Solar Purge cover
Solar Purge screenshot
Genre: Role-playing (RPG), Adventure, Indie

Solar Purge

Update 0.6.8

v0.6.8

[p][/p]

General Updates & Fixes

[p][/p][p]New Lives System[/p]
  • [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][/p][p][/p][p]“New” Locations: Oterion Abandoned Colony & Oterion Wetlands[/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 on Discord[/p][p]Find us on linktr.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!
    • Updated art near the end of the level





Join the community at discord.gg/solarpurge

Find us on Linktree

Spooky Update



Halloween Update



  • Spooky Season has Arrived!


    • 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!)




Join the community at discord.gg/solarpurge

Find us on Linktree

Update 0.6.6 Preview

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!

Hitscan Games

Join the community Discord!

Hotfix 0.6.5.1

In Development



  • 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!




Join the community at discord.gg/solarpurge

Find us on Linktree


Update 0.6.5

In Development




  • New “Post-Campaign” System


    • 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!




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Update 0.6.4

In Development






  • New “Post-Campaign” System


    • Procedurally generated levels for post-campaign play
    • Face high level enemies and earn unique weapons and loot
    • Major work in progress, but the Lost City post-game level is now nearing completion in dev testing!
    • Check out our next Livestream for a sneak peek and more release details!


  • Economy Updates


    • The Engineering Bay in the Space Station and the Holochamber starting pad will have new kiosks
    • These new kiosks will allow for more character and stat customization options
    • Other specialty loot including Cypher Keys will be saved to the Player(s) vault in future updates
    • A New rare currency is being developed and will feature both in Campaign and Holochamber


  • Rygar Part II


    • Players will explore underground research facilities and face brand new enemies
    • We will introduce the next weapons manufacturer
    • Watch our next major update Livestream for further news!


v0.6.4





Achievements!



  • We have added the first 3 official achievements to SP! More will be added throughout Early Access!

    • Exterminator - Kill 100 Bugs
    • Skilled Hunter - Kill 100 Beasts
    • If It Bleeds... Kill 100 Aliens




Holochamber Arcade 2.0



  • Holochamber Arcade Overhaul


    • Holochamber has underwent a major rework to allow for more dynamic gameplay
    • Floors are now divided into three waves: Slayer, Mission (chosen at random), and Elite Slayer.
    • Missions have been reworked and integrated into the core gameplay loop


  • HC - Gameplay


    • NEW: Domain Transfer - Players can now spend 3 Tessera at a new kiosk to transfer their run to a different Holochamber simulation at random
    • UPDATED: Holochamber Functions have been integrated into the wave-based gameplay loop

      • Functions provide passive boons to the player that affect their gameplay experience
      • The first Wave of each floor will provide a regular Function
      • The third wave of each floor will provide a strong Function with a small trade-off

    • Elite enemies no longer grant bonus floor progression
    • SuperArmor's damage resist reduced from 50% to 30%


  • HC - Missions


    • NEW: Plunder Protocol

      • Items will drop from enemies and players must acquire enough of them to complete the wave

    • NEW: Uplink Protocol

      • Players must locate and defend a data lattice against an onslaught of enemies for 30 seconds to complete the wave

    • NEW: Elite Slayer

      • Defeat a number of Elite-tier enemies with heightened aggression to complete the wave


  • HC - Sandbox & Economy


    • The starting room of each dungeon floor now serves as a Safe Zone

      • As long as players remain in the Safe Zone, enemies will not spawn

    • Enemies now spawn more frequently in both Simulation and Boss encounters
    • Enemy threat level will rise at an increased rate per floor to compensate for longer floor durations
    • Added the Treasure Cache as a random spawn in the dungeon on each floor

      • The associated Looter Protocol has been deprecated

    • Added the Tessera Cache as a random spawn in the dungeon on each floor

      • Tessera have a very small chance of dropping from enemies

    • Added Unique weapons to the Holochamber loot pool


  • HC - UI


    • The placement of Holochamber-specific HUD items has been improved

      • Score counter now appears at the bottom of the screen

    • Modifiers display has been updated

      • Modifiers are now updated in real-time with their exact percentages
      • Modifiers granted by PowerUps are now displayed

    • The display of Main Objective prompts has been improved


  • HC - Bug Fixes


    • Adjusted the logic of PowerUps to prevent duplicate effects from stacking
    • Corrected a data error that caused initial Floor Progression Rate in Holochamber to be higher than intended


[TAG-140]

NEW Weapons & Perks



  • NEW Unique Wolf “OVRKL” Rocket Launcher

    • Rapid Fire Perk
    • Full Auto Perk
    • Big Mag Perk

  • NEW Unique Nazuna “Kaiju” SMG

    • NEW Perk “Ranger”

      • Use the targeting laser to switch firing modes between SMG and DMR

    • NEW Perk “Regen”

      • Slowly restore HP over time

  • NEW Unique Nazuna “Renegade” Combat Shotgun

    • Gut Punch Perk
    • NEW Perk “Super Shotgun”

      • Use the targeting laser to switch between Combat and Slug firing modes



General Updates & Fixes



  • Gameplay


    • Melee damage now has a chance to knockback hit enemies

  • Enemies


    • NEW: Oterion Toad

      • The regular non-infected Toad that lives in the Wetlands
      • Similar to the Infected Toad, but not as powerful
      • Appears in Wetlands and Lost City

    • Updated AI logic for Infected Toads


  • UI


    • Added "Unique" icon to UI for curated weapons
    • Dismantling weapons from the Vault now requires a button hold
    • Added a weapon dismantling animation and SFX
    • Vault will now correctly show the current number of weapons on startup and after dismantling
    • Optimized Minimap camera
    • Fixed logic for updating correct CR amount
    • Optimized Screen rain drops FX


  • Space Station


    • Added a new NPC to Engineering, Jeffrys

      • He will evolve into a weapons vendor for players
      • Watch our Discord to learn more!


  • Titus


    • Drills will now destroy all nearby enemies when starting


  • Titus Caverns


    • Adjusted some enemy spawning at higher difficulties
    • Minor art updates


  • Oterion Wetlands


    • Added the new wetland frog enemies throughout the southern marsh areas
    • Minor art updates at the southern edge of the marsh


  • Oterion Lost City


    • Added the new wetland frog enemies in the sunken corridor area
    • Fixed an issue where outdated glyph materials were still appearing on certain wall meshes


  • Known Issues


    • Rygar environmental material issues
    • Rocket Launchers are using outdated character animations
    • Enemies will sometimes spawn into props in Holochamber mode
    • Cypher Keys are still not saving correctly. Fix coming in the next update.
    • Tessera are not saving at this time. They will be implemented in the next update.
    • Some Modifiers may display incorrectly under certain circumstances.
    • AoE decals used in Plunder and Uplink Protocols display abnormally on transparent surfaces.




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Update 0.6.3

v0.6.3



v0.6.3

Campaign Updates



  • ”New” Level: Titus Caverns:

    • 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!


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Update 0.6.2

v0.6.2



Holochamber Power-Ups



  • 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.



Join the community at discord.gg/solarpurge

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