Swirl W@tch cover
Swirl W@tch screenshot
Genre: Simulator, Indie

Swirl W@tch

Swirl Watch Version 1.018 (Cold Launch)

-Rebalanced some item prices.
-BLAST PACK now deals 125 max damage to ships (was 250), but has a +100% damage bonus against structures now.
-WRNCH ARM can now silently sabotage comms stations.
-Combat Wire melee EMP damage bonus reduced (30-->10) and renamed to photon
-Passive sonar now works by increasing guard engine sound range and is expressed as percentage.
-Clarified unlock conditions for unlocks that are awarded for zone completion.
-Zone completion unlocks now only trigger in their respective zone (not above) and will now trigger when exiting via maglevator as well.
-Individual matter condensers only restock 2 times now.
-Fully boarding a ship now interrupt most tac-jumps.
-NPC ships will now generally attempt to path around high threat hazards.
-Increased LP reduction within industrial sludge (25%-->50%).
-Decreased LP reduction within nano-wire (50%-->25%).
-Gadgets produced on high level mission matter condensers can now have mods.
-Fixed loot pool mod lists not generating correctly, leading to weapons not generating with full mod selection.
-Fixed Freezer Crystal hitbox causing self damage when downloading comms key (?)
-Fixed Pneumo Mount granting perfect aim stability to NAIL-R.
-Fixed high level actions requiring one more lower level win to unlock than intended.
-Fixed scenarios in which a boarded ship that jumps would remain in boarded state.
-Attempted to fix crash occurring when completing decompression on boarded ships.
-Fixed certain placed gadgets not self-destructing consistently when approached by guards.
-Fixed certain object destruction events not destroying attached tripwires.
-Fixed certain melee attack effects applying even when targets resists melee.
-Fixed Combat Wire shield piercing not taking effect.
-Fixed resupply cannisters being valid shot and melee targets while still being dropped in.
-Fixed certain key enemies still being able to retreat due to comms blackout.
-Fixed a certain area not generating comms relays.

Swirl Watch Version 1.016 (Cold Launch)


-NPC ship engines sound circles are placed more accurately now.
-You get short lived contact markers for ships who's engine sound reaches you, giving a more direct warning for when unknowns are approaching.
-Increased guard engine sound ranged by 20%.
-Echo Profiler and Radical Yellow now grant a bonus to passive sonar range, allowing you to detect engines beyond their sound range.
-Increased mobility during reflex mode, especially for strafing.
-Added some additional vfx for reflex mode.
-Triggering reflex mode deliberately via gadget no longer denies no reflex bonus.
-Midnight Silent's stealth mode speed bonus is down for maintenance.
-Heavy dust clouds are more subtle now.
-Fixed incapacitate intro comms also triggering on destroyed ships.
-Fixed loadout resetting on game update (should be no longer reset after this update.)
-Fixed certain Gadget ammo bonuses not resetting correctly.
-Fixed Puffstar sneaking some additional ammo into your reserve when entering a run.
-Fixed some problems with how equipment is initialized and equip on launch.
-Fixed default loadout initializing C-INJ in a state unelectable by inventory button inputs.

Swirl Watch Version 1.014 (Cold Launch)

-Reinforcement system is more robust now, allowing reinforcements to deploy towards more objectives and in more varied functions (patrol/guard).
-Reinforcements can now also deploy to vaults, condensers and maglevators.
-The first soft alert per zone no longer triggers reinforcements.
-Added some additional comms for when reinforcements are deployed.
-Reduced escort scaling, max escort spawns per run (now 5) and max escort size that can be filled by reinforcements (4-->3).
-Ships that are performing escort tasks are more easily distracted now.
-Ships that spawn as starting escort for objective targets now always spawn as Skiff RD.
-Objective target Longcasters now keep their data stream up unless combat alert is triggered. They also re-establish data stream once combat alert is called of.
-Reduced tech level requirements for some items.
-Slightly restructured Tut5 to offer fewer hiding spots and guide more towards combat.
-Improved guard pathing towards positions close to obstacles.
-Fixed some irregularities in pathing behavior during simulation that continuously reveal your position.
-Fixed guards being able to path through obstacles in situations where their move target is too close to obstacles.
-Fixed reinforcements no-target-fallback system not taking effect.
-Fixed inventory pause not pausing zone intro track.

Swirl Watch Version 1.012 (Cold Launch)

-Weapons without SUPF now show as LOUD! )))
-Added LP text and on-screen warning indicating that stealth mode is ineffective while fully detected.
-Rescue SW volunteer objective is more predictable on lower difficulties now (ships take longer to launch escape attempts.)
-Randomly spawned friendly ships no longer spawn with a visible detainment zone.
-Cut guard scan direction mechanics, guard vision is now fixed to their ship orientation, but slightly lags behind when turning depending on awareness state.
-Improved sound handling for player weapon and shot impact sfx.
-Made several adjustments to engine sounds to reduce sound popping on tap boosting.
-Fixed pausing game for too long preventing drop at mission start LZ (intro tack now pauses as well when pausing, since drop is synced to music).
-Fixed a problem with deploying tripwires.
-Fixed a problem with certain sounds preventing guards from reporting more threatening sound events.

