[p]Extra Lives System is now in effect and applies to Campaign and Holochamber: Arcade[/p]
[p]Starting lives is based on starting difficulty (Easy = 4, Brutal = 0)[/p]
[p]Players will respawn even if all players are down, as long as there are lives remaining[/p]
[p]If # of downed players is greater than the remaining # of lives, the earliest downed player(s) will be revived until there are no lives left[/p]
[p]When all players are down and lives are at 0, that is considered a "Mission Failed" and players will be given the option to restart or exit the mission[/p]
[p]Respawn countdown has been reduced from 10 seconds to 5[/p]
[p]Player invulnerability time during respawn has been extended by 3 seconds[/p]
[p]NOTE: Extra Lives are currently not managed by the save system. This functionality will be added in a later update[/p]
[p]Oterion’s first level was previously the longest level in the game by a large margin[/p]
[p]It has now been split into two unique levels: Abandoned Colony and Wetlands[/p]
[p]Colony runs from the Landing Pad to the Bridge[/p]
[p]Wetlands runs from the Bridge to the Lost City Gate[/p]
[p]Players can save their progress upon entering the Oterion Wetlands, and again when entering the Lost City[/p]
[p]Both levels will now load faster and run at a much improved framerate on all settings[/p]
[p]The expanded Data Module questgiver B3-L1-5L has been moved from the Colonial Security Center roof to the Survey Zone in the Wetlands level[/p]
[p][/p][p]Holochamber Arcade[/p]
[p]NEW: Holochamber Anomaly - Added variations to Wave 3 combat called "Anomalies" that will augment the enemy roster with the potential for enemies from other Holochambers to appear and in strange ways. The current Anomaly list is as follows:[/p]
[p]Anomaly: Elite and Dangerous[/p]
[p]Anomaly: Jailbreak[/p]
[p]Anomaly: Entomania[/p]
[p]Anomaly: Wilderness[/p]
[p]Anomaly: Thermodynamics[/p]
[p]Anomaly: Bomb-Voyage[/p]
[p]Anomaly: Critter Chaos[/p]
[p]Updated Enemy spawning and Objective logic to scale based on the number of players (Single Player experience is largely unaffected)[/p]
[p]Enemy spawn rate will now adapt to the number of active players (more players = faster spawning)[/p]
[p]The progression rate of some Holochamber objectives will now adapt to the number of active players[/p]
[p]Adjusted the base rate of progression during kill-based waves in Holochamber[/p]
[p]Spawn delay during the defense phase of the Uplink Protocol increased from 1 second to 6 seconds to offset the dynamic spawn changes[/p]
[p]Key Item drops during the Plunder Protocol now have a lifetime before self-destructing (30 seconds) and are now capped at 5 at a time. More will spawn as existing ones are captured or destroyed[/p]
[p]Oterion Holochamber: Added more enemy spawn sets[/p]
[p]Swamp Crawler x5[/p]
[p]Raptor x3, Knuckleface x3[/p]
[p]Reduced Progress Value multiplier of Heroic enemies from x2 to x1.5[/p]
[p]Added Extra Lives Kiosk (Cost: 1 Tessera) to Holochamber Starting Rooms[/p]
[p]Increased Hold time for the SP Respec Kiosk from 2 to 5 seconds[/p]
[p]Snap Map: Ruins[/p]
[p]Art updates to various modules[/p]
[p]Future updates will contain more Art updates[/p]
[p]Space Station[/p]
[p]Updated the post-Titus dialogue for Dr. Hadley with the correct character design art[/p]
[p]Updated Minimap selection on the System Map[/p]
[p]Players can now switch between missions on Oterion including new Boomtown level[/p]
[p]Titus[/p]
[p]Added Underground minimaps[/p]
[p]Rebooting drills should now destroy any remaining enemies[/p]
[p]Oterion Colony[/p]
[p]Major art and collision updates around the Military Zone[/p]
[p]This should help stop the player getting lost underneath the level art[/p]
[p]Future updates will better refine this area and update the minimap[/p]
[p]New enemy encounters[/p]
[p]Added new objective IDs (Oterion now has 5)[/p]
[p]New Vista at the Dam in the Landing Zone[/p]
[p]Moved B3-L1-5L to the Wetlands Survey Zone[/p]
[p]Added new camera zooms to the Warehouse District and the Bridge[/p]
[p]Updates will continue on art especially in Daedalus Tower and near the broken bridge[/p]
[p]Oterion Wetlands[/p]
[p]Updated Hadley's dialogue to reflect the quest bot's new location[/p]
[p]Cleaned up Sector Trigger zones near the level start[/p]
[p]Added a new Oterion Wetlands loading screen[/p]
[p]New art, landmarks, and terrain updates throughout the level[/p]
[p]Updated B3-L1-5L’s location to the Survey zone[/p]
[p]New enemy encounters[/p]
[p]Art updates will continue especially around the AzTek Facility[/p]
[p]Oterion Lost City[/p]
[p]Fixed a lighting error (that may not have affected players, but will no longer affect dev work)[/p]
[p]UI[/p]
[p]Increased Player Join text size[/p]
[p]Bug Fixes[/p]
[p]Fixed an issue causing player drop-ins to not receive XP after someone in the same slot dropped-out previously[/p]
[p]Fixed an issue causing Gameplay Modifiers to occasionally display incorrectly[/p]
[p]Improved the reliability of dynamic enemy spawning across all game modes[/p]
[p][/p][p]Join the community onDiscord[/p][p]Find us onlinktr.ee[/p][p] [/p]
Update 0.6.7
v0.6.7
In Development
Rygar Part II - Tulon Research Complex
Delve deep into the hidden Tulon Base along the Rygar Cliffside
Fight dangerous new enemies
Overcome a deadly automated security system
Reach the center of the superstructure to descend even further below
Rygar Part III - Tulon R&D Labs
Encounter strange new enemies lurking in the dark corners of this underground facility
New weapons manufacturer EZ&G (Experimental Rapid-Fire Weapons)
Uncover the mysterious history of Rygar as the Campaign’s plot thickens
General Updates & Fixes
UI
Galaxy Map now displays a minimap for each mission
Added new "More Info" menu to System Map
Added new animations for System Map and Planet info
Fixed double locator animation issue when selecting planet from the System Map
Added Ship flight trajectory animation when embarking on new mission
Holochamber Arcade
Matched Combat Intensity Ramp for all maps
Updated Art in the FOB module
Snap Map: Ruins
Matched Combat Intensity Ramp for all maps
Updated Art in the FOB module
Space Station
Added placeholder icon for Dr Hadley’s dialogue
HC Arcade access is now available after completing Rygar Pt 1
Updated Maintenance Tech dialogue for Holochamber opening
Camera will now zoom out to show the entire Command Core
Added cutscenes for showing HC and Engineering Pods
Oterion Wetlands
Updated a terminal on Oterion that was incorrectly displaying dates from 100 years in SP's future
Rygar Surface
Fixed a long-running issue with terrain materials. The trim around the ice sheet now works!
