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Steam News10 March 20233y ago

Version 3.2 - The Big Arena

I originally planned for this to come out around christmas 2022 (lmao). I've been working on it like a maniac but I kept finding things that needed improvement. In any case, here it is! Demo version 3.

Full notes

Full Necromancer update

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

What changed

0 fixes9 additions15 changes5 removals
  • Gameplay
  • Balance
  • Store
  • UI and audio
addedIn any case, here it is! Demo version 3.2 features a whole bunch of changes, most notably an expanded arena, a brand new grappling hook to help with mobility and improve the movement feel, a far more simplified upgrade system and an overall massive boost in gameplay speed. There's a lot more to it, so have a look below for a more detailed changelog.
removedRemoved health system and replaced it with resurrection system (extra life, get a temporary buff when you die)
removedPower ups (annihilation, resurrection) no longer spawn in the blood altar/shrine, these spawn in the middle instead
addedAll shrines are now active and allow you to purchase upgrades from them. The variant system has been reworked so that the variation is now less based on RNG, but you now have upgrade "tiers" that all net variations of the same upgrade type. However, variation costs are slightly randomised every run.
removedYou no longer have to press a button to bank for upgrades, simple walk over to them and pick them up as they become affordable / available.
addedAdded a grappling hook. This has quite a long range, but its cooldown is variable based on the distance travelled. (close range distance CD is ~3s, long range is ~8s)

I originally planned for this to come out around christmas 2022 (lmao). I've been working on it like a maniac but I kept finding things that needed improvement.

In any case, here it is! Demo version 3.2 features a whole bunch of changes, most notably an expanded arena, a brand new grappling hook to help with mobility and improve the movement feel, a far more simplified upgrade system and an overall massive boost in gameplay speed. There's a lot more to it, so have a look below for a more detailed changelog.

If you have comments or feedback, please head on over to https://discord.gg/BQUrRZX where there's a channel dedicated to feedback. And also just memes, dankness and general sh*tposting.

Major changes

  • Removed health system and replaced it with resurrection system (extra life, get a temporary buff when you die)

  • If you don't have a resurrection token you die in one hit. Resurrection tokens are one of the power ups.

  • Power ups (annihilation, resurrection) no longer spawn in the blood altar/shrine, these spawn in the middle instead

  • All shrines are now active and allow you to purchase upgrades from them. The variant system has been reworked so that the variation is now less based on RNG, but you now have upgrade "tiers" that all net variations of the same upgrade type. However, variation costs are slightly randomised every run.

  • You no longer have to press a button to bank for upgrades, simple walk over to them and pick them up as they become affordable / available.

  • Added a grappling hook. This has quite a long range, but its cooldown is variable based on the distance travelled. (close range distance CD is ~3s, long range is ~8s)

  • Arena expanded to multiple platforms for use with grappling hook

  • Improved general game speed, especially projectiles and enemy movement speeds

  • Removed tutorial mode and replaced this with a small pre-game tutorial

  • Summons no longer cost souls or are able to be summoned simultaneously, and are instead summoned out of resurrectable souls that periodically drop from certain enemy kills

  • Leaderboard cleared

  • Some spawnset changes

  • Several weapons (snubnose dual-wields, railguns, reaver) now use raycasting (laser check) instead of projectiles, so projectile speeds are instant for these

QOL and aesthetic changes

  • Improved casting animation speed and responsivity (for summoning)

  • Added an automatic swap-out after 2 clicks of trying to fire an empty weapon (no ammo)

  • Improved particles and shaders in main menu

  • Added some parameters to options to start with gauntlets / skip tutorial if you have found gauntlets already, or have completed the tutorial

  • Made in-game UI towers face player at all times. Shrines have progress bars and greyed holograms to show availability or progress to availability

  • Added large (main) UI tower in the middle

  • Added a "Sh*tposter" tower that floats around giving words of "encouragement"

  • Some sound changes, including hit confirm / armour hit fail, some terrain hit sounds

  • Added sounds for confirming spells coming off cooldown

  • In-game UI simplified, some scaling improvements for 32:10 - 5:4 aspect ratio ranges

  • Improved animations for player deaths

  • Some changes to enemy colouring and materials

  • Some changes to loading screen

  • Some minor lighting changes

Balance changes

  • Shotgun also does raycasting, has larger radius

  • Shotgun and Snubnose type raycasters do damage based on distance

  • Sledgehammer rate of fire massively increased and clip size increased, damage decreased

  • Judgement charge rate decreased

  • Goregun spread pattern is now a charged wave of explosions

  • Gauntlet range reduced

  • Hand cannon and Snubnose rate of fire decreased

  • Friendly revenant health decreased

  • Changes to terror enemies, including visuals, speed, spread pattern

  • Several enemies now have improved projectile speeds, movespeeds and higher health pools

Honestly there's a lot more changes than that in all sorts of miscellaneous nooks and crannies but that's about the most noteworthy stuff.

In any case, hope you enjoy it, it's been a blast to develop and I've had a lot of fun in testing as well.

More soon! Love, V0ID

Source

Steam News / 10 March 2023

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