Minigunner cover
Minigunner screenshot
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Genre: Shooter, Indie

Minigunner

The Lighting Update

In this update we have completely overhauled the lighting in the game! We have put a tremendous amount of effort into using the lighting system to both improve visual polish as well as visual clarity when it comes to the gameplay. Enemies and enemy attacks now pop out much more than before and there has been a substantial improvement in tracking them in hectic moments when there's a lot going on, on screen. We've tried to be extra thorough with the application of the lighting to everything that needs it, but if something slipped through the cracks, be sure to let us know! We've also got a fun new item to help light your way!💡

General


-Applied new lighting to the map, Mercenaries, enemies, and items!

-New SFX (WIP)

New General Items

(spoilered for your protection)

Common Tier
-Heavy-Duty Flashlight 🔦
Chance to gain a massive firerate boost after killing a large enemy



The Map Update

Welcome to the biggest update we've pushed so far!



We have completely overhauled the art of the map, shops and teleporters! The map has also gotten a major layout adjustment, the center of the map now has tracks that freight trains will pass through on, squashing everything in their paths! We have also reworked the screwdriver's functionality to help fully realize its fantasy, as the ultimate utility movement item! Lastly we have a handful of balance improvements to waves and enemies, as well as a new batch of exciting items!



This update marks the start of our alpha phase! Feel free to join our discord server, where you can give feedback on anything related to the game! We're also posting daily updates on what we're working on so come and hang out it if you're interested!



General


-Updated the layout and art of the map!
•There is now a new alternate path in the middle of the map that enemies can take

-New map hazard/ diversion: FREIGHT TRAINS
•These trains can vary in size and length, with some that pass through the map for the whole duration of a wave!
•The lights on the tracks will warn you when a train is incoming, be sure to stand clear!
•The train will instantly kill all enemies it runs over when it enters the map
•When a long train is passing, enemies are diverted down the new alternate path

-Updated the look of shop terminals and teleporter entrances

-Combat roll travel speed increased by 5%

-New spooky visuals in the shop! 🎃

Enemies


-Decreased the difficult spike of waves 11 and 16, now there shouldn't be as overwhelming numbers of Bombers, Executioners, Detonators, and Freezers.

-Slightly increased the scaling difficulty from waves 17-19 to be more impactful

-Some enemies have had their attack projectile speed decreased and now take slightly longer to charge up their shots

Minigunner


-Minigun starting ammo increased 32 -> 40
Extended Magazine now grants the minigun +10 ammo, Ammonite now grants +4 ammo and Heavy Shopper now grants +4 ammo

-Powershot cast self slow decreased 70% -> 50%

Items


-Forgotten Screwdriver
New Effect: you can press E to interact with vents to hop into one and open up a map of the outpost. From here you can select ANY other vent to fast travel to and hop out of, granting you a short speed boost when you exit
The placement of vents throughout the map has also been updated

-Brittle Shield
Immunity duration after this item triggers increased 4s -> 8s

-Remote Detonator
Explosion damage increased 75 -> 100
Dynamite dropped per roll now scales with more stacks of this item

New General Items

(spoilered for your protection)

Common Tier
-Excited Prism ✨
Increased crit chance. Your crits now grant you a firerate boost on hit.

-Charging Prism ⚡
Increased crit chance. Your crits now grant you a cooldown refund on hit.

Rare Tier
-Irradiated Prism ☢️
Increased crit chance. Your crits now poison enemies hit.

-Luminescent Prism 🌟
Increased crit chance. Your crits now stun enemies hit.

Legendary Tier
-Whispering Lantern 👻
Large enemies now have a chance to drop lanterns that permanently increase your damage when picked up.
take the lantern...

Bug Fixes


-Fixed the inventory being hidden under the background after you win

-Fixed numerous smaller bugs

Final Notes


We're super excited to finally start our game's alpha! Our next updates should include the Drillminer and all his achievements and unlocks, so keep an eye out for that! In the meantime, have fun and have a great Halloween! :)

0.7.7 Patch Notes

Minigunner Build 0.7.8.1 Patch Notes



This is a small patch that has some fixes and improvements, and is mostly preparation for upcoming larger updates.

General


-Updated Main Menu
•NEW: Community Button, check out our latest news and links to our social media channels
•NEW: Kickstarter Button: Direct link to our active Kickstarter!

