Neon Sundown cover
Neon Sundown screenshot
Genre: Indie

Neon Sundown

Update v1.1.0 | Now available on Experimental!

The first content update is now available on the experimental branch!

For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.

Want to opt into testing?



  • Right click on Neon Sundown in your library
  • Click on the "properties" option
  • Navigate to the betas tab
  • Select the "experimental" branch

Do note experimental versions may be unstable, so if you don't want to risk running into bugs, it's recommend to wait until the update comes to the release branch!

What's new in v1.1.0?



ADDITIONS:
- Added Steam cloud support
- Add level 4 module upgrades to the shop
- Add levels 36 - 40, along with new level rewards
- New Tier II synergy weapon, Dual Harvester
- New card Eagle Eyes, replaces level 34 reward
- New card XP Auto Collect, replaces XP range
- New module Critical Chance, replaces XP range

BALANCE CHANGES:
- Reduce blaster cooldown from 0.5s to 0.4s

BUG FIXES:
- Fixed criticals card not applying to all weapons
- Fixed end game bomber blitz being all Fighters

DYNAMO CHANGES:
- Lower tank damage from 5 to 3
- Increase tank cooldown from 3s to 5s

Update v1.0.1 | Released as stable!



The first minor update is now available for everyone! I've done fairly extensive testing on this version to ensure it's stable, but as always sometimes bugs manage to get by me and my testers, so if you notice one shoot me a message on here or on Discord so I can get it patched up ASAP!

What's new in v1.0.1?



NEW ADDITIONS:
- Added a custom cursor that replaces the default cursor
- Added keybind to toggle auto primary weapon firing
- Crystal amount can now show up to 999 instead of 99
- Added ability to view stats without pausing using tab
- Added option for turning the health bar permanently on
- Added keybind to show stats while playing
- Added option to enable or disable vertical sync

BALANCE CHANGES:
- Lowered Dual Reaper base damage from 80 to 60
- Lowered Blast Shuriken cooldown from 0.25s to 0.2s
- Increase levels 20-25 xp requirement from 20,000 to 25,000
- Increase levels 25-30 xp requirement from 25,000 to 30,000
- Nerfed Stun module (0.1 0.2 0.3 0.4 -> 0.05 0.1 0.15 0.2)
- Nerfed Syphon module (0.05 0.1 0.15 0.2 -> 0.01 0.02 0.03 0.04)

NOTE: Will continue monitoring these changes

THE ABYSS CHANGES:
- Lowered Fighter health from 8 to 7
- Lowered Hammerhead crystal drop chance from 10% to 5%
- Stage 2 Sawblade cooldown lowered from 1.5s to 1.25s
- Stage 3 Sawblade cooldown lowered from 1.25s to 1s
- Stage 4 Fighter cooldown lowered from 2s to 1.5s
- Stage 5 Fighter group cooldown lowered from 5s to 4s
- Stage 6 Fighter cooldown lowered from 1.5s to 1s
- Stage 7 Fighter cooldown lowered from 1.25s to 1s
- Stage 8 Fighter group cooldown increased from 3s to 4s
- Stage 9 Hammerhead cooldown increased from 3s to 5s

BOMBER BLITZ CHANGES:
- Lowered bomber crystal drop chance from 15% to 10%
- Increased Fighter health from 8 to 10
- Increased Fighter damage from 3 to 5
- Increased Fighter speed from 20 to 25
- Lowered bomb damage from 50 to 20

DYNAMO CHANGES:
- Lowered bomb damage from 50 to 20

WASTELAND CHANGES:
- Lowered Cocoon crystal drop chance from 25% to 20%

Update v1.0.1 | Now available on Experimental!

The first minor update is now available on the experimental branch!

For those that are wondering how I will be doing updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.

Want to opt into testing?



  • Right click on Neon Sundown in your library
  • Click on the "properties" option
  • Navigate to the betas tab
  • Select the "experimental" branch

Do note experimental versions may be unstable, so if you don't want to risk running into possible bugs, it's recommend to wait until the update comes to the main branch!

What's new in v1.0.1?



NEW ADDITIONS:
- Added a custom cursor that replaces the default cursor
- Crystal amount can now show up to 999 instead of 99

BALANCE CHANGES:
- Increase Module prices (10 15 25 50 -> 10 25 50 100)
- Nerfed Dual Reaper base damage from 80 to 60
- Nerfed Stun module (0.1 0.2 0.3 0.4 -> 0.05 0.1 0.15 0.2)
- Nerfed Syphon module (0.05 0.1 0.15 0.2 -> 0.01 0.02 0.03 0.04)

THE ABYSS CHANGES:
- Lowered Fighter health from 8 to 7
- Stage 2 Sawblade cooldown lowered from 1.5s to 1.25s
- Stage 3 Sawblade cooldown lowered from 1.25s to 1s
- Stage 4 Fighter cooldown lowered from 2s to 1.5s
- Stage 5 Fighter group cooldown lowered from 5s to 4s
- Stage 6 Fighter cooldown lowered from 1.5s to 1s
- Stage 7 Fighter cooldown lowered from 1.25s to 1s
- Stage 8 Fighter group cooldown increased from 3s to 4s
- Stage 9 Hammerhead cooldown increased from 3s to 5s

BOMBER BLITZ CHANGES:
- Increased Fighter health from 8 to 10
- Increased Fighter damage from 3 to 5
- Increased Fighter speed from 20 to 25
- Lowered bomb damage from 50 to 20

DYNAMO CHANGES:
- Lowered bomb damage from 50 to 20

Available Now!

[previewyoutube="fjZBPyLN7Ls;full"]

Available Now!



