Change-log: - Zone 2 is no longer melee only. - Zone 2 has a new smg. - Can now use colt in Zone 2. - More freq teleporter spawns in hardcore. - More gun spawns in Zone 3. - Melee mutations can now be found at any point in the game.
Balance Update
Another weekly update. The biggest change is the melee zone is moving to be the second zone. So, for melee people, they'll always get a melee run if they want.
Change-log: - Swapping order of Zones 2 & 3. - Zone 3 boss is now less bad. - HE-Grenades now only obtainable by mutation. - Chainsaw now blocks always but only recharges on kills. - Fixed Hungry Bandit mutation conflicting with Melee mutations. - Zone 4 is now longer and gets progressively harder. - Minor bug fixes.
CHAINSAW UPDATE
Another weekly update.
This update brings some new melee weapons like the chainsaw and balance tweaks for Zone 3.
Change-log: - Added speical Zone 3 prize room with only melee weapons. - Added chainsaw and bat melee weapons. - Added more enemies to Zone 3. - Added mutation that makes smoke deadly. - Added mime skin. - Zone 3 colors are now more bright. - Zone 4 colors are now more readable. - Less rail guns on Zone 2 to encourage grenades more. - Can now kick enemy guns on Zone 3. - Fixed Zone 2 boss saying the wrong thing sometimes. - Fixed bug were enemies could shoot you off screen sometimes. - Fixed camera shake when firing secondary weapons. - Lotta shot mutation no longer effects rail guns.
New Zone 2 Boss & More Color
Here's another weekly update. Enjoy. And as always, please ping me on the Discord if you have any feedback :)
Change log: - Adding a boss to Zone 2. - Adding some color back into Zones 1 & 2. - Adding a mutation that increases ammo. - Adding rules to make some mutations stack-able. - Fixing bug were naked skin achievement didn't unlock. - Fixing bug were could shoot self in helmet. - Fixing Zone 3 soft lock were couldn't pick up QSD. - Fixed tooltip of robo skin. - Less bullets in the MP5 looking gun. - Enemies have less stun time after teleporting. - Blood splatter no longer covers sprite outlines. - Other minor balance stuff.
Better Readability + Mutation System
This update brings two major changes to the game... hopefully you like it. And if not, the game is early access so please give feedback and we can course correct together.
Major Change 1: Better Readability
I received a common piece of feedback that target identification was bad, e.g. once the floor was covered in blood, the player really couldn't tell what was happening. To resolve this, I've taken three actions: 1. Altered each level's palette to have more contrast. 2. Added a feature to the game's lighting so certain objects are less effected by dark areas. 3. Added a light on the player.
Hopefully you can read the game way better now.
Major Change 2: Kill Streaks replaced by more fun Mutation system
Kill streaks seemed like a neat novel idea... but Space Bandit maybe has enough of those. Players were often confused by how kill streaks worked. They also sucked as they were only advantageous to gud players that could achieve the kill streaks. So, the kill streak system is gone and replaced with a classic mutation system, e.g. a mutation to make guns fire faster, e.g. mutation to disarm nearby enemies.
I'm really happy with this change. Each run feels like it's own little unique story now.
Big thanks to Discord & Reddit peoples for all the feedback. Just amazed with the game's reception :)
Full change log: - Replaced Kill Streak system with Mutation system. - Reworked lighting and colors to make levels more readable. - Added 5 new player skins to unlock. - Solar Farm is now zone 1 - Bomb Ship is now zone 2 - Smoke & Mirros no longer strips player's weapons. - Updated Hud to be a little larger. - Added mutation icons to Hud. - Hiding money and kill streak counts unless paused. - Enemies in Zones 1 to 3 no longer use teleporters. - Made dialog text a little smaller. - Grenades no longer hurt player. - Player and enemies no longer rotate at right angles. - Made enemy emotes color codded. - Lots of balance tweaks.
Minor tweaks & bug fixes
Changelog:
- Zone 3 now shorter but harder. - Added page up and down to leaderboards. - Leaderboards now have an error if no data. - Fixed editor not showing in debug mode. - Added some more signatures to Zone 0 & Zone 1. - Enemy emotes now have shadows. - All starter items in shop no buyable at 1-5.
Leaderboards & Improved Hardcore Mode
Hey, here's the second early access update. First, I'm adding global leaderboards and the ability to try as many daily runs as you like. Second, I'm beefing up the hardcore game mode to give people that want a challenge, a real challenge. It's even harder than before the previous difficulty balance update. Additionally any hardcore run will be ranked higher than a normal casual run.
So hope to see you on the leader boards.
Changelog:
- Adding a global leaderboard. - Removing daily run game type as can now try as many dailies as you want. - Adding a leaderboard selector to some menus. - Player now displays as green on leaderboards. - Leaderboards can now display loops. - Enemy callouts now more visual. - Reducing initial enemy stun when they first sense player. - AK-313 now has a description.
New Difficulty Curve
Hey so for anyone that's tried the game, you may have noticed, it's a little bit, impossibly hard. While this was intentional, I'm reconsidering. People paid for swords, explosive decompression, unique bosses etc but because of the difficulty, are only getting a fraction of what their hard earned €3.19 paid for. So this brings us to Space Bandit's first early access update. You are getting two major changes as well as some bug fixes.
Zone 1 Nurfed
Zone 1's enemies are now very slow and miss a lot. This will give new players a chance to learn the game's basic combat in a not so punishing env. Second, Zone 1's length has been shortened and it's boss transplanted to another zone. This means new players can get their first taste of kill streaks and into shooting people out windows within a few minutes of their first run. Shortening the first zone also means more experienced players won't be as bored by the new weaker Zone 1 enemies. And finally to complete the curve, Zone 2 enemies now die a little faster (which overall I think has made the zone more fun).
Bullsh@!t Option
I've tried to make Space Bandit a fair game. But software is software. So I've decided to create a new feature call "Bullsh@!t". What it does, is when you die, you are allowed to retry the level, but only once every 10 minutes. I hope this can save you from some frustrating and unfair deaths.
Thanks for all the feedback so far and making it an amazing launch :)
Change log:
- Shortened zone 1. - Enemies in zone 1 now slower and miss more. - Removed exploding barrels from zones 1 and 2 (zone 4 will now be the exploding barrel zone). - Moved zone 1 boss to be zone 2's boss. - Zone 2 enemies now have 1 less teleport. - Added a bullsh&@t option to game over menu. - Typing effect in dialogs now way faster. - Improved visibility of enemy emotes. - Fixed some spelling mistkaes. - Added a windows Icon (thanks golddotasks). - Fixed barricade kill streak being all white. - Fixed bug where could grenade the QSD and lock the game.
Space Bandit is OUT NOW and 20% off 🎉
Space Bandit is OUT NOW in early access with a very special 20% release week sale!
Why should you buy Space Bandit?
No real good reason I can think of... though maybe if you like:
Brutal (one hit kill) twin stick shooter game-play.
Hilariously clever fun AI that doesn't just run at you like an idiot.
Teleporting... THROUGH PEOPLE.
Exploding barrels everywhere.
4 Procedural generated zones and roguelike stuff keeping game-play fresh.
4 unique no bullet sponge bosses.
Crazy weapons like the Rail Gun that shots through walls.
Having a fine professional business colleague that chain smokes and spouts conspiracy theories.
Kicking enemies that are already dead because they could always be deader.
Shooting people out windows into the void of space.
The 20% release discount.
Wait? Those are all really good reasons to buy it!