Unless any other major bugs or crashes appear suddenly, this will be the last update until v8.0 sometime in October! The sudden discovery of the fire rate bug set me back about a month, but just about everything is wrapped up now.
v7.26b - August 19th, 2023 -Added a menu that lets you load from backup save files if your save file corrupts or is otherwise lost. This menu will appear if the game detects no save data, but has found backup files. -Added a few new questions to Sentinel's Quiz -Added new dialogue for Sentinel reacting to many random questions that happen to be about herself -When leaving any trading event, any mood points you have left over will convert into 1 karma each -The new gift effect that reveals extra monsters is now shown in the attributes page as the Monster Radar effect -The effect of Paintbrush will now refund half an energy unit if a regular non-critical charge shot is fired (This can only happen with Charge Type A) -Bug Fix: The Battery bonus gift was missing the text explaining that bonus gifts can be found multiple times -Bug Fix: Using a quick gift to reveal extra battles in story finale stages would mistakenly also reroll all offered Upgrade Gifts -Bug Fix: In the stats screen, the total Glass Flora loved stat was showing a copy of the Eyeric Glyph value
v7.26a
This main reason to release this patch is to fix a crash that was discovered! I always try to get rid of those as soon as I know about them. I also reduced the general cost of the Endless shop because... well, there's about to be a whole lot of new stuff to radiate soon!
v7.26a - August 16th, 2023 -The effect of Amethyst Fate will now guarantee 2 Bonus Gifts per monster on stages that do not allow Power Gifts to appear -The extra monster revealing effects of certain gifts can now stack above the previous limit of 4 -The Candle and Nightlight quick gifts will now always add 2 extra monster choices -The Citrine Fortune quick gift will now add 4 extra monster choices -Candle and Nightlight can now appear in Endless Nightmare -Monsters do not need to be radiated to appear in Endless Nightmare, they must only be loved once -Gifts do not need to be radiated to appear in Endless Nightmare, they must only be received once -Reduced the tetrid cost of upgrading most of Solara's shop -Reduced the tetrid cost of unlocking Battle Levels in quickplay -The Love Signal effect can now be stacked to increase the DPS of each love signal -Fear Sense has gained a new effect that can stack -Fear Sense is now tagged as a mechanical gift for events -Love Signal is now tagged as mechanical but not as art anymore -Sine Wave and Photon Wave are now tagged as both mechanical and art -Improved the high jump animation for Rendy and Snowball -More bullets tint on certain backgrounds and more backgrounds tint during battles with certain bullet types -Bug Fix: The Fear Sense gift was missing it's detailed effects list text -Bug Fix: The game would crash if you collided with any of Shiny Knot Knott's orbital eyes
Cardiac Event Recorder - Update #75
I wasn't going to make a 26th update to version 7, but A LOT of people just discovered this game and I wanted to patch up a few loose ends. The biggest reason for this update was a huge bug that was just discovered after so many years! All your shots were delayed by a single frame. It might now sound like a lot, but it meant that all DPS has been much lower than what the game tells you all along. This has a ton of implications for balance reasons, but we'll get to that below.
First, lets get through all the changes that are unrelated to that bug.
Updates and tweaks
Radiant story medals are now hidden until you earn your first one
Radiant story medals are hidden from the counter on monsters that can't yet reach the required level at specific rain levels
During the Choose Her Path event, a warning will appear when a monster can't reach max level because the monster must be radiated first. This will only appear if you are close enough to the max level to likely encounter the final boss at max level.
