Vexius cover
Vexius screenshot
Genre: Indie

Vexius

Patch 2.1.0

Patch 2.1.0 is now live, which introduces a new object: the gravitron. Touching this device from above or below will send an energy burst through you, causing the gravity and controls to be inverted. Explore levels through a completely new perspective! To accommodate this gameplay change, trapdoors can now be rotated in the editor, which also allows you to use them as one-way pitfalls. This update also improves the aesthetics of the levels by having more decoration variety and randomly merging common building blocks and the background.

Changelog

[New]

  • Added a new object, the gravitron, which inverts gravity when touched.
  • Gravity inversion has a global cooldown shared through all objects.
  • Touching a gravitron again, or dying, will reset the gravity back to normal.
  • Added an energy effect to the player to show when gravity is inverted.
  • Trapdoors can now be vertically rotated.
  • Trapdoors now have a small arrow indicator to show which rotation they have.
  • Added two more levels to introduce the new gameplay mechanics.
  • Block decorations are now randomly generated instead of using predetermined sets.
  • Added more decorations, each also having different varieties, animations or colors.
  • Blocks may now randomly merge vertically or horizontally to break up the grid pattern.



[Fixes]

  • Fixed an issue that would cause the music to restart when too much happened on screen.

Patch 2.0.6

Patch 2.0.6 is now live, which fixes some gameplay issues that could occur on devices in the lower end of the spectrum. Please note it's still recommended to play on a compatible device. After a small hiatus I am currently working on a new content patch, so expect more later. As part of this, the game has now been upgraded to use Unreal Engine 5. The gameplay is still the same, but some things are rendered slightly differently than before.

Changelog

[General]

  • Upgraded the game to use Unreal Engine 5.


[Fixes]

  • Bullets no longer phase through buttons without triggering them at extremely low frame rates.
  • Bullets no longer detonate on deflectors at extremely low frame rates.
  • Timers of turrets/spikes won't go off-sync occasionally anymore when you alt+tab out of the game.
  • Some level editor buttons no longer partially overlap when using an ultra wide monitor resolution.

Patch 2.0.4

Patch 2.0.4 is now live, fixing a high priority issue causing the trapdoors to behave incorrectly on certain Integrated/AMD GPU's. This meant they would sometimes trigger when not needed and show the incorrect animation/state afterwards.

Changelog

[Fixes]

  • Trapdoors should now behave correctly on all devices.

Vexius 2.0

Surprise content drop!

Vexius version 2.0 is out now! You can more or less say this is a complete remake of the game, which is a free patch for anyone who already owns the game. There's a lot of stuff to be covered, but first I quickly want to mention why this change was made: when I first started this project I was completely new to the industry, so honestly I didn't even know what I was doing for the most part. Hence why the game would be a nightmare to update/maintain. Now with a lot more experience under my belt I wanted to do it more justice. This resulted in me deciding to completely remake the game from scratch during the pandemic using a different engine.

Below you will find a list of changes to the game. Basically the game is more streamlined: better performance, smoother gameplay and a more unified art style. Old gameplay elements return, possibly with some changes, while also introducing some new items. Honestly, so many things changed I probably forgot to list a lot of them... play and find out! Due to these changes the old version will not be compatible anymore. For this reason the old achievements will be removed and old workshop entries will be set to invisible. The old version has been moved to the "legacy" branch on Steam, so you can still play that version if you wish so.



Changelog

[General]

  • The game has completely been remade in a different engine.
  • Users should experience better performance all across the board.
  • Unified the art style and particle effects.
  • The game can now be fully played with a controller, including the level editor.
  • Added haptic feedback (controller vibration).
  • Reworked all default levels with a better progression curve.
  • Default, custom and Steam Workshop levels now all have their own place in the menu.
  • Levels are no longer numbered, but can be named.
  • The game now has a proper loading screen.
  • Added new achievements, old ones have been removed.
  • The level editor no longer checks for 'invalid' object placement: create whatever you want!
  • Opening the level editor is now instant without loading time.
  • The game now properly informs the player about issues (e.g. unable to save/upload a file).
  • Level files now use JSON rather than some random made up format.


[Gameplay]

  • Renamed various objects to match their new look.
  • The background is now also 3D and may have random decorations.
  • The background may also contain some gameplay objects now, be warned!
  • Blocks may also have random decorations.
  • Increased player movement speed for more dynamic gameplay.
  • The player now rolls smoothly without view bobbing.
  • The player no longer needs to start on a checkpoint.
  • Doors now indicate whether they have been opened/closed.
  • Buttons can now be placed on any object or even in the air.
  • Each button type now has a differente shape beside just a different color.
  • Added new object 'deflector', which deflects projectiles in a 90 degree angle.
  • Holograms now have a more realistic animated hologram shader.
  • Removed the ability to give extra health to destructible blocks.
  • Explosions may trigger a camera shake effect.
  • Turrets had their fastest fire rate reduced.
  • Lights on the spike object now match the attack speed.
  • Added new object 'nails', which takes the place of the saw object.
  • Added new object 'saw', which stealthily attacks playes from behind.
  • Teleporters now clearly indicate whether they are a sender or receiver.
  • The player now dissolves in a nice glow when teleporting.
  • Teleporting no longer turns the screen black, but pans the camera instead.


[Audio]

  • Replaced most audio files in the game, which are now more pleasant to the ears.
  • Added various new music tracks.
  • Music will be played randomly, though never the same track twice in a row.


[Settings]

  • Graphics quality has been split into multiple settings.
  • Added vsync setting.
  • Added motion blur setting.
  • Added field of view setting.
  • Added option to disable camera shaking.
  • Added option to disable haptic feedback.
  • Added option to mute the player's rolling sound.
  • Keys can be rebinded for each action.
  • The game is now translated in various languages.
  • Settings can now also be accessed from the pause menu.

Patch 1.0.18

Patch 1.0.18 is now live, bringing some fixes to minor issues and preparing the game for future updates. A lot of back-end stuff has been changed to make the game run smoother on lower end computers and to make it easier to expand content.

The next update will introduce new objects which will change gameplay in their own way. More information on this will be revealed later. For the changes of this patch, please check below.



Changelog

[New]

  • All projectiles now count as hostile, meaning you can be killed by your own bullets (for example when you teleport in front of your own shots). This mechanic will be used more extensively in future updates.


[Fixes]

  • The pause menu now scales correctly when using resolutions larger than 1080p.
  • The Steam Workshop browse button now disables itself when the Steam overlay is disabled.
  • The sound engine has been completely reworked. It now offers better quality and more accurate timings.
  • The cannon sound volume has been lowered to make it more pleasant to the ears.
  • Screen fading is now tied to events, making the transition smoother and more accurate on slower computers.
  • The "Sliced" achievement now only unlocks in level 10, as intended.
  • Boxes destroyed by turrets no longer count towards the "Bulldozer" achievement.
  • Doors toggled by turrets no longer count towards the "Open Sesame" achievement.
  • Holocubes toggled by turrets no longer count towards the "Hard Light" achievement.
  • Multiple doors toggled by the same button(s) now only count as one towards the "Open Sesame" achievement.
  • Multiple holocubes toggled by the same switch now only counts as one towards the "Hard Light" achievement.

Vexius Release!

Hello everyone,

Vexius just released! I hope you all will have a great time with it. During development I have already seen people create some crazy custom levels, so I can't wait to see what you guys will come up with. The workshop already contains some examples, but you are invited to fill it with more amazing stuff.

Any feedback or suggestions are also welcome, so make sure to check out the community hub.

Stay tuned for future news.

All the best,
Taggrin