In this update10
Full notes
Full Neon Blight update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone. Today I'm reporting in with some news on development of update 1.2 for Neon Blight. The last update mainly featured bug fixes and system revamps. Back then I said I would be following up with more content updates, but for the past 2 years I've been dealing with chronic pain and mobility issues which has made these updates a low priority. but after slow and steady work I can finally show you what I've been slow cooking...
What changed
- UI and audio
- Store
- Gameplay
- Events
- Performance
- Balance
Neon Blight changes
Opening Hours Update
1.2 is a content and QOL update, introducing a brand new ui, new mechanics, revisited store and much more. Currently I am still working on some loose ends with the new store systems, and doing rounds of playtest.
The store
The store gameplay has been revamped. Neon Blight had very bare-bones store gameplay. Most of your time was spent waiting around with no real goal. Now when you open your store you will have 3 minutes to sell your items! As customers come in you'll have to make sure to clean the dirty footprints they leave behind to avoid a bad rating.
New Rating System
The store rating has been changed to be a bit more tangible. You will now be receiving points from customers depending on the cleanliness, aesthetic of your store and quality of your items.
Rating milestones:
1 star: 0 - 249 2 stars : 250 - 749 3 stars: 750 - 2499: 4 stars: 2500 - 4999 5 stars: 5000 >
With this new rating system, some decoration items will now be unlockable as you improve your rating.
New Buildmode & Decorations
With this new update comes a new and improved buildmode, with 14 (and growing) new items to decorate with, you can make sure your store looks spiffy!
New Upgrades
Upgrades have been reworked and a couple new ones have been added. This is mainly to improve the store progression, making the progression feel more rewarding.
Contracts
A new way of making money is coming! Customers can give you a contract to find specific items. These contracts have a higher payout and can sometimes be under a time limit for an additional challenge.
Brand new mechanics
This update introduces a couple changes to some items and how some weapons work. Some relics (items with effects) are now consumables with timed effects. For instance the Adrenaline shot is now a consumable. More of these items will be added in the future. Some weapons have a new reloading mechanic that allows inserting a bullet at a time. This is currently applied on the Bulldog shotgun and the new Gov'ner revolver.
Fresh UI
The UI has gone through a massive refresh, with better gamepad navigation and a more stylistic HUD it feels snappy! This UI system uses a version of my PXLUI Framework which is available on my github! With this new UI comes a hand drawn map of the Outer Border to represent the levels more correctly.
QOL & bug fixes
Initially I pitched the game to be released in EA, unfortunately that was turned down which resulted in a very bad 1.0 release. Update 1.1 fixed a lot of the issues present but it is always an ongoing battle, 1.2 introduces a bunch of QOL updates and bug/crash fixes. As a solo dev, keeping up with it all is extremely challenging, but I appreciate the patience.
Closing Note
Update 1.2 is purely a labor of love. Hundreds of hours have been poured into this update and I can't be more proud with what the game is becoming! With your support, I'd love to breath more life into this game.
Neon Blight was dealt a poor hand at launch, but it doesn't mean I'm folding.
Before I go I'd like to announce that I've been working on my second game for the past year. I'll leave you with this:
Source
Changelog.gg summarizes and formats this update. How we read updates.