Find and Talk to Mr. Spooky and Scary Face on each planet in the Nova Genesis system
Collect Sweets in the Campaign and Uncharted Sectors to trade for spooky seasonal loot on the Space Station
NEW Seasonal Assault Rifle Wolfman Mk. Awoo and Aztek Grenade Launcher Gun BOO
Collected Sweets are displayed in the Flyout Menu Character tab
Fight NEW Skeleton Warriors from the undead realm
Hang out with the Ghost Spyder pet in the Station
Gain a seasonal pet follower Ghost Frog or Ghost Spyder
Kick the guts out of the gourds in the Space Station with your friends
Check out haunted maps throughout the Campaign both old and new!
Haunted caches no longer contain Seasonal weapons, but now feature plasma and laser weapons!
Event will last till November 8th!
Update 0.6.6
v0.6.6
Campaign Updates
Spooky Season Has Arrived!
Mr. Spooky and Scary Face have haunted all Campaign levels
Check out the special seasonal event patch notes for more info!
NEW Uncharted Sectors
Travel to Uncharted Sectors in each non-boss Campaign Mission
Fight high-level enemies while exploring three partially curated, partially generated levels
Discover Unique Weapons you can Vault for use elsewhere in the Campaign!
Currently the Ruined City is available in Early Access:
Accessed just past the entrance to the Lost City on Oterion Mission 2
(Later Uncharted Sectors will all be announced, but their entrances may be secret)
Battle new and evolving waves of enemies, including regular appearances by the Oterion Toad
Gather both Gate Keys and Cypher Keys to open each hidden corner of the map and locked weapon caches
Find powerful new Unique Weapons to take on the enhanced threat!
Bug fixes and minor art / balance updates will continue, but the next Uncharted Sector is already moving into early testing!
The addition of Uncharted Sectors should effectively double the total amount of content in the Campaign!
Skill System 2.0
There were many character skill changes that we’ve always wanted to bring to the game, but weren't able to with the previous skill system logic - Upgrade Time!!!
We are replacing the old logic with a brand new system planned to roll out over the next several updates
The first major change coming to how skill cooldowns function.
Skills can now modify their Charges (the number of uses for the Skill) and Recharge rate (cooldown) dynamically during gameplay!
This change extends/will extend to other modifiers such as Weapon Perks, Player Skills, Player / Enemy Hits / Kills, etc.
Player Subsystem Overhaul
Reworked the spawning and handling process of players in single and multiplayer sessions
Players 2-4 can now press the pause button on controllers to join in during gameplay
Players 2 and 3 can now drop out without requiring players 3 and 4 to drop out first
Players will now spawn at Player 1's location rather than the average between players
NEW Weapons & Perks
NEW Exotic: Chaos Theory (AR)
NEW Exotic Perk [Pendulum]: Grants energy to a random uncharged skill (on enemy hits and kills)
NEW Weapon Perks: (These will roll on Nazuna weapons)
Siphon - Regenerates skill energy when hitting enemies
Reaper- Regenerates skill energy when killing enemies
NEW Skills
NEW Assassin Skill: Heat Signature
Vanish from sight and distract enemies with a holographic decoy
General Updates & Fixes
Gameplay
Emotes can no longer be played while in flyout menu or when player is dead
Increased Max Vault Size from 20 to 30
Weapon loot now has more physics impulses when spawning
Cypher Key is now orange to reflect color in Flyout menu
Holochamber Arcade
Greatly increased the spawn frequency of enemies
Changed the color of the SP Re-Spec Kiosk to not be confused with the SP purchase kiosk
Removed duplicate Ruins Spawn Points (the pad used for launching the dungeon floor)
Fixed an issue on Sentinel HC that could trap the player
Fixed an issue preventing vault access when loading from a save file
Weapons
Nazuna DMR Suzumebachi updates:
Renamed the existing Suzumebachi to Suzumebachi Type 5
Created the new Suzumebachi Type 3:
Removed the Special Bonus Perk and reduced the rarity to Uncommon
This should adjust for the buff to the DMR’s raw damage output
The original sparrowwasp will return in future levels!
