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Version 0.986

Adjustments/Balancing:

- Contempter frigate attachments now restore health and permanently gain additional armor whenever the frigate hardens

- Contempter frigate now spawns more mines during its mine phase and can fire them

- The Contempter frigates attack jump now causes some camera jamming, more so if you are closer to the ship

- Contempter frigate attack jump comes in faster now

- The frigates blister shots now fire at slightly random angles, covering a larger area on each burst

- The Fur and The Paw switched position in the unlock hierarchy

- Some active that are charged by damage only charge after they finished deploying

- Weapon names that appear when switching to a weapon now match the ones given on the pickup quote

- Orbital Support: Laser Show is now tier 4 (was 3)

- Smart Bomb active is now tier 3 (was 4)

- Containment shutdown cascade damage reduced

Bug Fixes:

- Fixed enemy missile marks remaining active after tutorial ends

- Fixed player remaining in "firing" state when tutorial messages trigger slowdown pause

- Fixed title screen cycle jet type chevron not being removed correctly on launching a run

- Fixed anti-matter storage balloons spawning the wrong husks

- Fixed jet color not resetting correctly when initiating wave jump immediately after taking damage

- Fixed bad collision mask on one type of floating island in the ruins zone

- Fixed several scenario in which hostile beams might not be removed after a boss died

- Fixed a problem where player EMP wearing off would permanently disable and hide player active (?)

- Fixed player heart container UI not rebooting with the correct number of hearts after player EMP wears off

- Fixed a problem where the pause screen would not show chaingun or assault rail if it is gained as the starting weapon on The Fur

- Fixed angular homing effect not being applied correctly in some instances, resulting in instantly turning beams

- Fixed victory count not saving correctly, resulting in endless mode being never correctly enabled

- Fixed player being able to initiate glitched regular wave jumps after defeating the final boss

- Fixed the game counting your first two boosts toward charging the arrows even when not being angled correctly

- Fixed some scenarios where particles emitters and particles would not get removed correctly on wave jumps

- Fixed Orbital Support: Laser continuously firing even after entering intermission

- Fixed Orbital Support: Laser being able to damage enemy shields even though it is photon based


Version 0.989

New Stuff:

- Weapons now come with of one of over 120 prefixes, some general, some type specific

- Prefix quality range is affected by current difficulty lvl and player coolness

- Prefixes are displayed on the weapon ui card left of the gun

Adjustments/Balancing:

- Chests unlock in steps of fifty as long as they have higher unlock costs than that

- The game should now create a default config file from when none is found in the saves folder

- The game now uses your passive opacity option for the header text that tells you wave goal progress

- Weapon ui card appears more snappy and stays active longer

- The game will only inform you about discord after you played a ton of runs

- The game will now remember if you triggered a discord invite and will never bother you with it again

- G-Link Ammo shot gravity reduced

- Added some sound feedback for when inflicting damage cascade with Containment Shutdown

- Lowered initial limit for armored suit encounters

- City is a little less likely to spawn armored suits early

- Drone Egg requires less charge to be used now

- Flock Drones regenerate way faster when out of combat now

- Containment Shutdown is now tier 3 (was 2)

- Survive wave goal time requirement scales slower and is caped lower no

- When picking up items, remaining chests will rearange themselves now to facilitate interacting with large amounts of chests

- When picking up items with mouse aim disabled, the cursor will now select the nearest items if available

Bug Fixes:

- Fixed wave goal header being displayed too low

- Fixed far island props on carrier fights sometimes spawning too close and destroying carrier engine

- Fixed using Battle Pill active preventing you from picking up new actives afterwards (?)

- Fixed The Fur unlock using showing the wrong jet

- Fixed smoke emitters on a few boss husks having bad attachment points

- Fixed Warhead Workflow firing double the rockets

- Fixes wave zone in the city still spawning AM storage balloons sometimes (?)

- Fixed angular shield generator attachments never spawning shields (?)

- Fixed floating islands spawning right in your face after wave jumps (?)

