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Steam News19 July 20205y ago

Major Update to Beta / Demo

Ok, big update has passed preliminary testing. This changes some core systems, but I am so happy to see these changes! Dash is much more skill based and can be used to block and deflect damage.

Full notes

Full Curved Space update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions0 changes0 removals
  • Balance
  • UI and audio
addedDash is much more skill based and can be used to block and deflect damage.
addedAdds "Ammo" challenge. Weapons (outside Blaster) have ammo depending on difficulty level. At Nightmare difficulty everything has ammo. Still working on ammo pickups, but I'm liking how this affects the gameplay. (Difficulty levels beta-only) - Added level preview to launch config page - Fixed the challenge 'fragile' from not doing anything - Added level name, gametype, and portrait to pause screen - Fixed missing story-upgrades in pause screen (not tutorial yet) - Allowed story-upgrades to be picked up in Survival (beta only) - Tried to make boss strike sound louder - Add "extra weapon slot" upgrades, supporting up to 4 - Getting stuck in a Rift will cause you to teleport to safety after taking some damage - Weapon pickups get destroyed by Rifts - Upgrade pickups teleport to random safe position if they enter a rift - Health pickups get destroyed by Rifts - Pure-Energy pickups get teleported to random safe position on rift contact - Weapons can be Discarded by holding prev/next weapon - Weapon pickups (including discarded ones) can be blown up. Damage increased from previous - Flamethrower deals more than zero damage to armored spiders. Overdrive flamethrower does a lot of damage to armored spiders - Empty weapon slots will be visible on the HUD - Survival starts with Blaster - Game Over exit has a confirmation event - Bleed power node tutorial no longer ends in an explosion - Alt-tab should release mouse control - Objectives that require you to go to a place will restart purple arrows if you move away from the target location - Survival upgrades also include health - Should no longer see non-stacking upgrades if you already have them - Out of Ammo should show in the pause screen - New primary / secondary weapon switching system. Should feel the same unless you have multiple slots - Added option to turn off controller vibration - Added motion sickness recommended camera settings - Changed layout and structure of Controls option menu for larger sensitivity bar and new controller toggles (may break controller navigation) - Prototype Arena / Challenge mode structure (includes Steve (demonstration of boss specific fights) and Sniper (weapon specific time challenges) - Fixed issue with incomplete object pool (causing boss mortars among other things to not cause damage or play audio) - Updated alt-tab behavior--should pause, but not conflict with the pause menu - Added motion sickness quick settings button - Entering a rift will cause you to teleport away after a second or so - Pickups will teleport away if they enter a rift - Pickups will be pushed away by rifts - Turrets are no longer invisible on Disc - Only a small amount of health from lashing spiders--and not on higher difficulty - Moderate amount of health gained from killing lashing spiders--basically a % of damage they received while lashed (about 0.25-1 cell for a single spider on Nightmare) - Vampiric Lash upgrade to increase both forms of health from lashing - During peak dash, you don't take damage (not

Curved Space changes

addedDash is much more skill based and can be used to block and deflect damage.
addedAdds "Ammo" challenge. Weapons (outside Blaster) have ammo depending on difficulty level. At Nightmare difficulty everything has ammo. Still working on ammo pickups, but I'm liking how this affects the gameplay. (Difficulty levels beta-only) - Added level preview to launch config page - Fixed the challenge 'fragile' from not doing anything - Added level name, gametype, and portrait to pause screen - Fixed missing story-upgrades in pause screen (not tutorial yet) - Allowed story-upgrades to be picked up in Survival (beta only) - Tried to make boss strike sound louder - Add "extra weapon slot" upgrades, supporting up to 4 - Getting stuck in a Rift will cause you to teleport to safety after taking some damage - Weapon pickups get destroyed by Rifts - Upgrade pickups teleport to random safe position if they enter a rift - Health pickups get destroyed by Rifts - Pure-Energy pickups get teleported to random safe position on rift contact - Weapons can be Discarded by holding prev/next weapon - Weapon pickups (including discarded ones) can be blown up. Damage increased from previous - Flamethrower deals more than zero damage to armored spiders. Overdrive flamethrower does a lot of damage to armored spiders - Empty weapon slots will be visible on the HUD - Survival starts with Blaster - Game Over exit has a confirmation event - Bleed power node tutorial no longer ends in an explosion - Alt-tab should release mouse control - Objectives that require you to go to a place will restart purple arrows if you move away from the target location - Survival upgrades also include health - Should no longer see non-stacking upgrades if you already have them - Out of Ammo should show in the pause screen - New primary / secondary weapon switching system. Should feel the same unless you have multiple slots - Added option to turn off controller vibration - Added motion sickness recommended camera settings - Changed layout and structure of Controls option menu for larger sensitivity bar and new controller toggles (may break controller navigation) - Prototype Arena / Challenge mode structure (includes Steve (demonstration of boss specific fights) and Sniper (weapon specific time challenges) - Fixed issue with incomplete object pool (causing boss mortars among other things to not cause damage or play audio) - Updated alt-tab behavior--should pause, but not conflict with the pause menu - Added motion sickness quick settings button - Entering a rift will cause you to teleport away after a second or so - Pickups will teleport away if they enter a rift - Pickups will be pushed away by rifts - Turrets are no longer invisible on Disc - Only a small amount of health from lashing spiders--and not on higher difficulty - Moderate amount of health gained from killing lashing spiders--basically a % of damage they received while lashed (about 0.25-1 cell for a single spider on Nightmare) - Vampiric Lash upgrade to increase both forms of health from lashing - During peak dash, you don't take damage (not