Simplified Nazuna’s naming convention: Type numbers are now firmly separated by both power and rarity levels:
e.g. Common SMG Kirin Type 1, Common Rocket Launcher Tatsumaki Type 2, Uncommon Combat Shotgun Arashi Type 3, etc.
Existing weapons in the player's Vault will be unaffected, creating a few very rare but totally cosmetic weapon names!
Exotic Weapons
Cherenkov's Glaive (DMR)
[Supercritical] perk
References to "ions" has been replaced with "isotopes"
Increased isotope detonation damage from 6000 to 12000
Added bonus functionality: Each isotope detonated grants 2 energy for Support Skills
Replaced perk “Offense+” with “Support+”
Caduceus (HG)
[Battle Medic] perk
Changed trigger condition from "on enemy hit" to "on enemy kill"
Health restoration increased from 5% to 10%
Overwhelming Force (SMG)
[Relentless] perk
Added functionality: Kills grant a stacking Skill Regen Bonus for a short duration (up to 5 stacks, resets after a short break in firing)
Added bonus functionality: Kills refund 10 ammo to the magazine
Judicator (GL)
Increased Reserve Magazines from 2 to 3
Reduced projectile travel distance from 150 to 50
[Verdict] Perk
Weapon details now represent airstrike damage and not impact damage
Increased airstrike damage by 87.5%
Airstrike radius is now displayed with a green outline
Replaced perk “Fully Loaded” with “Special Reaper”
Fixed an issue causing Exotic weapons to not receive the sandbox tuning from a previous update
Updated descriptions on some Exotic perks
Character Classes
Skills
Remote Charge
Increased number of uses from 1 to 3
Increased cooldown time (from no energy to full) from 6 seconds to 15 seconds
Can no longer be force detonated by the player
Plasma Blast
Increased cooldown from 5 seconds to 10 seconds
Marked for Death
Increased cooldown duration of Heat Signature skill from 18 to 20 seconds
Land Mine
Increased number of uses from 1 to 2
Juggernaut Dome Plasma Shield will now protect against all AOE damage
Removed Stryker Barrage Skill damage upgrades for level 2 and 3 (already being boosted by Offense Bonus stat)
NEW Juggernaut Energy Drain VFX
Enemies
Increased the base HP of bosses to preserve their challenging gameplay in lieu of improved player capabilities
Fixed frozen destructible meshes for Oterion enemies
Overhaul to Infected Frog attack VFX
Added purple variants to a few acid related AOE effects
Prison Guard Bot now has a limb dismemberment chance on death
NEW Enemy: Valtharix
A smaller version of the Oterion Boss
He cannot perform a stomp attack, but is more nimble than the larger version
Currently only to be found in the Lost City Uncharted Sector, but things could change
UI
Reworked Weapon Stat Comparison popup and moved back to the Local HUDs (Now shows DMG, Fire Rate, Reload Speed)
Reworked Weapon pickup interact UI prompt (Now shows Weapon name, rarity, uniqueness, type, ammo classification and perks)
Reworked Flyout Menu Weapon Stats (Now shows DMG, Fire Rate, Magazine Capacity, Fire Mode)
Weapon Stats screen in Flyout Menu will also display Fire Mode
Added new gradient textures and materials to local HUDs and flyout menu skills screen
Added Offense, Support and Special headers in Skills flyout tab
Updated gameplay tags for highlighting stats that have been modified by perks
Current Weapon name color now matches rarity
Perks now have a rarity color (Currently used by Exotic and Unique Perks)
Increased perk icon size in Local HUDs and Item Interaction screen
Disabled "OBJECTIVES" text on HUD
Audio
NEW SFX for Spike Traps
NEW Prison Guard Bot VO
Space Station
Added a Maintenance Bot to the Engineering Pod
Players lack authorization
Centered the [REDACTED] button under the warning sign - for safety
Added a warning decal underneath the self-destruct button - for safety
Slightly updated NPC pathing in the Engineering Pod to reduce collision
Once a planet is completed, you can now select a sub mission from the Galaxy map UI
Titus
Site 4 Cavern Battery minimap marker now disappears on pickup
Oterion Wetlands
Updated the locked caches containing the old Suzumebachi with the new Type 3 model
Oterion Lost City
Added blocking volumes to prevent running through the wall near the Raptor encounter
Updated art near the Uncharted Sector to match the Sector A Start
Added kill volumes beneath an area in the Waterworks where some players could become permanently stuck. This will return anyone caught underneath back to the checkpoint at the Waterworks start
Added a new blocking volume at the edge of the Waterworks pit to prevent players getting stuck outside the map
All instances of the old Suzumebachi have been updated to the new Type 3 model
Teleporters between the Uncharted Sector’s entrance, its exit & the mission start are available
For the time being this is a service that will not require any payments to Jeffrys
In unrelated news, the planning and development of the game’s long-term economy continues!
Known Issues
Fixes on the long-standing Rygar ice shore pebble material issue are underway! Currently only half of the debris renders as intended, but future updates should easily fix the other meshes!
Some Skill Cooldown descriptions may not be displayed correctly in the Flyout Menu (Fix coming soon!)
Hey everyone! We have been hard at work on the next major Update 0.6.6 and wanted to give you all a sneak peek!
Skill System 2.0
There were quite a few features relating to character skills that we wanted to bring to the game, but weren't feasible with the current skill system logic. Time for an overhaul! We have started to rip out the old logic for a brand new system that will unfold over future updates, with the first major change coming to how skill cooldowns function. The new system allows for skills to modify their Charges (how many times you can use it), Recharge rate (cooldown time) all at runtime! This will allow other mechanics including Weapon Perks, other Skills, gameplay modifiers, Enemies and getting kills / hits to dynamically change these while you play!
