Gameplay-wise, the biggest change is that Daily Run mode is limited to 100%, we explained our choice on the forum and you seemed receptive, thank you!
Since we didn't want to reset today's daily, there is one player above 100%, but that will be unlikely starting tomorrow. :)
You may also like that we tweaked skill recharge so that you can refill your skill cooldown while it is being used (for skills having a duration).
Other changes? TONS of bug fixes! We are pretty glad to have at long last smashed that rare freeze which was occurring during boss fights. The game is now as stable as a rock!
We also reworked all the button prompts so that gamepad or keyboard controls are not shown to you if you're not playing with them, as well as redesigning any icons which could be mistaken with playstation buttons.
Have a great weekend!
Changes
Daily run is now limited to 100% score
Crystals or kills acquired while a skill is being used now count in the recharge of the skill
Bosses with lateral rocket launchers have been removed
The game will now automatically pause if a gamepad is unplugged or run out of battery
Gamepad and keyboard buttons will now be automatically hidden if there is no gamepad or if you start a game only with gamepad(s)
All button prompts have been remade to be more faithful to their correct input symbols
Settings are now saved to the "Settings" file and are human readable/editable (the old file "UserPreferences" will be automatically converted and deleted)
Fixes
Fixes an extremely rare freeze which could happen during boss fights
Fixes a very rare crash related to AI threading
Fixes a crash occurring if a gamepad is unplugged in the menu and leaves an empty slot behind two other gamepads
Fixes enemies getting blocked by walls and made player movements smoother against walls as well
Fixes a rare crash if by any chance players or enemies got out of bound of the map (looks impossible, but we had a couple crash reports related to this)
Fixes game over screen tracking old / empty stats for best scores
Fixes progression indicator not showing the correct % in the inventory
Fixes auto-repair duration getting longer as your max HP increase
Fixes "best progression" stats on the game over screen stacking up instead of overriding the previous best (unfortunately this breaks your best score, unless you delete the Stats file)
Fixes skill being fully recharged after resuming a saved game
Fixes stats menu showing wrong tabs when PlayStation inputs are selected
It's Friday, and it's time for a new update. :)
For the new players who just arrived, we have been updating the game on a weekly basis since the beginning and we're still dedicated to continue doing so and adding more content! Also, welcome to the NeuroVoider community!
Today's update packs fixes for some quirks that got in the release. We fixed a pesky crash which could occur after saving while being in the inventory. This fix unfortunately breaks save compatibility with previous version. :( But we added some more code to make sure that saves are more compatible with future versions.
We also smoothed the difficulty! Not that it is that easier, but the enemies & bosses should scale up a lot slower than before, which means that looping the game should be less though and boss more manageable.
And finally, frag weapons and damages over time have been reworked to behave more consistently.
Have a great weekend!
Update: version 46.1 has been released to fix a possible crash on the last boss.
Changes
The game no longer check the version of save files (unless the save comes from a pre-v46 version); If we make breaking changes in the future, we will detail this in patch notes
All frag weapons have been rebalanced (for both players and enemies)
All DPS and EPS calculation has been remade to fix an issue with frag weapons (which should now behave consistently and be more powerful)
Boss & enemies HP scaling have been smoothed (HP will increase less with progression and difficulty), especially on loop 2+
Repair packs drop rate has been increased in Rogue mode
Voider mode has been slightly nerfed
"Missile Shotgun" has been renamed to "EX8 Missile" (it was too long and some weapon could overflow the UI)
Flame Shotgun bullets are now bigger
Fixes
Fixes a crash when trying to load a save which was made during a menu (this bug could also make the game to go to the build selection instead of resuming the game)
Fixes HP being fully restored if resuming a game saved during a level
Fixes a few colliders in Frostbite and Sub
Fixes Flame Throwers and Bio Guns having wrongly calculated damages over time (sorry, Flame Throwers are no more OP :D)
Today is a big day. Big size of update and big event.
NeuroVoider is now out of Beta and will fully release on Steam later today!
What a trip... 45 weekly updates to get there and 2 years of development for a team of 2! This has been quite of an adventure, and definitely not an end because NeuroVoider will continue to expand. We have already updated our roadmap to detail the future of the game, and of course, we're dedicated to hunt any bug and continue balancing and tweaking the game.
The game wouldn't be what it is today without your support and numerous feedback. We can't say thank enough to you all for that.
Now to the change log... What's new?
Tons of items, weapons, and enemies! We hope that you will like the new stuff we've been holding for today!
Steam Achievements are now active! Let's see who will score a 200% in Voider mode. :D
We tweaked a lot the difficulty and the skills, everything should be way smoother now.
