Full notes
Full Astral Flux update
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What changed
- Gameplay
- Balance
- UI and audio
- Performance
- Fixes
- Events
Astral Flux changes
Thanks to everyone who helped make the release a success! We’re pleased to announce the first post-release update. This update clears up a few release bugs, improves onboarding, and makes several balancing updates that we believe will bring the difficulty more in line with your expectations.
New Features 🙌
New custom adaptive final boss music
Bug Fixes/Improvements 🐛
Explosions now have a 50% chance of causing ceiling enemies to drop
Allow pausing in player ship
Increase hitbox size for world 1 boss
Various minor audio and visual fixes
Start world 2 boss faster to minimize chance of player walking into swords
Close final boss gate faster to minimize chance of player trapping themselves outside
Potential performance optimization (pause some distant off-screen enemies to reduce CPU/physics load)
Add HUD feedback when collecting oxygen, coins, and activating switches
Improve usability of oxygen refill stations by clearly showing coins -> oxygen exchange details
Spikey enemies can now be killed via explosions
Fix some issues with physics-based coins
Fix for world 1 boss not always taking damage
Fix for player stuck moving slowly after holding exploding barrel
Fix various scenarios in which player could remain in the shooting state
Fix for pausing during teleporting leaving player frozen
Balance Changes
Increase world 1 boss health, add ceiling worms
Fix for world 3 boss head health not refilling fully after each phase
Decrease probability of bottles spawning hearts and oxygen (50% -> 33%)
50% chance of chests being trapped
Remove item spawns for world 1 and 2 bosses
Increase difficulty of challenge rooms
Known Issues See this forum post for known issues with the latest build
P.S. We will soon be posting a devlog with our plans for the future. We have lots of cool stuff in the works and we’re excited to share! Stay tuned...
Source
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