Supply drops - Supply drops can now be found across the levels. They may contain a health refill or a new weapon. They are identifiable by a cloud of red smoke.
New weapons - First versions of the following weapons are now obtainable in-game. Once picked up, there is no going back yet. This feature will be added in a future update.
Pistol (New default)
Triple-barreled shotgun
Laser rifle
Laser MG (Previous default)
Missile launcher
Placeholder achievement - An achievement icon will pop-up when the boss has been defeated. This is icon acts as a placeholder for the achievement system, which will be added in a future update. It currently does nothing other than look pretty.
Placeholder Hands - You can now see hands on the weapons you're holding. This should communicate the general feel of a weapon better.
Updated
General alien behavior - Aliens will no longer move straight toward you. They also move slightly slower to compensate for their 'more interesting' movement.
Boss behavior - Replaced the first boss' 'wall of death' attack with the calling of reinforcements. Also tweaked his 'normal' bullet pattern.
Shaders - Removed cell shading because I was unable to create the atmosphere I'm going after with it.
Control scheme - Moved the control scheme from in-game UI to main menu
UE4 Template dude - This dude is no longer visible when you die. A void remains.
Screen damage - Disabled health-based blood splatter, because it interfered too much with the new visual style.
Pickups - Pickups are now easily identifiable by their surrounding spheres.
Reloading - Reloading now uses sound effects.
Dash-blur - Dashing now includes a motion-blur effect.
Level generation - Made some tweaks to the generation process to reduce the odds of getting lost.
Bugs Fixed
Rooftop dancing - Aliens should no longer be able to spawn on top of anything other than the streets.
Parks - Added 2 placeholder parks to create a more open space in certain parts of a level.
Updated
Buildings - Replaced placeholder buildings with a couple of new ones (these will be updated / more will follow).
Dashing - Drasticly reduced cooldown. Dashing is now always horizontal.
Missile Launcher - Reduced cooldown on both firing and reloading.
Enemy projectiles - Replaced one placeholder with another.
Recovery time - Increased the time the player is invulnerable after getting hit to reduce the chance of getting obliterated in a single bulletstorm. I'd still try to avoid them though.
Pistol - Replaced placeholder projectile with an actual bullet.
Pickups - Increased pickup radius.
File size - Reduced build file size by roughly 30%.
Bugs Fixed
Climbing UFO's - It is no longer possible to exit the map by climbing UFO's.
Jumping while dashing - Previously you could try (and fail) to jump while dashing. This is no longer the case.
First animation & actual alien - I finally gathered the courage to try my hand at animating those pesky aliens. The old aliens have been replaced with a new one (still WIP), containing a 'standing still' and 'running' animation.
'Game over' placeholder text - When you die, a placeholder 'game over' text will appear.
Windows 32 - Added a build compatible with Windows 32 bits operating systems.
Updated
Buildings - Fixed some visual errors. Also added another building.
Blood splatter - Updated scale of blood splatters to match the new alien look.
Bugs Fixed
Dashing whilst jumping in place - Dashing is now only possible when you're moving horizontally.
Pickups interfering with projectiles - Pickups no longer affect the direction your bullets travel in.
Main Menu Fancyness - The main menu now looks a bit more appealing than a brick. It's also focused by default now, so you won't have to click twice to start.
HUD - The old, horrible placeholder of a HUD has been replaced with a new one, featuring a health bar, ammo bar and weapon selection widget. The display of 'Gold' has been temporarily removed due to it not being used yet.
Weapon Selection - You can now carry and switch between a maximum of 5 different weapons.
Updated
AI - Some aliens now lead their shots according to player movement.
SFX - Dashing now has a sound effect. Jump sound has been updated with a little whoosh aswell. Also decreased background music volume a bit.
Supply Chest - Added a smoke bomb prop.
Bugs Fixed
Reloading a full clip - Why would you even do this? Anyway, you can't do it anymore.
Explosion deleting the commander - Due to a little physics problem which could cause the commander (boss) to just vanish instead of die, explosion forces have been temporarily disabled. They still hurt lots though!
Temporarily removed
Currency - Enemies will no longer drop currency pickups. Currency will be reintroduced when there's a means to spend it (e.g. shops).
Settings Menu - The main menu now has a settings menu where you can change video and mouse settings. More settings will follow in future updates.
Updated
AI - Made some tweaks to AI aiming, slightly increasing your odds of surviving.
Buildings - Added some template / concept buildings to the building pool.
Bugs Fixed
Weapon pickup not initialized - Added a short delay to pickups being able to be picked up. This ensures all data has been properly initialized before you interact with them.
Feedback button - The main menu now boasts a brand new 'Feedback' button, which will take you to the itch.io community page.
Force fields - Whenever a combat encounter begins, a combat space is sealed off by a force field. Keep your friends close, but your enemies closer.
Loading screen - No more 'did the game just freeze on me?'-moments, because everytime the game is loading a loading screen will pop up.
End-of-the-line notice - If you manage to kill the boss, congratulations! Also, a disappointing notice will pop-up telling you that there is nothing left to do until more content is added.
Updated
AI - Made enemy projectiles significantly slower, so you actually get the time to react to the bulletstorm. Also increased enemy count per encounter.
Buildings - You no longer have to witness horribly unfinished template buildings.
HUD - Now displays the current version number. This was added primarily for potential let's play videos / reviews, carefully reminding viewers that this game is still in development.
Textures - Textures are no longer loaded in steps, making everything instantly as detailed as it should be.
Laser rifle - Reduced ammo supply and clip size.
Commander Drüncx- Maximum reinforcement count has been increased.
Pickups - Pickups are no longer picked up automatically, but require the 'action' button. Replaced pickup 'bubble' with a vertical highlight. Pickups now use physics instead of an animation. This is preparation for the upcoming shop system (more updates will follow).
HUD - When you are close enough to an interactable (chest / pickup), an icon will pop-up on your screen.
Text - Made most text white with a black outline to increase readability.
Force fields - Updated force field colors to red, reducing visual interference with enemy projectiles.
Loading screens - Loading screen now covers level generation as well.
Bugs fixed
Switching weapons whilst dashing - Fixed a bug where you could not use a weapon that was equipped during the dash-animation.
Vending machines - At last, the money pits have arrived! You can now spend your hard earned cash on health, ammo, weapons and...
A surprise? - Who knows?
Bounties - Cash can now be earned by killing enemies. Bounties are currently the same for every enemy, with no multipliers available. More functionality regarding bounties will follow in later updates.
Cash HUD widgets - Your cash balance is displayed above your health bar. Any changes regarding your balance will generate an awesome pop-up with some descriptive text.
Updated
Health pickups - Now look like actual health pickups.
Roads - Fixed some scaling and collision issues.
Shotgunner health - Shotgunner's health went down from 5 to 4.
Shadows - Replaced soft-shadows with hard-shadows.
Commander Drü'nqx - Is now the same size as the other aliens due to a recent engine update. I temporarily added a box above his head to identify him. Custom art for all enemies will follow in future updates.
Enemy projectiles - These are now green instead of blue. Given the generally reddish tint of the environment, they should be easier to keep track of than blue ones.
Machine gunner - Now has a slightly lower fire rate.
Bugs fixed
Force fields spawning in front of you - This no longer happens.
Parks were no longer included in the level generation process - They are now.