Repetendium cover
Repetendium screenshot
Genre: Adventure, Indie

Repetendium

Update 0.361 - Progression

Next biome is going slower than expected so a smaller patch here with the updated progression screen and some bug fixes

Changes

  • Replaced the achievement screen with a progression screen which covers achievements, shows enemy kills and enemy info, which items youve used, events completed etc, something for completionists, achievements related to progression will come a little later
  • New Item - Your explosions leave behind a patch of napalm dealing their damage over 5 seconds
  • You can now break Vitreous Observer boss's shield by dealing alot of damage to it, the optimal way to break it is still to reflect his orb with melee though
  • Swapped out a boss from the forest biome that will find its home in the upcoming biome update
  • Enemies that dont grant exp no longer grant other helpful effects
  • Lowered the amount of fish that spawn in the ice levels by around 40%
  • Added Steam Inventory Service to the game, after playing a while theres a chance for a random item to drop, these currently have almost no purpose and are just in for testing, though you can trade/sell them on the steam marketplace if youre into that kinda thing
  • As usual, the changes/additions will show up as english only until the translations are done


Bug Fixes

  • Fixed a bug that caused the incorrect tooltip to show for the reflection item
  • Fixed a bug that caused homing rockets to sometimes face an incorrect direction
  • Challenge stones should no longer soft lock the player in certain situations
  • Events should no longer drop an item if youre already at the max for said item

Update 0.36 - Ruski!

Quick patch to get the russian language into the game aswell as a few bug fixes. Next patch should be the next biome along with its new enemies and bosses, its a little behind schedule because of some outside life issues but should be able to get back on track asap!

Changes

  • Added in the russian translations


Bug Fixes

  • Fixed a bug where the anchoa hitbox could persist if you killed them the same frame they spawned
  • Fixed a bug where the mouseteam tank could get stuck after an event (this bug is annoying and has happened a few times, so if it shows up again ill likely rewrite the code that handles event movement for the mouseteam)
  • Fixed a bug that could occasionally cause a event object to be destroyed accidentally

Update 0.35 - Smarter than the average bear

Bulk of this update is the new character which will play quite differently to the rest, generally required abit slower / prepared style of gameplay. The character will likely have quite a few balance issues but will get sorted out quickly once i see how players are doing :)

Changes

  • New Character! Orso and Ariete, has a tank and can request assistance from HQ
  • All items and effects should now show their cooldown when needed aswell as stacks if stackable
  • Cooldowns are now sorted by type and time to make them abit easier to grasp
  • Certain characters now use a dash bar instead of individual dash charges
  • Increased the default pickup range for crystals and other pickups by around 50%
  • Some missing voice over sounds were added
  • Added some better automated bug reporting, if the game does end up crashing, do me a favor and click yes to submit a report :)


Bug Fixes

  • Fixed a bug that could cause the Rover v4 to get stuck if used near the edge of the map
  • Fixed a bug that let you escape the playable area of the bodega by using the Rover v4
  • Fixed a bug that could delay the player interacting with an object if they quickly moved out and into interaction range
  • Fixed a bug that could cause weapons to not eject spent ammo
  • Fixed a bug that caused a few movement speed increasing abilities to not activate the Dorothy item
  • Fixed a bug that caused being stuck in a wall to no longer hurt the player
  • Fixed a visual bug on the hat selection menu

Update 0.302 - Its too cold...

Quick update balancing the enveloping rime biome

Changes

  • Lowered Anchoa (blue fish enemies) movespeed by 20% or so
  • Glacius (ice golem) will now spawn 20% fewer avalanches
  • Frost Ptera (ice bats) are no longer fully immune to damage while spinning and instead take 50% reduced damage
  • Wind gusts will now spawn about half as often
  • Ice is now slightly less slippery
  • Score from crystals is now gained upon picking them up rather than totaled at death so you no longer 'lose' score by spending crystals
  • Greater chests now spawn about twice as often


Bug Fixes

  • Anchoa hitboxes should now be much more accurate to their ingame sprite
  • Fixed a bug that caused enemies to not have their damage reduced by they swarm is active

Update 0.301 - Industrial revolution!

This update mostly covers a new weapon and ability, some new leaderboard functionality plus some tweaks to the new biome and some general quality of life stuff. The new weapon ability may be somewhat unbalanced/not work as intended...

