Update log
Full Archangel: Demon Rush update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
- UI and audio
- Maps
- Gameplay
- Fixes
We’d like to invite all of you to try it out and share your thoughts with us in the Steam comments, where you’ll also be able to receive direct feedback from the team. This first beta is a very important step for us, as it will help us continue improving the game through your impressions, ideas, and suggestions.
This version is part of an ongoing development process that is still growing and evolving. While the game’s core direction is already solid, we are continuing to improve every area of the experience so it becomes smoother, more polished, and more satisfying to play. Since this is our first public beta, some parts may still need adjustments, but we are working hard to make sure the game feels as fluid and enjoyable as possible.
Our goal is to build an arcade-style tower defense experience with its own identity, and at this stage we especially want players to start testing the overall feel and quality of the game. Any feedback you’d like to share is welcome, whether it’s about pacing, combat, interface, controls, difficulty, or anything else you think could help us improve.
First confirmed languages
The first confirmed languages currently available in the game are:
Spanish
English
We are also already working on adding:
German
Japanese
What we’ve been working on
Over the past few weeks, we’ve continued improving different parts of the game to make the overall experience clearer, smoother, and more solid.
Controls and input
We’ve made major improvements to controller support and overall input behavior. This includes fixes for navigation in the main menu, tactical map, and keybinding customization, as well as making the tactical map more intuitive to use. We’ve also fixed issues related to player actions, firing states, and several navigation problems both in menus and during gameplay. On top of that, we’ve updated button prompts to make them clearer and more visually readable.
Menus, UI, and presentation
We’ve also spent a lot of time improving the game’s interface and overall presentation. The main menu has been reorganized to make it clearer, some transitions have been sped up, several areas of the options menu have been improved, and visual elements such as loading screens, fades, credits, and information widgets have been reviewed and polished. All of this helps make the experience feel cleaner and more enjoyable.
Gameplay and combat
On the gameplay side, we’re continuing to refine combat and progression so everything feels better in action. We’ve improved the presentation of certain encounters, the visibility of combat information, the weapon upgrade flow, and several gameplay elements related to camera behavior, progression, and visual feedback. The goal is for each run to feel clearer, more dynamic, and more satisfying.
Weapons and player feel
We’ve fixed several issues related to weapons, animations, and the overall player experience. We’ve also continued adjusting timing, responsiveness, and gameplay details that directly affect how the game feels to play. This is especially important to us, because we want the game to feel polished and solid from the very first moment.
Enemies and turrets
Enemies and turrets have also received a significant amount of work. We’ve fixed issues related to behavior, attacks, visual effects, activation and deactivation, and interactions between different systems. At the same time, we’re continuing to review and reorganize older components to make everything more stable and consistent overall.
Maps, modes, and progression
We’ve also made progress on several aspects related to maps, game modes, and overall match flow. This includes improvements to objectives, progression, portals, enemy scaling, and other internal systems
Source