Uncharted Sectors 🧭
In the last major livestream we talked about the all new Uncharted Sector missions that will be debuting in the mid-late Campaign! We will be releasing the very first mission in this series with Update 0.6.6 with more variants. These Sectors become available after completing the main story Campaign mission on that particular planet. You will fight through hordes of enemies searching for lost loot caches and Unique Weapons in each of the 3 Sectors leading up to the Finale. Completing the Finale sector will grant you and your friends with tons of loot, and give you a choice of going deeper into the next Sector or returning to the Overworld with your spoils!
Audio Updates 🎧
We also have new voice over lines for the Lockjaw Prison Security Guard Bots, and new sound effects for spike traps. You can expect more sound and VO quality of updates in the future!
UI Updates ▶️
After lots of internal discussions, we decided to modify the crucial stats that appear when displaying weapons info. These changes will hopefully make for better decision making when choosing weapons to run with. We have also updated the perk icons to stand out better against the background... and highlight unique versions!
The flyout menu is also getting art updates with new textures and visible categories for Offense, Support and Special skills!
New Weapons, Perks & Skills 🔫
Brand new Exotic Weapons are coming... more details on those soon!
Built for use with the Skill System overhaul, new weapon perks have been added for giving back energy. Increase your skill regeneration rates by defeating enemies or landing big hits!
A brand new Assassin skill will also be debuting, allowing you to distract your enemies and engage a cloaking device!
We're excited to get your feedback on all of these changes and quality of life improvement in this next big update!
Work on the character progression, player economy, sandbox, and late-game systems continues.
The new Uncharted Sector will be ready for public release soon!
v0.6.5.1
Bug Fixes & Quality of Life Updates
Gameplay
Healing Numbers from Player(s) and Enemies are now linked to the “Display Damage Numbers” option
Elite Medastia will now only leave 1 poison AOE after death
”Reloading” sound effect has been reduced from 50% of playing to 10%
Fixed an issue where players could be forcibly returned to the Main Menu during gameplay in some circumstances
UI
Fixed “Display Damage Numbers” option bug
Fixed “Display Player HP” option bug
Fixed “Display Damage Numbers” option bug
Fixed “Screen Resolution” option not saving correctly bug
Fixed “Screen Mode” option not working properly
Fixed bug where “Invite Friends” screen could be accessed from the Main Menu, but could not be closed with a controller input
”Roadmap” screen can now be closed using “B” button on controller
”Discord” screen can now be closed using “B” button on controller
Character skill previews can now be highlighted with the Right thumbstick on controller
Fixed XP gained appearing twice on screen
UI scale options will now save properly
Slider options now have a background box
Minor Main Menu visual updates
Credits Screen visual updates
New menu button animations
Pausing the game will now always switch to the default Pause Menu
Lockjaw Mining
Updated Minimap to include Tram Station leading to the Cell Blocks mission
Titus Surface
Added new Vista to Site 1 Old HQ Building
Sinkhole gameplay and art updates
Added armor to several military NPCs
Updated minimap with newer pathways from recent updates
Misc environment asset optimizations
Titus Underground
Grubs by the underground river are once again aggroed - be careful on the bridge!
Known Issues
Players 2 - 4 can currently switch to power weapons during the Lockjaw Prison levels during the Campaign. This is unintended behavior as power weapons and weapon switching are now unlocked at the beginning of Titus!
Travel to Uncharted Sectors in each non-boss Campaign Mission
Fight high-level enemies while exploring three partially curated, partially generated levels
Discover Unique Weapons you can Vault for use elsewhere in the Campaign!
Currently the Ruined City is available in Early Access:
Accessed just past the entrance to the Lost City on Oterion Mission 2
(Later Uncharted Sectors will all be announced, but their entrances may be secret)
Battle new and evolving waves of enemies, including regular appearances by the Oterion Toad
Gather both Gate Keys and Cypher Keys to open each hidden corner of the map and locked weapon caches
Find powerful new Unique Weapons to take on the enhanced threat!
Bug fixes and minor art / balance updates will continue, but the next Uncharted Sector is already in pre-production
The addition of Uncharted Sectors should effectively double the total amount of content in the Campaign!
News on the release date of Uncharted Sectors and the Ruined City will be available soon!
All roadmapped Campaign levels will continue to be designed and built entirely by hand
Campaign Levels
We have put Campaign level development on hold while we work on character progression, player economy, sandbox, and late-game systems. While our original plan was to tackle each of these tasks after the Campaign was nearing completion, we’ve heard your concerns and have made these updates the highest priority!
v0.6.5
Progression and Economy Updates
NEW Kiosks on Space Station:
Talk to Jeffrys and learn how to spend that hard earned CR!
You can find these brand new kiosks in the Engineering Pod west of the Hangar
Titus completion is required to access this Pod
Character Stat Boost Kiosk
Upgrade your character’s offense, support and special stats using CR and the all new Tessera currency
More stat upgrade options will be added in future updates!
Weapon Gambler Kiosk
Pay CR to and see what weapons drop!
Sell Weapon Kiosk
Earn CR by selling weapons from your Vault!
Higher Rarity and power weapons are worth much more!
Couch Co-Op… Online!
NEW Remote Play Together Invites
We have built a new way to invite friends to your game!
Look for the all new “Invite Friends” button on the Main Menu and Character Selection Screen
Using Steam’s Remote Play Together, you can play Couch co-op online!
