Wrack: Exoverse cover
Wrack: Exoverse screenshot
Genre: Adventure, Indie

Wrack: Exoverse

Beta Branch Update #9

Hey everyone!

Not a huge update in terms of quantity of changes, but there are some sexy ones! We're turning our attention towards finishing up the Rainforest fully, and starting work on the Alps. We're also finishing up making the levels unique and interesting, with even more big changes on the way!

Here's what's new:
  • Added toxic barrels to the Disposal Area! These are randomly scattered around and can be blown up.
  • The grass and trail now blend seamlessly in the Rainforest.
  • Added a lip texture around the trail edges in the Rainforest.
  • Applied the trail blending to the Swiss Alps.
  • Updated tutorial #2 so it's compatible with the new range system.
  • Improved the selection of weapons that can be given in the first tutorial.
  • The HUD is no longer visible during tutorial cutaways.

Thanks everyone!

Beta Branch Update #8

Hey there!

Quick little update to the beta branch here to introduce some new content (gimlet turrets!). These past couple updates also address one of the big issues with the game from day 1, which is the way the range and speed stats work.

Here's what's new:

  • Hooked up gimlet turrets! They're good to go now. Each level of turret ignores a particular aspect of enemy defense (shells, armor, etc.). Available in world 3.
  • Weapons now fire an infinite distance.
  • Range now affects only the effective range of the weapon - where it does the most damage possible.
  • Made tweaks to the crosshair color to better show when you're at the maximum effective range, and the minimum effective range.
  • Increased the base player movement speed from 2.0 to 2.5.
  • New item: the Rune of Tucana! This common rune heals you when your kill streak reaches a multiple of 16 (16, 32, 48, 64, etc.).
  • Renamed the "Unlock" shop to the "Crafting" shop.
  • Changed the slowed effect (and text!) from gray to violet.
  • The weapons, rune, and consumable shops now only show those types of existing items in your inventory at the lower left corner.
  • Added to the kamikaze and doomwalker descriptions to indicate that they explode when overkilled.
  • Fixed items being unlockable in The Lab.
  • Fixed objects not appearing in the proper location on the tab screen map.
  • Sales in the unlock shop are now displayed the same as they are in the items shop.

We hope you're happy with the way range and speed work after these past couple updates. I know we are!

Thanks everyone!

Beta Branch Update #7

Hey everyone!

Thanks to your great feedback, we're back with another great update! Keep it coming - we love hearing from you, and it helps make Exoverse even better!

Here's what's new:

  • Finished animation work on the rare rifle - the stinger! It's all good now!
  • Split the items shop into
  • four* shops! You can now buy up to four weapons, artifacts, runes, and consumables every time you return to the hub.
  • Made the presentation of sale items more clear on the shop screens.
  • Items found in the upgrade shop are no longer found on the item platform or gambling shop (with the exception of shield generators).
  • Slight improvement to the health cost display in the upgrades shop (only affects one item ATM).
  • Improved the HUD health icons for when you've given up half a heart's worth of max. health.
  • Added an explanation display the first time you enter the upgrades shop.
  • Player movement speed now scales at 5% (was 10%), and player reload speed now scales at 10% (was 5%).
  • Removed the artificial speeding up of reload animations during combat phases. Now, only your speed stat impacts reload speed.
  • Being in optimal range now displays the crosshair in green, instead of red. Green means go!
  • Player bullets now pierce the Beacon's shield. This is consistent with your missiles piercing the shield.
  • Reintroduced chips! These are pickups that give you a lot of bonus XP. They stop spawning once you reach the level cap.
  • Upcoming enemies now show up on the portal mouseovers on the tab screen in boss arenas.
  • Bosses and miniboss now show up on the portal mouseovers on the tab screen.
  • Pushed the fog distance back in the hub portal so it's easier to tell where you'll be going.
  • Reduced the base range on the magnetic fingertips.
  • Magnetic fingertips are now affected by the player's range stat.
  • Optimized and fixed the thrust of the magnetic fingertips.
  • The magnetic fingertips will stop pulling items once you've tried to pick them up, but couldn't (such as hearts when at full health).
  • Walk and sprint weapon animations now play slightly faster as your speed stat increases.
  • The A and D keys can now be used to cycle between the different tab screens and unlock/sell shops. (This was actually in the previous update but not included in the notes!)
  • Fixed a display issue on the tab screen stats mouseover that showed incorrect values (like a 4% increase instead of 5%).
  • Consumable charges are now preserved whenever you pick up a new consumable and put your existing one down.
  • More memory optimization with the game over sequence.


Want to opt-in to the beta branch? You can do so here:
https://steamcommunity.com/games/520660/announcements/detail/1611636823903819719

Thanks everyone! See you in the Exoverse!

Beta Branch Update #6

Hey there!

We're back with another great update to the beta branch! This one adds a great deal of polish, as well as some clarity improvements and gameplay updates to marks.

