Hey everyone! Lots of big changes in this update, so let’s jump in: First up—you can move now.
Full notes
Full Neon Blitz update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone!
What changed
0 fixes5 additions2 changes0 removals
Events
Balance
Gameplay
UI and audio
addedFirst up—you can move now. The original concept for Neon Blitz was all about being rooted in place, but after a lot of thought and testing, I’ve decided to move on from that. Being able to reposition adds a layer of mechanical challenge that the game really needed. It already feels better and solves a lot of design issues that were holding things back. It’s probably here to stay.
addedTo go with that, I added a smoky outer barrier around the arena. If you step into it, your visibility is limited in this area and you’ll take damage over time. It’s a soft edge to the play area—meant to keep the action focused without feeling like a hard wall.
addedEnemy spawning also got a full overhaul. I now have much more control over when and how enemies show up, which lets me better shape the pacing and intensity of each wave. It gives me the ability to make the difficulty curve feel intentional rather than chaotic.
changedI’ve also improved how damage feels. There’s stronger screen shake, a red vignette effect, and a subtle bit of chromatic aberration when you get hit. The result is punchier feedback that makes each hit land with more weight.
addedVisually, I’ve been testing a new look for the enemies. I’m liking the direction this is going a lot more than the previous designs.
addedOn the progression side, I’ve replaced the money system with XP-based leveling. You gain experience during a run, and upgrades now have a flat cost. It’s simpler and more readable, but I’ll likely need to modify the upgrade system as I can now longer balance based on upgrade cost.
Neon Blitz changes
addedFirst up—you can move now. The original concept for Neon Blitz was all about being rooted in place, but after a lot of thought and testing, I’ve decided to move on from that. Being able to reposition adds a layer of mechanical challenge that the game really needed. It already feels better and solves a lot of design issues that were holding things back. It’s probably here to stay.
addedTo go with that, I added a smoky outer barrier around the arena. If you step into it, your visibility is limited in this area and you’ll take damage over time. It’s a soft edge to the play area—meant to keep the action focused without feeling like a hard wall.
addedEnemy spawning also got a full overhaul. I now have much more control over when and how enemies show up, which lets me better shape the pacing and intensity of each wave. It gives me the ability to make the difficulty curve feel intentional rather than chaotic.
changedI’ve also improved how damage feels. There’s stronger screen shake, a red vignette effect, and a subtle bit of chromatic aberration when you get hit. The result is punchier feedback that makes each hit land with more weight.
addedVisually, I’ve been testing a new look for the enemies. I’m liking the direction this is going a lot more than the previous designs.
Lots of big changes in this update, so let’s jump in:
First up—you can move now. The original concept for Neon Blitz was all about being rooted in place, but after a lot of thought and testing, I’ve decided to move on from that. Being able to reposition adds a layer of mechanical challenge that the game really needed. It already feels better and solves a lot of design issues that were holding things back. It’s probably here to stay.
To go with that, I added a smoky outer barrier around the arena. If you step into it, your visibility is limited in this area and you’ll take damage over time. It’s a soft edge to the play area—meant to keep the action focused without feeling like a hard wall.
Enemy spawning also got a full overhaul. I now have much more control over when and how enemies show up, which lets me better shape the pacing and intensity of each wave. It gives me the ability to make the difficulty curve feel intentional rather than chaotic.
I’ve also improved how damage feels. There’s stronger screen shake, a red vignette effect, and a subtle bit of chromatic aberration when you get hit. The result is punchier feedback that makes each hit land with more weight.
Visually, I’ve been testing a new look for the enemies. I’m liking the direction this is going a lot more than the previous designs.
On the progression side, I’ve replaced the money system with XP-based leveling. You gain experience during a run, and upgrades now have a flat cost. It’s simpler and more readable, but I’ll likely need to modify the upgrade system as I can now longer balance based on upgrade cost.
Also, I’m experimenting with enemy colors again. I’ve mostly stuck to red and blue up to now, but it might be time to open that up. Curious what people think.
As always, if you’re enjoying the updates, wishlist Neon Blitz and stay tuned!