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Steam News1 May 20262mo ago

MAJOR PLAYTEST UPDATE (V0.3.4.9)

It’s been a while since I last shared a new build. Over the past few months, I’ve completely overhauled the game’s core gameplay to make it more varied and more fun.

In this update1

Full notes

Full LavaLoop update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions4 changes1 removal
  • Gameplay
  • UI and audio
  • Events
  • Maps
addedIt’s been a while since I last shared a new build. Over the past few months, I’ve completely overhauled the game’s core gameplay to make it more varied and more fun. It’s a bit deeper now, but the goal is to give players more options and more freedom, with enough different mechanics to keep things interesting in the long run. I can’t wait to hear what you think of this new version!
changedRelease notes:· Combos (dance moves) : like in fighting games, input sequences trigger special attacks, defensive skills, or counter-attacks.
addedRelease notes:· New music & sound design : Raphaël Joffres composed new tracks so every level has its own musical identity— and it changes everything!
addedRelease notes:· Grapple hook : you can now grapple any enemy to launch yourself into the air. There’s also a new “dive attack” that lets you slam down on foes with B .
removedRelease notes:· Finisher : the old “special attack every 8 beats” has been removed and replaced with a finisher mechanic. Each time you defeat an enemy, you’re prompted to press Y to absorb their energy. This is synced to beats 4 and 8—keeping the idea of the old special attack, but making it feel more fun and more consistent with the game’s universe.
changedRelease notes:· Parrot : a small bird flaps to the beat and moves around to highlight rhythm events you really don’t want to miss.

LavaLoop changes

addedIt’s been a while since I last shared a new build. Over the past few months, I’ve completely overhauled the game’s core gameplay to make it more varied and more fun. It’s a bit deeper now, but the goal is to give players more options and more freedom, with enough different mechanics to keep things interesting in the long run. I can’t wait to hear what you think of this new version!
changed· Combos (dance moves) : like in fighting games, input sequences trigger special attacks, defensive skills, or counter-attacks.
added· New music & sound design : Raphaël Joffres composed new tracks so every level has its own musical identity— and it changes everything!
added· Grapple hook : you can now grapple any enemy to launch yourself into the air. There’s also a new “dive attack” that lets you slam down on foes with B .
removed· Finisher : the old “special attack every 8 beats” has been removed and replaced with a finisher mechanic. Each time you defeat an enemy, you’re prompted to press Y to absorb their energy. This is synced to beats 4 and 8—keeping the idea of the old special attack, but making it feel more fun and more consistent with the game’s universe.

It’s been a while since I last shared a new build. Over the past few months, I’ve completely overhauled the game’s core gameplay to make it more varied and more fun. It’s a bit deeper now, but the goal is to give players more options and more freedom, with enough different mechanics to keep things interesting in the long run. I can’t wait to hear what you think of this new version!

Release notes:

· Combos (dance moves): like in fighting games, input sequences trigger special attacks, defensive skills, or counter-attacks.

· New music & sound design: Raphaël Joffres composed new tracks so every level has its own musical identity— and it changes everything!

· Off-beat timing: every action can be performed either on the beat or off the beat. Mastering off-beats enables super fast play, but it’s harder to learn.

· Grapple hook: you can now grapple any enemy to launch yourself into the air. There’s also a new “dive attack” that lets you slam down on foes with B.

· Shield: while grounded, press B to activate a shield that blocks all attacks for a short window.

· Finisher: the old “special attack every 8 beats” has been removed and replaced with a finisher mechanic. Each time you defeat an enemy, you’re prompted to press Y to absorb their energy. This is synced to beats 4 and 8—keeping the idea of the old special attack, but making it feel more fun and more consistent with the game’s universe.

· Ultimate: a “rainbow” ultimate attack becomes available once you’ve absorbed enough musical energy.

· Electric finisher: certain blue enemies zap nearby enemies when you successfully land a finisher.

· Parrot: a small bird flaps to the beat and moves around to highlight rhythm events you really don’t want to miss.

· Tutorial: the tutorial has been fully redesigned.

· The ship (hub): a hub level set aboard the heroines’ flying ship, with access to the world map and level select—plus a great track :)

· “Infinite” mode: a timed challenge mode with randomized enemy waves, accessible from the ship.

· New enemies & boss reworks: new enemy types push you to adapt and pick the right tools for the fight. Bosses have been reworked as well.

Source

Steam News / 1 May 2026

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