The "Clear Helpers" option now affects the starting helpers of certain characters
Helper shots become more transparent if the Clear Helpers option is toggled on
The game will now pause if the active controller is disconnected during battle
In the quick gift equip menu, you can now check the full details of a gift before activating it
Active revive hearts and stock revive hearts are now a lighter shade of blue
The "Captured Stars" gift is now tagged as a cosmic gift for certain events
Added a sound for trying to panic when you have none left
Charge Type A: releasing the charge button a moment too early will still continue the charge and fire the attack after a tiny delay
Added new hit sprites for player shots that are void, burn, zap, or toxic elements to match the quick ones that radiant shots have always had
Some burn and void bullets will adjust colors on specific backgrounds
More backgrounds will slightly tint in battles that use specific bullet types
Increased the shot rate bonus on Anchor from 0.8 to 1
Love signal AOE damage increased from 2 to 12 DPS
You can now press UP to view monster dreams within the Check Monster pause sub menu
In Quickplay, you can now press UP to check a monster's dream on the start battle screen
Dreams that are tied to events are now revealed after the event is encountered rather than just unlocked
Changes to specific battles
Orbital monster parts that evenly space apart will move more predictably as they break or as new ones are added (Such as Voltage Veyeral's orbs and Knot Knott's eyes)
Voltage Veyeral: Slightly reduced the medal score goals by about the value of 1 orb
Blot: During phase 2 of any form of Blot, she will try not to repeat a turret formation until all the turrets of a given formation are destroyed
Momo: Adjusted one of Momo's level 10 attacks that was set up to be easier than intended
Totaria: added a few new attacks at high levels and slightly faster attack speeds at low levels
Shiny Syncron: hitting the golden unit fills the love bar at a slower rate
Shiny Syncron: breaking units will now give less motes, but also release an extra burst of treasure bullets
Shiny Syncron: due to the scoring changes in this battle, your quickplay score will be reset to 7000 if it was higher
Nix Polyps: now has a proper limit to consecutively creating bubbles with no polyps in them
All forms of Vitrea and Glacia will breifly hold the combo when you break a petal
Greatly increased the jump heights of Rendy and Snowball
Very slightly adjusted the jump arcs for Sentinel, Shanx, and the shiny mites
When the main body of Shy Momo, Guardian Soul, and the Polyps appear, they will breifly have no collision damage
Minor Bug Fixes
A few level tags for monster dreams that require specific levels were set incorrectly
Alter Shanx's spiky seeds would grant you charge energy if they break by themselves
Guardian Soul's small soul cores could rarely appear nearly out of bounds
Star Burst damage was incorrectly only scaling with max star rate instead of average star rate as intended
Star Burst scaling is increased to keep starting values similar while scaling with both min and max rates as intended
After reaching the bonus tetrid limit for a run, all tetrid bonus gifts would turn into Single Wish instead of rerolling. This is only intended to happen in specific events.
Fixed a lot of typos
Extreme bullet limits
This section is for those of you who like to mess around in Freeplay or those of you who can manage to stack over 50 gifts in an endless run. The game will now limit how many bullets come pouring out of your heart, BUT your damage will be scaled up proportionally to compensate. Most of these changes should never come into effect on a normal run of story mode. This is all done to prevent the game from lagging because you are generating over 500 bullets per second.
All your shots will become more transparent if you have a lot of shots on screen at once
The maximum fire rate for heart shots and feather shots is 30 per second
The maximum fire rate for star shots is 60 per second
The maximum fire rate of any shot types will be further reduced if there are an extreme amount of active effects
Shot damage will be proportionally increased as your fire rate exceeds the maximum limit. This means all fire rate upgrades will continue to increase DPS by the same amount even after the limit is reached.
This damage scaling applies to temporary effects that push fire rate above or below the limit during battle
Split hearts will be capped as low as 2 per shot if you have an extremely high volume of bullets per second
The amount of shots that burst out of a Feather Ball charged attack is now capped at 24, but the same amount of damage is distributed across them if it would have been higher
The amount of small stars in a Star Burst charged attack is now capped at 24, but the same amount of damage is distributed across them if it would have been higher
Fire Rate Bug Fix
Finally, these changes are all made to address the massive fire rate bug that has affected the game for years without anyone noticing. Essentially, your fire rate was much lower than intended, but most of the game was balanced around these wrong numbers. Fire rate upgrades unintentionally gave diminishing returns at higher values. The higher your fire rate was, the bigger the error gap!
All these changes have been made to keep the game feeling as close to the same as before, while actually showing you correct values! The basic difference is that your DPS is now higher than it was before and all monster fear has been increased by as close to the same amount as possible.
Fixed a bug that delayed all heart, feather, star, and helper shots by 1 frame. All displayed rate of fire and DPS values were incorrect, and the true DPS for all basic shots has always been lower than intended!
Fixing this bug has increased the true effective fire rates of all characters by 10-20% without changing any values
Fixing this bug increased the effectiveness of all gifts that increase the shot rate of any shot type and helpers
Starting Max Rate values for Star Shots have been reduced by 1 for all characters (This is still technically a buff!)
