Drumroll, please! Here are the raw summarized survey results of the 69 responses: Survey Result Page
Winners of the giveaway will be notified by email on Dec, 02!
Now letβs dive right into the new roadmap: Based on the Survey the new Game Mode will be Endless Mode No difficulty progression, just short rounds with different objectives. One for Action Mode and one for Expert Mode.
New Community Hub Discussion to gather ideas for this mode: Discussion If we can come up with enough content, it makes sense to have two modes, and hopefully the action mode can be a good starting point for new players, because it's still hard to get into the game (Time Survival is hard, Obliteration needs progression).
Huge thanks to everyone for the feedback through all channels! Without you the V1.0 would have a lot less content. The new roadmap does not mean that the sandbox mode will never make it into the game. In fact, it would be the next mode. But let's get the current roadmap implemented first!
A longer word about the coming changes
I read every comment and you may want to know in advance how drastically things will change. In short, please don't expect everything to change. I won't be able to remove every imperfection from the game. Some decisions are hard to change (or only with a lot of resources) and sometimes it is better to start from scratch than to change everything fundamentally and destroy things in the process that some people enjoy -> maybe a sequel makes sense? Btw. who wrote the following?: I hate and love the difficulty of this game. Please allow me to quote it on the Steam product description π. I really started the game to provide a challenge. But now more and more I want to make the game more accessible to everyone or go more towards a game that can be enjoyed more casually. Maybe that's partly a result of the Steam Deck release, the game is certainly not tuned for a handheld (difficulty, etc.), but the game is a natural good fit.
Just to be clear, I understand there are different expectations regarding difficulty. I'm not planning to make the expert mode easier. I just want to address some balance issues with a lot of care. I am sure some of you want to hear the opposite. But I still believe that we can have hard missions and more casual missions at the same time (without having different difficulty levels for one mission -> another huge topic).
So one question remains. When does it happen?
Here's the bad news. With the rise of Generative AI, I have been drawn into its magic. There is a window of opportunity to create something completely unique, to break new ground, to create entirely new experiences. Driven by this new technology, I need to get some ideas out of my head and into reality.
Internally the overall roadmap looks like this -> AI Engine (currently in Alpha, not on Steam) -> Project Double Helix (codename, planned for Steam release) -> Project Iron Forge (codename, planned for Steam release) -> Outnumbered V1.0
The promise I make about the schedule is that I'll stick to it (assuming life doesn't screw it up). The roadmap is not strictly sequential, so there won't be a year without an Outnumbered update. However, as you can imagine, it is a busy schedule for the next two years. I will post my progress on Discord.
Thank you again, I'm sure you understand the reasons, please give me some time, stay tuned for the cool things to come and keep your eyes on the Horizon!
Reminder and end date of the survey
Happy SHMUP Fest!
The survey is still open and eagerly awaiting your valuable input. Don't miss the opportunity to influence the roadmap. Simply follow the link in this Survey News Post to participate. Plus, you have a good chance of winning a key!
Act fast, as the survey's final day for submissions is just around the corner, closing on October 2.
The summarized results will be announced next week, and your feedback will play a pivotal role in crafting the next roadmap.
Thank you!
Update 0.6.0 - Achievements, Survey, News and More
Hello and Happy belated Easter,
the update brings the promised first batch of Achievements (-> 34). Please let me know if there are unclear descriptions, other thoughts, bugs, or difficulties that are too overtuned.! Additionally, the explosion size of the guided missile and auto missiles got reduced. This is also a good time to thank you for your Pro Edition support! DLC sales will reach 1,000 in the next few months, which enabled me to add all the improvements and new content since the F2P release! The next update will address some backlog items like the Linux controller bug, and maybe it's a good time to add some new UI animations and do some marketing. For the new content, I need your input:
Survey
I'm working on a new roadmap for V1.0. This time I want to implement exactly what you want, so if possible please take max 5 min of your time to complete the following survey:
The path to V1.0 will be heavily influenced by the results of this survey.
If the survey response rate reaches a certain level, I'll give you a detailed summary.
I'll give away at least 10 keys for my new game -> Arcane Warlords Note: Winners will be notified when the survey ends (no end date set yet). Keys will be mailed during launch week.
