Fix new mutators giving wrong multiplier in firefight mode.
Fix bonus levels sometimes softlocking after certain combo of menu navigations.
Rogue Steel - Small balance and bug fixes
Balance Getting cannon headshots easier
Bug Fixes Fix disappearing stunt lines Removed couch bind response leftover from demo rebinds Altered DX11 explosion effect to be same as DX12 Fix for “1” opening pause menu (may need to reset controls to default to apply)
NEW GAME MODE LIVE - ROGUE STEEL
Hello everyone, I am happy to announce that Rogue Steel - a free content expansion for Severed Steel - is now live!
What is Rogue Steel? It’s Severed Steel with Rogue-lite elements. Click the Rogue Steel button on the main menu to start a short, randomly generated, 10 level campaign... with a twist.
Whenever you beat a level you get to choose a perk card to upgrade your weapons, moveset, and more. What are the perk cards? Here are some examples:
Divebomb: Gives your dive an enemy-staggering shockwave.
Cowboy: Gives enemy troops old western revolvers and shotguns.
Boom Headshot: Makes enemies detonate when defeated with a headshot.
There are 50 cards, collect them all to unlock achievements! Some cards multiply your score, and score is used to unlock skins for Steel and her arm cannon.
You can also customize your rogue run with features like perma-death if you want more (or less) challenge!
Without further ado, here are the patch notes! I hope you enjoy!
-Matt
New features:
New game mode, Rogue Steel
9 new achievements unlocked through Rogue Steel
23 new Firefight mutators unlocked through Rogue Steel
6 new weapons
5 new modified enemy types
8 new exclusive Rogue Steel levels
New Cannon Mode: Cutting Beam
10 Character skins to unlock in Rogue Mode
15 Cannon skins to unlock in Rogue Mode
Balance and QoL changes
Adjusted NPC hit stun animation to make followup headshots easier
NPCs no longer stun themselves and eachother with explosives
Increased VAL mag size and position
Tweaked Bulldog animations and sounds
Tweaked Lever Action position
Bug and Performance Fixes
Optimized explosion performance and audio
Fix visual glitches when air sliding and looking down
Fix visual glitches when kicking while falling
Jumping now makes Steel leave softlock that happens rarely on certain stunt combos
1 Year Anniversary
Hi everyone, thanks for stopping by to read this announcement - we have some big news!
Severed Steel launched on PC 1 year ago. To celebrate this anniversary I’d like to announce the next update which will let players experience Severed Steel in a whole new way.
COMING SOON: ROGUE STEEL.
Rogue Steel is a new way to play Severed Steel inspired by the Rogue-lite genre of games. Rogue Steel mode generates a short campaign (a “run”) by randomly shuffling together 10 levels from the base game and content expansions. After every level you draw 3 random perk cards from a deck, and choose one to keep. Each card you choose to keep alters the rules of the game to buff the player (e.g. dive twice as far, triple jump, double magazine size) or add challenge (buff enemy HP, turn floor to lava, disable slowmo).
Cards can stack in interesting ways. For example: Combine a card that makes enemies heads bigger, with a card that gives you an extra bullet when you kill an enemy, with a card that gives all guns perfect accuracy… you can imagine the results!
Many of you are wondering, will there be perma-death? That will be an option for those who want the challenge!
When you complete a run you get all the cards you chose added to your collection. Collect all the cards to earn unlockables and achievements. Each run is also scored, with the cards that make runs harder buffing your score - get high scores to also unlock stuff!
The Rogue Steel update launches Oct. 1st, and will also feature new levels and weapons!
Thank you for reading this! I’m excited to launch Rogue Steel mode and I hope the community enjoys playing it as much as I do.
-Matt
P.S. If you’ve got an idea for a perk card please leave a comment!
Summer Localization + Hotfix 2
Added missing localizations.
Fix for arm cannon sometimes not spawning in campaign.
Fix for tunnel bonus level checkpoint.
Summer 2022 hotfix 1
Fix for New Game + breaking some bonus levels
Fix for Overcharge cannon effect sometimes not despawning
Fix for navigating graphics menu with gamepad
Restore Party Hard achievement
NEW BONUS CAMPAIGNS ARE LIVE!
We have a bunch of new content for you today! We’ve added 5 mini campaigns and achievements for completing them. These campaigns can be found in the Bonus menu in Campaign mode. The new campaigns feature some of the most intricately designed levels yet - expect surprises!
On top of that we’ve implemented a bunch of performance improvements and quality of life improvements suggested by the community. Highlights include improved gamepad support along with more audio and video adjustment options.
