This celebration of German indie developers showcases some of the finest indie games from Germany to a global audience. As part of the event, Orbital Bullet is available at a 80% discount. Don't miss this chance to enjoy our unique 360° roguelite!
Don't miss out on the only opportunity to hold Orbital Bullet in your hands!
Fraggers! We told you recently that you can play Orbital Bullet everywhere. But now, you might get the chance to even own Orbital Bullet physically!
Your favorite circular fast-paced 360° fraglicious platformer Orbital Bullet gets a physical Nintendo Switch release on August 3rd!
We're gearing up together with Super Rare Games to bring you Orbital Bullet, coming physically to Nintendo Switch⢠for the very first time.
But be quick, as only a total of 3,000 copies will ever be printed!
Mark the date: The Sale will start on August 3rd at 6pm BST/10am PDT/1pm EDT Available worldwide exclusively at superraregames.com!
Who is Super Rare Games?
As indie's best friend, Super Rare Games works closely with the developers to ensure that every element of each release is an homage to the game printed on the cartridge. The Orbital Bullet physical release comes with the game on a physical cartridge, a full-colour manual, an exclusive sticker, and trading cards. Fans also won't be waiting for long as Super Rare Games titles ship shortly after release.
If you have forgotten what Orbital Bullet has to offer.
TRIGGERFINGER LICKINâ GOOD ROGUE-LITE ACTION
360° hard-boiled gunplay: Projectiles traverse in a 360°-degree pattern allowing for a new unrivaled gunplay feeling.
âJust one-more-runâ: Procedurally generated planets, mean enemies, bad-ass bosses, diverse weaponry and game-changing upgrades guarantee addictive gameplay.
Fast-paced unrelenting pixel style-action: Each death is permanent, but letâs be honest, dying is part of the fun.
A DEATH-DEFYING PROGRESSION SYSTEM
Having a hard time making progress? Donât worry, we got you covered! After each death, you will be able to spend Nanobytes to receive permanent upgrades and skills.
How about a bigger Medi-Backpack or extra Shield to last a little bit longer?
Or activate the Combo System, to tremendously increase the pacing of the game and receive certain multipliers to currency drops and EXP.
Donât like your starting weapon? Unlock a new more powerful one right from the start and get your revenge.
UNLIMITED FRAG-TASTIC REPLAYABILITY
Build your own custom skill tree with our Dynamic Skill Trees! Make clever decisions to empower skills and reach new power spikes while the tree changes every time you play.
Unlock, find, or buy more than 42 different guns, weapon upgrades, and various power-enhancing perks that will change the way youâll play.
Unlock four different classes to choose from, like the turret-carrying Engineer or the fire-fueled Hellion, each with a different skill tree.
Are you the type of person who enjoys some good olâ pain? Good, because we got a Streak System that will make the game considerably more difficult (coupled with a few other surprises) with each completed run, until your streak ends.
Guns out, Fraggers! Play Orbital Bullet everywhere!
Fraggers! It is an excellent time to celebrate 2 years (slightly more, but don't tell anyone) since we have launched Orbital Bullet in Early Access here on Steam.
Since then, Orbital Bullet has seen many Major Updates, adding frag-tastic new features, as well as dozens of smaller patches and hotfixes, which were leading to its full release last year and even more updates, patches, and more after that!
This wouldn't be possible, with the amazing help of our community, YOU, who helped us making the game, which you can enjoy now!
Therefore, we wanted to insert here, a big shoutout and huge Thank You to every single fragger, who has joined us, veterans and newly recruited alike! It is an amazing bullet-ride!
Watch the Orbital Bullet Trailer on YouTube now:
Where are we now?
Since then, Orbital Bullet has been released on Nintendo Switch, and today, we celebrate its release on PlayStation 4!
About Orbital Bullet!
Orbital Bullet is an action-platformer that takes the tried-and-true, highly addictive rogue-lite formula and adds a unique twist with a 360° rotating level design. Players can expect fluid, fast-paced gameplay featuring procedurally generated enemies and level elements, with âinstant-transmissionâ upon completion of a stage â keeping the rhythm going and the action flowing! Of course, it wouldnât be a rogue-lite without a deep skill tree mechanic that features both dynamic and permanent skill trees, game-changing body modifications, upgrades, and of course, a diverse range of heavy-weaponry that can be further enhanced thanks to the newly implemented Overcharge- and Eternity-mechanics. As you can already imagine, the hordes of enemies will have a hard time keeping you from reaching the next level! https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/
Additionally, Orbital Bullet's blasting Soundtrack is composed by Juha Korpelainen & Niilo Takalainen!