-Improvements to controller support
•NEW: You can now toggle on and adjust an aim assist feature!
•Controller movement is no longer restricted to 8 directions of movement, this should be much smoother now

-Increased the size of enemy projectiles and attacks, but not the hitbox! Now they are much easier to see in hectic situations and this helps minimize those "what hit me moments". This also makes getting hit by enemy attack feel a lot more fair, as now bullets that barely graze you don't count as hits.

-Cleaned up some messy particle and visual effects to help with visual noise when you are in late game fights

-The small minimap now shows door status and active enemy spawnpoints!

-Some achievements have been updated to make them a bit easier to get

Items


-Explosive Detonator
Dynamite drop condition changed from "chance on kill" to "on combat roll".
Now you have much more control over the placement of the dynamite and setting up traps is way more consistent.

Bug Fixes


-Minor bug fixing

The Permanent Progression Update

Minigunner 0.7.8 Patch Notes



Hey everyone! We're proud to announce that our achievement and permanent progression update is here, concluding the current milestone! The 'Unlocks' page on the TAB screen is now fully functional! From here you can browse and track progress towards achievements from 3 major categories: general, mercenary unlock, and class specific. Each achievement is tied to a special reward to be unlocked, such as items, difficulties, and new playable mercenaries. From this point going forward all new content we add will now be attainable in this way!



In this update you should be able to unlock all difficulty settings, general items, Minigunner items, and the Engineer and his items. The Drillminer is temporarily unattainable and will be unlockable through a new secret area that is still under construction, so be on the lookout for that in the near future!

With that being said, Our Kickstarter is launching just over 2 weeks from now, and we're gonna be hard at work preparing for that! Expect more dev updates along the way!



General


-Unlocks screen is now functional!
•Keep track of your achievement progress in real time
•Each achievement has a unique reward
•Work towards unlocking items, difficulties, and mercenaries

-32 New general achievements

-1 New mercenary unlock achievement

-14 New Minigunner achievements

-15 New Engineer achievements

-Some sound effects have been updated/ adjusted

-The shop now has a friendly shop keeper AI

Items


-Heavy Caliber Rounds
Increased projectile knockback +75% -> +100%
Increased projectile size 50% -> 75%
Projectile size is now unaffected by getting more stacks

Bug Fixes


-Fixed combat roll cooldown not being displayed properly on stats screen

-Fixed numerous smaller bugs

Final Notes


We've tried really hard to squash every bug that has come up with these new achievements, but if you find one, please let us know! We also wanted to mention that there are some achievements that refer to bosses/ boss fights, these are temporarily unattainable as this content isn't in the game yet, but this will be the focus as we start our new roadmap milestone: the boss fight update.

We also wanted to mention the we created a new subreddit for our game! Feel free to join the sub to get dev updates and sneak peaks at upcoming content for Minigunner!

r/Minigunner


0.7.7 Patch Notes

Minigunner Build 0.7.7 Patch Notes



We're almost done with the new TAB screen pages! The equipment page now works and the inventory page got a much needed facelift. Now there should be much more clarity on exactly what each of your items is doing and how they stack. The equipment page adds some new customization options for your sentries and drones that we think you'll enjoy! Now that all of these screens are working, we are on to our final challenge for the milestone: achievements and item unlocks!

General


-Updated Inventory screen!
•Items now have improved descriptions
•Items now clearly show which attributes stack and how
•You can now see and track live stats for each item

-Equipment screen is now functional!
•Keep track of your sentries and drones
•Check their stats in real time
•You can now toggle between 4 targeting modes for your sentries
•Rename sentries and drones to make them your own!

-Minor wave rebalancing:
•Early waves should spawn enemies a little bit quicker at the start
•The first wave of each difficulty tier will now have increased spawn chances for the new enemies of that tier

Items


-Cracked Pipe, Safety Compliance, and Heavy Shopper now apply their effects as soon as you buy them (instead of needing to wait for the next shop)

-Updated how cooldown reduction works, now recharge items scale hyperbolically
(previously we used a convoluted system of adding flat cooldown reduction but cutting it in half, now we use a standard exponential formula!)

-Refracting Fragments and Jarred Lightning now drop similarly to Scavenging Claw's scrap drops, they each have a flat percent chance now.
(previously they were in the same drop pool as enemy scrap drops, and would only drop if the enemy was to drop more than one scrap on death.. very weird system that we don't have to worry about anymore!)

