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Full High Score update
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- Gameplay
I'm excited to share that I'm in the final stages of preparing the demo for release on Steam. It should be available for you to play within the next month! This demo will not only give you a taste of the game but will also serve as an opportunity for playtesting, allowing me to identify and fix any potential bugs before the full game launches. If you're interested in getting involved earlier, feel free to join our Discord server, where you can participate for a potential alpha build of the full game.
In this devlog, I want to spotlight the item system that's already implemented in the game. When the main game launches, it will feature at least 60 items, all of which can be unlocked using tickets earned in the store or through the grab machine. These items fall into three categories: active, passive, and consumable.
Active Items: These are powerful tools with cooldowns. They can range from significant stat boosts for a limited time to objects that assist you in battle. You can equip up to 3 active items at a time.
Consumable Items: These items are also powerful but recharge after every round, meaning they don’t have a traditional cooldown. You can use them once per round, and in endless mode, they reset every 2 minutes, with a maximum of 3 uses at a time. This means you can carry up to 3 consumables.
Passive Items: Passives provide ongoing stat boosts or other effects. For example, the "Pouch" item grants an extra consumable charge each round. You can equip up to 6 passive items, and I plan to expand the variety with more interesting effects. For instance, I'm considering adding a passive that temporarily increases your speed when you take damage.
All passive items that boost speed (5%, 8%, 12%, 15%)
All passive items that boost luck (5%, 8%, 12%, 15%)
All passive items that boos precision (5%, 8%, 12%, 15%)
Items will come in various rarities, ranging from Uncommon and Rare to Epic and Legendary, with each tier offering increasingly powerful effects. Some items share similar themes and can be grouped into their own subcategories. One of my personal favorites is the collection of "Jars." These consumables each contain a different bug inside.
I hope this gives you a clear understanding of the item system in the game. It's designed to be simple yet flexible, allowing for easy expansion in future updates—a plan I definitely intend to pursue. In addition to adding more items, I'm also working on expanding the roster of classes. I'll dive deeper into that in the next devlog.
I hope you'll give the demo a try when it comes out and share your feedback with me. Your input is invaluable as I continue to refine and improve the game.
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