Here's what's new:

  • Added a new and complete game over screen! It's much nicer than before, and fits the game's art style far better.
  • Added a new speed lines effect that replaces the screen blurring when using the turbosphere. This applies to Starlyn's speed boost perk as well.
  • Giggordo's totems now have VFX indicating their effect on Giggordo.
  • New VFX for the Gravitar's rocket explosion.
  • Improved the visuals of the store interiors.
  • Removed redundancy and increased clarity on many of the tower tooltips.
  • Turrets now properly attack monsters that have their stealth broken from taking damage or attacking.
  • Turrets will now attack stealth enemies that are marked.
  • Fixed a bug preventing headshots on shielded enemies when having a shield piercing item.
  • Started hooking up the new stinger animations.
  • Increased the damage towers do to marked targets.
  • Increased the item despawn time on hard from 16 to 24 seconds.
  • Reduced the marked status duration from 12 seconds to 10.
  • Reduced the number of enemies marking fields affect slightly.
  • Increased the combat reward for overkills and multikills on worlds 2 and 3.
  • Tweaked Dark Matter - it now upgrades kills. Normal kills become overkills (like before), and overkills will become hyperkills.
  • Began adding in hyperkills - overkills while possessing Dark Matter.


Thanks everyone! See you out there in the Exoverse!

Beta Branch Update #5

Hey everyone!

First off, thank you! Yesterday was the best day of sales we've had since our launch early last year. That's obviously great news, and we want to keep the momentum going.

That being said, we're certainly hard at work making the game better. We've once again updated our full release beta branch, and here's what's new this time around:


  • New item: Dark Matter! This causes all kills by the player to result in overkills.
  • New item: Chaos Compound! This item upgrades all of the player's explosions. Small explosions become normal explosions, and normal explosions become large explosions.
  • New item: Energy Conduit! This causes all kills by towers to give the player power shot meter.
  • Increased the minigun base damage.
  • The minigun can now be reloaded when the barrel is at 50% speed (rather than once it's fully stopped spinning).
  • New minigun power shot: Barrels o' Fun! It now does bonus damaged based on how fast the barrel is spinning prior to the attack.
  • The minigun power shot now maintains the barrel speed. This means you can continue firing immediately afterwards without having to wind the barrel up.
  • Added a proper zoom for the Thundergun.
  • Overcharging the Thundergun now cancels its zoom.
  • Weapon recoil is now properly factored into things like muzzle particles and start position of bullet tracers and other sorts of trails.
  • Re-tweaked the position/angle lag on your weapon when moving/turning. Should feel really nice now!
  • Added the new (and some missing) artifacts to the unlocks menu. Needs the ability to scroll now.
  • Better organized the artifacts section of the unlocks menu.
  • Reduced the health cost of the Mechanical Arm from 2 hearts to 1.5.
  • Started on a more finalized game over display. Just have the first part of it in so far.
  • Added new heart icons for when your max. health has been reduced by half a heart.
  • More data is now sent to the leaderboard about each run (in addition to completed/not completed). This includes the character used, and the difficulty. This additional information isn't displayed yet, but can be in the future.
  • Removed world 4 for the time being. It will be re-added when at least
  • some* work has been done on it.


If you'd like to opt into the beta branch, this post explains how to do it:
https://steamcommunity.com/games/520660/announcements/detail/1611636823903819719

Thanks everyone!

Beta Branch Update #4

Hey there!

Back with some more updates to the beta branch. Most of these focus on improving Starlyn.


  • Added Starlyn's arms! They're now hooked up for all weapons. Texturing coming soon.
  • Changed the behavior of Starlyn's medium charge attack. Instead of doing bonus damage to shields and heavy stun, it now pierces flesh, and medium stun.
  • Starlyn's Thundergun can now be zoomed. It's a placeholder zoom animation, but the real animation is coming soon.
  • Hooked up Starlyn's "picking up relics gives speed boost" perk.
  • Changed (and hooked up!) one of Vance's perks. Now, every third consecutive headshot stuns.
  • Made several fixes to saves/continues. It should actually work now!
  • Started adding new VFX for the kagorox yells.
  • Fixed quicksaves not saving the health cost of items in the upgrades shop.
  • Weapons now properly lag their position as you run around. This was always supposed to work, but... oops!
  • Did a pass to the weapon position/angle lag from moving around. Will likely do another because ERGH!
  • Added the duplicator/triplicator unlock conditions to the unlocks menu.
  • Hooked up a placeholder Magnetar.
  • Fixed the deadeye so he fires properly when time is slowed.
  • Made some optimizations to fields and certain enemy abilities.
  • Weapons no longer load all of the arm models for each weapon. This cuts down memory usage and loading times.


HOTFIX



  • More data is now sent to the leaderboard about each run (in addition to completed/not completed). This includes the character used, and the difficulty. This additional information isn't displayed yet, but can be in the future.

Beta Branch Update #3

Hey there!

