In this update3
Full notes
Full Apocalypse Approaches update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
- Store
Apocalypse Approaches changes
Setting(s) Up
Version alpha 1.1 is here, and with it a big helping of quality-of-life changes to all parts of the game! It seems like just 3 minutes ago we launched Apocalypse Approaches on Steam, and we’re thrilled at all the amazing feedback we’ve been receiving. The game is changing every day, but we’d like to give a big thank you to all our early-bird testers, past and present, for being a part of that metamorphosis!
At any rate, here are the broad-strokes patch notes this time around
Visual
Changed timer visuals and other HUD elements to be more readable
Added dynamic button prompts for controls
Improved combat VFX and made dealing/receiving damage more obvious
Gameplay
Increased max level of all modifiers to V
Time is now paused in shops
Added Tutorial section to the first run
Removed dual-wielding: only one weapon can now be held at a time
Accordingly, improved the quality of dropped weapons
Spells are now cast by holding down the “focus” key and attacking as normal
Added descriptive tooltips to weapon upgrades and shop items
Modified intro dialogue and fixed controller navigation bugs
Fixed bug involving stackable, infinite Big Laser
User Interface
Player controls are now rebindable on both keyboard and controller
Added a pause menu to runs
Added a settings menu with some visual, gameplay, and audio options
Improved controller navigation, as well as UI selection visuals
Players expect this sort of user settings stuff by default, so it’s great having it all (mostly) out of the way so we can set our sights on developing the world, setting, and combat feel of Apocalypse Approaches. We hope you’re as excited as we are to get your hands on the next patch, and many more to come!
Cheers, ideo ame
Source
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