- Fixed a problem where flock drones might be created without their target to follow (?)

- Fixed Broken Heart unlock not checking conditions properly

- Fixed some bad positioning when weapon UI switches between anims

- Fixed switching loot select layer during intermission when navigating left sometimes not working


Version 0.991

Adjustments/Balancing:

- Melee weapons damage bonus against massive enemies no longer applies on ranged charge attacks

- Floatoid Cealaformer shield has more health now

- Firestormer active charges slower now

- "Raid Ground Convoy" objective targets drop some additional srm now

- Ground enemies spawn less clustered now

- Reverted passive opacity option applying to wave objective header for now

- Unlock requirements for alternate zone types are more lenient now

- Store prices scale higher now to better match regular prices being affected by difficulty state

- #acc-x prefixes now have stronger accuracy penalties

- SRM Replicator and Planet-wide Cyber-taunt can now be used during the intermission

- Orbitals Support: Rocket Barrage now charges a bit per wave

- Mines Field no longer charge per wave

- Firestorm needs less charge to be deployed

- [redacted] spawns further away from the player control

- Simple EMP Device nerfed

- Ship-scale EMP Device buffed

- Some prefixes now also affect weapon recoil

- Sector Shield no longer gives a penalty to your actual shield

- Sector Shield and Vertice shield no longer have a separate regeneration delay, they'll now regenerate as long as your actual shield regenerates

Bug Fixes:

- Fixed hyperspace streaks on pause screen sometimes being layered above game option widgets

- Fixed some glitched positioning of boxes on key binding options screen

- Fixed a theoretical scenario where the game would stop assigning weapon prefixes if the player is too cool

- Fixed an issue where bonus coolness from items would only take effect when taking heart damage after picking up the item

- Fixed sniper choppers not dying when crashing into ground/props

- Fixed heavy kinetic weapons inbuilt stun chance not applying

- Fixed enemy shields becoming blue when hit by emp shots even though it is technically immune to the EMP effect itself

- Fixed spending fifty on a chest triggering sometimes triggering the "no funds" text even though funds are sufficient (?)

- Fixed carrier boss death bloom not fading out correctly

- Fixed returning from pause menu creating additional pause selector frames when being in the intermission

- Fixed chest debris not moving/fading out when ending zone jumps

- Fixed a few scenarios where 45° enemy layer shields projected from generators on bosses would not get removed on boss death

- Fixed a bug where the movement AI for Sniper Choppers would break as long as no regular gunships are present

- Fixed front mine layer attachment on Super AWACS having the wrong angle

- Fixed items that affect store prices not applying their effect to already chests that are already spawned

- Fixed a recent problem preventing melee weapons from gaining flak multi strikes


Version 0.992

Adjustments/Balancing:

- Debugged Steam cloud save

- You configs are no longer cloud saved and therefore remain machine specific

- The game being updated through steam should no longer overwrite your current configs

- Reworked humanoid faces to make them fit a little better with new portrait scaling

- Simple EMP Device shot lifetime decreased

- Kinetic Turret attack tells travel further with their shots now

- Added upper border to parallax background top clouds and [redacted]

- Collisions damage of most enemies reduced

- Orbitial Support: Radiation no longer charges with most of the damage it might deal

- Jam-Tech Ammo stun chance bonus nerfed

- Increased delay on enemy death explosions

- Friendly artillery support is fired a little closer to the player position now

Bug Fixes:

- Fixed starting a game without a configs.txt glitching the title screen before reverting to default configs_default.txt

- Fixed another bit of bad offset on weapon card ui animation

- Fixed tutorial not auto-selecting low-tech carrier if you previously launched a run with another ship

- Fixed some bad portrait offset on message boxes

- Fixed game not launching tutorial correctly if no configs file was found

- Fixed engine upgrades effecting the force with which you exit the intermission (potentially leading to instant crashes)

- Fixed beams not reducing their bounce when reflecting from enemies, allowing for continuous beam bounce in some cases

- Fixed smoke puffs appearing off center on player artillery marks

- Fixed enemy shields sometimes not disappearing when shield generators are destroyed

- Fixed Heavy Gunships never spawning with shield generators

addicted


Version 0.993

Adjustments/Balancing:

- Dual Scattergun is less accurate now

- All Scatterguns damage sway reduced

- SRM Replicator charges faster and pays better now

- Shard Shield synergies more distinctively with Sector Shield now (directional shield shard shotgun!)