Steam Rich Presence
Your friends will now know when you're playing the Holochamber Arcade or the Campaign
See a friend online... invite them to play with Remote Play Together!
Gameplay Sandbox Updates
Primary Weapon Balance Changes
The weapon damage formula has been simplified, and most weapons received a damage increase and other notable changes.
Slug Shotgun and Handgun remained unchanged.
Power weapons will go through a balance pass in the future!
Assault Rifle
Increased base damage by ~60%.
Increased magazine size from 30 to 36.
Burst Rifle
Increased base damage by ~4%.
Increased magazine size from 27 to 45.
Submachine Gun
Decreased base damage by ~18%.
DMR
Increased base damage by ~147%.
Crossbow
Increased base damage by ~23%.
Increased reload speed by 50%.
Decreased magazine size from 4 to 1.
Crossbow projectiles now have a 25% total damage falloff per enemy hit.
Combat Shotgun
Increased base damage by ~46%.
Increased pellet spread angle by 15 degrees.
Enemy Health Changes
In addition to the weapon balancing, we have also compressed the enemy health curve a bit.
This ensures enemy health progresses in a predictable way as well as preparing for future endgame content.
Weapon Perk Changes
Extra Damage
This perk is being sunsetted from all weapon manufacturer pools
Any Weapons with this Perk currently saved in the Vault will retain full functionality, but cannot be replaced if dropped, scrapped, or sold
It may reappear on some extremely rare and powerful Unique Weapons at some future date, but it will not be returning to any manufacturer’s random pool
We are investigating more conditional ways to boost damage output as seen in Bulwark, Palisade, Kinetic, etc., so expect new Perks along these lines in future updates
Holochamber Arcade
HC Damage Scaling changed from 60% increase per floor to 20% increase per floor.
HC Health Scaling changed from 15% increase per floor to 20% increase per floor.
Point threshold increase per floor reduced from +40 to +10.
This change will result in completing higher floors faster.
Reduced bonus granted by Super Armor from 30% to 10%.
Reduced bonus granted by Super Damage from 50% to 20%.
Elite enemies now grant double the progress of normal enemies.
Increased Player Starting Level from 3 to 5.
Non-boss enemies are now level 5 on the first floor, and increase by 1 level each floor.
Boss enemies are now level 5 in the first encounter, and increase by 2 levels each floor.
NEW Weapons & Perks
NEW Unique EZ&G Burst Rifle “Draugr”
Full Auto Perk
Health Regen Perk
Bulwark Perk
NEW Unique Olorun Shotgun “Harmonic”
2X Regen Perk
Super Shotgun Perk (Switches between Combat and Slug Fire Modes when Aiming)
NEW Weapon Perk “Midas”
Increases CR drop rate
Chance to appear on Kadru weapons
Achievements!
NEW Hidden Achievements
Campaign Progression Step
General Updates & Fixes
Gameplay
Skill Upgrades now have Level Requirements
Adjusted Weapon quality multipliers to compensate for the enemy health changes.
Tessera and Cypher Keys have been added to character save data.
Fixed a co-op desync issue that occurs when starting multiple runs in the same game session.
Fixed an issue preventing enemies from properly scaling their health and damage based on level when Adaptive Level Scaling is disabled.
Fixed an issue causing Safe Zones to prevent enemy spawning.
Fixed an issue causing the Crossbow projectile to destroy itself too early.
Fixed sequence break on Titus in Sinkhole near west cave entrance
Holochamber Arcade
Fixed an issue with the Sloth modifier causing the Player Incoming Damage value to go negative, resulting in players becoming immortal.
Weapons
Fixed Agility Perk not working correctly on game start
Fixed Full Auto Perk not working correctly on game start
Added new mesh for Nazuna Sniper Rifle
Character Classes
Juggernaut WASP Drone Skill
Now takes 0.5 seconds to update fire rate
Fires continuously while player is reloading
Enemies
Dispersal Bot
Elite version now takes 1 second to detonate
Non-Elite version takes 0.75 seconds to detonate
Changed AOE to use same settings as Exploding Barrels
Added emissive glow for easier target acquisition
UI
Added Remote Play Together Invite button to Character selection screen
New Oterion Lost City Loading screen
Updated Melee stat to display as multiples of 1.0k
Added LVL Req to Skills screen in Flyout menu
Minor HUD visual updates
Space Station
Character progression will now save when using the Galaxy Map in the Space Station Command Core
Added NEW Character Stat Boost Kiosk to Engineering Pod
Added NEW Sell Weapon Kiosk to Engineering Pod
Added NEW Gamble Weapon Kiosk to Engineering Pod
NEW voice over dialogue for Josh Ormanis and Maintenance Tech
Added 2 NEW vistas
Stat boost and Tessera Kiosks are unlocked after paying a one time fee
Added several interactables that give XP
Increased VO audio volume for Maintenance Bots
Updated guards with new armor
Major Art and Lighting updates
NPC Optimizations
Several NPCs now give XP after finishing conversation
Fixed incorrect Hangar Crew names during dialogue
Fixed Station Guard 1's dialogue animation blending
New Interactive console in Engineering Pod...
Oterion Lost City
Added new Vampire Weeds
Added more hidden CR caches
Added new Vista near the Waterworks
Known Issues
Engineer’s Cryo Grenade can crash the game at random. We are still investigating a fix for this!
The underground area leading up to the Queen’s Nest has been separated into its own level!
