in the arena, instead of just canceling teleport
Red and Gravity cubes have had their hitbox sizes reduced (this prevents issues with feeling like you were dying for no reason when getting clipped by a corner of their hitbox.)
Nov. 30
Rocket launcher projectile lifetime from 2.5 to 3.0.
This should prevent rockets from exploding before they hit an enemy.
Also changed the shape of some enemy soft collision hitboxes alongside soft collision acceleration and ai.
This significantly changes horde behavior, especially in ether. Let me know what you think!
Version 1.6.1: Audio and balance change goodness
New clicking/primary fire sfx
New secondary reload sfx
Audio levels and in engine SFX have been changed
There is a new particles exposition when your secondary has reloaded
Improved bomb special visuals
Bomb special now spawn bombs around the player instead of at the mouse cursor
Improved freeze and time warp visuals
Changed enemies pathing logic so enemies have a tendency to move around other enemies in their path instead of getting stuck behind them.