March 28th Promotional Sale. 34% off for a limited time.
To celebrate the additions made in the 1.3 updates, Necro Mutex will be discounted 34% for two weeks, starting March 28, 2019 10:00am. (US Pacific Time.)
If you were waiting to blast some weaponized undead into blood and bone slurry, now's your chance!
Sale ends April 11, 2019 10:00am.
Update 1.3.2. New Gun and Bug Fixes.
Necro Mutex now has a new gun.
The alt fire shocker attack from the flamer has been promoted to its own weapon, the Electrogun. It ranks above the rocket launcher in terms of price. Its alt fire is a concentrated long range arc of electricity, a handy complement to the short range area effect of the primary fire.
The Flamer has a new alt mode, blasting a rapid fire stream of incendiary grenades. Great for taking out bigger targets or clearing areas that you can't see, just bounce some grenades in.
1.3.2 also has a number of bug fixes for issues that were introduced in 1.3.0, the two main ones being the leaderboard sometimes not updating, and some code that wrongly saw the new maps as sign of an error.
Hope you enjoy the new gun, and let me know on the discussion page if any more bugs show up.
Update 1.3.0. New End Game Maps.
As the player goes to higher and higher sectors, Necro Mutex is supposed to gradually become impossible. Unfortunately, user Kiddster didn't get the memo, and with a skillful and well honed playstyle has been thrashing tougher and tougher sectors without problem, recently beating sector 9998, the second last sector and the last "normal" sector. (Meaning, not an escape pod sector)
So to toughen up those final sectors, update 1.3.0 has made some changes.
Sectors 8000-8999 now either have the Low Ammo or No Ammo challenge.
Sectors 9000-9998 have been completely re-done, and now always have a shuggoid, cortex guardians, and the No Ammo challenge. That should make them more consistently difficulty.
The Electro Flamer Alt Fire has been modified. It now takes 0.25 seconds to power down, using ammo while it does. This doesn't make much difference when it's used in a continuous burst. However the "Tap 'n' Zap" strategy of just doing quick bursts now uses a bit more ammo, so it's more difficult to just charge through a sector occasionally tapping the alt fire to clear a path. "Tap 'n' Zap" is still useful, it just can't be used quite as much, especially on low ammo sectors.
[Edit: It was 1.5 seconds cool down in the original 1.3.0 update but that was probably too much, so 1.3.1 cut it down to 0.25 seconds.]
Shuggoids and Cortex Guardians have gotten a hit point buff in earlier game sectors. They start out roughly four times tougher than they used to be, though in the upper sectors they still have the same hit points.
Shuggoids and Cortex Guardians also have some extra attacks now, firing positrons and muons respectively.
This update also includes a number of other minor tweaks and bug fixes. If any new bugs have been introduced, let me know in the discussion forum and I'll fix them asap.
Hope you enjoy the new update.
Steam has fixed the VR controller issue.
There had been an issue introduced by a buggy steamworks update that broke VR last weekend, buttons on the controllers weren't responding.
Steam support has now fixed the issue, so Necro Mutex is good to go in VR again! Now you can try out the new 180 degree tracking and rotation. ;)
New Maps, New Options, 180 VR Tracking
Version 1.2.0 is now available, with a number of big changes.
New Maps. All the maps from sectors 0000 to 1999 have been redone, with the emphasis on getting more map variation and more thanatoid monsters into the game sooner. Also, Cortex Guardian sectors are now worth x5 instead of x2.
New Options. Several new game options have been added so the player can customize the game to their liking. These include the ability to get rid of teleporter limits and time limits, and to make giant thanatoids smaller or even get rid of them completely.
One of the biggest changes is that now players can choose to start a game buffed up with credits and skills, instead of starting with nothing. How much you start with is up to you, start with just a million dollars, or start with everything!
Using these options creates a "non-standard game" that won't show on the main leaderboards. Non standard games show only on the "All Difficulties All Densities" and "Sectors Completed" leaderboards. The "All Difficulties" leaderboard has been reset.
Virtual Reality 180 Degree Tracking. Necro Mutex now supports 180 degree tracking as well as 360 degree tracking, via an option for different Rotation controls. Rotation is done simply by pointing the "run hand" in the direction you wish to face, and pulling the trigger.
Version 1.1.2 Map Update.
Since people are spending more time in the sub-1000 sector maps than I had expected, I've decided to redo most of those maps to make them more interesting.
Originally the maps below sector 500 were just made from 2 rooms, which makes them quite easy but also means they lack the variety that later maps have.
Now the sectors from 0 to 999 range from the original 2 rooms up to 3, 4 and 5 rooms, which allows for more diversity in map architecture. Also means that they're a bit trickier, but they're worth more reward too, and with the changes made in the 1.1.0 update players shouldn't find them too difficult.
I hope you enjoy the new maps.
Version 1.1.0 Gameplay Update.
Latest update makes some changes to the gameplay which I hope will add extra enjoyment for users.
The first 1000 sectors are supposed to be pretty easy, just a warm up for the larger sectors and a chance to build up basic skills. But I noticed most new players seemed to be finding them more difficult than intended, with very few people reaching even sector 250.
That's a pity, because the later sectors have all kinds of fun stuff, like shuggoids, cortex guardians, mega-thanatoids, radiation rooms...
So I'm made the following change. The "Death Evasion" skill has been changed from the first Ultra Skill (which is too expensive for beginner players) into a much, much cheaper Health skill.
Now beginner players will be able to get the Death Evasion skill very early, which should make survival in the early sectors much easier, since you can cheat death up to 10 times.
This doesn't really make any difference to later sectors, since you're expected to have the Death Evasion skill by that point anyway.
I hope the change makes the game more fun for beginner players, because now you can take more risks taking on higher sectors, and get bigger rewards in the process.