Progress is now saved so players can complete the planet at their own pace
Greatly expanded and adjusted enemy encounters throughout the Caverns
Access the Caverns after detonating the explosives near Drill Site 1
Holochamber Updates
Added Laser weapons to all Holochamber maps
Updated the Enemy Lists in Oterion Jungle Ruins Holochamber to reduce snowballing of enemies
Increased the amount of Holochamber floor progress that Raptors and Swamp Crawlers provide
Increased vacuum radius of Holochamber Power-Ups
New Weapons
These new Unique Weapons will appear throughout the Campaign:
New Nazuna DMR “Suzumebachi”
New Aztek Grenade Launcher “Tekuani”
New Zheng Shotgun “Leizi”
New Chatka AR “Dzhonni Riko”
New Chatka Rocket Launcher “Interzona”
New Chatka Minigun “Sasha”
New Wolf Handgun “Mickey Slim”
New Wolf AR “ARX-Prime”
Three New Kadru “Kobra” Shotguns
Two New Tawhiri “Mahuika” Laser Beams
General Updates & Fixes
<*>Gameplay
Assassin Slash no longer steals HP from thin air..... no joke... you could really do that...
Fixed an issue with the drills on Titus that caused abnormal behavior when starting up
Fixed an issue causing erroneous player information to appear when players drop out and then are added back in
Enemy health scaling increase based on player count has been changed for 3 and 4 player sessions:
3 Players: +20%
4 Players: +35%
Increased Power Ammo brick size
Added Orb mesh to HP pickup
<*>Weapons
Rare weapons will now always drop with 2 perks
Replaced 'Rapid Fire' in the Chatka Flamethrowers’ Perk pool with 'Big Mag'
Added 'Big Mag' to the AzTek FT's Perk Pool
Fixed a bug in the Olorun Perk Pools allowing them to occasionally roll with ammo-extension (‘Extended Clip’ / ‘Extra Mags’ / ‘Big Mag’) or the ‘Agility’ perks
Added ‘Incendiary’ ‘Focus Fire’ and ‘Bulwark’ to Olorun Perk Pools to offset this reduction in the pools’ sizes
Updated Zheng Perk Pools to include ‘Incendiary’ and ‘Zapper’ across the board
Added ‘Agility’ to the Zheng Flame Thrower Perk Pool
Added ‘Extended Clip’ to the Chatka AR Perk Pool
Removed ‘Agility’ from the Chatka Flame Thrower Perk Pool
Added ‘Big Mag’ to the Chatka Minigun Perk Pool
Updated SFX for SMGs and Miniguns
Updated Belial's Flame material
<*>Enemies
Elite Spyders are immune to pain
Increased purple blood VFX color brightness (Spyders, Skorlac, etc.)
Fixed logic for spawning "Elites" in Campaign
Fixed logic for spawning enemies as aggro
Added Status Effect component and Burning status logic
Updated Incendiary perk logic to utilize above
<*>UI
Minimap has been changed back to a circular shape. This should hopefully make it easier to find off screen objectives and stand out from the other UI elements.
Weapon comparison data is now displayed over each weapon drop (a future update will allow players to return it to its old location above the character info)
Fixed Perk opacity on Weapon Comparison UI
"Secondary" has been renamed to "Power" throughout the game for consistency
Fixed error with Flyout Menu character icon logic
Increased perk icon size in Flyout Menu
Increased perk name and info font size in Flyout Menu
Reduced opacity and blur in the Flyout menu background in order to detect enemies in screen corners
Added UI options menu
Added "Character Info Scale" and "Flyout Menu Scale" options to UI Menu
Updated settings for several perks and HUD icons
Various HUD optimizations
Increased Character stat icon sizes
Fixed bug with P2 - P4 HUDs throwing errors on load by adding a delay before refreshing
Perks are now displayed on left side of the Weapons flyout tab
Updated settings for several perks and HUD icons
Moved “Elite” enemy icon over to make room for Status effect icons
Ammo and Health Caches will now update minimap markers and usability with the difficulty
Minor updates to Character Selection screen fonts and button spacing
Added offset to Dialogue widget input action icon
Fixed missing weapon icon bug on local HUD
Fixed “Hold Y to Open Main Menu” input on Pause Menu
Pause Menu should now correctly display total number of players in game
Titus Underground has been renamed to "Titus Caverns"
Abort Mission will now work for Titus Caverns
<*>Lockjaw Cell Blocks
No enemies will spawn as "Elites" except for the Drone Guards in the Fan Control Room
Fixed fan shadow clipping
<*>Space Station
Fixed logic on NPC dialogue after completing Titus
Minor art and under-the-hood NPC navigation updates in Engineering
NPC dialogue updates
<*>Titus
Added Power Weapons tutorial
Added Minimap tutorial
Updated egg sac power levels
New Hazards: Small Sinkhole and Nursery Tunnel “Grub Geyser”
Tweaked several enemy spawner enemy lists and aggro settings
Misc art updates throughout
Explosive pods no longer deal AOE damage, but spawn several Stingers instead
Added a new NPC and area in the HQ zone to showcase Stinger cocoons
Added a series of new enemy encounters with Stingers on the Eastern Approach
Added several new stinger cocoons along the Eastern Approach
Updated waypoint marker logic for battery cave and Crane interaction
Added cave minimap markers
Removed cliff rocks near lagoon worker and replaced with Caution Gate (this will unlock and open after turning on the CommsNet tower)