We're back another update! The Swiss Alps have been added, and will be textured soon. There's a whole bunch of other changes and fixes, so let's get right to it:


  • Added the alternate world 2 location, the Swiss Alps! Will be textured soon, but it's functional now.
  • More texture work on the Disposal Area. It's almost there!
  • Speed now affects reload speed in addition to movement speed! Getting items that boost your speed stat will allow you to reload your weapons more quickly.
  • The Blueprint Folder (double tower slots) now works properly.
  • Added the developer console! This can now be enabled through the custom difficulty menu. Press ~ to activate it once in the game.
  • Added more NPC conversations with Exo.
  • Greatly reduced the amount of memory used in the Nebula Omnis. Seems pretty reasonable now!
  • Fixed a collision shape error with the shield charger.


Really appreciate all the feedback we've been getting - keep it up!

Beta Branch Update #2

Hey there!

We've once again updated the beta branch with some more fixes and additions. Going to continue to try to make these updates frequent (weekly-ish). Please continue to let us know issues you encounter, or just how things are in general.

Here's a quick rundown of what's new here:

  • Finished animations on the minigun, and added sounds. Still some more tweaks coming, but it's in great shape now!
  • Improved texturing on the Disposal Area. It's almost finished!
  • Started on some unique character perks to differentiate and balance the characters.
  • Completed the perk display on the character select menu. (Actual perks not yet implemented).
  • Fixed an issue in the Rainforest allowing you to build mazes that block wide enemies.
  • The stinger is now using the rifle animations as a placeholder. It should be slightly more tolerable now while it gets its real animations.
  • Fixed Bullero having an inappropriate knockback value on his ram.
  • Renamed "Magnetic Gloves" to "Magnetic Fingertips".
  • Magnetic Fingertips now appear in the upgrades shop for half a heart.
  • Smoothed out moving over rocky terrain a bit.
  • Fixed issues with the Magnetic Fingertips pulling objects over rocky terrain.
  • Fixed some visual issues with the red enemy health bar (for showing their health prior to taking damage).
  • Slight collision optimization.

Thanks everyone!

HOTFIX



  • Fixed an issue preventing gemstones from spawning.
  • Fixed some collision weirdness with enemies on Metroplex.
  • Implemented Kain's "Recovers more health from food" perk.
  • Implemented Fabian's "Repairs shield between levels" perk.
  • Implemented Starlyn's "Platform always spawns an item" perk.
  • Implemented Starlyn's "Access to items one world early" perk.
  • Implemented Vance's "Marked kills earn bounty" perk.


HOTFIX #2



  • Fixed some errors related to collision shapes.
  • Implemented Kain's "Attacks faster at low health" perk.
  • Implemented Kain's "Slows nearby enemies" perk.

Beta Branch Update #1

Hey there!

Just wanted to let you know that the beta branch has been updated. We're continuing to listen to your feedback and finish up content for the full release which ought to be coming up here pretty soon!

Here's a quick rundown of what's new here:

  • Added the minigun! It's not quite finished, but most of the work has been done on it.
  • The Disposal Area/Swiss Alps are now locked until the Metroplex/Rainforest are beaten respectively.
  • Added an unlock display after beating the boss to unlock those areas.
  • The Metroplex now contains random turrets scattered throughout. Incorporate these into your maze designs!
  • The Disposal Area now has hazardous vents that poison enemies that walk through them. Use these to your advantage!
  • Added the "texture quality" setting. This reduces the quality of mesh textures, as well as memory usage.
  • Added more custom difficulty features, like start money and start world.
  • Re-added the easy difficulty setting.
  • Smoothed out several issues with top-down mode. This includes moving over rough terrain, accidentally detonating mines, and being able to leave the map.
  • Entering top-down mode now expands your FOV.
  • Money gained from selling relics no longer counts towards your leaderboard score.
  • Updated map icons.

Thanks everyone!

Full Release Roadmap / Beta Branch

Hey there!

As you may know, the previous update was our last one before our full release. We're gearing up towards that full release, and are hard at work getting the new content finished up for it, as well as some fixes and optimizations to existing features and content. Things are shaping up very nicely, and we hope you're as excited as we are!

So what can you expect in the full release? Here's a super quick rundown:

- An alternate world 1 setting (the Disposal Area) - available once you beat the Metroplex
- An alternate world 2 setting (the Swiss Alps) - available once you beat the Rainforest
- A modeled and textured Orbital Station
- The fourth and final world
- Three additional weapons
- A new difficulty called "custom" that allows you to fully configure your difficulty experience... from mega easy to mega hard!
- A fifth shop, allowing you to trade health for body upgrades
- Lots of new items
- Lots more polish

We don't have a release date just yet, but there's good news: you can play it right now! We have an in-progress beta branch of the full release available, and will be updating it frequently. To access it, simply-right click Exoverse in your Steam library, click the "Betas" tab, and select the beta branch.



What's currently implemented? Here's a quick rundown:

- Massive performance improvements
- Weapon range falloff (damage now gradually reduces to 0, instead of doing no damage once outside of range)
- More weapon range
- Better object lighting
- Item platforms in boss arenas
- The mostly finished Disposal Area
- Custom difficulty setting
- New upgrades shop
- New items focused around inventory slot expansion
- Rest of weapons added to unlock screen

Thanks everyone! Here's to finishing strong!