Swirl Watch Version 1.010 (Cold Launch)

-Made tutorial holos and dust swirls more subdued.
-Slightly restructured Tut1.
-Fixed early game friendly ships in custody still spawning with structure overhead.
-Fixed opened crates reverting to base color if carried and dropped.
-Fixed some newly introduced irregularities with inventory selection.
-Fixed some stray code making gear carousel background item icon go invisible when mods for equipped ships are activated.
-Fixed floating plasma vents in zone 4 (?).
-Fixed title music stopping when unpausing after changing volume option on title screen.
-Fixed problems with how [redacted]'s comms portrait is applied.

Swirl Watch Version 1.010 (Hot Launch)

-Made tutorial holos and dust swirls more subdued.
-Slightly restructured Tut1.
-Fixed early game friendly ships in custody still spawning with structure overhead.
-Fixed opened crates reverting to base color if carried and dropped.
-Fixed some newly introduced irregularities with inventory selection.
-Fixed some stray code making gear carousel background item icon go invisible when mods for equipped ships are activated.
-Fixed floating plasma vents in zone 4 (?).
-Fixed title music stopping when unpausing after changing volume option on title screen.
-Fixed problems with how [redacted]'s comms portrait is applied.

Swirl Watch Version 1.009 (Cold Launch)

-When multiple melee targets are in range, the one closest to your cursor instead of to your ship will now be targeted.
-CorPo Squares (Sim) are now revealed for way longer when detected.
-Loot score bonus from starting SRM now scales with difficulty, leading to more sizable bonuses on high level subsistence runs.
-Run PS score can no longer be negative.
-Map generation now ensures a more equal distributions of stationary guards and patrols for objective periphery area.
-Added a safeguard to allow mission continuation if an objective fails to generate with targets.
-Fixed slightly long objective show delay after elevator transit.
-Various attempts at fixing late-game objectives becoming invisible and non-completable in the late game.
-Fixed theoretical scenario in which objectives might become permanently hidden.

Swirl Watch Version 1.006 (Cold Launch)

-Reworked how mission names are generated.
-Crates are now tagged when you open them.
-Certain mobile objectives are now limited to one per patrol route.
-Slightly lowered minimum guard pathfinding resolution to counteract situation in which guards might path through small object (please report in case this had noticeable performance impact.)
-Tutorial holograms are now more subdued.
-Reduced maximum escort size for objectives that can generate with escort.
-Fixed collisions and other events that inflict engine stun not re-igniting boost until input is released and pressed again.
-Fixed stealth mode input not taking effect when held too long.
-Fixed a problem with matter-condenser items not initializing correctly, leading to 0 SRM cost.
-Fixed a problem causing the elite squadron objective to create one massive squad.
-Fixed Midnight Silent's stealth speed bonus actually being a penalty.
-Fixed ships being able to use APS while disabled.
-Fixed ships being able to activate riot shields while disabled.
-Fixed bad z-layering on pipeline elements.
-Fixed a problem with CSO interrupt alert comms.
-Fixed markers for fixed objectives giving directions.
-Attempted various fixes towards a problem with objectives not completing correctly when mobile objective targets are captured.

Swirl Watch Version 1.005 (Cold Launch)

-Gear now shows its pickup quote even when still PS locked, giving some indication of what the item will do.
-Gear carousel is spaced out a bit wider and turns faster now.
-Clicking on the tech category icons below the gear carousel now rapidly rotates the carousel to that category.
-Loot score bonus from unspent SRM is now only awarded when successfully completing an action.
-When getting rolled the eliminate squadron objective, the text now makes it more clear that these are separate squadrons and not one giant death-stack.
-Midnight silent now also has a bonus to stealth-mode top speed.
-Fixed some problems with Midnight Silent's stealth mode sound modifier.
-Fixed a general problem with showing objective directions when multiple objectives are revealed.
-Fixed T9: Reflex Mode not resetting in failing reflex challenge.
-Fixed a problem with calling evac to off grid quadrants.
-Fixed compounding problems with how mobile objectives are tracked and revealed.
-Fixed some other minor issues.
-Fixed some typos.

Swirl Watch 1.004 (Cold Launch)

-Extended mission name generation.
-Counteracted a situation that would allow ships to path out of bounds during simulations.
-Changed the way move forces are consolidate when releasing a boost/strafe input to counteract unintended speed gain.
-Fixed Chuffstar getting lost in an endless wide circle holding pattern after returning to base.
-Fixed more objective direction issues.
-Fixed some problems with the wildlife hiding behavior.
-Fixed rainboid clumping behavior.
-Fixed player being able to aim gear after droping it.
-Fixed player being able to aim and deploy during death animation.
-Fixed false contacts from chaff being created at wrong positions.