PATCH NOTES:
New bonus campaigns with achievements:
QUERY - [ INPUT ]
COMMAND - [ EXIST ]
ICARUS
CHURCH
SOULS
Quality of life
General performance and level load time improvements
Native gyro support
Rumble support for gamepads
Increased impact cannon punch radius
Added gamma adjustment slider
Added NPC voice volume slider
Added setting to disable gamepad
Improved pick up weapon logic on gamepad
OC cannon now kills shield NPCs on shield hit
Buffed weapon pickups in Conscience campaign level
New HUD option to center hud elements
Achievement for Chalet campaign
Bug Fixes
Fixed bug with uploading props
Fix workshop button showing on victory screen when no valid workshop link
Reduced aim acceleration radius for joypads
Tweaked deadzone logic for joypads
Improved various particle FX performance
Added more FX to simple fx mode
Relit firefight levels in simple lighting mode
Improved performance of large moving props with no need for collision
Removed crouch binding option
Fix sound volume in museum
Reduced turret firing volume
Hid shuffle music button in campaign until I can think of a fix for music resetting
We hope you enjoy!
Bonus Campaigns and Quality of Life update
PATCH NOTES:
New bonus campaigns with achievements: QUERY - [ INPUT ] COMMAND - [ EXIST ] ICARUS CHURCH SOULS
Quality Of Life General performance and level load time improvements Native gyro support Rumble support for gamepads Increased impact cannon punch radius Added gamma adjustment slider Added NPC voice volume slider Added setting to disable gamepad Improved pick up weapon logic on gamepad OC cannon now kills shield NPCs on shield hit Buffed weapon pickups in Conscience campaign level New HUD option to center hud elements Achievement for Chalet campaign
Bug Fixes Fixed bug with uploading props Fix workshop button showing on victory screen when no valid workshop link Reduced aim acceleration radius for joypads Tweaked deadzone logic for joypads Improved various particle FX performance Added more FX to simple fx mode Relit firefight levels in simple lighting mode Improved performance of large moving props with no need for collision Removed crouch binding option Fix sound volume in museum Reduced turret firing volume Hid shuffle music button in campaign until I can think of a fix for music resetting
LOOKING AHEAD – WHAT'S COMING NEXT FOR SEVERED STEEL
Hi everyone, I'm Matt the dev behind Severed Steel. I wanted to give you a quick update of what's been going on and what's coming next!
First off I want to say thanks. If you are reading this you likely have played and care about Sev Steel, and I really appreciate it! Severed Steel has had a pretty solid 100% positive recent review score for a few weeks now. I am honored and incredibly thankful to everyone who contributed a review!
Sev Steel launched on consoles last week which was quite a huge task. This is the first game I've developed so it's pretty wild to see it on Xbox, PlayStation, and Switch.
In the runup to the console launch I put PC patching on hold so I could stay focused. Now that consoles have launched I'll be back at it.
For major content we have 3 new mini campaigns (about 5-7 levels each) courtesy of level designers Bloody and Ouroborosso, along with some levels from community members Fug and Campion which will be packaged in. Some of these levels will include new achievements too. You can find a preview of some of the new campaigns here.
Along with that I'll be reviewing the bug reports thread in the Steam forum and getting some more bugs sorted!
The patch will also include a lot of performance improvements we made for console development, so expect faster load times and smoother frames!
As for the timeline for the next patch, I'm away from home for this coming week. So next week I'll start development. I imagine I'll have something to launch within a month from that - but I'll post again here when the timeline is more clear!
Thanks for reading this and thanks for playing,
Matt
PREVIEW FOR NEW BONUS CAMPAIGNS
Hello Gamers, bloody here. Since the Campaign Update 3.0 and the Level Editor Update, I've had some new ideas. Here is a preview of what I've made.
command - [exist]
This is an independent bonus campaign featuring 5.5 new maps. I hope gamers are able to enjoy the cohesive design and narrative.
1. home - street The first step to telling a story is establishing context.
2. space - invert Play a level, then play it again. An earlier version is available in the workshop. I've adjusted the lighting and music to better fit the overall vibe.
3. shift - tunnel After the campaign extension update, Severed Steel has 2 train levels in the base game. I wanted to surpass all train levels and make one that could only work with this game's mechanics.
4. function - repeat Oh... Yeah, I know the place you're looking for. It's just down the hall, turn right, then go through the doors at the very end. You can't miss it...
5. control - float A simple, one room combat arena. Nothing unique or special here.
6. alternate - impact The end, and also the beginning. Layout and gameplay inspired by the original concept for this game, seen in an early trailer from before it was known as Severed Steel. It has been a long journey up until this point.
control-float and alternate-impact also have unique layouts to serve as firefight versions.
input - [query]
Another independent campaign. I've always been searching for something.
1. cosmology Even with all I've accumulated, it wasn't enough.
2. entropy Maybe what I'm looking for is just a little bit further away...
3. singularity [INSUFFICIENT DATA FOR A MEANINGFUL ANSWER]
Please look forward to what Ouroborosso, others, and myself have made for this free new content update. Release Date: soon...