Keep it up, fraggers! -Your Teams of Smokestab & Assemble Entertainment-
Orbital Bullet Patch version 1.1.1 is now available!
Fraggers! We've just released version 1.1.1 of Orbital Bullet! Included will be many improvements and balancing changes, alongside many bugfixes, we could tackle thanks to our amazing community. who is constantly providing us with feedback. Please keep it up!
Improvements / Balancing
Overcharging the Armor-piercing Ammunition skill now also penetrates the shields generated by the Protector Enemy. This gives this skill more use, especially when playing higher overcharge levels.
Using class items like the turret or grenades during a circle transition will now spawn on the circle you transition to. Previously they spawned on the old circle.
Increased the movement speed of the Floor Crawler enemies that spawn on Karth.
Rewrote the logic of the Meat Hooker enemy. Previously he would be stuck after using his hook for the first time and not properly check for the player's distance and height to decide, which attacks to use further on.
Overcharging a second damage type now overwrites the previous one.
Improved the navigation inside the teleportation screen when playing with keyboard & mouse.
Added D-Pad Icons for controller bindings.
Improved the transitioning between floors so that itâs no longer frame dependent. This prevents now that you can get stuck in a floor if you had a lag during a transition.
Improved the description and explanation of Overcharge Skills in your base skill tree.
Added localization to currency bags and overcharged skills in the eternity tower shop.
Bugfixes
Fixed a bug where the increased damage by perks could overwrite the damage increase you received from your base skill tree.
Fixed a bug where some bosses would not drop the correct weapon blueprint, preventing unlocking all weapons in the game.
Fixed a bug where the mouse cursor would be visible again at the start of a level.
Fixed a bug where the Protector Enemy could create a stage where enemies can be invincible.
Fixed the conditions of multiple achievements e.g., boss kills where you donât take damage. Previously there were some cases, which counted as damage taken when you dodged through them.
Fixed "absolute transcendence" achievement.
Fixed a bug where Overcharge Fragments could drop when you completed two rifts per level without unlocking Overcharged Skills. It now drops an additional random perk instead.
Fixed a bug where the Butcher boss had a weird audio glitch with his steps.
Fixed a bug where "Death defiance" only recovered 20 hp flat instead of 20% from your current max health.
Fixed a bug where entering a Red Rift would end your Combo because you received damage.
Fixed a bug where previously the Abandoned Commanders legs would be stuck in a walk animation after death.
Fixed a bug where you could enter a boss stage in the eternity tower before clearing the floor.
Fixed a bug where you could get teleported outside of a boss area in the eternity tower after triggering the teleporter.
Fixed an issue with the Eternity Tower in-run Skill tree when continuing a run.
Fixed a bug where you could take damage while being in a transition when dropping into spikes.
Fixed a bug where two UI elements could be overlapping when opening the class skill tree.
Fixed a bug where you could get stuck when you tried to hack / deploy your explosives on a chest and dropped out of its trigger.
Fixed a bug where the order of inserting Eternity Shard into the Eternity Console would be wrong.
Fixed a bug where the Title Screen logo would not fade out properly.
A big Thank you for your ongoing support to improve the game further! Please keep it up!
-Your teams of Smokestab & Assemble Entertainment-
360° Platform Shooter Orbital Bullet Available Now on Nintendo Switch!
Gear up and prepare for battle, itâs time to take the sensationally-cyclic vibrant rogue-lite shooter Orbital Bullet on the go!
Today, together with indie dev SmokeStab, we are trigger-happy to announce the global release of the 360° action-platformer Orbital Bullet on Nintendo Switch.
Featuring fluid, fast-paced gameplay and procedurally generated enemies and level elements, Orbital Bullet players can now bring out the big guns and show the Dread Corporation whoâs boss anytime, anywhere with Switch handheld.
Watch the Orbital Bullet Switch launch trailer:
About Orbital Bullet
Orbital Bullet on Switch transforms the game into a full âpick-up-and-playâ experience, making its high-octane gameplay and intricate skill tree mechanics a portable endeavor. Melding the tried-and-true, highly addictive rogue-lite formula with the unique twist of a 360° rotating level design, Orbital Bullet sees players battling through unforgiving alien worlds in the pursuit of freeing them from the clutches of the nefarious Dread Corporation. Keep the rhythm going and the action flowing, taking on waves of enemies who are dead-set on making sure you donât live to see another day.