Added extra blocking volume to Lagoon Gate
Disabled minimap markers for Drill Site 1
Added new weapons cache on northern path
Updated spawners for 1st drill encounter
Updated the collision in the Site 4 Battery Cave to prevent several rare cases where the player could become trapped in stalagmite geometry
Broodwatcher miniboss can no longer spawn as "Elite"
Updated collision around the stalagmites in the Broodwatcher Chamber to prevent players getting stuck
Rebuilt the logic around the Broodwatcher defeat to fix several bugs related to battery pickup and quest progression
Fixed an issue causing the Broodwatcher's battery to float in the air
Added new Stinger trap cutscene before talking to Tych
Added Stinger encounter to CommsNet tower
You can no longer talk to the CommsNet bot until the sequence between Dr. Hadley and Tych is finished
Fixed an issue where players could jump down into the Crystal Gorge from the eastern area of Drill Site 5
Minor collision cleanup throughout the level
Adjusted the height of some barrels in the Blasting Zone to make them easier to hit
Added a new cluster of barrels near the entrance to the Blasting Zone
Updated Nadia's name to Natascha
Added level transition for loading Titus Caverns
<*>Titus Queen's Nest
Under-the-hood fixes to save game data to allow for progression from Titus Caverns
Updated Hadley's dialogue from manually advancing text to automatically advancing
<*>Oterion Wetlands
Updated weapon cache drops
Updated Maya’s follower AI
Added new Cypher Keys to map
Fixed an issue that caused signposts in the abandoned colony area to vanish from the level if the player crossed the large bridge to the Survey Zone and then went back
Stopped the Science Center signpost from floating above the ground
Slightly increased the chance of finding higher tiered weapons in the AzTek tower chest
Added a new unique weapon, the Tawhiri Mahuika to weapon chests in the city ruins at the far edge of the marsh area
Added more locked weapons caches throughout Wetlands
<*>Oterion Lost City
Added pressure plate animations to Spike Traps (this change also affects the Ruined Sanctum)
Hid three Cypher keys in the level
Locked the weapon cache by the Waterworks puzzle and curated its contents with extremely heavy firepower!
Added an unlocked weapon cache and an ammo cache to the same area
Minor art updates throughout the level
<*>Oterion Ruined Sanctum
Major Art update to the starting area
Added a Continue Point to the starting area, just in case (also allows Players to access their Vault in the Flyout Menu before going inside)
Improved lighting effects in the Antechamber
Players are now prevented from returning to the Antechamber once inside the Outer Court
Greatly expanded art in the sunlit corner by the Raptor encounter
Infected Toads’ regen has been reduced by 75%
Yes, seventy-five percent! Even with this change they can still completely regain their health, but only if they remain in the toxic spore pool for its entire duration
Let us know what you think about this and other changes in our Discord community
Fixed Infested Corridor door opening to prevent a clipping error
Updated and fixed several navigation issues in Combat trials
Fixed a serious bug in multiplayer that allowed platforms to move before all players were present
Fixed language on moving platforms to say 'Activate'
Fixed camera zoom logic in Puzzle Path
Updated art around the dead-end broken door in the first Puzzle Path chamber
Updated art in the back cliff face at the end of the Puzzle Path
Updated art around the dead-end broken door in the first Puzzle Path chamber
Added lighting to the standing statues at the start of the second Puzzle Path chamber for consistency
Updated art in the infested switch chamber in the latter stages of the Combat Path
Tweaked enemy spawners for the infested switch chamber
Disabled the wall spike traps by the entrance of the infested switch chamber
Misc Art and VFX updates throughout
<*>Known Issues
Rygar continues to experience material errors on terrain. We are working on fixes but this will take some time to implement.
Changes to the character info or Flyout Menu made in the UI Menu are not currently saving. A fix for this is incoming but we could not delay our “post-ATG update” any longer!
Supercharge your gameplay with new power-ups dropping in Holochamber: Arcade! Extra damage, stat bonuses, and more are available to collect if you're lucky
Temporary Power-Ups grant a tremendous boost and visual flair to the player for a limited time:
These include: Super Damage, Super Armor, Super Experience, Super Rich, Super Health, and Super Score
Permanent Power-Ups boost the stats (Offense, Support, Special) of your character for the entire duration of the arcade run:
These include: Offense Boost, Support Boost, Special Boost, and Omni Boost
You can find Power-Ups by defeating enemies and finding special Power-Up Caches around the simulation floor
New Skills
<*>New Engineer skill “Optimize”
Overcharge your summons (turrets, spider bots, etc.) to unleash more mechanical mayhem!
