Popups for Cosmetics unlocked outside of dropping from Lockboxes (so for ex. the Maniac skin for defeating Moon of Lunacy)
A Easter egg regarding the 10k score mark in Arcade
The triple Horizontal Homing Lasers now spawns as intended
Fixed no Customization Preview for users on Leaderboard scores
Fixed a combo of Modules (Crystal Mending & Absorption Concentrator) subtracting health instead of healing
Fixed Lunar Shield?
Fixed Dark Surge resetting Status FX over and over making annoying sounds
There is now a note for your current playtime in the Ship Index
Renamed some ingame Achievements to match Steam names (as they were changed after the Playtest and I forgot to change them ingame)
Fixed Holobody wrong text
I am aware of very bad balancing after my brother "matikret" achieved around 15k on the Arcade leaderboards, and was basically invincible(but he was just good at the game anyways). It will be addressed in update 1.1 along with a Tutorial and other changes including Steam Cloud, localization for Polish (& maybe Japanese since why not haha, I am learning the language after all) etc
Update 1.0.2 / Build 7.5
Disrupters like Homing Laser, Mecha Leech etc are now present in Adventure Mode like intended
Player's movement speed is now independent from Time controlling powerups; Matrix and Accelerator
Improved Screenflash system; now they can overlap and have new refreshed sprites | Sound and overlay for being Electrified | Sound for using a Medkit
Text Popups for info about Stats in Ship Index/Inventory like Health, Energy etc
Timer ticking sound for Flip when close to running out
Fixed picking up Medkits making players unable to move | Fixed Autouse Medkit if Low (and is on by default)
Fixed Magnet having the opposite effect sometimes especially with Celestial Energy spheres
Fixed inconsistent phasing damage in Classic, like Leech dealing 0.4
Fixed Shadowtraces powerup in Classic not giving speed
Release 1.0.1 / Build 7.4
Homing Laser exclamation appears a lot more centered on the screen making it actually useful
Fixed no Powerup Timer in Classic Mode
Fixed Adventure Map not initializing properly after restarting Adventure data
Fixed Turn up boss music toggle in options | Disabled the HUD Upscale toggle(as its basically useless as is, it will be changed into Classic HUD display in the future) | Disabled Touch input and related options such as DoubleTap to Shoot and OnScreen Buttons as it could've been confusing to some Players and the game is not even out on mobile devices yet
Playtest Build 6
Cosmetics are now Unlockable, they are finally not all Unlocked by default. Lockboxes can give you certain random cosmetics from regular Series, but some are reserved for either getting an Achievement or Purchasing the game for example etc. You can craft (or drop in the future) a Lockbox out of Dynamized Celestial Stars (ones you get at the end of a Level, or craft them using Starshards from Classic Mode)
Introduced a Break Encounter System for Adventure - basically every 5 Waves and after Ascending; a Break with the Trader will occur and your progress is auto saved, fly up to Continue The Trader no longer spawns based on a timer/score in Adventure This system will be expanded upon in future updates, including overall Trading changes
6 new Passive Modules
Energetic Burst - After collecting Energy Balls you have a chance of shooting some out randomly(like Thorns), dealing dmg to enemies
Code Breaker - Immunity to Zone and Hacked status
Absorption Concentrator - You turn half of health absorption get from any event to instant health
Take me Higher - A module that allows you to ascend 30% faster when its your last Celestial Point for the Level?
Full on Gas [Hardcore] - Immunity to Fuel status
Seasoned Traveler [Adventure] - Instead of resetting to the previous Zone after death during Travel, you accumulate 30 more seconds of travel time, and makes overall Travel a little easier
3 new Skill Modules
Lunar Shield - Manifest a rotating Shield made of Crystals protecting you from projectiles
Determined - When hitting low Health, get a burst of shoot speed for couple of seconds
Give it to me - The next hit you take will heal you its true damage
Energy Regen now does not work when using a Melee weapon that uses Energy (for ex. LSaber)
Fixed Holobody not remembering in which Zone it should appear so it always appeared in the first
Moon of Lunacy's now has sounds indicating the attacks
The Freezing status effects now flashes the screen and gives off a sound
Fixed Powerup Inventory alignment on Upscaled HUD
Upgrading Ship Parts has a sound
This concludes the last Playtest Build, thank you everyone for participating, I unfortunately had to cut out on some content because of time constraints. I now have last pieces to finish for the release build for 24.08 (Steam takes from 3 to 5 business days to verify it) Dont forget to wishlist and maybe even buy the game to support me after release on 31.08
Playtest Build 5.1
Holobody now saves a random powerup that isnt the starting powerup
Fixed no powerups after respawn in Adventure
Fixed inconsistent Health saving in Adventure
Balanced Laser 3 & Laser 2 Energy cost
Buffed back MLaser to shoot more bullets (before it was Level based, the higher Lvl you were, the more bullets it shot)
The Distance Meter after death during a boss fight now displays the percentage of its health instead
Fixed AutoAscend & AutoLvl being off by default
Added ability to reset your Adventure save
Playtest Build 5
The First Boss in Adventure - Moon of Lunacy
Featuring original sprites by Shy and an Original Soundtrack for the fight made by Lidkas
Find out everything else after reaching Level 3 and conquering the boss : )
Upgradable ship parts!
