Update log
Full Interstellar Sentinel update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- UI and audio
- Gameplay
- Fixes
- Events
**Bigger Notable Changes:** - DrBossKey now has flapping wings just like the heavens of supernatural mischief intended! - Player bullets now draw behind the player so you no longer need to panic when not being able to see your weak spot - Reorganized HUD for improved readability of super meter, health, monster trophy medals, and lives. - Balancing and tuning passes across the weapon sets - Various gameplay tweaking and tuning across the levels to improved difficulty for newcomers and shmup veterans - Two new music pieces have been added! - Fixed spawn portals not appearing when enemies were teleporting in - Updated the visual indicator for the super weapon ready VFX surrounding the player weak spot. - Updated gun portal animation and added second gun type for missiles - Performance and optimization passes across the game. We’re running at a stable 60fps on a Steam Deck! - Changed extends to not grant extra lives every 5M points, but instead are now tied to difficulty select and activating pacifist mode
**Music and Sound:** - Added music fade-down before boss battles. - Added warning sound effects for boss warnings. - Adjusted boss battle music to sync with track text appearance.
**UI and Visual Improvements:** - Moved the help image in difficulty selection to align with the left screen UI border. - Reduced boss name display time by a second or two. - Updated the weak spot graphic color to purple in the tutorial. - Centered the SC logo on the logo screen. - Improved weapon room functionality and second section for better weapon testing. - Removed the score from the level select secret. - Added an airlock sound effect for the ship entrance. - Improved weapon spread for top weapons at the origin spot to enhance point-blanking with spread shot weapons. - Tutorial and level select environments have been updated to reflect cosmic soup.
**Level-Specific Changes:** Tutorial: - Slowed down the parallax of the grid by half. - Updated HP help arrow in the tutorial to point to the new location. - Moved monster hint and spawn to the left in the tutorial. - Adjusted monster trophy hint text in the tutorial.
Level 01: - Level 01: Located the extra ship at the end of the level near the boss. - Investigated an issue where collected secrets didn't count on the rank screen. Level 03: - Fixed secret found logic and rank collection. - Fixed advanced monster trophy hint to ensure it's attached to the actual monster trophy.
Level 04: - Fixed drawing order for secret guide circle. - Investigated dark wellspring flames not appearing for dark avian mage spawns in Level 4. - Adjusted pacifist mode in Level 4 to leave the initial spawned state for 1.5 seconds more before moving down into the dark wellspring. I also added a big teleportation indicator to keep from accidentally collecting pacifist powerup too soon.
Level 06: - Ensured that the monster trophy spawns after pacifist mode and hid the player until the boss defeat sequence is complete. - Fixed the monster trophy in challenge level 6 after the last long undead dragons appeared if the previous enemy criteria were not complete.
Level 08: - Hid the helper circle VFX for tentacle spinner flesh tendrils. - Weapon plate before long flesh wall spawners adjusted. - Tuned miniboss encounter and monster trophy spawn requirements - Adjust some power up flows
**Rank System Updates:** - Improved conveyance by swapping the negative mark with an X. - Added Monster Trophy counts for each
Source
