In this update3
Full notes
Full Cosmic Destroyer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Maps
- Events
- UI and audio
- Performance
Cosmic Destroyer changes
This marks the first regular Thursday Update during Early Access, which I have been eagerly looking forward to share.
There's a lot to cover - but real quick - check out the brand new enemy, the Gunboat! Built for fighting in Asteroids, its targeting is programmed to clear out pesky asteroids and players alike!.
Thanks to everyone who has purchased and wishlisted the game, It really means a lot to me personally that you have decided to put your trust into me to deliver something worth playing and sharing.
Let's make Cosmic Destroyer better every step of the way!
A few important call outs...
Future Updates and Expectations
The plan is to release regular updates to the game and share development information updates every Thursday. These will include information about the game's progress, planned future work and any current difficulties with everyone through weekly.
Weekly information about whats new, being worked on, and what's coming up next
Weekly builds with improvements and bug fixes.
Content updates as new stage and enemy content is ready to share
Previous Stable branch is offered to alleviate any issues with breaking changes - this is available now.
Planned release of Public Test Branch 11/13/25.
Public Test branch may include new, untested content, or mechanics. This branch is more likely to contain bugs or situations that bend or break expected game-play behaviors.
To avoid any surprises any plans which affect development schedule will be announced in advance. I want to be transparent, news will include any events or known issues that might affect timing of new features or other game updates.
Development Priorities
Bugs generally come first and foremost, particularly if they have any impact to a majority of player's experience.
Planned feature updates and major mechanics updates will be developed and tested until they are ready and will have announced release date targets. Any major feature that is outright broken, is untested, or needs more time will not be moved into stable releases.
General content, stage changes, behavioral improvements to enemy logic, User Experience and UI. Everything from Dialogues and Debriefs to New Enemies, Bullet Patterns and Behaviors. This is where things will change
Prototyping new systems, effects, features and performance improvements will always have some time scheduled every week, but not take up too much time at the expense of the above priorities. I feel experimentation is still very important part of allowing game-play depth to grow and identify fun new mechanics. This is a great place to welcome new ideas from players, try them out and iterate on feedback in Public Test.
Any content's first release does not mean the element is "complete" or will not be changed or improved later. This is particularly true for visuals and audio, which I expect to be part of continuous improvement and polish.
Game Direction
My vision for the development direction of the game includes plans for features and content including the additional enemies, bosses and stages. There are also areas such as new weapons and game mode mechanics which I want to introduce. I am very interested in exploring feedback and ideas from the community whenever possible. Two prototypes being tested with promising results:
Stage branching - this has been prototyped and the result is more dynamic stages with additional side area choices providing more varied, difficult and rewarding routes. These add "opt-in" to harder areas which could affect allies and impact game endings but also have additional enemies, pickup items or bosses. This means some routes can also
Source
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