All monster fear is increased by 20% in all game modes to adjust for these changes
Monster fear is slightly reduced at the start of a story mode run. It is further reduced by a tiny amount at the start of higher difficulties.
All charged attack damage has been increased by about 20% since they were previously unaffected by this bug
Damage from auras is increased by about 20% since they were previously unaffected by this bug
Panic damage has been increased by 20% for all characters since this was unaffected by this bug
All gifts that increase panic damage will now add an extra 20%
Blue safety bubble DPS has been increased from 60 to 72
Several Helpers with low rates of fire have been adjusted since this bug had a much lower effect on them
All 5 basic element stones have their DPS increased (9 to 10)
Magnet Stone shot damage increased (2 to 2.5)
Blue Veyeral helper shot damage increased (4 to 4.5)
Misfit helper shot damage increased (4 to 4.5)
Photo Stone fire rate increased (2.5 to 3)
Friend Beam damage has only been increased by 12.5% instead of 20% since most common helpers have been buffed and the beams scale from that
Unit Lulu installs 20% more fear during the tutorial (2,250 to 2,700)
Welcome to all the new players! ːradiantheartː ːradiantheartː ːradiantheartː
v7.25c
Wow there's a lot of you now! I couldn't leave a known crash in the game anymore with all these new people around! The next main update still isn't for a few months, but if another crash is found, then I will fix it asap.
v7.25c - June 17th, 2023 -Dream icons will now appear grayed out if the dream is not possible at the current level -Changed the description wording for the unlock condition on one of Nova's dreams -Null Roundsaw and Null Glacia's contact damage has been changed to Void element -Bug Fix: Amalga's contact damage was set as Zap damage -Bug Fix: In the Blood Drive event, the game would crash if you pressed "Check Heart" while Hematoren offers you food gifts -Fixed several typos
v7.25b
How do y'all keep finding bugs all of a sudden? A very big bug was discovered. Her name is Rendy.
v7.25b - May 21st, 2023 -Bug Fix: Helper damage was not increased correctly by the "All Damage +%" stat ever since v7.19 -Bug Fix: The Scrambla Maw gift had an unintentional effect of increasing all helper damage by 10% since v7.19 -Bug Fix: Photo Stones did not use the correct element if the charged attack element was changed by the effects of Tonic quick gifts -Bug Fix: The Check Monster screen on the pause menu had incorrect button prompts displayed at the bottom -Added an attribute entry for helper Shot Size bonus -Fixed various typos
v7.25a
Probably the last bug fix patch for a while, but I threw in a few extra gifts I had almost finished!
v7.25a - May 20th, 2023 -1 new power gift (Total: 216) -2 new quick gifts (Total: 77) -Bug Fix: The Unique FC tracker in the stats page would count any battle with at least a 10% best combo instead of 100% -Bug Fix: A few miscellaneous monster parts had the wrong defense values
Early access version 7 is finally complete! It only took 25 updates over a quick little 13 months!
Early Access updated game version to v7.25
Content Added
1 new monster to love! (Total: 99)
4 new dreams to fulfill (Total: 637)
Updates and tweaks
Bullets now appear behind Shanx's front leaf arm
Updated in-battle pixel art for Sentinel 4X and Sentinel 0X
Alter Roundsaw: Added new attacks when breaking her small saws and big saw
Alter Blot: Increased the frequency of the wobbling bullets during phase 2
Vibrant Veyeral's event was renamed from Vibrant Trade to Vibrant Art Exchange
Scrambla, Boiler, Prisma, and Vibrant Veyeral have new reactions to specific gifts in their events
Bug Fixes
Shanx's hands would stay in hit flash coloring when defeated
During a level 3 battle with Veyeral Quartet's Voltage Veyeral, one of her attacks was blank and did nothing
Abyss had accidentally unused dialog when choosing to take tetrid gifts that she offers
Version 7 Complete!
Version 7 turned out to be the largest one by far. You have to scroll down about 1/3rd of the in-game Change Log to get to the start of Version 7! It only ended up just a little bigger than I originally planned, but it certainly took much longer than I anticipated. That's just how game development goes I'm afraid. I want to go through all the main additions and reflect on just how much extra work I made for myself during this past year.
