We've got another great update for you! Last update we gave you the remodeled Metroplex, and now - the Rainforest! Plus we've added Steam achievements, a reanimated shotgun, a bunch of new effects, and much much more!
Here's the full list of changes:
NEW & IMPROVED
Completely remodeled the Rainforest! This includes tweaks to the gameplay in the form of a new trail mechanic as well.
Added more than 50 Steam achievements! These are awarded for things like combos, killing powerful monsters, and mastering maze design!
The shotgun has been completely reanimated! It now has proper reload and sprint animations, and the arms now change properly when playing as Vance.
Added a new starburst background effect for killing bosses with power shots.
Improved the effects for the turret range display.
Portals now change color depending on the caliber of enemy coming through on that wave.
Added an effect on your arms when the adrenaline booster is in effect. Still a WIP.
Improved the doomsphere effect on weapons. Still likely going to be tweaked.
Added additional polish to the Metroplex.
Explosions from thumper grenades that freeze enemies now have a special explosion effect.
The kamikaze, doomwalker, and thumper's grenades now spawn scorch decals on the ground when they explode.
Completed animations for Fabian! This includes his cinematic animations for when he's playable, even though he isn't currently. Oh well!
The shotgun now produces bonus damage indicators when used at point blank range.
The chronosphere now rotates.
BUG FIXES
The landing sound now plays properly, instead of at random times when walking over bumpy terrain.
The player's view now dips properly when landing hard on the ground.
Fixed an issue with bullet tracers at point blank range.
Fixed a bug causing grenade explosions to sometimes miss.
Fixed a crash when firing a projectile weapon and then swapping it out for a different weapon on the same slot.
Thank you everyone! We'll see you out there in the Exoverse!
BIG Update #4 "A Whole New* World" Released!
Hey folks!
It's time for a BIG update! This update has it all - significant visual improvements, gameplay enhancements, bug fixes, optimizations... and more! We hope you're as thrilled with how things are coming along as we are. As of this update, we think Exoverse is starting to hit its stride. How about you?
Here's the full rundown of the changes:
NEW & IMPROVED
Completely remodeled the Metroplex! This includes a visible skybox. Enjoy!
Added a brand new title screen! This one is entirely 2D, and changes based on progression.
The pistol has been completely reaniamted! It now has proper reload and sprint animations, and the arms now change properly when playing as Vance.
Added a new bonus damage display! When dealing bonus damage to enemies, the number now has a special display.
Normal damage numbers now grow rapidly to their normal size when spawned.
Started hooking up Fabian's animations. More to come, but he's no longer in a t-pose!
Relics are no longer removed from your inventory at the end of an unsuccessful run, or by quitting to the title screen.
The radar now displays items on the map - in addition to enemies.
Your crosshair is now enlarged if terrain is within range of your shot.
Mousing over a grayed out menu item now displays a little arrow leading to the info box text.
Shadow blurbs for items that bob and rotate now vary in intensity depending on the height of the bob.
Added some animation to the tab screen.
The camera now transitions more smoothly when switching between weapons.
Your weapons are now reloaded automatically when entering a planning phase.
Lowered Space Jam's start health from 2,500 to 2,000.
Space Jam's large piece now divides when reaching 75% health, and the small pieces divide at 25% health. This allows you to break up the big piece faster, and take down the smaller pieces before they have a chance to divide.
Lowered the number of kills needed to heal with a bloodstone weapon from 20 to 10.
Added a kick animation to the cymaran commando.
ITEMS
Reworked the Rune of Draco! It now has a chance to fire bullets which ignite anything in the area it comes in contact with.
Reworked the Rune of Serpens! It now has a chance to fire poison bullets which poisons anything in the area it comes in contact with.
The shotgun's power shot now fires small exploding bullets. Still a work in progress.
Increased the rate of epic spawns by 50%, and rare spawns by 33%. As a result, common spawns are less common.
Reworked the Longshot's power shot. It's now called "Sniperion", and attaches an explosive when connecting with a headshot.
The Rune of Lyra now boosts all stats by 2 (was 1).
The Rune of Libra now boosts all stats by 3 (was 2).
Increased the damage on the shredder from 135 per attack to 150.
Lowered the cost of the Cosmic Stopwatch from $500 to $250.
Lowered the cost of the Rune of Aries from $5,000 to $2,000.
Lowered the cost of the Rune of Taurus from $10,000 to $5,000.
BUG FIXES
Made a fix to pathing to more consistently give a valid starting point.
Enabling vertical sync will no longer cap your framerate to lower than desired levels under certain conditions.
Fixed an issue with tower range indicators blocking particles from rendering.
The commando now turns to face you more often during his ranged attack.
Fixed the bounding box on the portal in the Nebula Omnis. It was set incorrectly and would disappear as you approached it.
Fixed a bug causing Space Jam to destroy other pieces when exploding on the Beacon.
