Full notes
Full Galactic Thunderdome update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- Maps
- Fixes
- Performance
As a small indie team, we want to thank you for your continued support and feedback. Every suggestion and report from our community helps us make Galactic Thunderdome the best it can be. This update addresses some key bugs, balances gameplay, and includes a major rework of the tutorial to make it more exciting and rewarding for new and returning players alike.
We’re committed to listening to your ideas and improving the game with each update. Stay tuned for more fixes, tweaks, and content as we continue to shape the Galactic Thunderdome experience together. Thank you for being part of our journey!
Tutorial Rework
The final tutorial room has been completely redesigned to make learning the game more fun and rewarding. Instead of the old horde-style room, which was overwhelming and outdated, it’s now a survival challenge with escalating waves of opponents. Each wave gets harder, introducing new mechanics and abilities in a smooth and exciting way.
Players will get the chance to practice dodging, experimenting with combos, and mastering unique abilities in a fair but increasingly intense setting. Armed with a selection of ~ 20 powerful weapons, you’ll be able to test different strategies, but as the waves progress, you’ll face tougher opponents and more dangerous combinations.
The challenge is beatable, but only the best players will make it to the end. This rework ensures the tutorial is smoother, more engaging, and gives players the tools they need to succeed while having a blast.
Change Log
Bug Fixes
Fixed an issue with AI players pathing when the whole map was blocked by ground or rubble.
Fixed a bug in the tutorial where players could walk through a door that should have been locked and accidentally trigger the next room.
Fixed various problems with German translations in some parts of the game.
Fixed an issue where enemy AI difficulty did impact their rate of fire for single-fire weapons.
Fixed a bug where the values used to determine which objects should use continuous collision detection were incorrect, causing performance and collision issues.
Optimizations
Made the game faster at updating the AI's pathing when rubble is destroyed by player spawns or special digging tools.
Changes
We've increased the dead zone for controller axes (for both movement and look axes), as some players were having trouble using abilities without having the controller thumbstick flick and change the direction they were aiming.
Reduced the maximum ammo for the Singularity Cannon from 4 to 3 to bring its balance in line with other weapons.
Adjusted the difficulty to earn medals on certain Last Stand maps to make it more fair.
Source
Changelog.gg summarizes and formats this update. How we read updates.