General Updates and Fixes
<*>Gameplay
Updated the Stats window in the Flyout Menu with colored icons for Shield, HP, and Shield Regen
Added new logic for locked caches (unlocked with Cypher decoder keys)
Added Cypher Key Kiosk
Added new Locker and Container Caches
Added Skill Category icons to Advanced skill screen
Skill power level is now being tracked by the save system
Fixed an issue where the stat bonus to the Engineer's Turret stats only affected the left barrel projectile
Decreased charge time on Skorlac plasma grenade and increased AoE countdown brightness
Fixed an issue where de-spawning caches could lock players out of using interactables
<*>Lockjaw Mining
Solved a bug that caused Power Weapons to drop in the level
Updated the tutorial popup timing to start at the beginning of the level
Temporarily disabled two early voice lines from the Prison Attendant
Fixed some minor collision issues on level geometry
Added new dead bodies past mining floor
Updated and added unique enemy encounters past the mining floor
Falling debris now deals enough damage to kill enemies
Miniboss now gives EXP
Damaged Warden Mech now deals 2X bullet and missile damage
Fixed bugs on caches throughout the level allowing multiple uses
Fixed a final instance of weapons chest to replace with credits
Messed around with blueprints and triggers to change where the new level loads in
Cleaned up navigation and blocking volumes in the tram area
Defeating the Warden now opens up access to the Prisoner Transfer area
Updated art around the boss room and new tram area
Enemy Power Levels have been increased in Mining zone for balance testing
Power Weapons have been moved to the beginning of Titus and no longer drop in Lockjaw
<*>Lockjaw Cell Blocks
Expanded the starting area to include the Tram from the Mining zone
Added a specialty cache in B Block containing Bot Damage weapons
Added prisoners at visible windows throughout the level
Updated and added unique enemy encounters in the Distribution Hub
Created camera zooms for the crossroads Distribution Hub
Slightly expanded art there to account for the additional camera view
Solved a multiplayer bug where players could become stuck on the other side of the collapsing bridge between X Block and the Observation Walkway
Minor art, lighting and VFX updates throughout the level
Improved collision on the tall angled wall at the old level start to keep the player from disappearing behind the geometry as easily
Fixed bugs on caches throughout the level allowing multiple uses
Updated and added unique enemy encounters in the Military Warehouse
Added a new encounter before Surface Elevator sequence
Temporarily disabled enemy encounters in the Surface Elevator while we fix a respawn bug
Doubled the speed of the Surface Elevator for now until the respawn fix is implemented
<*>Space Station
New Area: Engineering Bay
Access to Engineering and the Engineering Ring is now granted after completing Titus
Added the Cypher Key Kiosk - purchase keys to unlock hidden chests
Added the SP Respec kiosk - regain all of your spent SP and try a new Skill Build (for a price)
Many more customization options and ways to spend currency coming in future updates!
Maintenance Bots throughout the level now have new voiced dialogue!
Added a previously unused dialogue update for a Maintenance Tech
Updated post-Titus dialogue for Jorge and the Station Guard
Added new lockers to Dr. Hadley's Lab and Hangar
Updated Maint. Bot dialogue VO
Fixed issue with Post Titus Maintenance Bot dialogue logic for Juggernaut
Fixed several instances of Caution Tapes floating in front of the doors
Unlocked the Command Center door to the Engineering Corridor by default
Moved Jorge to the end of the Engineering Corridor
Moved the patrolling Aesrenan Trooper from the Engineering Corridor to the Barracks Corridor
Updated default and post-Titus dialogue for Jorge to fit his new locations
Solved a logic issue that was causing Billie to not offer unique dialogue options post-Titus
Cleaned up grammar and punctuation on NPCs
Fixed an issue causing Quinn’s and Sparks' animations to reset after every line in their post-Titus dialogue
<*>Titus
Power Weapons are now available after starting the first quest!
Power Ammo now drops after opening the first Power Weapons cache
Updated grammar and punctuation on NPCs throughout the level
Updated a branch of Tych's dialogue that was referring to a very outdated build of the Sinkhole area
Updated Sanders’ dialogue to prevent formatting errors when playing on Steam Deck
The cave by Drill Site 4 now shows up on the Minimap
Fixed several small minimap marker bugs in the Site 4 cave
Moved the West Gate Guard to better match the positioning of the East Gate Guard
CommsNet Bot now has voice acting enabled
Fixed bugs on caches throughout the level allowing multiple uses
Player can no longer exit the Deagus Brood Watcher's chamber in the Sinkhole without first collecting the Battery
CommsNet Tower Maintenance Bot is now fully voiced
<*>Oterion Wetlands
Added locker caches and new locked weapon caches
Cleaned up misc foliage
All light pylons have been scaled up throughout Wetlands for better visibility
Added new swamp water shaders and VFX
HQ Maintenance Bot now has voice acting enabled
Cleaned up NPC grammar in the Boomtown area
Fixed bugs on caches throughout the level allowing multiple uses
Cleaned up collision on more ruined staircases in the Wetlands
Solved an issue that was causing one of the destroyed B3 bots to move and attempt to interact with the player
Fixed multiple errors surrounding the data module quest:
Dr. Hadley no longer references the quest if the player hasn’t started it
Updated how loot drops after defeating B3-L1-4L south of the Wetlands
Improved language on quest completion at the Forward Base
Updated boundary art near the entrance of the Wetlands
Added interaction prompt text for the Lost City Key pickup
Added a locked weapons cache in a hard-to-find area near the end of the Wetlands
<*>Oterion Lost City
Turned off the lingering Halloween player spotlight
Added an ammo cache in the Grassy Clearing
Fixed some errors which were impacting enemy pathing
Fixed bugs on caches throughout the level allowing multiple uses
Players can now move diagonally between stone tiles in the final trap room
Cleaned up some art throughout the level
<*>Oterion Ruined Sanctum
Cleaned up collision at the starting door - players should no longer get caught on the invisible walls there
Fixed the starting door disappearing into the floor tiles as it opened
Locked the first interior door and added a pylon nearby to unlock it; now all doors in the level are consistent
Slightly adjusted art in the area around the door
Improved collision on some rubble piles
Added art to the Antechamber's back wall
Raised up some waterfall FX whose origin points were visible from certain camera angles inside the Antechamber
<*>Rygar
Fixed bugs on caches throughout the level allowing multiple uses
Added the unique Chatka Shotgun “Kamchatka”
Small art updates throughout the level
<*>Known Issues
Skill power level is not saving correctly. We have found the root cause and are working on a potential fix. This will take a bit of time, but should ideally be in the next update!
Lockjaw Mining’s Tram Station area is not yet included on the Minimap
Player melee strength is not increasing on level up as intended; a fix is in the works
Some materials on Rygar are still not working as intended. A fix is underway, but cannot go live without some major under-the-hood changes to the Skill system. This may take a few updates to go live.