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Steam News20 April 20251y ago

Cyberpulse Update 1.6

After receiving more great player feedback, I have implemented the following upgrades: QoL Improvements There are now sliders to adjust bloom and saturation in the graphics settings!

In this update3

Full notes

Full Cyberpulse update

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

What changed

4 fixes2 additions8 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
  • Maps
changedQoL ImprovementsThere are now sliders to adjust bloom and saturation in the graphics settings! These should help tune the visuals and gameplay for monitors where it may be too intense.
addedQoL ImprovementsThere is also a new slider to reduce screen shake in the gameplay settings, if you do not enjoy the added effect.
addedQoL ImprovementsNOTE: These new tooltips apply to everyone—even if you have progressed far you will still have the them pop for the applicable power-ups. I apologize if this spends a charge poorly, but I had someone on the boards ask how Sword works after having finished the game, so I think best to leave the new tooltips fresh for all.
changedBoss RebalanceWithout changing score potential, so the leaderboards remain intact, I have made a number of early- and mid-game bosses a little easier:
changedBoss Rebalance1-B: The aimed clumps fired in the final phase are 15% slower.
changedBoss Rebalance2-B: The spraying gun in the first phase has 15% less bullet density.

Cyberpulse changes

changedThere are now sliders to adjust bloom and saturation in the graphics settings! These should help tune the visuals and gameplay for monitors where it may be too intense.
addedThere is also a new slider to reduce screen shake in the gameplay settings, if you do not enjoy the added effect.
addedNOTE: These new tooltips apply to everyone—even if you have progressed far you will still have the them pop for the applicable power-ups. I apologize if this spends a charge poorly, but I had someone on the boards ask how Sword works after having finished the game, so I think best to leave the new tooltips fresh for all.
changedWithout changing score potential, so the leaderboards remain intact, I have made a number of early- and mid-game bosses a little easier:
changed1-B: The aimed clumps fired in the final phase are 15% slower.

After receiving more great player feedback, I have implemented the following upgrades:

QoL Improvements

  • There are now sliders to adjust bloom and saturation in the graphics settings! These should help tune the visuals and gameplay for monitors where it may be too intense.

  • There is also a new slider to reduce screen shake in the gameplay settings, if you do not enjoy the added effect.

  • All ability power-ups get a tool tip, rather than just the first two, to help explain their mechanics and avoid player trial-and-error.

  • NOTE: These new tooltips apply to everyone—even if you have progressed far you will still have the them pop for the applicable power-ups. I apologize if this spends a charge poorly, but I had someone on the boards ask how

    Sword

    works after having finished the game, so I think best to leave the new tooltips fresh for all.

Boss Rebalance

Without changing score potential, so the leaderboards remain intact, I have made a number of early- and mid-game bosses a little easier:

  • 1-B: The aimed clumps fired in the final phase are 15% slower.

  • 2-B: The spraying gun in the first phase has 15% less bullet density.

  • 3-B: The first phase has slower bullets and less density on the sniping shots. In the final phase, gravity slam is only triggered once you have taken out a limb. The grenades used throughout the fight fire more slowly and with less density.

  • 5-B: Both patterns used by the turret limbs in the first phase have less density. The bullet patterns in the final phase fire more slowly and with one fewer bullet.

  • 6-B: Both grenades used in the fight fire fewer bullets and in an easier to dodge pattern.

Tweaks and Fixes

  • In small ways, this list of levels have had their score goals adjusted to help players progress:

    Apogee I, Apogee II, Apogee III, Barcode, Binary, Boolean, Citadel, Clash I, Congruence, Convergence, Divergence, Flash, Gridlock, Haywire, Precision I, Quickdraw, Reboot, Rebound, Recompiler, Shockwave, Triangulation, and Trifurcation.

  • All settings in the main menu options now loop around correctly when navigating the lists.

  • Byte trails are 5% dimmer and blink 2.5% less when close to disappearing.

  • Fixed a rare null reference that could happen in world map if you rapidly moved around menus.

Thank you all for playing Cyberpulse!

Source

Steam News / 20 April 2025

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