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Steam News30 June 20251y ago

Latest in Cosmorists - Jun 2025

Hello Cosmorists! This was the month of v 0.1.5, or the On the Defensive update, alongside some other changes!

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Hello Cosmorists! This was the month of v 0.1.5, or the On the Defensive update, alongside some other changes!

What changed

0 fixes1 addition1 change0 removals
  • Balance
  • Compatibility
changedTechnical implementation of shields (Math involved!)When a player gets damaged, a variable, which I'll call [damage multiplier], is calculated with this formula below, with m as a constant, and x is the total armor of the player: [damage multiplier] will always be a value between 0 and 1, and the armor always has a minimum value of 0. Once [damage multiplier] is calculated, the damage taken by the player is multiplied by [damage multiplier]. E.g. The player gets 80 damage, and has 50 armor. [damage multiplier] is calculated to be 0.571, whose product is 45.71. Its rounded up to 46, and the player receives 46 damage as a result. Here's a graph displaying the relationship between [damage multiplier] and armor: And here's a table for the damage multiplier (DM) as a percentage at certain values depending on the armor!
addedA potentially radical direction change...Lack of direction Due to a lack of direction for what the future of Cosmorists should be apart from adding random content here and there, where it was this way for quite a while now, I highly considered changing the direction of the game to cut back on ambition, while also staying true to the game's space theme. Cut out Luna, Move Aquatica's content to Tierra Although planetary exploration has existed in the game for around 2 years now, due to slow progress and lack of motivation lately, and especially lack of direction on what to do next, I've considered cutting out planetary exploration entirely, such as cutting out Luna, only preserving it for existing saves to maintain backwards compatibility. At the same time, Aquatica is also cut out as its own planet, but all of its content is moved to Tierra where in a future update, Tierra would generate oceans across the surface alongside a new beach biome bordering oceans, and if the player walks into an ocean, it transitions to an ocean frontier resembling Aquatica, with walls generating where the land is, and if a player touches those walls, it'll take the player back to the surface. In cave systems, I also envision unbreakable walls separating oceans from Tierra's current cave biomes, so players don't walk into an underwater biome, and get crushed by the water pressure, where the deepest that underwater biomes can go would be roughly layer 500 until going back to lava caves. More distinct resource identities The thing that will likely be a high priority at the moment is to give each resource a more distinct identity. Shields are already undergoing another change shortly after the On the Defense update: In the above screenshot, instead of each shield having a general armor stat that blocks nearly all types of damage, each shield will block different types of damage, blocking one type of damage very well but offering weak protection in others. So far, it's melee, projectile, and blast armor, but I'm considering adding a 4th

Cosmorists changes

  • The Thinghero
changedWhen a player gets damaged, a variable, which I'll call [damage multiplier], is calculated with this formula below, with m as a constant, and x is the total armor of the player: [damage multiplier] will always be a value between 0 and 1, and the armor always has a minimum value of 0. Once [damage multiplier] is calculated, the damage taken by the player is multiplied by [damage multiplier]. E.g. The player gets 80 damage, and has 50 armor. [damage multiplier] is calculated to be 0.571, whose product is 45.71. Its rounded up to 46, and the player receives 46 damage as a result. Here's a graph displaying the relationship between [damage multiplier] and armor: And here's a table for the damage multiplier (DM) as a percentage at certain values depending on the armor!
addedLack of direction Due to a lack of direction for what the future of Cosmorists should be apart from adding random content here and there, where it was this way for quite a while now, I highly considered changing the direction of the game to cut back on ambition, while also staying true to the game's space theme. Cut out Luna, Move Aquatica's content to Tierra Although planetary exploration has existed in the game for around 2 years now, due to slow progress and lack of motivation lately, and especially lack of direction on what to do next, I've considered cutting out planetary exploration entirely, such as cutting out Luna, only preserving it for existing saves to maintain backwards compatibility. At the same time, Aquatica is also cut out as its own planet, but all of its content is moved to Tierra where in a future update, Tierra would generate oceans across the surface alongside a new beach biome bordering oceans, and if the player walks into an ocean, it transitions to an ocean frontier resembling Aquatica, with walls generating where the land is, and if a player touches those walls, it'll take the player back to the surface. In cave systems, I also envision unbreakable walls separating oceans from Tierra's current cave biomes, so players don't walk into an underwater biome, and get crushed by the water pressure, where the deepest that underwater biomes can go would be roughly layer 500 until going back to lava caves. More distinct resource identities The thing that will likely be a high priority at the moment is to give each resource a more distinct identity. Shields are already undergoing another change shortly after the On the Defense update: In the above screenshot, instead of each shield having a general armor stat that blocks nearly all types of damage, each shield will block different types of damage, blocking one type of damage very well but offering weak protection in others. So far, it's melee, projectile, and blast armor, but I'm considering adding a 4th