Features of Orbital Bullet
Nothing âRosieâ About This Ring: A unique 2.5D ring-shaped world offers a one-of-a-kind setting fresh for the genre with rotating 360° level design. Make the most satisfying long-range curved snipes youâve ever made, or blast and shred enemies with a load from the Hyper Shotgun.
Bullets and Body Mods: No rogue-lite is complete without all sorts of nifty upgrades, mods, skill trees, and heavy weapons to keep your sci-fi fustigator strapped and ready for action; enhance your characterâs vigor by unlocking permanent upgrades such as the Combo System, the Medi-Backpack, or a stronger starting weapon.
Stay Classy: Four meticulously crafted classes can be unlocked by solving challenging puzzles and include epic abilities per class, such as the turret-wielding Engineer or the fire-fueled Hellion.
Intense Arcade Action: A game that defines âone more runâ, Orbital Bullet throws you into the fray with fierce, frenetic action. Jump, dodge, and shoot your way through hordes of enemies as you wind your way around several beautiful and unique biomes.
No Time to Relax: Instant level transitions upon completion of a stage keep the mayhem flowing and your trigger finger dialed; no more interrupting the rhythm with cutscenes or hub worlds!
Orbital Bullet will be available today on Nintendo Switch and with a 25% off launch-discount!
Additionally, players can pick up the title on PC via Steam, which also has received a huge v.1.1.0 update today, we simply call the "It's Over 9000! Update"! More details and full changelog: https://store.steampowered.com/news/app/1167680/view/3424451745471518385
It's Over 9000! - Orbital Bullet v.1.1.0 is available now!
Fraggers! We've just released version 1.1.0 of Orbital Bullet - or as we call it: the "Over 9000" update! Because it brings so much new and updated stuff along with it.
The main focus of this update was to fix current issues and implement suggested changes from the community as good as possible. This resulted in improvements, overhauls and new content for existing systems.
On top of that, we also revisited rewards and increased their frequency so that players at any level can progress faster and in different ways through the game to take advantage of new upgrades, weapons and gameplay variations sooner. Additionally, we've added new things to the Endgame. E.g. a bonus to the fire rate of the golden weapons to change the weapon meta! Overcharged Skills and Stacked Bosses in the Eternity Tower for more challenges and unique builds!
Improvements & New Things
Added two new Enemy Modifiers, which will add new threats and encounters to existing enemies.
Bullet Rain: Every 5 seconds, emitting a fountain of projectiles that hurts the player if he's too close.
Turret: Every 5 seconds firing a long-range projectile towards the player direction.
Protector Enemy that shields other enemies can now also appear in early levels to create more dynamic encounters.
Added a new effect when stomping enemies that are turtled, which shows that their shield is now broken.
Turtled enemies lose their shield sometimes to make them vulnerable. This prevents spawns underneath blocks that could cause hard stucks when you could not break the shield.
Increased the amount of loot you get from boss kills to make it more rewarding.
Added new Elite Templates for all Planets for more variety, difficult encounters and making blueprints more accessible.
We buffed Golden Weapons, so they now have an increase in fire rate to make it more desirable to get a full golden arsenal of weapons. This will shake up the weapon meta, make more combinations viable, and let your builds escalate even more!
We capped the Weapon Tier that can drop in rifts depending on the current planet. Previously you could after a couple of upgrades get Tier 5 weapons on the planet one rift, which is no longer possible now.
Increased the time enemies take to react after you enter a door in the Harvest Fields. Previously, they would attack you right away when you entered the floor.
Improved the DPS display of certain weapons to give a more accurate indicator of its damage output.
We improved the accessibility of the overcharged and eternity weapon modifier unlock. Every player does now have easier access to them, which will also result in more weapon variety and decision-making through your run.
Overcharged Weapon Modifier:
Requirement: Put the two batteries into the teleporter at Talos.
Unlock: Clear and collect the Overcharged Modifier at Talos.
Eternity Weapon Modifier:
Requirement: Activate the Eternity Console at Miro.
Unlock: Clear and collect the Eternity Modifier at Miro.
Added more visual effects and feedback to the Class Skill Tree, Meta Skill Tree and the Weapon Rack.
Added Rewards which the Zeta Mission Chest would give you on completing the Mission.
Improved and increased the rewards of opening Rare Chests, depending on which Planet you are on right now.
Previously:
Each Planet would give 30 Credits.
Now:
Planet 1: 1 Weapon Fragment, 5 Nanobytes.