How to participate You'll get the instructions after submitting the survey form. The keys will be sent via email, so you'll need your Steam Name and email address to participate. Adding the game to your wishlist is always highly appreciated! Besides the obvious Steam algorithm reason, is that the number is really crucial for making investment decisions (time, art to buy, timeline).
Thank You and happy achievement hunting!
Update 0.5.0 - Mission Bullet Hell
Changelog
New Expert Mission: Bullet Hell
Short-Session Game Mode similar to Aurora
Requires Energy Core 4
New and Old Time Survival Enemies
Quicker Time to Action
High-Speed
A word of warning: This mission isn't about destruction, it's about pure survival (not like Obliteration and Aurora). The Red Orbs return and hopefully, the new Active System will help you show them who's in control. If you want more destruction mayhem, no worries, the next content updates will be more community-driven -> Stay tuned for the survey!
Additional Changes
New Active System: Electrokinetic Cannon
Player Ship Floating Damage Number
Hotfix 0.4.0.1: Neverending Aurora Mission Round
Hotfix 0.4.0.2: Related to Doomsday Explosions
What's Next?
Achievements
Survey to plan the next updates
Update 0.4.0 - Mission Aurora
Changelog
New Action Mission: Aurora
Short-Session Game Mode
Requires Energy Core 4
New Bosses
More Colors
Quicker Time to Action
High-Speed
Additional Changes
New Passive System: Depredator Drone
Renamed Ship Energy Extractor. Additionally increases the energy globe attraction speed.
Changed Enhancement Naming
Obliteration Mode: Defeating the Final Boss grants 2000 Extra Score
Obliteration Mode: Slightly longer endgame, added more intuitive final boss effects
BUG: Preconfigured Beacon Detector not correctly applied ingame (> T1)
What's Next?
0.5.0: New Expert Mode Mission, New Active System
Achievements -> Let me know any ideas! I'm convinced they can enrich the game by giving some cool objectives to play differently than normal (Survive 3 min in Obliteration with 4 Doomsday Mk I :) ). I think the max difficulty should be sth. like the Core4 unlock in Expert Mode.
Update 0.3.0 - New Mission - Happy Holidays!
28 Delays Later, finally... the game build is hopefully stable.
Changelog
New Action Mission: Obliteration
New and Old Enemies
New Bosses
Faster XP globe speed
Guaranteed XP globe drop
Less Sudden Death Enemies
Every enemy except walls destroyable
More Explosions!
Mk VI to Mk VIII Upgrades
Additional Changes
Fix: Decreased volume of weapons that fire multiple projectiles at once
FX: Added player ship turn rotations
FX: Mines are visually more distinct (Utility Color)
FX: Decreased laser impact brightness
Balancing: Mk V Auto Lock-On Missile Dmg bonus decreased to 1.5x (from 2x)
Balancing: Powerup Beacons will now disappear after some minutes
Pro: Additional 10k credits bonus
What's Next?
The following updates need to fix the current issues with the new mission. I did a lot of tests but please let me know if you experience any crashes and/or performance issues (with ship config info!). I also ran out of time to add new music, if you know something that fits, let me know (can't pay more than a few dollars though)!
Now that the new mission is live, I finally have time to work on the backlog again (based on your feedback) -> E.g. next updates will include the promised improvements around the Time Survival XP globes.
After the next stabilization phase I'll continue to add new systems and smaller-scoped missions.
Happy Holidays!
I hope you are able to take a break and use that time to relax and do the things you love with the people you love!
Update 0.2.8
Changelog
V0.2.7.3
Fixed: AutoFire Preferences causing issues with the level-up menu
Added: Increased same frame explosion count to a maximum of 4 (missile explosions, scythe, ...)
V0.2.8
Graphics: Added Player Powerup VFX and Boss 4B Powerup VFX (indicates the second deadly Boss shield mechanism)
Graphics Settings: Added Particle Count Setting
Graphics: Further decreased Explosion Brightness
Ship Configuration: Usability Improvements
UI: Improved Autoscroll to be less confusing
UI: Pressing the Cancel button selects the main menu default button
Fixed: Wrong AutoFire Preference init of newly acquired active skills
Fixed: Certain continuous damage sources doing more damage than intended (e.g. Boss2 distortion field)
Fixed: Shield Effect sometimes not disappearing after invincibility fades
Fixed: Tutorial default binding text and text blocking behavior
Fixed: World End Wall not damaging the player
Time Survival: First Spawner -> doubled the enemy count
Time Survival: 17min+ T2 vertical ascended orbs replaced by T1
Time Survival Balancing: Explosions won't slow down enemies anymore
Time Survival Balancing: Doubled Afterburner Base Damage
What's Next?