Revamping the old abandoned Upgrades system into a more balanced way of upgrading your Ship. Each Celestial Point is now spendable on Upgrades, so you can decide to either Level Up or use them up on Upgrades Your Max Health gets automatically increased by 5 each Level in Adventure, any other auto Level-based upgrades have been removed
Body - Increased Defense & Powerups Storage
Engine - Increased Speed & Energy Regen/its frequency
Blasters - Higher Shoot Speed & Crit Rate
With those new changes a lot of basic balancing has been done, you start with 2 Powerup Slots, your default Crit Rate is 0.2%, and you no longer start with 2 Defense, but 1.
And also with that whole new upgrades system Arcade has been rebalanced as well; keeping the dynamic short-term gameplay, your default Crit Rate is lowered to 3%, you keep the 2 defense, but you start with 4 Powerup Slots. But in Arcade gamemodes you do not have to choose whether to Upgrade or Level Up - You accumulate Celestial Points, starting from Lvl 1(and 2 in Hardcore).
Made the HUD scaled up and better aligned overall for normal aspect ratios like 16:9 (any above and including 4:3) [Turnable option]
Mecha Leech detaching for keyboard is now more of a quick-time event
Fixed new Adventure saves sometimes completely breaking
Fixed Adventure leveling up after gaining a Celestial Point and dying
Fixed Adventure not saving if Core was spawned on AutoAscend off
Fixed Holobody bugs including spawning during Travel etc | Holobody stays at the Zone you died at and will not spawn during Travel or a BossFight
Playtest Build 4.1
Fixed Crystal Mending not being unlockable
Made modules autoequip on unlock when the slot is empty
Made Keyboard movement not slippery when letting go of a key | Also added Z as the keybind for shootting (useful for some players used to it from other games when using Arrow Keys)
Nerfed base damage of Comets from 10 to 7.6
Vortex Wheel dies out a lot quicker when not fed with energy[player not shooting]
Playtest Build 4
Adventure Mode is finally properly working!
There are currently 2 Zones you can travel between, they each feature different Spawns like Waves and Disruptors, you unlock a new Zone by being high enough Level.
The travel system works kind of like a Time Trial where you have to survive a certain time based on the distance between them.
All your progress is automatically saved every 5 waves (which counts as a full Encounter, that will be expanded upon in later updates)
Souls-like death introduced to Adventure Mode - When you die, you don't drop any of your Cores, as they are meant for Permanent progression, but you do drop all of your Crystals, you can gain all of them back from your hologram by traveling a certain distance(time)
Adventure balance changes - More Power Cores are necessary for Upgrades now, and the Celestial Ladder is more spread throughout more Levels
Any form of climbing the Levels be it gaining a full Level or just a Point is now called Ascending. The level points have been redesigned into Celestial Points that are 4 pointed stars. You can turn off AutoAscending if you want to ascend manually and keep your Black Energy at max(will be useful for the new Module "Black Surge")
Overall Ascending balance changes - Less Dark Energy required in Adventure for a Celestial Point Celestial Points required for a Lvl changes: Lvl 1-2: 1 point 3-5: 2 points 5: 3 points 6-7: 4 points 8-9: 5 points 10-13: 6 points 14-16: 7 points 17-18: 8 points 19: 9 points 20+: 10 points
New Module - Black Surge - "Each ounce of Darkness spilling makes you stronger". So the Black Energy you store above the Max limit required for Ascending temporarily ups your abilities; be it movement speed, attack speed & defense at the fullest
Burning with your exhaust, the so called "Ring of Fire" has been transformed into a Module as well, but it is unlocked and equipped by default and expires/locks out at Lvl 2
New Melee Weapon - Crystal Pickaxe - Uses "ammo"(crafted from crystals) on hit, cant phase very well, but does high damage on contact, can also act as a shield because of its width
A more expanded GameMode Info panel using the Sandbox Canvas, displaying more information. Also featuring new screenshots
Improved the appearance of all UI elements with a Holographic shader
Improved the appearance of Shadowdash and HoloShield of Cargo with some new shaders
Improved the transformation of Gremlin Burglar [Goblin Thief] with some particles
Fixed Infinite Blindness status effect
Fixed PowerMan achievement bugging out collecting of powerups in some cases
Fixed Audio values from old saves incorrectly translating into the new system
Fixed Ship in MainMenu not following the buttons as intended