Planet 2: 2 Weapon Fragments, 5 Nanobytes.
Planet 3: 3 Weapon Fragments, 10 Nanobytes.
Planet 4: 4 Weapon Fragments, 12 Nanobytes.
Planet 5: 5 Weapon Fragments, 15 Nanobytes.
In the Elevator on Zeta, the chest will drop a weapon if the mission âSecret Elevatorâ was already cleared.
Added a laser sight to the Rocket Launcher enemies to improve their anticipation and indicate if they shoot from the other side of the circle.
Increased the visual size of key card drops.
Changed the Pattern of the Abandoned Commander XiL Boss Fight.
Previously:
Battery Shield Phase could happen multiple times in a row.
Now:
Battery Shield Phase at 80%, 60%, 40% and 20% Health.
Added hit markers to the Mastermind Boss arms to make it obvious that you must destroy them first before you can attack his heart.
The convert icon in the Weapon Rack and Skill Tree was incorrect and was changed to a new one.
The Weapon Rack prompts had background layout issues, which got adjusted.
Added a new weapon to the start weapon pool: 360° Laser Gun.
We enabled the cursor inside the planet selection to improve the UI navigation.
Improved hit collision of Bullet Rain from Elite enemies.
Combo System overhauls and improvements:
The Combo HUD is now easier to understand and only shows your current multiplier and combo count, which is needed to unlock combo chests.
Combo chests are positioned at the end of each level to make them easier accessible. This does reduce backtracking.
Added new rewards to combo chests:
Credits
Nanobytes
For the Eternity Tower, we made three major changes.
The first change is that we introduce Overcharged Skills into the Eternity Tower without a cap. This will make all classes more viable especially in the endless mode and since itâs not capped you will be able to overcharge all skills. This will allow super strong and Eternity Tower exclusive builds! This does also give us an additional layer on how we can add player power besides buying perks and skills.
Overcharged Skills are available to purchase after maxing out 8 skills.
The second change is that we introduce Goodie Bags to the Eternity Tower Endless Mode. Goodie bags will contain Nanobytes and Weapon Fragments and can be obtained in the Shop. So besides playing the Eternity Tower Endless Mode to get the highest high score, you can now also make farm runs for currency that you can spend in upgrades which help you in your normal playthrough.
Goodie Bags can spawn after Stage 70 in the Eternity Tower Endless Mode.
The third change is that we introduce Stacked Bosses to the Eternity Tower Endless Mode. On a Stacked Boss Stage there will no longer only be one boss spawn but two. The combinations created from Stacked Bosses will dramatically increase the difficulty and make the runs more interesting, since you will not know what the next combination of bosses will be.
Stacked Bosses start spawning at Stage 50 in the Eternity Tower Endless Mode.
Finally other changes are transferred into the Eternity Tower as well, e.g. new level templates, new enemy modifiers and enemy distribution. All in all, does this increase the variety across the whole Eternity Tower to make this an overall more exciting and a more worthwhile experience!
Balancing
Reduce the damage bonus that you gain from the Credit Master, as well as reduce the overall credit in a full run.
Damage Level 1: 5% â 2.5%
Damage Level 2: 10% â 5%
Hellion: Passive Health regeneration was changed from a time-based approach to a floor clear approach. This means instead of every 20 seconds, you now get after every 2nd floor cleared a small amount of health back.
We changed the shop reroll, so it no longer increases the costs of the items.
Blueprint drops were overhauled. Previously, they were bound to a specific enemy type. Now they are bound to a specific Planet. This means they now have a small drop chance from every enemy at a given Planet, while Elite enemies keep a higher drop rate overall.
To ramp up the overall meta progression of the game, which ultimately results in more variety and fun, we revisited the reward distribution and made several adjustments.
Increased the overall amount of found Weapon Fragments and Nanobytes
Improved Blueprint accessibility
Increased the overall amount of loot you get from a boss kill
Added more ways to obtain Weapon Fragments and Nanobytes e.g. Rare Chests and Combo Chests
Experience Capsules will now give you experience beyond a level up. Previously, it did only fill your current level up, which made them very unrewarding if you used one close to a level up.
Bug Fixes
In some Areas of the game the cursor would not be locked and still float around on screen after closing the UI.
Fixed a bug where the Weapon Fragment Converter automatically converted all your Nanobytes on entering the Weapon Rack.
Collisions of the Boss Crawler bullet rain were adjusted to not hit the player when fading out which sometimes could feel unfair.