V0.2.9: Open Issues/balancing and more V0.3.0 preparations V0.3.0: New Mission with already known and new enemies β No Ascended/Death orbs, I swear :)! β The Ship Configuration will be separate from the current one (additional progression options).
Update 0.2.7
Changelog
Added: Foundation for additional Missions. Added a Tutorial Mission as a first test.
Auto-Fire: Settings are now saved for preconfigured slots.
Enhancements: Increased T4 and T5 buff to 5% (instead of 2% )
Gravity Bomb: Now also attracts Ascended Orbs (aka death orbs)
Railgun: Follow-up hits now do 0.9x damage instead of 0.8x
Laser Scatter Cannon: Reduced Mk V Damage from 2x to 1.5x and increased base CD from 1.4 to 1.6
Laser Wave: Increased base damage from 60 to 80
Energy Explosion: Slightly decreased explosion duration
Ingame UI: Replaced Main Menu Buttons (new buttons are now redirecting to the pre-start menu)
Ingame HUD: Ingame Energy Level bar now shows two decimal digits
Fixed: EMP no longer shares player layer (e.g. triggered Boss3 laser to damage the player ship β lead to sudden deaths)
Fixed: Drone repair Mk5 and Evasive Maneuver 2 description
Fixed: Ascended Orb Wave spacing around 17:15
Fixed: TimeSurvivalAttempts User Stat and added additional high-score data
What's Next?
V0.2.8: More balancing and additional quality settings - ? - V0.3.0: New Mission with already known and new enemies β No Ascended/Death orbs, I swear :)! β The Ship Configuration will be separate from the current one (additional progression options).
Update 0.2.6
Changelog
Color Customization: Added Utility Color (Powerup Beacons, Drones)
Color Customization: Main VFX now aligns with the Light Color
New Enhancement: Replaced 50% Extra Energy with Evasive Maneuvers
Colors: Slightly decreased Lens Dirt and Explosion Intensity
Passive Slot System Blocking: Drones will now reset their current target (also recalls them if too far away)
Ingame HUD: Added Core Level Info and improved the prestart quicktips
LevelUpMenu: Added toggle to show the Ship Stats/Enhancement Tiers
LevelUpMenu: Core Overload/Full Hull Repair now adds 50% Energy to the level progress.
LevelUpMenu: Reject option now adds 50% Energy to the level progress.
Settings: Added more SFX sounds to be affected by the SFX Volume Slider (should be complete now)
Settings: Added Green Player Material Toggle
Settings: Added Hide Teleport Destination Toggle
Fixed: Ship Configuration will now allow Enhancement downgrades from T3/T2 to T1 (uniqueness error message bug)
Fixed: Multiple Damage Response System Setup not triggering correctly and not being affected by manual block -> reduced missile count and damage
What's Next?
V0.2.7: New game mode foundation (β‘Community Hub) and open issues.
Update 0.2.5
Changelog
New Passive System: Have you ever felt alone or outnumbered? β Get help and try out the new Hunter Drone!
New Active System: Laser Pulse Wave
Domination Beam: Increased Damage (1.5x)
Domination Beam: Triggers Gravity Bomb now
Doomsday Missile Explosion: Triggers Gravity Bomb now
Shock Charge: Tripled Damage and decreased tick rate
Fixed: Beacon Laser is now less likely to disappear (distance-based)
Fixed: Reintroduced controller bug β Disable autofire in level-up menu
Fixed: Boss 3 physics
Improved EMP/Slow reliability
Improved the Rear Enhancement description
Crash Fix: Domination Beam crashed the game in certain situations (e.g. Boss 3 crashes)
What's Next?
V0.2.6: New Color Types to modify (Color Customization), open issues and further UI changes.
The planned new less competitive game mode requires some additional game core changes:
Foundation (β first step will be an additional test game mode)
Technology Updates (β Outnumbered heavily depends on the experimental Unity Data-Oriented Technology Stack which frequently gets updates to reach a production-ready state)