In this update3
Full notes
Full #INNER UNIVERSE 1F0000 update
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What changed
- Gameplay
- Balance
#INNER UNIVERSE 1F0000 changes
■ Weapon Switching System Overhaul
Issues in the Previous Version
Following a traditional “left/right weapon switch” system seen in many mech games, players had to toggle between both arm weapons. However, because this game is built around forward flight, players face enemies only briefly. During the high-speed driving experience, constantly switching weapons — and keeping track of which one is active — proved difficult and disrupted the flow.
New Version Changes
The right-side weapon is now fixed as a Gatling gun.
The left-side weapon remains switchable, but activating it now places it into an ACTIVE state.
While ACTIVE, the left weapon fires in sync with the Gatling, except for certain special weapons.
With this change, the left weapon now functions more like a powerful spell on a cooldown, rather than something players must constantly manage. This preserves the sense of speed and drive that defines the game.
It also enhances the turn-based style tactical decision-making of choosing when to commit your special weapon.
■ Visual Improvements
We improved visuals in both battle segments and ADV scenes. This includes:
Enhanced clarity and readability
Smoother, more natural scene transitions
Introduction of new TIPS elements for better understanding
■ Future Development
Alongside this update, we will release a remake of an older title on Steam. While this will help with overall visibility, its main purpose is to better convey my approach to game design and the curiosity that drives it.
Episode 3 is still in development, and I’m continuing production with a focus on non-industrial, handcrafted creativity — including occasional live development streams.
Your feedback on this demo version will directly help shape a better final experience. Thank you very much for playing.
Source
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