In this update3
Full notes
Full Crescent Break update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Gameplay
- Store
- UI and audio
- Fixes
Crescent Break changes
Come check out the latest version of the playtest!! There are A TON of changes, many to do with new systems we've added that will result in a much deeper and more strategic game that rewards finding ways to power yourself up! We'll leave it there and let you read the list of changes to see what's new.
Next up we're focusing on aesthetic polish, replacing placeholder art, balance, and we'll be moving from "playtest" to "demo"!
Little heads up: save data before full release may not always transfer due to changes to the game.
Playtest v0.03 changelog:
Main additions:
Press DOWN to pick up attacks and items manually.
Keyboard controls have been changed.
New leveling system! Points level you up within a run for more attack power and defence, making points very important to get!
Upgrade icons redrawn in new style for clarity.
New menu option to check current upgrades.
Collect Breaks in the level.
"Battery" resource added, use them to open doors and more.
Chests added.
Temporary between-level shop removed, and replaced with shops in levels.
New World 2, old World 2 is World 3
Other changes:
Added two lists for changes and progress in main menu.
New upgrades!
New room types!
Fire attacks change regular scraps into hot scraps.
Hot scraps and fire attacks no longer work/appear underwater.
New changeable “hit-stop” option in the Settings Menu.
Old Upgrade HUD icon removed, replaced with NEW Points level HUD icon.
Level perimeter instant-death spikes fixed.
Flame sabre and Burst sabre now reflect projectiles.
Fewer regular scraps appear when you use the scrap disk.
Made the time it takes to charge your break much smaller.
New option to “Restart Run” anytime from pause menu.
New indestructible tiles under certain objects.
Fixed some bugs when air-sliding.
Changed some aesthetics of some of the upgrade effects.
Less laser traps in the first world.
Split upgrades categories including: Regular, Rare, Special 1, & Special 2.
Can look up or down quicker.
New hints, tips, and info in the in-between level screen.
Added doors that have to be unlocked with new battery resource.
Replaced the old gems with new graphic and adjusted point values.
Hit-stop doesnt happens if enemies die far off-screen.
Reduced the size of the spike hitbox.
Fixed typos.
and more!
Source
Changelog.gg summarizes and formats this update. How we read updates.