- Shield shards now also gain an EMP effect if Shock Shielding is equipped

- Shard Shield now has your shield go on a longer cooldown after activation

- Your Drone Flock no longer has to be in direct collision with dying enemies to convert them, getting fairly close is enough now

- Flock Drone damage and shot animation scales now

- Added cheat modes

- Enemy gunships should spawn less clustered now

- Dying now removed boss hp bars and mission objective text elements

- Homing Flechette shots turn faster towards enemies (cosmetic only)

- Stim Sixpack charges faster now

- Lowered volume for enemy stunned sound effect

- Aerial Pugalism now also increases stun time on melee weapons that always stun

- Lowered acum dmg multiplier on some scatter weapons

- Wave objective text and boss hp bar should no longer be affected by cam filters (night vision etc)

- Added missing stim addiction mechanic

Bug Fixes:

- Fixed J-Mines profiting from currently selected weapons shot bounce

- Fixed shard shield charging pretty much instantly with shield regeneration

- Fixed Tech Market Crash still not affecting previously spawned store chests

- Fixed bad attachment and collision positioning on enemy nuke engine burn

- Fixed some item graphics not being preloaded correctly

- Fixed a scenario where gunship votl engines would not be removed on parent gunship death

- Fixed stimpack not actually stimming you after dealing damage :(

Version 0.994

Adjustments/Balancing:

- Tutorial clouds no longer cause player position helper to appear

- Player position helper (when obscured by ground/clouds) draws more attention to itself now

- Added some more tips

- Kinetic turrets now have a minimal range

- Kinetic turrets burst rate decreased

- Large player flares are no longer destroyed by explosion

- Boost ignition no longer moves camera when near ground/top clouds

- Hardlight Sai now has a four hit combo with an initial forward attack allowing for easier shot deflection

- Hardlight Sai combo finisher hits a little harder

- Hardlight Sai fling attack deals a little less damage now

Bug Fixes:

- Fixed tutorial wave advance being broken

- Fixed initial ground impact particles not being spawned on player position

- Fixed tutorial railgun spawning with a prefix

- Fixed Tech Market crash still not updating prices for currently spawned store chest -.-

- Fixed returning to title from pause when tutorial is active displaying the active charge bar

- Fixed some bad intermission instruction text positioning

- Fixed entering intermission still not removing smoke particles and emitters

- Fixed a bug preventing profile from saving


Version 1.000

Adjustments/Balancing:

- Enemy attack tells are now displayed on top of any clouds or smoke

- Enrage crit chance bonus increased

- Containment Shutdown now also gives a minor bonus to boost ignition

- Containment Shutdown now goes on a very short cooldown when igniting your boost

- Cam shake on taking damage is stronger now

- Made unlocking something a little easier

- Added some additional effects to accentuate player taking heart damage

- Boost ignition now lowers current Containment Shutdown cooldown instead of resetting it to really low

- The Fur now starts with a prefix on its weapon

Bug Fixes:

- Fixed a few UI assets not being preloaded correctly

- Fixed tutorial dummy targets teleporting around on death

- Fixed title screen hyper streaks not animating correctly on launch

- Fixed tutorial removing enemy missile marks too late

- Fixed a few seconds of the player having tutorial ghost weapons equipped after tutorial ends

- Fixed top turret attack tells sometimes not moving with shots

- Fixed flak ammo shot color being applied to charged melee

- Fixed enemy explosive shots not triggering splash sound on water collisions (?)

- Fixed a bug causing stacked hitlag to break further hitlag activations