Changes

  • New Weapon - An industrial tool that fires deadly sawblades
  • New Ability - Call down a Rover v4 industrial mining vehicle
  • When viewing the leaderboard you can now view a screenshot of the players death + stats by pressing the eye symbol (only accessible via mouse for now)
  • The leaderboards have been reset to take the new biome and weapon/ability into account and to allow the screenshot function to work correctly
  • Slighty lowered the enemy spawn rate on higher levels
  • Betty now once again benefits from the shrapnel item (causes extra explosions nearby the original)
  • Any crystals spawned from events and other sources should now have the correct coloring
  • Tweaked the visual when melee'ing a wall a little
  • Made crystals fall to the ground a little faster to allow picking them up sooner
  • All explosives should now scale their digging power with yours
  • Lei Verdure's vine plants will now break if you get far enough away (by dashing etc)
  • Time is no longer a factor in overall score


Bug Fixes

  • Fixed a bug that caused a crash during the tutorial
  • Fixed a bug causing boss orb markers not always being in the correct position
  • Fixed a bug that could cause a gamepad to not connect properly after a run had started
  • Fixed a bug that caused the underworld essence text on the deathscreen to be wavy?
  • Fixed a bug where flies could spawn from tree while the loading screen is still shown

Update 0.300 - The Enveloping Rime!

The next biome is in ! Coming next will likely be a smaller update containing a new weapon/ability and any fixes needed for the new biome. Going forward there will be change regarding ingame translations other than english, I will now be releasing updates as soon as they are finished in english only (any untranslated text will fall back to english) and then when translation is finished it will be patched in. This will continue until 1.0 and should smooth out patch release time a little, hopefully without causing too many problems.

Changes

  • New Biome - The Enveloping Rime - Its abit chilly...
  • Bunch of new enemies and boss to go along with the new biome!
  • A few bosses have been shuffled around and have finally found their home
  • A few bosses have been buffed to suit their new location...
  • 3 new achievements and cosmetics to go with them
  • New Event - Soul Pillar
  • New Event - Energy Prison
  • New Item - Increase your explosive damage size by 10%
  • New Item - Immunity to knockback and movement impairing effects
  • A new shopkeeper has moved in and brought a secret with them...
  • Each floor now has a optional goal that gives a good chunk of exp and some pickups, eventually will have a more interesting reward
  • Each Biome now has a different color for crystals to make sure they stand out from background elements
  • Events now spawn more frequently the further into the game you get
  • The Nitre for the mining robot event no longer spawns in the walls and instead is collected from large nitre clusters around the map
  • When picking up Nitre (or other event related pickups etc) a small progress bar will appear for a short time showing how much Nitre you hold and how much is deposited
  • Slightly changed some special ability names to sound a little more flavoursome
  • Increased melee/digging speed by around 25%
  • Rerolling items will now try and not repeat items
  • When taking damage a damage number will now popup to help some players notice they took damage
  • Slimes should now also have a chance to drop reroll tokens rather than just keys
  • A quick controls tooltip shows up at the start of each run (will eventually be able to disable it)
  • Removed the level mod that caused extra elites to spawn (way too many elites) as it would usually end your run unless prepared
  • Slightly decreased (5ish %) the overall size of levels
  • The cooldowns for active items and special abilities are no longer reset when changing level


Bug Fixes

  • Fixed a bug that caused stomp to sometimes not hit enemies
  • Fixed an issue with the deathscreen text being misaligned
  • Fixed a bug that caused boss orbs to remain in unreachable positions
  • Fixed up some wonky tooltips
  • Fixed a bug that caused incorrect visuals when jumping down a floor
  • Fixed a bug that could let you resurrect dead team mischief members while you are also dead
  • Fixed a bug where enemies could 'sprint' if they were out of your line of sight
  • Fixed a crash from a rocket shot by a turret hitting a wall the same time you destroyed it
  • Fixed achievement screen text being abit wonky looking in certain languages

Update 0.204 - Team Mischief needed a little help!