Thank you! We are now crossing our fingers in hope that you will enjoy this release.
Have fun! and see you soon for more updates!
New
Steam Achievements!
4 new families of equipments! (that's about 72 Visions, 24 Cores, 20 Transports, and 96 Weapons skins)
4 new families of weapons! (16 totals)
Phasers
Bio guns
Missile launchers
Burning shotguns
Changes
All boss sprites have been updated
New words have been added to the item name generator
The Reboot RNG bonus limit is now 5 instead of 2
The free 25% repair feedback when arriving in the inventory has been enhanced
The "Enemies" level stats has been renamed to "Elites" and FAT.32 will explain you a bit more what it is during the tutorial
Grenades and Disks now explode on contact with Reactors and Chests
Furnace now has some heat particles
Changes to classes (mostly to make them more efficient):
Dash special EP consumption is now 25% of max EP (was a fixed 35 EP before; this should allow the Dash to Dash more often and get better boost from items)
Rampage special cooldown has been reduced down to 200ms (was 500ms)
Fortress special EP consumption has been increased so that a perfect build won't have infinite shield
Difficulty changes:
Arcade: no railgun or close range enemies will spawn before the first boss
Rogue: no railgun enemies will spawn during the first level
All modes: railgun enemies will no more spawn during boss fights
All modes: boss HP have been reduced by 15% and the time to repair its armor has been increased to 14sec (was 12sec)
All modes: repair packs should now drop more often and starting from any amount of HP following a cubic curve; repair packs are also now limited to 4 at the same time
Changes to weapons:
Disk packer has been remade
Fat Shotgun has a better range
Long Flame Thrower has a small spread and fires more bullets
Hellfire has a lowered EP consumption
Mini-Nuke and Holy Grenade Launcher have a lowered EP consumption and a lowered cooldown
Grenade Launchers range and bullet speed has been increased
Plasma Bomb spread is now fixed and not random
Rocket Launchers have a lowered cooldown
Electrical weapons' arcs are more visible
Changes to skills:
All skills: it is now clearly shown in the inventory which properties of a skill Visor items should impact
Passive skills: most passive skills are now impacted by Visor stats (exception to Classy Loot & Blueprint)
Hardcore: HP is now limited to 25% of the max instead of 1 HP (also, repair not allowed)
Extreme Overheat: radius and power has been significantly increased
Bullet Wiper: crystal cost has been reduced to 15 (was 25)
Energy Surge: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)
Rampage: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)
Fixes
Fixes grenades physics sometimes feeling off
Fixes daily run indicator disappearing when a level is complete
Fixes blue player tube being glitched in the tutorial
Fixes first level always ending on a game over if the game has been finished just before with the non-looping ending
Fixes the background of the Station boss arena
Fixes some boss weak spot outlines being clamped
Fixes fragmentation weapons not showing all frag bullets
Deluxe Edition announcement!
Hello Voiders!
We're now very close to the release, and we would like to present you something we've been working on quite hard lately.
This is something that has been quite requested and it also packs a lot of experimental things. We really hope that you will like its content, we believe that there are some never before seen stuff here.
We are very curious to see what you will think of it!
Introducing NeuroVoider Deluxe Edition!
Content
The Wrath of Code soundtrack by Dan Terminus (courtesy of Blood Music), MP3 (320kbps) / FLAC (lossless quality)
10 early prototypes of NeuroVoider, including test builds, early mockups, and even a very early Android prototype which was canned
Surprise update! Yes, it's not Friday, but since we were off to Gamescom last week and next week will be the release, we thought that you might like an intermediary update. :)
What's in? Tweaks, fixes, and a new player selection screen!
Next week, on August 31st, the game will go out of early access. There's a day-1 update coming, with the following inside:
New weapons and enemies (including a disk gun revamp)
Steam Achievements!
Tweaks and fixes
If you would like to know more about our post-release plan, everything is in the announcement.
Cheers! And hoping to see you there next week for the release. :)
New
Credits screen :-)
There is now visual indicator to show that you are doing your daily run
Changes
Revamped the player selection screen
The free repair after each level has been removed and replaced by an automatic 25% repair
It is now possible to play with a keyboard and mouse combo even if 4 gamepads are plugged (should fix issues on Linux and ghost devices)
In-game feedback system and version viewer have been removed with the coming release
Forged items don't scale with the player count anymore (fixes an exploit to generate scrap)
Fixes
Fixes main menu outlines having too long/short lines with some resolutions
Fixes tutorial being pitch black if the previous game has been interrupted during a pitch black level
Fixes black screen on some Intel GPU
Fixes a few colliders and map layering
Fixes legacy stats tracking stacking up after each game launch
Did you read the news? NeuroVoider is going out of Early Access on the 31st of this month!