Bug Fixes


-Fixed some items not stacking properly

-Fixed a wave number bug on the TAB screen

-Fixed numerous smaller bugs

0.7.6 Patch Notes

Minigunner Build 0.7.6 Patch Notes



Small patch that addresses some bugs and improvements that have come up. We have made great progress on the save data stuff, and now the game over screen actually works again! We've also got quite a few minor/ QoL changes and the addition of some sweet new engineer sound effects!

General


-Game Over screen now functional (finally!)

-Gain points and set records for making it further in the game, adding up to a total score!
(point multipliers and new records are subject to change, this is our initial implementation, let us know what you think!)

-The 'Stats' page on your TAB screen is now functional as well! Check out all your weapon, ability, player, and mission stats as they update throughout the game!

-Improved some tutorial dialogue to better explain gameplay and mechanics

-New batch of SFX is in! The engineer has some very juicy sounds now! (Some of these will be tweaked a little but the shotgun and overclock sounds are so cool)

-All 'block' effects now give you 1 second of immunity after they trigger, and these effects now won't trigger while you're already immune

-Damaging an enemy that still has spawn immunity will now show an "immune" damage text

-Updated ability and combat roll cooldown ui

-Silver Wings, and Royal Jelly have updated visual effects!

Bug Fixes


-Fixed the pickaxe being broken with controllers unless you moved your mouse

-Fixed easy mode actually reducing reactor repair speed instead of speeding it up (lol)

-Fixed enemies not taking the new spawn locations when barricades would break in the tutorial

-Fixed a bug where if you would start the wave with the bridge up, enemies would be unable to path through it even when it came back down

-Fixed not being able to open the pause menu while in tutorial intro sequence

Minigunner Build 0.7.5.4 Patch Notes

This patch brings some QoL and balance improvements to the Minigunner and the early game difficulty. Our aim with these changes is to bring the minigunner up to the same level as the other two mercenaries, and to help alleviate his dependence on certain key items in the early game, which should lower the barrier to entry for new players.

General
-Slightly reduced difficulty of waves 3, 4, and 5

-Now when you gain any ammo while reloading, it will speed up your reload by the % of your max ammo refunded, instead of it going into your clip

-Fixed some bugs with the tutorial

-The time it takes for the reactor to start healing after taking damage has been reduced 5 seconds -> 4 seconds

-Base scrap attraction range increased by +5%

-For controllers: increased minimum stick deadzone

Minigunner
-Minigun firerate increased by +6%

-Firerate granted per heat level increased +15% -> +20%

-Powershot ammo refund on kill increased 50% max ammo -> 100% max ammo

-Powershot range increased by +11%

-Powershot cooldown increased 6 seconds -> 7 seconds

Items
-Bandit's Bandolier
New Effect: Powershot's main projectile now pierces and marks enemies hit as vulnerable

0.7.5.3 Patch Notes

Minigunner Build 0.7.5.3 Patch Notes



Hey everyone! This patch brings an updated tutorial, new intro sequence, QoL improvements, and a bunch of new SFX! This is the patch that we are going to use to showcase our game to content creators, critics, websites, journalists and more, we've done our best to fix any outstanding bugs and apply extra polish here and there, but be sure to let us know if you find anything that slipped through the cracks. This patch also concludes our current 'tutorial update' roadmap milestone! We are very excited to start work on the next one, and with that, our kickstarter launch is right around the corner...

General


-Updated tutorial to do a better job of teaching new players the essentials

-Added visual feedback to things that go boom!

-Combat Roll
cooldown reduced 1.25s -> 1s

-Minigun
base firerate increased by +4%

-New batch of SFX has been implemented (all feedback is welcome!)

Sentries & Drones


-Attack drones have significantly increased rotation speed, they can now track moving targets much better, as well as acquire new targets much faster!

-You can now pick up and move your sentries during the wave! (the mini sentry now also has a +50% quicker pick up speed too!)

Enemies


-Slightly increased attack charge time for spitters and splitters

-New satisfying particle effects for when enemies die

-Improvements have been made to the enemies' pathing, leading to much fewer "famous guy" moments, as well as less questionable pathing decisions being made by the gloops..

Items


-Steam Boots
movement speed increased +16% -> +20%