Full notes
Full Cyber Tile update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Store
Cyberpunk Visual Overhaul & Trap Mechanics
This update introduces significant visual enhancements, new gameplay mechanics, and quality-of-life improvements.
Visual Enhancements
Cyberpunk UI Redesign: The interface has been updated with neon accents, glitch effects to reflect the game’s setting.
Gameplay Updates
New Ability
Bear Trap : Deploy traps and cause enemies to bleed. Damage-over-Time (DoT)
Adjustments
Abilities now apply DoT effects (Bleed, Poison, Electric) even if initial damage is 0.
Bug Fixes & Optimizations
Improved UI transitions. General performance optimizations and polish.
Upcoming Feature Preview: Perk Progression System
I am pleased to announce the development of a new Perk system, designed to deepen strategic decision-making during gameplay.
Key Details:
In-Run Perk Acquisition: Purchase temporary perks from in-game shops during a run to customize your playstyle.
Strategic Synergies: Perks will interact with existing abilities, damage types, and traps to encourage creative build experimentation.
Roguelike Progression: Unlock persistent upgrades between runs to further refine your tactical approach.
Goals for the System:
Enhanced Replayability: Modular upgrades will diversify viable strategies across playthroughs.
Risk-Reward Balance: Allocate limited resources to perks that align with your immediate challenges or long-term objectives.
Source
Changelog.gg summarizes and formats this update. How we read updates.