Removed overlapping Interactable in the Dread Corp Space Station and Talos.
Fixed the issue where Maximum Power achievement did not get unlocked after the Skill Tree was maxed out.
Fixed the issue where Clean Hands achievement was bugged and did not unlock correctly.
Fixed a bug where stomping enemies for the Infinite Stomping achievement did not count correctly after upgrading the crushing stomp.
Fixed a bug where the protector enemy could spawn on the wrong circle which could cause overlaps with other enemies.
The Restart and Main Menu UI sometimes overlapped which is now fixed.
Skills and Skill Tree are now properly loaded when you continue your run in the Eternity Tower.
Fixed the issue that Through Hell achievement would not be unlocked properly.
Fixed an issue with Perks not loading correctly after continuing the game.
Fixed a bug where you would use an Overcharge Pillar and your Health HUD would have a visual glitch afterwards.
Fixed a bug where the Hover Shotgun & Explosive Rail Gun could break circle transitions.
Fixed a bug where Overlords would spawn their Spawnlings after death inside the Rifts which could cause enemies flying outside of the normal circle.
Fixed a bug where you could not unlock the hard mode of the Eternity Tower.
Fixed a bug where the Weapon mods had wrong text in the pause menu.
Fixed a bug where the Eternity Endless Mode would increase the campaign's difficulty through incorrect loading. This would cause you played at Overcharge Levels which were not unlocked.
Fixed a bug where entering the Eternity Tower would wipe your Nanobytes.
Fixed a bug where weapons dropped from a double Weapon Chest could have display issues with the damage type icons.
Fixed a bug where some icons in the Zeta map would be displayed at the wrong position.
Fixed a bug where Boomer Enemies could destroy parts of the platforming transition to the next sector resulting in a hard stuck.
Fixed a bug with an immortal Boomer Enemy on Miro.
Fixed a bug where the Eternity Shards got inserted into the Eternity Console in the wrong order.
Fixed an issue in the Eternity Towers Shop where weapons would not show descriptions correctly.
Fixed a layout problem with the reroll text being out of bounds.
Fixed a bug with constant teleporting in the Tutorial when hitting the A Button on the gamepad.
Fixed the Master of Modification achievement that did not unlock correctly after maxing out all Class Skill Trees.
Fixed a bug where the Laser Shooting Crawler would not scale with the Overcharge level.
Fixed a bug where the Weapon Level did not show up after maxing out min and max levels.
Fixed a bug where the Rift reward could be incorrect. The Rift Chest could reward you with only 2 Stars even when you took no damage.
Fixed a bug where there was an Eternity Shard placed in the Dread Corp Space Station.
Fixed a bug where the Eternity Shard Icon would still be displayed in the HUD after inserting it into the Eternity Console.
Fixed a bug where you could take damage from the fire wheel traps while you are transitioning to the next floor.
Fixed a bug where you could have the wrong amount of Medi Backpack Charges after continuing a run.
Fixed a bug where you would lose your class item after continuing a run.
Fixed a bug where your Skill Tree could become glitched after continuing a run.
Fixed a bug where rerolling the shop could cause that some items would have wrong prices.
Localization & Text Fixes
Fixed an issue at the Weapon Rack where certain elements were not fully localized.
Fixed wrong text and issues at several skills in the Meta Skill Tree.
Fixed an issue at the Overcharge Console, which would show the wrong text for the Player Benefits of playing higher Overcharge Levels.
Fixed an issue where the damage type of weapons would not be shown in the proper color and had a text marker issue.
Fixed the leave level prompt at Karth that was not translated.
Fixed the layout and localization of the Delete Save File prompt.
The âSettings will save after closing the windowâ Text is now aligned properly.
Fixed a bug in German localization where the Delete Save File prompt was overlapping other elements.
Take this update as a huge 'Thank you' for ongoing support and help to improve the game further! Please keep it up!
Orbital Bullet Heads to Nintendo Switch for On-the-Go, Gun-Blazing Action
Ready your blasters; our pulse-pounding 360° neon shooter Orbital Bullet is going handheld!
Orbital Bullet launches preorders with a 25% discount on Nintendo Switch today in Europe, Australia, Japan, Hong Kong, and Korea, with a preorder date of November 2 for the USA, with a global launch date on November 10. Preorder now, in your respective Nintendo eShop!
With novel, genre-bending rotating level design, Orbital Bullet is a high-octane guns-blazing action-platforming experience that fits perfectly on the Switchâs play-where-you-are portability.
