In this update10
Full notes
Full Battle Titan:RAINBOW update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Maps
Battle Titan:RAINBOW changes
π’ Battle Titan RAINBOW β 8.Development Update
Hello everyone, this is Pola. with another Bi-monthly Dev-Log. As the game grows in scale, new challenges have appeared, but progress continues steadily.
Development - video ( 3 m 30 s) - Please raise the resolution to 1080p.
π Major Updates
BTR : Development Diary 21. - [Details: English]
[ A detailed development journal on the progress of the development. ]
π Final Stage Design Begins
Structured in 3 parts: Stratosphere Re-entry β Fortress Assault β Interior Battle
About 15 minutes of playtime, roughly double a normal stage
π΅ Stage 5 Desert STAGE - Improvements
Added sandstorms, lighting effects, and atmosphere enhancements
Visual upgrades without disrupting game play
π₯ VFX & Camera Enhancements
Zoom blur, motion blur, and UI alpha blending
Retro shooter feel with modern cinematic effects
π€ Mecha - Artwork
Main robot design finalized
Unique mechanical art and high-quality sprite production underway
π₯ Boss Bullet Patterns
Arcade Mode: Cave-style bullet-hell
Journey Mode: Retro shmup-style patterns
β‘ Combat Speed Improvements
Faster and expanded lock-on mechanics
Awakening Mode redesigned into a Mazinger Z-style booster combination
π‘οΈ Additional Playable Units
Unit 2: Lapis Lazuli & Ironwall Shiho β wide angle, slower speed, Thunder Roar special
Unit 3: Tarnish Blood & Nioh-Blade β linear attacks, defensive barrier, Meteor Fist finisher
Source
Changelog.gg summarizes and formats this update. How we read updates.