Quick mini update to mostly address some Team Mischief issues and some other quality of life stuff

Changes

  • New Ability - Battle Standard - Greatly increases your damage when nearby (plus some cooler stuff via mods), while playing as Team Mischief it also rallies your team to itself (giving you some limited extra control of their movement)
  • Increased Team Mischief hitpoints by around 30% (except the player)
  • If playing as Team Mischief any level ups are delayed if you are casting a heal (to prevent the cast being cancelled and a team member dying)
  • A few items now has Team Mischief specific art to show the different effect they have compared to their normal versions
  • Instead of being teleported back to the mouseteam you are now smoothly dragged back (should help with disorientation some people had)
  • There is now a slider in the gameplay menu to control how far the player can be from the rest of Team Mischief before being dragged back, be aware setting this higher than default will let you move further from the team but as you do it will significantly increase cpu/gpu usage as more of the map is active at once, the max is the entire map but is likely a very bad idea!
  • If you start an event after Team Mischief has decided to move on they will now return to the event if nearby
  • Team Mischief healer's melee swing has a more appropriate color
  • Certain items (increased exp, light radius etc) have been removed from the level up choices and are now granted via completing events (no longer need to choose between damage/hp etc and non combat items)
  • Added a menu option to disable the Toasty popup
  • Added a menu option to disable the new level up fx
  • Picking the No Retreat item will stop further dash items from showing up
  • The left mouse button can now be used to skip through dialogue
  • Added damage dealt and damage taken to the deathscreen


Bug Fixes

  • Fixed an issue where team mischiefs tank could get stuck in certain situations
  • Fixed a rare crash bug related to observer boss
  • Fixed a couple of incorrect tooltips
  • Fixed small rendering error with the red scrap overlay when picking an item
  • Fixed a bug that caused toasty to live forever...
  • Fixed a crash during the tutorial when breaking certain junk items
  • Fixed a bug where the ingame menu sliders moved too slowely on gamepad
  • Fixed a bug where you could no longer freely switch between gamepad and mouse/keyboard in single player
  • Fixed a bug where the marker for the Unstable Crystal event would persist after being destroyed

Update 0.203 - Team Mischief has arrived !

Bulk of this update is the new character Team Mischief, whose gameplay style may be quite divisive ! Aswell as quite a few smaller changes/fixes, next update will be the new biome :) Id expect a few soft bugs along the lines of the new characters team getting stuck in certain random situations (who knew coding a team of mice to navigate a randomly generated world could be hard :p), but report the bugs on the community hub or discord and ill get them fixed up ASAP.

Changes

  • New Character - Team Mischief !
  • Bunch of new items related to the new character (certain items made no sense on this character so needed alternatives).
  • New Event - Unstable Crystal
  • New Achievement and cosmetic hat to go with it.
  • Keys and potions are now pulled in when nearby the same way crystals are (to help players slightly missing the key and not picking it up)
  • Reroll dice now have a chance to drop anywhere a key could.
  • There is now a few different ways youre forced out of a level after beating the boss (tellurius is getting a little bored chasing people around)
  • The triple beam orb that elite enemies and certain bosses use is now considered a projectile and can be reflected at your own risk...
  • The edges of the screen now flash red when you take damage instead of only when at low health
  • The Vitreous Observer boss (flying crystal with the cape) has had their base hitpoints reduced from 2500 to 500 but you may now only deal 33% of their hp per knockdown phase. This should make the boss a little more tolerable for players choosing low damage per second setups without changing it too much for everyone else.
  • Vitreous Observer should now spam certain abilities a little less.
  • Vitreous Observer can now reflect his own orb back much quicker, resulting in less chance of his orb hovering nearby him instead of being reflected
  • Lei Verdude (tree elemental boss) should now cast their shield when spawning and the shields leaves hp increased by 100%
  • Creeping Miasma (big plant boss) now has a cooldown on his healing ability to stop him chain casting it
  • Daily/weekly mode selection now have a tooltip explaining the different modes a little better
  • Character selection screen now shows a general indicator of how hard the character is to play
  • Level mods such as the sky is burning (meteor storm) will now hurt enemies and bosses
  • Characters with auto-aim will no longer fire at enemies with damage immunity
  • Certain explosions, boss attacks and other gfx are a little more juicy.
  • Made it more obvious when youre about to scrap an item after leveling up
  • Added a more appropriate icon for the boss orb drop marker
  • Optimised how the terrain is loaded (will increase performance but could be issues with terrain pop in if player moving very fast, let me know if theres any issues)
  • Optimised boss performance, should have no problem fighting 10+ bosses at once now... sounds fun...
  • Reworked how music tracks crossfade which should stop them getting out of sync if the game has low performance
  • After leveling/grabbing an item/orb the ui now smoothly reappears instead of popping in
  • Added 2 more tracks to the music list
  • Something new and mysterious...