Neon Sundown is now available for everyone to play! I hope you all enjoy the game, and if you have any feedback please let me know! I will be updating the game a lot over the coming week to nail down any remaining bugs and balance changes. (more content will also follow shortly behind)

Discord: https://discord.gg/NHnR7zcaCc

Release Info (FAQ)



Releasing Tomorrow!



We are now one day away from release, and I am super hyped! The game has come together so nicely over the last couple weeks with all the new features and improvements being added, and my testers and I have been having an absolute blast playing the game BTS.

Release Info (FAQ)



I just wanted to take some time to answer some FAQ about the release of Neon Sundown, along with my plans for the game over time. So let's get right to it!


  • What time will the game come out?
    Neon Sundown will release at exactly 11am PST tomorrow.

  • How much will the game cost?
    The game will cost $3.99 on release

  • How much content is available in the initial release?
    There are 5 arenas, 5 ships, 30 cards, 6 synergies, 12 power modules (now permanent and with upgrades), 35 level rewards, and 11 achievements all available at launch!

  • Does the game have controller support?
    We do not officially support controllers, BUT we have added some basic controller mapping and aiming. Therefore you can play with a controller, but will require a mouse for menu interaction.

  • Will the game receive post-launch content updates?
    Yes, and a lot of them! You can expect a bunch of content updates over the coming weeks and months, along with numerous other improvements and features.

  • Will the game have DLC?
    Possibly, it's too early to say as of right now. (depends on how well the game does)

  • Does the game have Multiplayer?
    No, and I have no plans on adding it. I don't think multiplayer really fits this game, and I think my time is better spent adding in new content and features for everyone to enjoy!

  • Will the game have mod support?
    Not at launch, but I would very much like to look into it post-launch!

If you have any other questions feel free to let me know below. You can also join our Discord server and contact me there, as well as interact with the rest of the community as a whole! (link below)

Discord: https://discord.gg/NHnR7zcaCc

Looking forward to releasing the game tomorrow! Gonna be a fun day :)

~ Ben

Carnage Preview

[previewyoutube="uTF2uoYFmhI;full"]

Carnage Preview


5 more days until launch! Here's a short preview at what's to come...

Release date changed to March 18th!



Hello all!

I just wanted to let everyone know that I'm planning on moving Neon Sundown back one more week to March 18th. The game is already done and I could release this Friday no problem, but I still feel like the cards and levelling system could use some more love. A lot of cards feel kind of dull, and I'd like to work on adding a lot more unique ones so that each run will feel completely different (and give you a lot more control over how you want to build your deck)

Here are some of the cards I'll be adding:

- Mines: Lays down mines that explode on impact
- Pulse: Sends out a large pulse, pushing enemies back
- Vacuum: Right Clicking on XP moves it towards your ship
- Teleport: Right click somewhere to teleport to that location
- Chain Lightning: Sends out bolts that chain from enemy to enemy
- Area Bombing: Randomly drops bombs around your ship
- Inverse Explosions: Explosions pull enemies towards them rather than away
- Brawler: Reduces incoming damage by 80%, but lowers movement speed by 50%
- Assassin: Doubles damage dealt from behind, but lowers overall damage by 15%
- XP Healing: XP restores health, but can no longer level up
- Homing projectiles: Projectiles home in on closest enemy, but damage is greatly reduced
- Sticky projectiles: Enemies stick to projectiles, but projectiles no longer deal damage)

I'll be using this extra week to add and test all of those cards (and more), as well as adding a levelling system to add some meta-progression as the current power module system is consumable-based and doesn't really provide rewarding progression. I understand delays are not fun, but I never delay things without a purpose. I think Neon Sundown has the opportunity to mark it's own spot in the Roguelite genre, and so I'd like to take extra time to make sure the game stands out.

If you have any ideas for cards you'd like to see added let me know! I love brainstorming with the community, and would love to hear your ideas.

Thank you all for being so patient, I promise it will be well worth the wait :)

Gameplay demo now available!



Hi all!



I've released a small gameplay demo on Neon Sundown's GitHub repository (as the game is partially open source) for everyone to try. If you're wanting to help test and give feedback on the game, or possibly wanting to just try it out, you can now download the demo for free!

Gameplay Demo: https://github.com/Vitzual/NeonSundown/releases
Discord (for feedback): https://discord.gg/NHnR7zcaCc

Look forward to fully releasing the game on March 11th!

~ Ben

Releasing on March 11th!



Hello all!



I'm assuming most of you will be coming from Vectorio, but to anyone else that stumbles across this, welcome! I am excited to announce my latest title, "Neon Sundown", a unique roguelike game that mixes card-building with fast-paced action. If the game looks interesting to you, please wishlist it! It helps me a lot and increases the games visibility on Steam.

Neon Sundown will be releasing on March 11th and unlike Vectorio, will not have an Early Access period. I am confident with the gameplay in Neon Sundown and don't feel an Early Access period is necessary. With that said, do expect frequent updates when the game comes out! I have a lot planned, and am excited to work with the community to create an awesome roguelike experience.

Release date switched!



Some of you may have noticed that the release date has been pushed back to March 11th. This is because I want to make sure that the game is as polished as possible, and give enough time to thoroughly bug test different features in the game. The game itself is already complete, and I'll most likely be releasing a free demo for everyone to try on the original release date (February 25th)

Connect with us!



If you have any questions feel free to let me know below, or by joining our Discord server and shooting me a question there. I'll be checking both the Steam community and Discord server regularly!

Discord: https://discord.gg/NHnR7zcaCc
Reddit: https://www.reddit.com/r/NeonSundown/

Look forward to seeing everyone get their hands on the game!

~ Ben