Check out the Orbital Bullet Switch trailer:
About Orbital Bullet
Orbital Bullet employs exhilarating gameplay mechanics that are guaranteed to make your trigger finger itch. Navigate through rounds of enemies and procedurally generated environments dead-set on destruction, utilizing a cache of explosive arms and unlocking abilities via a complex skill tree. Bring out the heavy guns and blast your way through swarms of gnarly, randomly generated foes and obstacles to show the Dread Corporation that you're not simply going to fall in line â you're going to go out guns blazing.
Porting this thoroughly engaging adventure to Nintendo Switch transforms the fight into a literal âpick up and playâ experience, allowing a new audience to experience the enthralling, synth-soaked world of Orbital Bullet.
Features of Orbital Bullet:
Nothing âRosieâ About This Ring: A unique 2.5D ring-shaped world offers a one-of-a-kind setting fresh for the genre with rotating 360° level design. Make the most satisfying long-range curved snipes youâve ever made, or blast and shred enemies with a load from the Hyper Shotgun.
Bullets and Body Mods: No rogue-lite is complete without all sorts of nifty upgrades, mods, skill trees, and heavy weapons to keep your sci-fi fustigator strapped and ready for action; enhance your characterâs vigor by unlocking permanent upgrades such as the Combo System, the Medi-Backpack, or a stronger starting weapon.
Stay Classy: Four meticulously crafted classes can be unlocked by solving challenging puzzles and include epic abilities per class, such as the turret-wielding Engineer or the fire-fueled Hellion.
Intense Arcade Action: A game that defines âone more runâ, Orbital Bullet throws you into the fray with fierce, frenetic action. Jump, dodge, and shoot your way through hordes of enemies as you wind your way around several beautiful and unique biomes.
No Time to Relax: Instant level transitions upon completion of a stage keep the mayhem flowing and your trigger finger dialed; no more interrupting the rhythm with cutscenes or hub worlds!
Orbital Bullet Full Launch Patch #5 (v.1.0.4) has been released!
Fraggers! Some time has passed, but we have not been resting! The opposite is the case, as with today's new patch, version 1.0.4, we are adding a ton of new things, improvements, bugfixes and so much more! For sure, many of these improvements, additions and fixes would not have been possible without the awesome help of our frag-tastic community! Big shoutout to all fraggin'-licious people out there!
Without further ado, more details below!
Improvements & New Things
Added 55 achievements.
Made cutscenes skippable.
Added cloud saving.
New improved indicators for flying enemies to better identify on which circle they are.
Balancing Pass
Enemies are way more responsive than before
You will no longer lose your Nanobytes when you start a new run
Perk Balances:
<*> Health: +5 for each Perk <*> Damage: 5%, 10%, 15%, 17.5%, 20%, 21.25%, 22.5%, 23.5%, 25% after that always +1% <*> Currency: 5%, 10%, 15%, 20%, 25%, 27%, 29%, 31%, 33%, 35% after that always +1% <*> Lifesteal: Increased the amount of healing you get roght off the bat to 5, but reduced the trigger chances to 4% and +0.5% for each perk. <*> Stun: 4.5% and +0.5% for each perk <*> Crit: 4% and +1% for each perk
Removed the explosion from the Tank Jumper enemies which they would cause on death.
You can now check your skill info in the skill tree on the pause menu.
New Weapons:
Howitzer: Fires an instant long range shell projectile that splits up on impact.
Energy Ball Gun: Fires a slowly travelling, pulsing energy orb.
Hyper Cannon: Fires an instant long range projectile that creates an explosion at the end.
Drone Gun: Spawns small drones that follow the player and attack everything that comes too close.
Increased the investment speed of all skills & weapon blueprints in the base.
Added various new SFX, e.g. unlocks in base like golden skin.
Adjusted the Perk information in the pause menu, so they won't overlap the UI anymore.
Added disclaimer that you can only re-roll skills that have no skill points invested yet.
Added player benefits information to the Overcharge menu. (Benefits were previously already enabled, but now you can see what you actually get).
Adjusted the item descriptions of the Rift drops.
Added a display in the pause menu for the weapon mods of your weapon with a short description of what they do.
Disabled the Combo UI in the Eternity Tower, so it does not overlap with the current upgrades.
Increased time between the slam and the spike spawning for the Overseer boss. This increases the time to dodge his attack.
Reworked Rift rewards to make them more predictable, so you can better plan if you want to enter them or not. It still has the 1-3 Star rating depending on your performance.