Bug Fixes

  • Once again there is a possible bug fix for the crash to desktop issue, let me know if it still persists, especially if it crashes in the cave area!
  • Fixed a bug where text could overlap the item frame in certain languages
  • Fixed a bug that caused Vitreous Observers small projectiles to get stuck
  • Fixed a bug where pass/reroll/scrap text could overlap the button frame in certain languages
  • Fixed a bug that caused certain upgrades picked in evolution mode to not show as items in classic mode
  • Fixed a bug that could cause a crash if playing as prisma and using the mirror ability with melee mod
  • Fixed a bug that caused a possible crash if you pressed down instead of accept to select a weapon/ability
  • Fixed a bug where vengeful spirit could get stuck on certain enemies instead of seeking another
  • Fixed a few spots where enemy sounds would linger longer than expected

Update 0.202 - Tutorial finally.. and hats !?

Checking a few more smaller things off the list here before the next larger biome/character update :)

Changes

  • The game finally has a 'proper' tutorial, better late than never right ??
  • Couple new achievements related to the tutorial
  • There is now an ingame achievement tracker
  • All achievements now have an ingame cosmetic reward
  • You can choose from your unlocked achievement rewards on the character select screen
  • When leveling up you now knockback nearby enemies in a blast of light (certain updates in a future patch will empower/change this)
  • The Shopkeeper no longer provides a shield for the player while shopping
  • The bleed from razors edge now lasts 12 seconds (up from 6) and stacks an unlimited amount of times


Bug Fixes

  • Fixed a bug that prevented the turret with tracker mod from firing
  • Fixed a bug that caused the chain reaction item to not mine all crystals
  • Fixed a bug that could allow bosses to spawn outside the playable area of the map and become stuck
  • Fixed a bug that could crash the game when picking a random weapon/ability
  • Fixed a bug that could very rarely crash the game when certain enemies collided
  • Fixed a bug where certain enemies would stick around after dying
  • Maybe fixed the dreaded crash to desktop bug (it is a bug within gamemaker itself) ??!?

Update 0.201 - CO-OP

Everyone loves co-op right ? Thats the big change here, was planning for the new character to be included here to but getting co-op going smoothly took a little longer than expected :) The crash to desktop bug that has been around a while is hopefully fixed now that gamemaker has updated. There will be a few things in the patch that probably should have voice over lines but since i get them done in batches they will have to wait and ill patch them in. This will also be the first of a couple of price increases, going to spread out the price increase as features are added rather than all at once when coming out of early access. Fair warning, alot of code changed while adding co-op so there may be a few bugs or crashes i havent found, please report them in the community hub or discord and ill fix them before you know it :)

Changes

  • Local co-op is in, upto 4 players can play together, locally or online via steam remote play together!
  • New weapon - An experimental weapon that fires a plasma orb that arcs to nearby enemies
  • New Active item - Nuke launcher
  • New Item - Dashing or moving at high speed spawns damaging twisters
  • New Item - Melee attacks have a chance to spawn a vengeful spirit
  • New Item - 20% increased chance to activate chance based items
  • Most end of the upgrade tree items from evolution mode have been added as items to both modes
  • New Event - Mining robot needs help collecting crystals
  • New level mod - Enemies crash down from the sky
  • New level mod - When enemies die they spawn a explosive orb
  • New level mod - Ahhh some extra elite enemies may have snuck in
  • All weapons and abilities mods now have unique art in game and menu
  • Some of the mailman rifle mods have been changed to be less boring
  • Lucky clip now has a different proc % depending on the weapon chosen for balancing
  • Crystal rain now actually rains...
  • Sprinter now lasts for 5 seconds but has a cooldown
  • Retaliation now has a 6 second cooldown
  • Because of a certain level mod all enemy elite powers now need line of sight to start casting


Bug Fixes

  • Possibly fixed the crash to desktop bug (it is a bug within gamemaker itself)
  • Fixed a bug where the screen could become black if you paused immediately after closing the level up screen
  • Fixed a bug that caused powerup orbs to sometimes spawn in unreachable locations
  • Fixed a bug where a boss orb could spawn in an unreachable position
  • Fixed a bug that caused Creeping Miasmas damage aura to display incorrectly at the edges of the screen
  • Fixed a bug where Creeping Miasma could become stuck in their healing phase