OPTIMIZATIONS
Decal rendering has been greatly optimized. Far more decals can now be present with far less of an impact on your frame rate.
The decals menu option now gives you more choices for how many decals can be present at a given time, rather than just being on/off.
Completed some optimizations to the shadowing system. It should run much better now.
Removed the shadow blurring option as it's no longer needed.
Made an optimization to enemy path following.
Thank you everyone! We'll see you out there in the Exoverse!
Update #3 "From the Shadows" Released!
Hey folks!
We're back with another big Exoverse update! This update adds some big visual features, some significant optimizations, and a whole bunch more. Starting with this update, and wrapping up in the next update, we hope the game will be visually up to our lofty standards!
Here's the full rundown on what's new:
NEW & ADDED
Added decals! These include blood splats, scorch marks, bullet holes, etc. on level surfaces. Optimizations forthcoming!
Added a new implementation of shadows! The shadows are now blurred and looking much nicer.
Added a couple of new shadowing options, which control resolution and blurring. You can even disable them entirely.
Added object shadow blurbs! Objects in the world (including you) can now cast a small shadow beneath them.
Completed basic texturing and animations for the cymaran commando! Further work is coming.
The Nebula Omnis now rotates slightly. It rests atop a rotating platform.
Enemies coming out of portals are now clipped so they don't bleed through the back of the portal.
FIXES & IMPROVEMENTS
Implemented significant optimizations. Many areas of the game now perform way better. Some more are on the way.
Lengthened the divide animations on Space Jam. This gives you more of an opportunity to kill the pieces before they split.
Fixed the size of the window in windowed mode.
Space Jam now properly has its smaller pieces precached beyond world 1
Made a fix to make particles (and certain other objects) tick properly in low framerate situations.
Fixed an infinite loop when selling tower bases when more than 256 towers are present.
Fixed the turbosphere so it now has outlines.
Gravity settings for objects are now preserved when they exit portals.
Made a fix to the path indicators to prevent an effect from spawning away from the portal upon exiting.
Objects inside portals that are part of the world (like lights) now work for secondary portals.
Fixed Space Jam getting stuck against the wall under certain conditions.
Tubaki now show up at the proper XP level (instead of one level earlier).
Added the missing Chronosphere description.
Thanks so much! We'll see you out there in the Exoverse!
Exoverse Patch Notes - July 4, 2018
Hey there!
Despite it being the 4th of July here in the US, we wanted to get this fix out as soon as it was made. Here's what we fixed:
Fixed an error caused by two kamikazes exploding at the same time.
Thanks! Enjoy Exoverse!
Update #2 "Fields of Dreams" Released!
Hey folks!
We're back at it with another Exoverse update! This update adds a preliminary version of a new type of tower called FIELDS! These are towers you can place on the ground that effect anything - including you! - that steps inside.
We've also focused heavily on clarity, and making the game more accessible for new players. Here's the full rundown on what's new:
NEW & ADDED
Added a new type of tower - fields! These are placed on the ground and affect anything inside. Currently, 3 types of fields exist: marking, amp, and time. (NOTE: Effects are currently not in yet. They will come!)
Added animations for Space Jam. Additionally, he (it?) now has proper hitboxes.
Added sound effects for the clarrg doomwalker.
Added sound effects for the cymaran phaseeker.
INTERFACE
Added new stat & inventory screen displays.
The inventory screen now displays your current consumable and rune.
Updated the game over display. The score that gets sent to the leaderboard is now displayed.
Added a display whenever a new item is obtained. Hovering over the item in the inventory screen will now mark it as being seen.
Locked weapon/tower/rune slots are now indicated with icons.
FIXES & IMPROVEMENTS
The medium and small Space Jam pieces are no longer immune to poison.
Inventory slots 3 and 4 are now locked by default, and unlocked through progression.
Adjusted the FOV on Vance's cleared animation so that all of his movements are visible.
Towers can now be placed closer to portals.
Added the Runes of Lacerta, Aries, and Lyra to world 1.
Added the Rune of Taurus to world 2.
Made a fix to one of the lines of dialogue in the first tutorial.
Level up graphics are now loaded (seamlessly) when needed, instead of always being loaded. This reduces the game's memory usage.
Thanks everyone! We'll see you out there in the Exoverse!
Update #1 "Great and Towerful Weapons" Released!
Hey folks!
Our first big update, Great and Towerful Weapons, is here! We've made a whole bunch of improvements, including new weapons, turrets, gameplay and clarity improvements, and much much more! Here's the full rundown:
NEW WEAPONS
Added the Blitzar! An alien shotgun whose shots can ricochet off walls for piercing attacks. Its power shot, Blitzkrieg, does bonus damage to enemies from behind.
Added the Gravitar! An alien bazooka that fires rockets that pull nearby enemies in. Its power shot, Paralyzing Vortex, also applies a slow to enemies pulled in.