Added feedback to unlocking the weapon mods in your run.
Added feedback and a small effect above the player when collecting ammo to indicate what you've just collected.
Added an icon to your health bar if you have the âBeyond Deathâ upgrade available. This does prevent you from death once, and you can now see if it's available for you or not.
Added a credit display to your skill tree during the run so you can better see how much re-rolls are possible or if synergies with upgrades make sense.
Added a new type of info box when you cleared a floor where you have to climb to the next floor afterwards. This will prevent confusion if there is a sudden platforming transition.
We added a pause for the timer if you enter the Overcharge menu if you are currently in a Time Rift.
Increased the duration for which Perk/Mission text popups are visible. This will make it easier to see what you actually got and give you more time to read it.
Reworked the player trail when you start the combo to make it more subtle and to not overlay with your helm particles so much.
Added UP/DOWN Arrows when you start the combo system.
Bugfixes
Fixed a bug where the music stopped playing on planet Karth.
Fixed a bug where the Jungle Mission would not spawn.
Fixed a bug where you could spawn in air after beating the final boss when you previously used the jump pad to transition to another circle.
Fixed a bug where the Grenade Fire upgrade would deal damage to yourself.
Fixed that turtled enemies kept spawning blocks below which prevented you from killing them.
Fixed a bug where the Overcharge Menu would not work after a cutscene.
Fixed various enemies in door rooms and spawn templates that did not react and just stood frozen on their position.
Fixed an issue with the Medi Backpack cutscene where you had no keybinding for the Medi Backpack.
Fixed a bug where lower level weapons could still spawn in your base even if you increased the overall weapon level. This does no longer happen.
Fixed a bug where the Boomerang Gun Level 1 would deal more damage than Level 2.
Fixed a bug where you had the wrong zoom if you used circle transition and did enter a Dimensional Rift at the same time.
Fixed a bug where the decoration in the jungle could pop into the camera view on horizontal transitions.
Fixed the display at the Eternity Tower, depending on whether you completed it or died. Previously it could show Tower Cleared even if you died.
Fixed a bug where you could get stuck inside the rift and not be able to leave it.
Fixed a bug where the scanner drone in the Dread Corp Spaceship rockets could be stuck in the floor and not explode.
Fixed a bug where you could drop while entering the elite floor, causing you to be stuck.
Fixed a bug where weapons could have weapon mods from the start of the game before you even unlocked them.
Fixed a bug where the player would be invisible for a while after teleporting.
Fixed existing loca-issues and added new loca-strings e.g. localization of the map legend.
Fixed some color codes on skills and upgrades to better show the damage types.
Fixed a bug where an enemy could commit suicide while you are in a rift, which would you enable to trigger the transition to the next floor inside the rift and resulting in a hard stuck.
Fixed a bug, so that the shop re-roll at the Eternity Tower now properly shows its costs.
Fixed a bug where the HUD with your currency & keycards would not be updated after switching classes.
Fixed a bug where the Monarch could also unlock the Inquisitor Mission, which resulted in multiple loot drops and wrong mission unlocks.
Fixed a bug where the weapon mods would disappear from a weapon after you increased the weapon tier.
Fixed the movement speed calculation for the Overcharge effect that comes with the âReduced Recoilâ upgrade.
Fixed a bug where the Rift HUD could be displayed on top of the pause menu.
Fixed an UI-overlay issue with the Eternity Shards.
Fixed a bug where the Gunner Boss could drop loot twice on death.
Fixed a bug where the Pattern Selection Building could spawn inside the walls on planet Karth.
Fixed a bug where you could interact with the Overcharge Building during a cutscene.
Here's a quick sneak peek at two of the new guns that come with this update:
Energy Ball Gun: Fires a slowly travelling, pulsing energy orb.
Howitzer: Fires an instant long range shell projectile that splits up on impact.
Thank you for supporting us and helping us to improve the game further! Please keep it up!
Orbital Bullet Full Launch Patch #4 (v.1.0.3) has been released!
Fraggers! A new week means another patch! The new Patch, version 1.0.3, features a lot of community-wished improvements, besides a huge load of bugfixes, thanks to the awesome Orbital Bullet league of fraggers! More details below!
Bugfixes
Fixed a bug where you could get stuck in blocks or ceilings due to the overcharge player animation.
Fixed a bug where you could trigger the overcharge animation at the same time as you enter a rift, which could cause unknown behaviors.
