PUTRID SHOT ULTRA comes out on Nintendo Switch tomorrow!
Hi all,
Excited to announce that PUTRID SHOT ULTRA releases on Nintendo Switch tomorrow, February 9 2023 thanks to a partnership with Mazette Games! The game will have the same content from the PC version but playable on your Switch and Switch-lites.
Thank you all for playing the game on PC thus far. I really appreciate all the great reviews and feedback I've received from players, both on Steam and elsewhere. It's always been a dream of mine to have one of my games release on an actual console, and tomorrow that dream comes true.
Abhi
Patch 1.4, added a couple speedrun-related options!
Hi all, A couple speedrunners reached out to me and requested some speedrun-friendly features, so I've added the following to the Game Options menu:
"Show Speedrun Clock" - This shows a speedrun clock to help you time your runs better. The clock pauses in between levels, during load times, and during rewards screens.
"Auto skip cutscenes" - this automatically skips cutscenes without you needing to hit "skip scene".
You can find these options in "options -> Game options".
With this update, speedrunning the game is a little easier. Thanks for listening, as always feel free to post a steam forum thread if you run into any issues.
Abhi Sundu
Patch 1.3, Balancing and Bugfixes
Hi all! This is a balancing patch aimed at making some builds a little less broken and fixing a few annoying bugs.
The biggest change is:
Many Spells now have a "Cap" for maximum number of entities
For example, bouncing frost now has a maximum of 10 frosts on the field at once.
What if I liked the old no-cap behavior?
You can disable the caps! Go to the pause menu -> "Options" -> "Game Options" -> "Persistent Spell Cap" and uncheck this box.
Fixed "falling through floor" bug
This patch should fix the issue that some players had where on some machines, you'd clip through the floor and fall out of the map (and a failsafe would then teleport you back to the center of the stage). With this fix, you shouldn't fall through the lowest floor anymore!
Full list of balancing changes
(remember, you can disable this in the options menu)
Capped max number of bouncing frosts and ice storms to 10 each
Capped maximum number of chain-casts of glacial axe, icicle shards, and frost piercer to about 12
Capped all metal spell 'chargers' to 10 each
Capped maximum number of swarthy oars and clean spritz clouds to 20 each
Buffed piston smash and ion bolt damage
Improved piston smash enemy tracking
Nerfed elemental spirits to only give +50% elemental damage
Fire damage boosts have been increased slightly (~20% across the board)
Enemy and boss health scales a bit higher from zone 2 onwards (health increase ranges from ~15% to 30% increase). Challenge modes related to enemy and boss health are unchanged.
This will probably be the last "unsolicited" patch. I'll continue to fix any annoying bugs or crashes people find, so if you run into a bug feel free to make a steam forums post.
Thanks for playing the game, hope you enjoy! Abhi
Version 1.2, Endless Mode, another challenge mode, balancing and bugfixes!
Hey everyone!
This update adds an all new "Endless mode" that you can select at the end of your run, as well as some other small additions.
Endless Mode
Upon finishing a run, you will now be presented with a choice to:
End your adventure (return to title)
Continue Fighting (start endless mode)
In endless mode, you fight through randomized stages and enemies with scaling upgrades. Every few levels, you'll fight one of the main story bosses. Beware though, enemy health and speed scales up massively on Endless Mode, and continues to scale infinitely.
Another Challenge Mode
I've added another challenge mode / modifier in this update! The new challenge modifier is: "Passive spells charge on hit instead of every shot"
This is a huge challenge, as it prevents broken builds from stacking without hitting enemies. I think this challenge makes some builds significantly more interesting to play (i.e frost builds and orbital builds), because now you have to actually hit enemies to charge your spells.
A few new ultimate spirits!
I've added three new ultimate spirits, each corresponding to an element: Fire mage, Ice mage, and Metal mage spirits each double your elemental damage for the respective element while halving your max health. This should be a cool way to max out your elemental build while forcing you to play smarter due to the decreased health.
Balancing and Bugfixes
A wise man once said "your code is trash lmao", so in honor of that I've made some cool balancing fixes and bugfixes:
Balancing
Damage upgrades like fire, ice, metal, and bullet damage now scale over the course of the game (they start off lower, but by zone 3 the upgrades are more significant). This is because by late game, 2 bullet damage is basically useless, so these upgrades are now a bit more impactful late-game.
Vengeful spirit now only heals you when you're at 1 HP
Homing turret now only fires 1 shot (down from 2). Homing turret base damage increased from 7 to 10.
Bugfixes / QoL
Fixed a bug where the homing sandals-related achievement wouldn't unlock
Fixed a bug where the challenge mode-related achievement wouldn't unlock
Reduced the max number of entities that can be on the screen for certain ice spells to prevent visual clutter and truly infinite stacking (these builds are still very strong)
Updated screen transition FX to show darkened transitions when "screen flash intensity" is set to 0. Previously these transitions were just removed, but this led to the transitions looking a little janky with Screen Flash Intensity set to 0.
Added a small particle burst to the player when you get hit to make it easier to tell when you're taking damage while screen flash intensity is set to 0.
Thanks for listening and for playing. I hope you enjoy these changes. Abhi Sundu
Update Version 1.1! Challenge modes, balancing and bugfixes!
Hello all!
This update of PUTRID SHOT ULTRA features new Challenge Modes/modifiers, some balancing of passives and bosses, and bugfixes:
Challenge Modes
At the start menu, a new Challenge Modes menu is now available! There are 5 challenging modifiers you can now apply to your run:
Enemies and Elites have more health
Healing is less frequent, and less potent
Every time you reload, drop a proximity mine
Bosses have more health
An unshackled mind orbits you forever
You can choose any and all of the above challenge modes to start your run (or you can choose none and play the vanilla experience!)
I know the game was a little easy for some, and the game lacked replay value for others. Hopefully these challenge modes will give you a few more reasons to return to the crypt!
Balancing, Bugfixes, and other changes
Vengeful spirit's self heal now only heals you when you're below 30% HP, and requires 3000 damage to be dealt before you receive a heal (up from 900 damage)
Spellslinger spirit now only has a 25% chance to charge your active spell (down from 35%)
Made the player invincible when finishing a room (to prevent those frustrating moments when you think you're done, but a rogue projectile clips you!)
Increased the final boss's HP by about 30% (If he dies too fast, how will you listen to the music I worked so hard on haha)
Fixed a crash where Katana X Slash would crash the game when used on metal spell chargers.
Made enemy attacks and enemies appear above persistent spells like ice storm and clean spritz. This should help mitigate those frustrating moments when an enemy projectile is hidden behind your spell VFX.
Those are all the changes for this patch! Please feel free to post any issues or bugs you find to one of the steam threads. Also feel free to post any balancing suggestions in the steam threads.