In this update7
Full notes
Full CRUX update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- UI and audio
CRUX changes
Following a large influx of players during last June's Steam NextFest, there was a large influx of feedback as well, especially regarding the sense of progression and system feedback. This patch is focused on responding to the most pressing concerns raised by players.
Levels
Previously, CRUX had arenas with many waves and boss encounters meant to last ~15 minutes to complete. This allowed players to learn all the traversal options of the arena during a single encounter. However, this also failed to give a sense of progression. Going forward arenas will have much fewer encounters, a single boss encounter, and will take much less time to complete. To compensate, more arenas will be added, starting with section 1: Antechamber.
Added new Arena: Antechamber-1
Added new Arena: Antechamber-2
Original Antechamber arena is now Antechamber-3, and it picks up from after the second boss fight.
The Free Demo includes all 3 of these levels.
Demons
New demon: Goblin Sniper (Antechamber)
The Goblin Sniper fills the role of a ranged lower-health opponent which was missing. It has one single attack: sniping with its slingshot. But it will try to keep away from you while doing so.
Gorgon
Added: Freezing Scream Mid range attack, that does low damage, but temporarily slows you down.
Added: Sky Barrage Boss Only. Phanaixe, the Gorgon boss of Antechamber-2, will occasionally shoot into the air, and a barrage of arrows will crash down to the ground.
Rock Golem
Added: Ground Eruption Mid range attack, the Golem will hit the ground causing rock spikes to come out of the ground in a line in front of it, dealing damage and stunning you.
Systems Feedback
Changed hit marker sounds
Added additional blood effects on enemy hits
Added directional damage indicators, showing which direction damage was taken from
Added missile warning indicators, showing which direction projectiles are coming from
Added floating damage numbers above enemies
Changed screen shake algorithm to be smoother
Added sound effect on enemy kills
Added sound effect on jump pad use
Added player footstep sound effects
Added enemy footstep sound effects
Added enemy footstep particle effects
Added enemy outlines to improve visibility in darker areas and foliage
Improved lighting contrast
Quality of Life
Added invert mouse option
Renamed Controls menu to Bindings menu
Reduced hold time for Perk Selection
Source
Changelog.gg summarizes and formats this update. How we read updates.