If you want to know what are the plans until then, all the info are on the previous news.
Back to Beta 43. What's in?
Better visibility for the boss battles: this pesky health bar will now move out of the way if need be, and an indicator will tell you where the weak spot is if it is out of sight.
There is also a new option to display your progression and your current time elapsed since the start of your run. Check out the option menu.
Also, bugfixes! And better daily run score upload.
Like announced last week, there will be no update on next Friday because we are moving to Gamescom! Hit us up if you're going too!
Next update will be on Friday 26th.
Until then, have a great weekend!
New
Boss health bar is now dynamically changing its position depending on where the action is to enhance boss fight readability
There is now an indicator to tell you the direction of boss weak spots if they are out of sight
New option to display the current run time and progression while you play or are in the inventory (default is set to display it only during daily runs)
Changes
Railgun laser warning is now flashing red and will blink shortly before they fire
Enhanced readability of boosted items comparison for colorblind players
More robust and faster daily run score upload
Fixes
Fixes tab navigation in the daily run menu when using more than one gamepad
Fixes a rare crash when trying to save a game
Fixes a rare crash occurring when the camera tries to go outside of the map bounds
Fixes a crash happening when players have non ascii characters in their name when displaying the daily run scores
Fixes scaling issues with some resolutions (e.g. difficulty settings are not overlapping anymore and the mouse isn't acting weird in menus)
NeuroVoider is coming out of Early Access on the 31st August
That's it, NeuroVoider will come out of Early Access on the 31st of August!
After 5 months of Early Access, and almost as many of private alpha testing before that, we are proud and stressed to finally announce its release.
This Early Access has been a blast, thanks to you! We received TONS TONS TONS of feedback (like, 13 000 of them), and you were (and still are!) a lovely bunch of players on the Steam forums, through the in-game feedback system, and on Twitter, despite us breaking the game. :happyNV:
We can definitely say that we've built a game together, and we will continue to listen and improve. We made a lot of test during this beta, and when we were unsure of where to go, you were the ones who helped us decide. The "reveal stats" / "reboot rng" debate is one of the many example of things we broke and got repaired based on your feedback.
But wait! We're not done yet! We know that there are a lot of feedback that we haven't fully fixed yet, but the beta is not yet finished and there are still Beta updates to come!
What's still coming to NeuroVoider before the release?
Here's what's on our radar:
Polishing, balancing, polishing, balancing, and bugfixing!
4 new types of enemies and as many new weapon categories (that's 12 new weapons, and we'll rework the disc guns as well)
Achievements & unlockable skills
Polishing, and some balancing
And if you would like to check our daily work in real-time, our Trello board (it's basically a to do list) is available here: https://trello.com/b/TRxEKtzM/neurovoider
Will the price change?
Yes, this was announced since the very beginning of the Early Access.
On the 24th August, the game will be priced $/€ 13.99
Will weekly updates stop?
No!
After almost 1 year of weekly updates, we can't just stop because of a milestone! We still have so many things we would like add to NeuroVoider, and we have some big update planned, but the details will be unveiled only shortly after the release. :trollNV:
What I can say, is that our priority will be on translating the game, adding more content and features, and possibly much more.
What about console releases?
They are almost done! NeuroVoider will release on PlayStation 4 and Xbox One a couple month after the Steam release. Please say tuned. :)
This have been a strong start for the Daily Run mode. :) You're awesome!
Lots of polishing this week, we revamped the main menu and adjusted the colors of the inventory.
The Stats menu is now unlocked! You will see that some numbers are already there, the game has been tracking them since Alpha 1! But since the tracked numbers were not considering the different modes and also didn't tracked runs/loops count, you will see that it's a bit odd. :)
But we found interesting to give you the choice the keep your records or to discard them (by deleting the "Stats" file in your save folder).
On the polish side of things: you can now see the boosted part of items when comparing them, see if the next level is a boss level in the inventory, and you can no longer mistakenly press the ready before without repairing yourself.
The Emergency Teleportation skill has been modified to be useful (more skill tweaks to come).
Also, NeuroVoider will be at Gamescom this month! Feel free to hit us up to greet & meet. :)
This also means that there will be not update on Friday 19th.
Next week? More polish! Weapon/skill balance! New enemies/weapons! And a surprise to come very soon. :) Stay tuned!
Have a super awesome weekend!
