Magnetta cover
Magnetta screenshot
Genre: Platform, Indie

Magnetta

Magnetta Major Update 1.2

Our second major update to Magnetta is here! This update brings unique effects to bosses based on the players weapon type, general boss fight improvements, as well as a long list of visual updates, bug fixes, and overall polish.

Magnetta 1.2 Full Patch Notes:

<*>Added unique weapon effects to bosses. Try out different weapons on different bosses to discover the new effects
<*>Added 5 new Challenge Maps
<*>Added new cheat code to give magnetta an extra boost
<*>Added new animation details to the Chemical level
<*>Added new visual fixes and details to the Slime and Aether1 levels
<*>Added teleportal particle effect, animation overlay, and travel particles to player dropped teleportals
<*>Added LEVEL CLEAR 100% message on collecting the last collectible in a level
<*>Added 'Collected First Curcuit' pop up message explaining circuits and their use
<*>Added damage count visual feedback to bosses taking damage
<*>Added Big enemy explosion effect and added to deaths of larger enemies
<*>Added power down sound effect to negating magnetic bosses fields
<*>Added shoot/whoosh/magnetic pulse sounds to any bosses firing a bullet/bomb/pulse without a sound
<*>Added missing menu tick sounds for navigating UI (Extras screen, Save/Load, and Challenges)
<*>Added grapple sound effect to factory boss
<*>Added sound effect to factory boss and cart bomber bomb explosion
<*>Added names for Challenge Maps
<*>Updated visuals of Menu and UI borders
<*>Updated level select song to new version
<*>Changed names of difficulties to Normal and Hard on title and save/load screens and made default selection Normal
<*>Made slimed enemies count as solid collision for bullets
<*>Made weapon energy refill on death in Normal mode
<*>Made timed holo platforms not reappear if player is inside them
<*>Made crashing minecart through checkpoint orb shatter it
<*>Made going between section 1 and 2 in Aether1 go through palette fade sheets instead of instantly switching
<*>Made Aether3 stop and laugh between attacks after damaging the player in phase 1
<*>Made player invincible to chem drips when in holo state
<*>Made drill do extra damage to launch boss
<*>Made colliding with a masher while grappled cause the player to disconnect from grapple
<*>Made Magnetta exit slide pose on boss door close
<*>Made enemies not drop powerups in challenge maps
<*>Increased Chem Bullet damage to all Razkoi type enemies
<*>Increased area over which explosions occur for Aether2 boss death sequence to match enemies size better
<*>Increased factory boss bomb damage radius by 50%
<*>Fixed splash effects occuring outside of the region of water
<*>Fixed issues with grapple and drill not effecting bosses
<*>Fixed magnetic pulses showing a blue splash when exiting swamp water
<*>Fixed shield and weapon change overlays showing on player that hasn't spawned all the way in yet
<*>Fixed Jetso's jet attack not moving magnetta
<*>Fixed misaligned overlays for projectile cannons in Jetso Fight
<*>Fixed aether phase 1 air attack bullets going underneath the door
<*>Fixed controls explanation popping after level UI comes on screen
<*>Fixed scanner cutscene ending you on the wrong weapon
<*>Fixed being able to jump during the mine bosses cutscene
<*>Fixed default mouse so right mouse is jump left is power or shoot
<*>Fixed Meltdown achievement not being attainable
<*>Fixed pallete fade sheets not showing when paused in Aether1 section 1
<*>Fixed mouse selection for Aether tower levels
<*>Fixed challenge map 1 exit being blocked by collision tiles
<*>Fixed drill sounds not working in boss room
<*>Fixed holographic weapon not being able to be used with less than 7 weapon energy

<*>Fixed issues with Keyboard/Mouse controls.

  • Added Left Click, Enter, Escape as inputs to advance dialog
  • Added scroll wheel to change weapons
  • Fixed mouse default control assignment to [Left Click - Shoot] [Right Click - Jump]
  • Fixed mouse not working to select Quit from in games options screen


<*>Improvements to Aether3 Phase 2 Boss Fight

  • Added new attack oppurtunity and laser attack platform configurations
  • Added 2 new wave type bullet attacks
  • Made laser attack towards center twice as fast
  • Made bullet attacks repeat a bit faster
  • Made single bullet attack lead into another bullet attack quickly


<*>Improvements to Chem Mini Boss Fight

  • Increased explosion area
  • Tripled explosion count
  • Made destroyed version swap out after 700ms
  • Added sound effect to arms lowering/raising

Magnetta Major Update 1.1 Launched

Our first major content update to Magnetta is here! This update brings the new Boss Rush mode, new Boss Practice mode, 5 new challenge maps, and Easy Mode, in addition to some fixes and improvements.
-----------------------------------

New Boss Rush Mode

  • Boss Rush mode lets you take on all 11 bosses in Magnetta in a variety of different ways. Choose your order, go in cannon only or all weapons unlocked, choose between having only a single life or infinite, then blast your way through one boss after another until you've taken them all down.



-----------------------------------

New Boss Practice Mode

  • Choose from any of the 11 bosses and fight them whenever you want to polish up your skills for a tough fight in the campaign or just replay your favorite boss fight.

----------------------------------

New Easy Mode

  • Select Easy mode when starting a new campaign to play the game in a more casual way. When getting a game over Easy Mode let's you continue from the last checkpoint instead of restarting the level.

----------------------------------

5 New Challenge Maps

Here's a preview of some of the new challenge map's you'll find in 1.1:

Challenge 6 - Slime your way to the exit!
Use your slime weapon to freeze enemies in place making them able to be used as a platform for a short time. Hop from enemy to enemy sliming them as you go to reach the exit.


Challenge 8 - Use enemy fire to reach the exit!
Use the shooter enemy's bullet waves to trigger the switches and toggle the holographic platforms. Time your jumps and count the shots to make sure you land on a platform while it's on.

Magnetta Patch 1.02

Here’s the second patch for Magnetta. We’ve been working out issues with the game window not opening correctly, in this version if you have a settings file from a previous version or if you’re starting the game for the first time it will put you in full screen at your monitor's resolution. After changing any settings it will save those preferences for next time if you don’t want to play at that resolution or in full screen.

We’ve also been hearing your feedback on the controls not being as precise as you’d like. We’re trying new movement code that gives you maximum acceleration with no drag. We’ve also made it so you can jump for the first few frames after leaving a platform so you won’t miss last second jumps as easily. Tell us what you think of the new movement on the discussion boards to help us improve the feeling of the game.

Magnetta Patch 1.02

  • Adjusted movement to have maximum acceleration and no drag
  • Added jump safety extension allowing you to jump for a few frames after leaving a platform
  • Fixed issue with customized controls not saving
  • Made game detect monitor resolution and default to full screen at that resolution
  • Updated maps for cosmetic changes
  • Added slimed version of Spibot enemy
  • Chemical Mini Boss: Added delay before lowering arms after firing last bullet wave

Magnetta Patch 1.01

We've been hard at work since launch addressing issues and comments. Here's the major things you'll find in the latest version in addition to some minor fixes and adjustments not listed.


  • Made adjustments to window positioning on game launch
  • Made adjustments to various platforming areas for difficulty tuning
  • Added new extra unlockables and changed the order they unlock
  • Added slide controls to default input mapping images
  • Spibot: Made not able to turn around when directly underneath the player
  • Fixed bug with jumping off the top of a ladder placed between collision
  • Adjusted drill down attack to prevent the player from taking damage in some cases
  • Made clone enemies die when colliding with the player in holo state
  • Adjusted bubblers to make them easier to kill while underwater