First I started with the Altered Story mode which signified the start of Version 7. The mode itself has not changed much since v7.7 when Abyss was added. It will serve as an endgame replacement to normal Story Mode when that is complete.
Version 7 added the bulk of all the events to the game. So many got added, that I decided to give them a place in the collection just to organize them better. Every single Treasure, Trading, and Free Monster Gift event was added in this past year. The various character portraits for all the monsters were very fun to draw, but writing the dialog for each event is one of the most time consuming parts out of anything! (Scope creep also brought you extra events for Unit Lulu, Null Unit, and Venom Veyeral!)
I also added 17 new battles. 9 of them being the new Shiny types that are exclusive to Treasure Events. The shiny battles themselves were not originally planned to have a battle card with all the extra parts that come with that. So that means they would've had no Quickplay battle, no 2 monster achievements, and no place in the collection. They were going to be made as a "scene" battle that played during their events, similar to how the tutorial battle with Unit Lulu works. That would have been much simpler, but as usual, I made more work for myself because it would be way cooler! (Scope creep also brought you Shiny Knot Knott!)
The change with the biggest impact had to be the new Charged Attack system. It was not planned at all, but it was absolutely necessary and I feel so much better about the charged attacks now. It did take about a month of extra work though!
The achievement count also went from 483 all the way up to 637! You know what other game has exactly 637 achievements? It's The Binding of Isaac, a huge inspiration for this game! I thought it would be very funny if we match achievement counts for a while, until I flex on them in the next update. Ha!
Future Roadmap!
First, I'm going to take a break from this game for a month! This is not really a vacation, but rather I have work to do with other dev teams that I want to focus on for a little while. If you are curious, those games are Keylocker and Revita!
Early Access v8.X
The Towers
A new game mode where you must climb a tower and battle monsters on the way up. It's a little similar to a story run except all your gifts are temporary just like quick gifts. There will also be temporary negative cards called Burdens that you must take along the way. You will have to make choices on what positive and negative effects to take on the way to the top!
There will be 7 Towers to climb. The first 6 are each dedicated to the 6 main monster families. You will have to battle every monster in that family that you have seen before. Unlocking and seeing more of them will allow you to climb higher! The newborn monsters will be the focus of these towers in some way.
The 7th tower will be somewhere around 15 battles against any random monsters. Basically a random version of the other towers with the same rules for the gifts.
You will also be able to start tower runs with any Quick Gifts that you have radiated. The limits will be set by each character's carrying capacity. This gives you another reason to unlock their upgrade gifts!
All 7 towers will be available in v8.0!
Burdens
Last year I hinted at the possibility of a negative gift type. This idea was turned into a gift type that will be mostly exclusive to towers mode. They are also temporary like quick gifts with a battle countdown in the corner.
The Alter characters will have permanent versions of Burdens to explain their negative effects. For example, Alter Heart will have a permanent "Forgetful" burden card. If a different character receives this card, it will only be temporary.
Most burden cards will be added in v8.0 with a few more being added in v8.1+
New Music
A 3rd and 4th set of battle themes for each of the 6 main monster types will be added! Where and how they play will be a surprise.
All these songs will be added in v8.0!
New Events
Both Hadesoh and Shanx will have events that deal with Burdens in some way. This will be one of the very few ways they can infiltrate into Story Mode.
These will be added across a few updates in v8.1+
A Little Bit of Story
During version 8, I will also add a small portion of Defect's story! Mainly the real ending to the Totaria path to replace the fake scene that is there now.
I will also add intro and ending scenes to Altered Story for Her Heart, Defect, Alter Heart, and Alter Defect!
These will be added across a few updates in v8.1+
Early Access v9.X
Final Bosses
All final bosses will be added in v9.0 (well... almost all of them)
Story
All story scenes for all characters will be completed for v9.0
In story mode, all characters will have several paths to choose from with different amounts of battles and final bosses in each. Some paths will have whole extra chapters like the one in Altered Story mode. Each heart will have battles with final bosses that others will never meet in their own story.
Fifth Character
This section is exactly the same as last time. She will be added in v9.0
This character has still not been added for a very simple reason, she will unlock when all the other characters advance to a certain point in their stories, but those stories aren't done yet. She would be somewhat of a spoiler if I add her too soon. Especially for the few of you who are too good at piecing things together with those gift memories!