NEW TURRET
Added pulse turrets! These attack all enemies in the surrounding area. Sounds and effects coming soon!
NEW ANIMATIONS
Added third person cinematic animations! Vance now has animations for when he completes an area, defeats a boss, and dies.
Added animations for the Clarrg Doomwalker.
Completed the rest of the animations for the Cymaran Phaseeker.
FIXES & IMPROVEMENTS
Increased the rate of fire (and adjusted the damage accordingly to maintain DPS) on the Revolver, Blazar, Shredder, Rifle, and Thumper.
Increased the hit spheres on all monsters by about 10%.
Added a more visible hud display for when the Beacon is under attack.
Added the ability to mouseover on grayed out menu items and get an explanation as to why the option is grayed out.
Increased the frequency of item platform spawns in the early game when many types of items are not unlocked.
Rather than reflecting the health of the current target, the crosshair now changes colors based on your weapon's range modifiers. This communicates the amount of damage your shot will do.
Enemies now try to avoid other nearby enemies instead of clumping up on top of each other.
Reworked the Rune of Aries and Rune of Taurus to be more powerful. The Rune of Aries now pierces flesh (used to only pierce on kill), and the Rune of Taurus now pierces flesh and shields (used to only pierce flesh).
Adjusted the rune colors and updated their icons.
The Rune of Chameleon can now be unlocked after inserting a gemstone into a weapon.
Fixed a bug causing the Doomsphere and Turbosphere to not unlock when raising your damage/speed to 8 under certain conditions.
Upgraded turrets now properly block the path of flying enemies.
Percentage-based damage, like poison, now caps at 2000 HP.
Bosses are no longer immune to poison.
Reduced the unlock requirements on the Rune of Hydrus from 2 eyes and wings to 1.
Reduced the unlock requirements on the Rune of Hydra from 5 eyes and wings to 3.
Fixed a display issue with tracer particles angled up or down.
Changed the turret display in the hub.
Changed the final wave "Hold them off!!" display to instead say "Hold the line!!".
Replaced "clip" with "magazine" terminology in certain weapon descriptions.
Thanks everybody! We'll see you out there in the Exoverse!
Exoverse Patch Notes - March 13, 2018
Hey there!
Apparently, we didn't quite have all the bugs out with yesterday's patch. Oops! Here's what's new this time:
Fixed a bug that prevented the left mouse button from advancing certain displays.
Fixed the hub props not showing up on the proper XP levels.
Fixed a display issue with the portals during the boss battle on world 2.
Increased the damage on the Shredder from 120.0 to 135.0.
Fixed a blending issue on the Longshot.
Thanks! Enjoy Exoverse!
Exoverse Patch Notes - March 12th, 2018
Hey there!
A few moments ago, we put out an update that not only fixes things, but also addresses some feedback we've gotten from the community. Here's what's new in this update:
FIXES
Fixed a crash resulting from certain invisible collision objects (like the Longshot's explosion).
Fixed the input display options of the tab screen.
Game over/end of area sounds now respect the user's volume settings.
Chips are now properly omitted. Previously, they were only omitted if you had power shots unlocked.
ADDITIONS
Added sound effects for the XP bar - both when it ticks, and reaches a new level.
Added a new XP level section to the unlocks menu so you can revisit your progress and what the unlocks actually did.
Added some new and tweaked animations for the cymaran phaseeker.
Added giblets for the tubaki hunter.
The left mouse button can now be used to advance dialogs and other displays.
Made some slight UI tweaks to the health bars.
Added new explanation displays for the first time you enter each shop.
Added some visual polish to the Blazar, Revolver, and Bravestar.
CHANGES
Swapped Fabian and Vance's unlock position so that Vance (who is complete) unlocks first.
Increased the drop rate of relics by 50%.
A weapon now always appears in the item shop at shop level 1 and 2.
The gambling shop now unlocks before the unlock shops.
Tower bases can now be played on the exterior tiles of the item node.
Increased the Rune of Perseus's champion weapon increase chance from 100% to 250%.
Reduced the chance of the gambling shop not giving you an item by 25%.
Removed the secret room from Metroplex II.
Giggordo can now appear as the boss in world 1.
Thanks everyody! Hope you all continue to enjoy Exoverse!
No More Delays! Exoverse Launching in 20 Minutes!
Hey folks!
Sorry for the delays, but everything has been resolved! Exoverse is now planned for release roughly 20 minutes from this post (2PM central). If you've like to come join the festivities, come join our Discord:
https://discord.gg/0vlLr642nxrHIXzB
Thanks!
Exoverse Release Date & Time
Hey there!
We had been planning on releasing Exoverse March 6th at around 10AM PST. Unfortunately, I didn't give Valve enough time to inspect the build in time for the launch, so it's being delayed slightly. I goofed - sorry!
The game will be released as soon as it's approved. We hope this will be sometime Tuesday, but could be as late as Thursday. We'll keep you posted.