Ok, big update has passed preliminary testing. This changes some core systems, but I am so happy to see these changes!

  • Dash is much more skill based and can be used to block and deflect damage.

  • Weapons have Ammo (starting at normal difficulty), which changes the way ammo is used and encourages switching out.

  • Weapons have multiple slots with a nice way to switch between.

  • MANY small adjustments based on YOUR feedback. Thank you!

One of our players made one billion points!

Here's more details:

- Adds "Ammo" challenge. Weapons (outside Blaster) have ammo depending on difficulty level. At Nightmare difficulty everything has ammo. Still working on ammo pickups, but I'm liking how this affects the gameplay. (Difficulty levels beta-only) - Added level preview to launch config page - Fixed the challenge 'fragile' from not doing anything - Added level name, gametype, and portrait to pause screen - Fixed missing story-upgrades in pause screen (not tutorial yet) - Allowed story-upgrades to be picked up in Survival (beta only) - Tried to make boss strike sound louder - Add "extra weapon slot" upgrades, supporting up to 4 - Getting stuck in a Rift will cause you to teleport to safety after taking some damage - Weapon pickups get destroyed by Rifts - Upgrade pickups teleport to random safe position if they enter a rift - Health pickups get destroyed by Rifts - Pure-Energy pickups get teleported to random safe position on rift contact - Weapons can be Discarded by holding prev/next weapon - Weapon pickups (including discarded ones) can be blown up. Damage increased from previous - Flamethrower deals more than zero damage to armored spiders. Overdrive flamethrower does a lot of damage to armored spiders - Empty weapon slots will be visible on the HUD - Survival starts with Blaster - Game Over exit has a confirmation event - Bleed power node tutorial no longer ends in an explosion - Alt-tab should release mouse control - Objectives that require you to go to a place will restart purple arrows if you move away from the target location - Survival upgrades also include health - Should no longer see non-stacking upgrades if you already have them - Out of Ammo should show in the pause screen - New primary / secondary weapon switching system. Should feel the same unless you have multiple slots - Added option to turn off controller vibration - Added motion sickness recommended camera settings - Changed layout and structure of Controls option menu for larger sensitivity bar and new controller toggles (may break controller navigation) - Prototype Arena / Challenge mode structure (includes Steve (demonstration of boss specific fights) and Sniper (weapon specific time challenges) - Fixed issue with incomplete object pool (causing boss mortars among other things to not cause damage or play audio) - Updated alt-tab behavior--should pause, but not conflict with the pause menu - Added motion sickness quick settings button - Entering a rift will cause you to teleport away after a second or so - Pickups will teleport away if they enter a rift - Pickups will be pushed away by rifts - Turrets are no longer invisible on Disc - Only a small amount of health from lashing spiders--and not on higher difficulty - Moderate amount of health gained from killing lashing spiders--basically a % of damage they received while lashed (about 0.25-1 cell for a single spider on Nightmare) - Vampiric Lash upgrade to increase both forms of health from lashing - During peak dash, you don't take damage (not

Source

Steam News / 19 July 2020

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