I have confirmed that she will be some sort of helper based character. And yes, she will also have an alter.
Version 1.0!
Ultimate Tower
The final challenge! Can you climb a massive tower while battling every single monster in the game? I won't give away all the mechanics of this yet, but heartbreak will not necessarily mean starting over from the bottom. But I'm sure some of you will be able to do it in 1 life!
I don't really want to spoil anything, but c'mon. I know you are expecting something at the top of this thing. Have I ever taken the easy way out before?
Timeline
Well... last time I said version 7 would take less time than some of the previous 6 versions, and that turned out to be wrong in every possible way. So let's throw some random guesses out there again!
Early Access v8.X
This will take a few months. I want to say 3 months after my 1 month break. So maybe v8.0 will be ready in September? I expect the hardest part will be The Towers game mode itself. The Burden gifts should be surprisingly quick to make because of a certain gimmick to them that I don't want to spoil yet.
There shouldn't be nearly as many v8.X updates as v7 had. Lord help me if It goes up to v8.25 again!
Early Access v9.X
This is the big story update. All the stories and all the final bosses will be added at once. I can't even begin to guest how long this will take. 9 months? If it starts taking too long I may decide to split it up and release some of the story in chunks, but we will see.
v1.0!
The ultimate tower will be added very soon after v9.0. It will essentially be v9.1, so this won't take very long, by itself. And then the game will be done!
Thank You
I want to thank you all for continuing to support me! I sometimes get a little stressed with how long this is taking now. Many early access games that take this long eventually get a bad reputation, but I also realize just how often I update this game. The frequency of updates is unheard of in basically any other game, and I think it's clear that progress is being made all the time. Thinking about the six years with a perfect user review score that still continues to grow sure helps me snap out of it!
Thank you from the bottom of my void heart! ːradiantheartː ːradiantheartː ːradiantheartː
Cardiac Event Recorder - Update #73
Shanx!
Sorry for the late update again! Shanx turned out to be one of the most complex monsters ever. I knew saved her for last for a reason!
Only her Alter battle remains now, but since that is the only missing piece of v7, I'll be adding her sometime next weekend. I will also post an updated roadmap to v8 and v9 when that update drops!
Early Access updated game version to v7.24
Content Added
1 new monster to love (Total: 98)
2 new dreams to fulfill (Total: 633)
Added a few new variations for scene and event backgrounds
Updates and tweaks
The Star Shot fire rate bar will now drain even slower while moving at a speed that is slower than focus speed
The Star Shot fire rate bar will no longer drain if you are moving against the edge of the screen with an absolute speed of 0
Increased the minimum star rate from 6 to 7.5 for all characters that currently start with Star Shots
Increased the minimum star rate from 6 to 7 for all characters that start with other shot types
Updated the pixel art for Syncron and Alter Syncron to include the new details found on the Shiny Syncron sprites
The blue Shiny Syncron units will now vibrate and always face forward between attacks
Added the signature shiny sparkles that were missing from Shiny Syncron
Small Changes to the pixel art for Sentinel's legs, and they now show cracks when damaged
Quick Gifts Changed
The effects of Chrome Heart have been altered, and it is now unlocked automatically
Increased the temporary max health gained from Small Vitality from 2 to 4
Increased the temporary max health gained from Large Vitality from 4 to 6
Debris has increased duration from 1 to 2 battles
Warp Synapse has increased duration from 1 to 3 battles
Bug Fixes
The collision for instantly breaking small Nix and Tox Polyps with panic attacks or blue bubbles was smaller than intended
Shiny Syncron's full arena zap attack hit with full damage instead of the reduced amount used in shiny battles
Coming Up for v7.X
The TRUE final update for version 7 will be next weekend! Or maybe next monday? Definitely within 10 or 11 days!
ːradiantheartː ːradiantheartː ːradiantheartː
Cardiac Event Recorder - Update #72
2 New Events
This update adds the final treasure event with Shiny Syncron!
Since Knot Knott was turned into an extra shiny battle last time, I also added a new free gift event with Venom Veyeral! This makes up for the free gift event that was supposed to belong to Knot Knott.
Quickplay Balance Changes
I usually don't want to nerf anything if I can avoid it. From what I've seen, most other games in this genre tend to penalize their version of "bombs" with reduced scores, but I'm very big on having zero penalties for using panic attacks.