New
Stats menu (note that before Beta 42, the game was already tracking some --but not all-- stats since Alpha 1 and since Beta 42 the game assume any previous stats to only be from the Rogue mode, since the mode wasn't tracked until now; if you wish to go with a clean slate, erase the Stats file in your save folder)
You can now visualize the boosted part of items when comparing them
There is now a skull blinking next to the inventory ready button when the next level is a boss level
Changes
Most user interfaces have been clean up and are now final
You must now hold the ready button for about 1 second when getting ready in the inventory (this should help to avoid getting mistakenly ready)
The Emergency Teleportation skill has been modified to teleport you to a previously known position instead of a random one (the position distance is impacted by Visor bonus)
If you are Steam friend with a DEV, his rank will be displayed in the Friends daily run leaderboard instead of the "DEV" label
Fixes
Fixes daily run leaderboards showing wrong skill icon for the Classy Loot, Hardcore, Safety Battery, Reboot Sequence, and Mechanic skills (this fix is retroactive)
Fixes Reboot RNG not working if the player has the exact amount of scrap required, even if the free reboot hasn't been used yet
Fixes a typo in the daily run how-to
Fixes daily run game overs counting as a Nemesis point and overriding normal game Nemesis
This is a very anticipated update, as anticipated as it is something totally new for us, so let's cross fingers that our servers don't melt. :happyNV:
If you are not familiar with daily runs on other roguelite games, here's how this works:
Every day a new unique game is generated and shared between all players around the world (all enemies, levels, loot, etc. are the same for all players).
You have one single attempt per day to take the run and get ranked worldwide.
Every day the leaderboard are archived and reset.
Nosifone and I (the developers) are taking the runs :) you will be able to notice our presence in the rankings via a custom color.
We are very excited to see how the rankings will unfold. :happyNV:
Another important changes for MacOS & Linux: we update the underlying technology that powers NeuroVoider, it should be more stable and slightly faster, but it's still experimental, so stay alert.
As always, have an awesome weekend!
Cheers!
UPDATE: Beta 41.1 has been released to fix a crash with players having non-ASCII character in their nickname and scores being 95% even if the last boss has been beaten.
New
Daily run mode and online rankings (please mind that this is absent from the itch.io build, for now)
Changes
MacOS and Linux versions now uses Mono 4.4 (instead of 4.0.2), this should make them slighty faster and reliable
The game doesn't pause anymore if the window doesn't have the focus
Tunnels transparency has been improved to better see enemies and blinking lights indicating a tunnel have been made more visible
If anybody told us that one day we would publish up to 40 updates... That's a lot! And still more to come!
What's new? A ton of balancing and tweaks, like better Dash, smaller Rampage/Fortress hitboxes, more room variations, tweaked difficulty, and so on.
We also added some more tutorial bits, and an illustrated help in the inventory.
Please note that due to a bugfix in the random generation, seeds from pre-40 update will not generate the same game as before. Hopefully this will not happen anymore.
What's coming next? We are now working on the Daily Run mode and online rankings, as well as more enemies / weapons (and a disk gun revamp).
Have a great weekend!
Cheers!
New
The Robot Primer: you can now access a little help book in the inventory pause menu to learn the basics
FAT.32 will now briefly explain you the level selection screen and the inventory screen if the tutorial is enabled
Brains now leave a colored trail to be better seen when playing with friends
Most environments have more room variations
Changes
Fortress and Rampage classes now have 20% smaller hitboxes (does not apply to enemies)
Dash class dashing distance has been enhanced by 25% and its graphical effect has been changed
The Forge menu have been move to the Equip menu (was previously in the Recap menu)
The Repair menu is now where the Forge was, and is no more a tab (this should make it more visible and accessible)
Patterns where bosses fire all their weapons at once have been removed
Sub environment now generates level with less straight hallways
Furnace environment now generates level with more reactors
Self-destruct levels now have extra time depending on the game progression to compensate the difficulty
Shotguns range have been slightly reduced
Super-elite (red) and Elite (yellow) enemies are slightly more aggressive now
Elite enemies have a maximum of 10 minions now (was up to 30 before)
Champion (blue) packs now have a maximum size of 8 enemies (was 12 before)
"Difficulty" in the level selection screen has been renamed "Enemies" (this parameter impacts the elites occurrence, and the word "difficulty" was misleading in that regard)
Fixes
Fixes the annoying flame thrower hit sound on bosses
Fixes loot names displayed during gameplay sometimes being diffirent from their inventory names
Fixes duplicated loot (if it still happens, it's pure luck now) /!\ This fix breaks seeds compatibility (e.g. a seed from before Beta 40 will not generate the same game after Beta 40)
Fixes Classy Loot skill keeping the stats of the original class (e.g. a Fortress item converted to Dash was still having the Fortress stats)