Fixed an issue where some enemies with shields would not take damage from effects.
Fixed a bug where you could kill the Mastermind Boss with turrets in his unattackable states causing them to loop while he is dead.
Fixed a bug where you could open the combo chests after rebinding the Input with the old binding as well.
Fixed the enemy distribution in that turtled enemies can no longer spawn if there is a floor above them, making them unkillable.
Fixed a bug where you could bump your head in the Eternity Tower and be stuck on a previous floor.
Fixed an issue where some skill were unlocked in the class skill tree before you unlocked them. It did not break anything, but you just had it unlocked from the start.
Fixed various missions that did not work as intended. E.g. âLevel 20 in one runâ and âOvercharge 3 skillsâ.
Fixed a bug where rare chests could be opened multiple times when you pressed fast and had enough keys.
Fixed a bug where the XP Capsules would inflate the total XP needed to level up.
Fixed a bug where the Overcharge Fragment Limit would be uncapped.
Fixed a bug where some Overcharge Skills would be active before you maxed the skill first, e.g. Critical Bullets.
Fixed various color code and loca issues.
Fixed a bug where there could be wrong displayed weapons in the eternity tower.
Fixed a display issue with the save slot selection when you have plugged in a controller.
Changed wrong Icons in the eternity tower reward selection and weapon rack.
Fixed a bug where re-rolling a skill would not change its overcharge description.
Improvements / Balancing
Added Feedback to the Monarch Bossfight Spheres when hitting them. Improving that, you have to destroy them in order to damage the Monarch.
We discovered some issues with the XP distribution and wanted to reduce the total XP so that you have to choose more specifically in the skills what you take in this run.
Balancing Pass âExperience Distributionâ
Fixed a bug where the exp calculation could be inflated by exp capsules, see bugfixes above.
Enemy now give slightly reduced exp.
Reaching combo thresholds now no longer gives flat exp.
Reduced the chance for exp capsules to spawn in the shop.
Overcharging skills is an important and run-defining feature. In the previous patch, there were some issues that made way more overcharges available than intended. As well as, some upgrades were capped when they should not be capped. So we made some adjustments to bring the overcharge count back to itâs intended level and added the possibility to have runs at the lower end as well as runs on the higher end of power.
Balancing Pass âOvercharge Fragmentsâ.
Fixed a bug where they could drop unlimited times, see bugfixes above.
Reduced the drop rate from enemies from 5% -> 3%
Removed Overcharge Pillars from the maximum Overcharge count, so they can now enhance your overall Overcharge limit.
All chests can now also contain the weapon you currently have equipped. The tier & weapon level can differ, tho.
You can now open/close the Menu with the Start button on the controller.
Reduced all weapon unlock costs by a bit to make them faster accessible.
Made small adjustments to enemy health scaling in later stages (Talos, Zeta, Dread Corp Space Station)
Once again big shoutout, and thank you for this frag-tastic community, supporting us and helping us to improve the game further! Please keep it up!
Blast First, Ask Questions Laterâ One week since Orbital Bullet's Full Launch!
The 360° rogue-lite action has been underway for well over a week now since the sensational launch of our cyclic action-platformer Orbital Bullet, and today, together with developer SmokeStab, we are proud to share the latest post-launch gameplay showcase trailer!
With thrilling gameplay tactics sure to make your trigger finger itch, Orbital Bullet utilizes adaptive, high-octane gameplay and intricate skill tree mechanics to give players a truly compelling experience. Bring out the big guns and blast through hordes of gnarly, procedurally generated enemies and obstacles to show the Dread Corporation that you wonât just fall in line - youâll go out guns blazing.
On top of that, developer Smokestab did not take a rest, but is still actively listening to the community and was already able to release 3+ patches post-release, to tackle community-reported bugs, as well as the first community-requested improvements as well!
Check out Orbital Bulletâs new gameplay trailer, including some quotes by the community:
[previewyoutube="SJ53141sKxM;full"]
Orbital Bullet is available on PC here on Steam. Sticking to our slogan, "Saving The World. Game by Game." we are also offering a special âSave The World Editionâ. The special edition includes the hair-raising official soundtrack, with 10% of the revenue being donated to the non-profit organization Ocean Cleanup which develops advanced technologies to rid the oceans of plastic and waste.
In case that wasnât tempting enough, there is a 35% launch discount for the Standard and Save The World Edition, as well as Assemble Entertainmentâs currently running Publisher Sale on Steam, with up to 90% off their catalog of fantastic indie games. https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/