Revulsion cover
Revulsion screenshot
Genre: Indie

Revulsion

Next patch will be out on Monday or possibly early next week.

Many issues are already addressed but many remain at this point so I will be moving back the patch from my usual Friday release. The current focus is on all issues in the following threads

https://steamcommunity.com/app/719180/discussions/0/1649917420754601164/
https://steamcommunity.com/app/719180/discussions/0/1651043958627835329/
https://steamcommunity.com/app/719180/discussions/0/1651043958635163526/

Also any issues and feedback on Sumo wishes latest Twitch VOD.
Ill get as much as I can addressed as quickly as possible.

Thanks for all of the feedback!


Quick fix update!

Some things came up regarding the latest patch that mostly effect the new super hard mode. Some issues needed to be fixed as soon as possible I think.

- Change fire sound for the Old Rusty Pistol.
- Low health warning should not always display at all times in Deprived mode.
- Location of the message for "item fallen apart text" has been changed.
- Items now degrade properly when they are green or higher quality.
- Knife now regenerates 25% of its quality on level up.

Thanks again SumoWish for the feedback! Here is a link to his Twitch VOD where tried out the new game mode.

https://www.twitch.tv/videos/421032371

Big patch with a lot of changes! New super hardmode added!

This patch came about after a lot of feedback. I kind of just went in and made a ton of changes overall to the game. Its a bit of a feature creep in some respects but I think it makes up for the fact that I have decreased the difficulty of the main game with a number of changes. But in this case I added a new difficulty that just goes absolutely full out.


  • Flashlight Non-effective on low video settings. ??? (Cannot reproduce this issue, I was unable to fix this...)
  • Damage reflection armor regen potency should no longer be modified by damage taken.
  • Upgrading the quality of a blueprint now functions a bit differently.
  • 1. The stat change of an item after upgrading a blueprint is far more clear now.
  • 2. The amount of item quality increased per upgrade has been increased 10x
  • 3. The items and credits needed per upgrade have been increased 10x
  • 4. A minor exploit in the cost of upgrading an item has been fixed.
  • You now lose 25% of the current experience point requirement to level up on death. (Cannot De-level)
  • Death counter now becomes invisible after one death on all classes but deprived.
  • Removed the game settings tab on title screen options. (Those settings are saved on each character separately.)
  • Advancements now give the proper amount of experience points especially at early levels.
  • Power Node battle experience reward has been greatly reduced.
  • Some Character sheet stats have been given more interesting cosmetic values.
  • Default video mode has been modified to use a Retro filter. (I honestly feel like this should have been on always)
  • Each Crafting material now has a limited stack size. (To balance out no death penalty)
  • Jump height for all classes has been slightly reduced.
  • Jump boots no longer provide as much height.
  • Jump boots now provide a boost of speed forward.
  • Combat Boots jump bonus has been greatly decreased.


New playable class (Super hard mode!)
If you want a genuine challenge then try playing the game in Deprived mode.


  • Deprived Playable Class added to the game.
  • Deprived class always has a visible death counter.
  • Deprived class drops all loot on death in addition to the experience point penalty.
  • Deprived class has a much higher/steeper Experience point leveling curve.
  • Added Old Rusty pistol back into the game. It is now the starting weapon of the Deprived.
  • Deprived class has generally worse stats than other classes except movement.
  • Deprived class item quality degrades on death. (5%)
  • Deprived class equipped items and current weapon quality degrades as you gain experience points from killing enemies.
  • Deprived class items break at zero Quality.
  • Deprived class all enemies move at double speed.


I live streamed for a bit testing out the latest patch here. (Sorry I keep forgetting to shut off my chromakey so green ends up looking black)

https://dlive.tv/p/thecastle+64CFc7mWR

Revulsion update! Death penalty removed!

So in regards to a lot of feedback I have got recently I have made the following changes. This may not look like a big change list but its effect on the game is immense. I may have to officially reword the store page explanation of what kind of game it is. Removing the death penalty is a pretty big change!


  • Death penalty has been removed for all playable classes.
  • Easy mode suggestion has been removed from the death message.
  • Easy mode hat has been removed from the game. If you already use it nothing has changed. Fresh characters will never have an easy mode.
  • Message text for bottom of the screen no longer blocks mouse clicks.
  • The recall special action no longer auto activates on death.
  • The recall special action cooldown has been reduced to 45 seconds (was 99)
  • Pistol accuracy slightly increased.
  • Pistol base damage slightly decreased.
  • Fixed a bunch of grammatical errors but I suspect there are a lot more. This weekend I will get help to find as many errors as possible.


Here is a link to the live stream where I went through feedback and talked about the changes as I made them all. I will be doing more similar live streams in the future.

https://dlive.tv/p/thecastle+qWtwVOzWR

Revulsion and BZPlasma feedback - My thoughts

https://youtu.be/SG7nQ0BC6nU

So after BZplasma had a chance to play Revulsion I got some very import feedback. This feedback has lead me to consider some large changes to the overall game. One of these things is the death penalty in regards to addressing a very concerning negative feedback loop.

I plan to have another patch for the game out addressing as many issues as possible by Friday! So stay tuned.

BZPlasma's Twitch Channel
https://www.twitch.tv/bzplasma

Revulsion update - My general thoughts lately.

https://youtu.be/c5Sh-InTZvI

I go over some feedback regarding Revulsion and talk for a bit about the topic of competitive multiplayer.

Revulsion Monday patch is live

We have a bunch of basic fixes and changes this week. Sorry I would have had this out on Friday but things have been distracting with other elements of the games design.


  • DarkSeed no longer swaps your position with the enemy target.
  • If you have too many deaths a message now appears recommending the easy mode hat.
  • Melee range has been increased.
  • Stuck spots on soldiers overlook level 2 should now all be addressed.
  • Reworded the use of the word level on the loading to stage. (Level is already used for your level!)
  • Sudden difficulty spike in level 50 cap content has been reduced.
  • Revised and improved the death loot logic. (Hopefully this time loot will never spawn in pits ever again.)
  • Crossbow sound properly set to effects channel.
  • Corrected an issue where ambush music was not in the music channel.
  • Aim down sight now spins up the barrel on all weapons with barrel spin up.

The prospects of an in game level editor.

https://youtu.be/AhAF11kIrl8

There are so many things just on the cusp right now its crazy! So I decided to talk about an in game multiplayer level editor and how I may use this in the future.

Progress update - New Open world breakdown.

https://youtu.be/J1t4PgFZC1A

In this video I do a breakdown of my progress and future plans as far as what kind of level design we will see in the next big content patch. I also talk a bit about progress on the cryptocurrency side of things as well.

Sales for the game have slumped considerably but EOS blockchain support is looking to be positive at the moment which should be great if that goes well. If that happens then I will have a means to really get people to be aware of the game and future projects.

Side Note : If you really enjoy the art of level design you might get a kick out of the design aspect I go into on the next update. A lot of level design stuff going on!

Two new videos that go into more detail about a lot of stuff.

New level update and new opportunities!

https://youtu.be/0pIdfzeLbYc

I show off more progress on the future level design flow to a limited extent and talk about somethings that came up since the last video.

Response to workshop support and bunny hopping.

https://youtu.be/bRVOXCcl9q4

Just made a quick video to mention a couple things that I saw but never responded too. Don't worry this isn't another cryptocurrency video.