I've released SGQ v1.4.0! More costumes have been added once again, some more things have been fixed, and I've made a bunch of adjustments. Changelog below!
Patch Notes
New Stuff
Added 5 new costumes!
Changes & Improvements
Some weapons have changed recoil from before, and most will now ignore horizontal recoil unless you're moving backwards. This means a few different things: - You will no longer have to adjust your position when shooting and standing still, and shooting will no longer affect your walk speed when going forward (even if this was very very minor before) - Shooting while walking backwards can now be a valid strategy for moving faster and/or for speedrunning. Although it might be mostly effective before getting the Airdash ability - Some weapons like the Wave can now boost you in the air much better than before when firing them downwards as they provide more vertical recoil, and they can also stall you much better as they'll provide even more recoil if you're falling
You can no longer use Starter's core during boss fights (mostly as no boss requires this mechanic and it prevents you from doing this on accident)
Cutscenes will no longer disable strafing if you enabled it beforehand
Matt now has a much smoother Idle animation in Kewtia, and he now has full dialogue (some of which contains lore/story stuff)
Some costume prices have been lowered slightly
The item get jingle has slightly lower volume
Bug Fixes
Improved the costume shader slightly, so Starter should no longer use his default colors when he gets hit and flashes transparent, among other things
Fixed a new softlock in Rainhalls that was caused by the previous update
(Hopefully) fixed a rare softlock in Factorium
Oh, and the game is also up for the 2020 Winter sale. So if you wanted to pick it up, now is a good time!
- Felix
Update (v1.3.9)
Hi everyone!
I've released SGQ v1.3.9. This isn't a huge update, but it adds something important: Costumes are finally back! I apologize that this took some time to fix, as it was a challenge to find a good solution and make it work properly with the new sprites.
Those of you who played the game before it's release or shortly after it might be aware that costumes used to be a thing, but was lost when an update added new sprites for Starter and some of the other characters. And for the rest of you, you probably saw that it was a locked feature in the Extras menu. You could still buy costumes at the Costum Shop, but you couldn't use them. Regardless, this feature is now open again and is here to stay. In addition to that I've also added a few new costumes to find, and I will add more in the future.
Patch Notes
New Stuff
Costumes are finally back! Unlock them throughout the story and find them hidden around the game, and then buy them from the Costume Shop.
All costumes that existed in the early version of the game are back, and 5 more costumes have been added! More will be added in the future since the feature has returned.
- Felix
Update (v1.3.8)
Hi everyone!
I've released SGQ v1.3.8. Once again more fixes, and also some adjustments to a few bosses.
Patch Notes
Improvements
Adjusted the first Ancient Weapon boss fight. The big projectile attack now has a more fair hitbox and does slightly less damage, and it does more damage when reflected. Also changed the weak spot on the body to do 2x damage
Adjusted the Block Bots boss fight. Some projectiles to less damage and do more damage if reflected, and they attack slower
Made a room in the early part of Sky Facility Underside more useful, as it now has a save point + acts like a shortcut if you have vertical airdash
Bug Fixes
Fixed an important bug where you couldn't crouch on certain slopes or the very edge of platforms if ground wasn't detected behind Starter. Now you should be able to crouch as intended everywhere
Fixed a specific softlock in Mokula Base
Fixed some bugged post-game character dialogue
Fixed a minor bug where items such as missiles and hearts would refill the core battery
- Felix
Update (v1.3.7)
Hi everyone!
I've released SGQ v1.3.7. This is another patch with some fixes, and once again some rebalancing.
Patch Notes
Improvements
The final area has been adjusted once again: Now all difficulty levels have access to all save points, as well as all health refills.
Lowered the health of Avatar Duo's final boss slightly
A boss in Blue Corridor is now skippable
Bug Fixes
Fixed an exploit on a late-game boss fight
Fixed a very specific spot you could get stuck in Haunted Chateau
Fixed some specific places you could see past the background in Haunted Chateau and Swamplands
- Felix
Update (v1.3.6)
Hi everyone!
I've released SGQ v1.3.6. This one fixes and improves even more stuff, but it's also the first patch with some new content in a while as the 4th X boss has been added to the post-game!
Patch Notes
New Stuff
Added a new X boss and a new achievement
Improvements
The Rooted Entity boss is now optional and can be skipped
Even more projectiles can now be reflected
Bug Fixes
Fixed another major bug during a specific late-game story event
Changed some minor spots in Blue Corridor to prevent rare cases where the player could get stuck
- Felix
Update (v1.3.5)
Hi everyone!
I've released SGQ v1.3.5. More fixed and stuff, but also some QoL and improvements in general. Should fix a few annoying things and make some stuff overall better. One example is that you can't waste item drops at full health and ammo anymore, and stuff like hitbox changes! Another game-breaking bug was also found and has been patched. Patch notes below!
Patch Notes
Improvements
You can no longer pick up hearts or missiles when you have max health or ammo. This should make it impossible to waste item drops!
Improved the collision on multiple enemy projectiles
Made more projectiles reflectable
Improved layering and minor things in some areas
Made sure a boss in Urudia can't hurt you when it quickly disappears and reappears
Bug Fixes
Fixed a major bug in Energy Zone where you could skip a boss fight and get stuck
Fixed an exploit with a boss in Blue Corridor
Fixed some places where you could skip certain cutscenes by flying over the triggers
- Felix
Update (v1.3.4)
Hi everyone!
I've released SGQ v1.3.4. Mostly some adjustments and fixes!
Patch Notes
Improvements
Changed some platforms in the Haunted Chateau Balcony to be more visually distinguishable
Bug Fixes
Fixed a bug where the victory message after a secret boss in the Haunted Chateau wouldn't display properly
A previous attempted fix on a bugged door in Blue Corridor didn't work, although this time it should be fixed and working properly
Fixed an issue where some Avatar Duo levels could get you stuck with boost pads in very specific spots
Fixed a minor respawn bug in Haunted Chateau
- Felix
Update (v1.3.3)
Hi everyone!
I've released SGQ v1.3.3. Another small update, which mainly adjusts the end-game difficulty.
Patch Notes
Improvements
The final area now has more health refills on Normal difficulty and lower
The final area now has a little less instant kill spikes, and some spots have been made slightly easier
The true final boss now has a little bit less HP in a few of it's earlier phases
- Felix
Update (v1.3.2)
Hi everyone!
I've released SGQ v1.3.2. This is a small update mainly about fixing a few new bugs that were discovered.
Patch Notes
Bug Fixes
Fixed a bug where a secret door in Blue Corridor would lead to the wrong coordinates
Fixed a map error in Urudia Dunes that let you go out of bounds
Fixed a map error in Sky Facility Underside where you could see the map cut off at a specific spot
Fixed a bug where you could enter a door in the Grassfields during a story event where you weren't supposed to
- Felix
Update (v1.3.1)
Hi everyone!
I've released SGQ v1.3.1. This isn't a big update as it's mainly to fix a strange glitch some players have reported with a specific boss fight.. I haven't personally been able to recreate this issue (neither have any beta testers), but I've attempted a fix and made some failsafes just in case. If you encountered this problem and were unable to continue, I recommend trying again after downloading this patch and see if it works for you. Sorry for the inconvenience!
Patch Notes
Bug Fixes
Hopefully fixed an issue with the Phantooris boss fight where the fight wouldn't start because the player couldn't turn around. Multiple failsafes have also been implemented in case any rare errors are still present (ex: the boss fight now starts automatically after 10 seconds).