Cosmorists OST

  • Although I haven't been uploading the game's soundtrack every day lately, as doing the same thing with different tracks can get rather repetitive, I'm almost done with uploading the game's soundtrack. It's expected that the remainder of the tracks will be uploaded on the YouTube channel sometime next month at this rate!

Technical implementation of shields (Math involved!)

  • When a player gets damaged, a variable, which I'll call [damage multiplier], is calculated with this formula below, with m as a constant, and x is the total armor of the player: [damage multiplier] will always be a value between 0 and 1, and the armor always has a minimum value of 0. Once [damage multiplier] is calculated, the damage taken by the player is multiplied by [damage multiplier]. E.g. The player gets 80 damage, and has 50 armor. [damage multiplier] is calculated to be 0.571, whose product is 45.71. Its rounded up to 46, and the player receives 46 damage as a result.

    Here's a graph displaying the relationship between [damage multiplier] and armor:

    And here's a table for the damage multiplier (DM) as a percentage at certain values depending on the armor!

    ArmorDM
    0100.0%
    595.01%
    1090.09%
    2080.64%
    3071.94%
    4064.10%
    5057.14%
    6051.02%
    7045.66%
    8040.98%
    9036.90%
    10033.33%
    11030.21%
    12027.47%
    13025.06%
    14022.94%
    15021.05%
    16019.38%
    17017.89%
    18016.56%
    19015.36%
    20014.29%
    25010.26%
    3007.692%
    4004.761%
    5003.226%

A potentially radical direction change...

  • Lack of direction

    • Due to a lack of direction for what the future of Cosmorists should be apart from adding random content here and there, where it was this way for quite a while now, I highly considered changing the direction of the game to cut back on ambition, while also staying true to the game's space theme.

    Cut out Luna, Move Aquatica's content to Tierra

    • Although planetary exploration has existed in the game for around 2 years now, due to slow progress and lack of motivation lately, and especially lack of direction on what to do next, I've considered cutting out planetary exploration entirely, such as cutting out Luna, only preserving it for existing saves to maintain backwards compatibility.

      At the same time, Aquatica is also cut out as its own planet, but all of its content is moved to Tierra where in a future update, Tierra would generate oceans across the surface alongside a new beach biome bordering oceans, and if the player walks into an ocean, it transitions to an ocean frontier resembling Aquatica, with walls generating where the land is, and if a player touches those walls, it'll take the player back to the surface.

      In cave systems, I also envision unbreakable walls separating oceans from Tierra's current cave biomes, so players don't walk into an underwater biome, and get crushed by the water pressure, where the deepest that underwater biomes can go would be roughly layer 500 until going back to lava caves.

    More distinct resource identities

    • The thing that will likely be a high priority at the moment is to give each resource a more distinct identity. Shields are already undergoing another change shortly after the On the Defense update:

      In the above screenshot, instead of each shield having a general armor stat that blocks nearly all types of damage, each shield will block different types of damage, blocking one type of damage very well but offering weak protection in others. So far, it's melee, projectile, and blast armor, but I'm considering adding a 4th

Source

Steam News / 30 June 2025

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