However in quickplay, a mode where you can equip anything you want for single battles. there should be some kind of limits. It turns out that you can make your limited panics last a very long time. With enough DPS, they can be made to outlast entire battles. I've known about this for a while, but I wasn't sure what to do about it. I don't mind if a strategy can overpower a few quickplay battles, but when it can solve most of them way too easily, then I need to try to do something about it.
I've decided to do an experimental change on this update. In quickplay mode only, using panic attacks will gradually reduce the damage from bullets and auras that come out of your heart. The longer your panic lasts, the more your damage is reduced down to 50% then it returns to normal after the panic ends. My goal with this change is to still allow panics to last a long time, but without them being able to clear entire battles without really needing to dodge anything.
A similar effect will happen if you stay inside an Umbrella blue safety bubble for a long time. This will only reduce damage by up to 25% since they don't seem to be as ubiquitously overpowered in as many battles, but still a lot of them.
Again to be clear, these changes only affect Quickplay and Ultra Quickplay! If I decide to keep this rule, it will eventually be explained in-game somehow.
Ultra Quickplay Changes
I have changed the way overlevel stats get applied to high levels in Ultra Quickplay. Monster fear will now stop naturally scaling after level 15, so the blue extra fear stat can now be mixed into the formula to compensate. At level 42, each stat will be at different values for each monster depending on some of their properties. Monsters with high base fear or ones that are shy battles will end up with less fear scaling and instead distribute more points to the other 2 stats. With this I hope the balance feels a little more thoughtful than before.
Overall most normal Lv 42 monsters will end up with more fear than before, while the big thorned final bosses will now have less fear than before (though still a lot higher than normal monsters). The other 2 stats, Attack Speed and Attack Damage, are a little lower across all monsters at Lv 42. Nothing has changed about scoring, and no scores will be reset by this.
Early Access updated game version to v7.23
Content Added
2 new events (Total: 44)
1 shiny new battle (Total: 97)
3 new dreams to fulfill (Total: 631)
Updates and tweaks
Details for over/underleveled monsters are now shown on a separate card in the monster selecting menu (this should help new players starting on Mist Rain to understand what the 3 icons mean)
The base monster level (leftmost card in the boss select menu) now has a lower cap in the early stages of story or endless. This is separate from the cap of the highest level card which remains the same.
Blue safety bubbles created by Umbrella and Fallen Angel will drain at a faster rate for an extra 1.5 seconds after you exit them. This reduces the effectiveness of quickly passing in and out of them repeatedly to extend their useable time.
Base contact damage for blue safety bubbles has been increased from 36 to 60 DPS
During special event chapters, their battle backgrounds will now appear in the menu while choosing a monster
Added clarification to the Big Heart Bursts being a "triple shot burst" in the attributes screen
Quickplay Specific Changes
Quickplay Only! Using a very long panic attack will gradually reduce all damage up to -50% until the panic ends (Does not affect helpers or damage from the panic itself)
Quickplay Only! Staying inside blue safety bubbles for a long time will gradually reduce all damage up to -25% until you leave (Does not affect helpers)
Increased Alter Twin's quickplay panic limit by 1
Ultra Quickplay: Completely rebalanced the distribution of overlevel stats for each level. The distributions now depend on some properties of each monster rather than being the same for all of them.
Ultra Quickplay: When you choose a monster, the level selection will start on the level that you have cleared with the highest score instead of the lowest level
Ultra Quickplay: Your best scored level is now shown along with your highest cleared level below the monster card
Bug Fixes
A certain ultra quickplay dream that requires exactly 2 medals would still unlock if a 3rd medal was earned just as the battle ends
Coming Up for v7.X
It's just shanx now! The last guardian! Oh wait, that's a different game.
Hopefully the FINAL update for version 7 will be on May 5th!
ːradiantheartː ːradiantheartː ːradiantheartː
v7.22a
v7.22a - March 27th, 2023 -Swapped the unlock rewards for radiating 30 power gifts and radiating a single 3-star gift -Bug Fix: Event records in the collection pages for Shiny Veyerals and Shiny Knot Knott were not being recorded -Bug Fix: Extending the limit of special orbital helpers while simultaneously earning a helper above the previous limit would crash the game