In this update2
Full notes
Full Gunswitch update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- Performance
- UI and audio
Gunswitch changes
Gunswitch is finally here!
Bring doom to monsters who stand in your way! Riddle them with bullets! Escape Cerberus. put certain end to this struggle.
Gunswitch is out now, and we are excited and thare's still a lot more to do. We have a lot we want to do, there is a lot of room to improve and a lot of growing pains. Community feedback will greatly help us to guide Gunswitch to its best state. -
Here is the list of what we're looking to improve: Weapons and Modules System Character Skills and Pawn System Enemy Attacks and Behaviour Patterns Levels and Objectives Vehicular Combat Story Updates Fixing Bugs/Issues and Optimizing Performance Quality of Life and Community Feedback/Requests
Weapons and Modules System
Weapons in Gunswitch are killing machines. They will decimate hundreds of enemies within seconds. They can be upgraded to shoot more bullets, faster, wider and stronger.
It's an understatement to say: We enjoy the destruction, it is quite fun. However we also want some tact to the whole system.
Crowd control is the main idea we want to pursue. Already have the large crowd, so... The players must be able to choose a spot to defend, face the horde without flinching and even gain ground by carving through enemies. There should be moments you're untouchable, proud of your weapons.
We aim to expand the arsenal with flamethrowers that leave lingering fire areas that deal damage over time, electric weapons that stuns enemies. Gas attacks that heal you while damaging enemies. Weapons that will make you feel safe and strong. -
Here our modules come into play. The original idea behind these upgrade modules are creating unique weapons. In the future they will allow a deeper build diversity and powerful synergies.
Lifesteal, critical damage stacking, damage-over-time, crowd control stun and slow effects, players will be able to convert their weapons with these effects. Imagine a sea of fire burning and dealing critical electric damage that stuns the enemy, trapping them inside. -
Character Skills and Pawn System
Pawns, or your cyborg teammates in your squads, help you during combat. You can switch between them on demand or when you die. So they act like extra lives and extra equipment slots, who also automatically shoot enemies.
Pawns will have more personality which act like a baseline to playstyles. They will have skills with tactical intent like deployable turrets, heals, barricades, armor and shields, or more fast-paced dodges and dashes, with risky melee attacks that get up close to enemy territory, which reward you with high damage. These skills will enable defensive, aggressive or evasive team compositions.
Most of you raised your concerns over pawns' questionable decisions and unreliable intelligence, we'll be improving the AI so they can sprint to the player when they're too far, and pick their targets better by evaluating their threat levels, get out of your way if you bump into them. Also they will drop their weapons on death, so you can get your good weapons back. -
Enemy Attacks and Behaviour Patterns
Right now Gunswitch has the essential enemies. They follow their leader, who follow you and they all want to tear you to shreds. Anyway, nothing ever gets done by pure violence. They need to evolve and adopt new strategies which will rival your superior guns.
We are currently working on ranged attacks. Ranged enemies should hinder running away or defending a single point for too long. They will hide behind the main force, trying to get the player to flank and face them first. Their design will be about engaging the player, without overwhelming them to a bullet-hell degree. Because if this is hell, you're the Devil, not them. They're just ugly.
After that, we will improve on AI movement patterns. We need enemies that move separate from the horde, to facilitate pincer attacks and hit and run tactics. They will patrol along the level to search for a better angle and an opportunity to strike, or hold position for... for example summon moves!
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Levels and Objectives
From now on, we expect our level design to exceed the "survive" mentality. It is fun to think: "I am not locked in here with you, you're locked in here with me!" Especially when there is an army of enemies stampeding and you are a badass. But we believe exploration and progression are also important parts of immersion. So we'll need even bigger levels, full of things to do!
Side objectives will challenge you to move and overcome a new situation. You will be instructed to destroy, or defend/escort machines which will trigger additional enemy spawns and create a risk reward deal. -
Vehicular Combat
Once we have enough space in our new levels, we also want to explore vehicular combat. Mechs, tanks, motorcycles with guns attached to them. In Gunswitch they should work like power-ups. You grab one, get certain buffs+movement options, travel through the horde and get out when things go wrong. -
Story Updates
We are working on worldbuilding. The narrative will mainly revolve around character dialogues, the cyborgs will reveal more about their past, the outside world and the universe behind it. They will unfold the mystery around Cerberus' origins as you all explore the space prison together thanks to your battle efforts. You will decide the fate of the digital society when you're out. Fight for what you think that's right.
Or sometimes they will just shoot the s... breeze. Talk about nothing in particular, just to pass time, you know, like real humans transformed into robots.
Pawn barks are also on the way. Your teammates will be able to comment on what's going on the game, while main characters who live in the hub will talk to you through a radio. Whole experience should feel connected and less sterile that way. -
KNOWN ISSUES
It is clear that performance issues and the bugs that stop the flow of gameplay are the biggest problem for our game.
We already have a post in our Steam Discussions. If you need any support please let us know via Steam Discussion forums or our Discord below.
We are aware of a bug where the waves stop working when you first enter a level. We are focused on this issue as it soft locks the game. Thankfully, the solution is simple, restart the game. Your weapons and money should be saved whenever you enter a level.
Options UI will be improved, from DLSS to mouse/analog sensivity options as well as better default presets.
Missing Dialogue Localization for many languages will be added over time.
Local Co-op configuration is a little difficult to use and need some simplification.
Thank you for reading, and thank you everyone for supporting Gunswitch. See you next update!
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