Happy Birthday Neon Striker! One year ago today, Neon Striker released into Early Access on Steam, and it has come a long way from then, all thanks to the feedback and support of our players.
In this update3
Full notes
Full Neon Striker update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions1 change0 removals
Performance
Workshop
Balance
addedOptimizationsOver the last few months, we have been hard at work rewriting the game to improve its performance. We've migrated off of gdscript to the much faster C#, ditched Godot's Node system to optimize rendering, added parallel processing, wrote a much more customized collision algorithm, added object pooling, and more! Expect a vast improvement in the game's runtime!
addedQuality of LifeWe've finally added the much-requested feature of a scroll bar to the Workshop. No more using arrowkeys to desperately search for key items! In addition, there is now a hotkey to send an item directly to the combiner. (If you're on the mouse, you can right-click an item to send it to the combiner)
addedQuality of LifeWe've also created a new health bar for the game which sticks close to the action and is also divided into segments for better readability. In addition, you will be able to observe your weapon cooldowns as you're fighting to help better plan your maneuvers.
changedBoss UpgradesThe balance of our bosses has historically been all over the place. Act 1 bosses feel fair and balanced, but the ones in Acts 2 and 3 are oftentimes just made of paper compared to the power level that players can achieve. We're giving our bosses a huge makeover to make them more interesting challenges. Most bosses will now have destructible parts to create more meaningful milestones. Act 2 bosses now have interesting gimmicks that test your adaptability, while Act 3 bosses have massively increased health and firepower to test the DPS of your build.
Neon Striker changes
addedOver the last few months, we have been hard at work rewriting the game to improve its performance. We've migrated off of gdscript to the much faster C#, ditched Godot's Node system to optimize rendering, added parallel processing, wrote a much more customized collision algorithm, added object pooling, and more! Expect a vast improvement in the game's runtime!
addedWe've finally added the much-requested feature of a scroll bar to the Workshop. No more using arrowkeys to desperately search for key items! In addition, there is now a hotkey to send an item directly to the combiner. (If you're on the mouse, you can right-click an item to send it to the combiner)
addedWe've also created a new health bar for the game which sticks close to the action and is also divided into segments for better readability. In addition, you will be able to observe your weapon cooldowns as you're fighting to help better plan your maneuvers.
changedThe balance of our bosses has historically been all over the place. Act 1 bosses feel fair and balanced, but the ones in Acts 2 and 3 are oftentimes just made of paper compared to the power level that players can achieve. We're giving our bosses a huge makeover to make them more interesting challenges. Most bosses will now have destructible parts to create more meaningful milestones. Act 2 bosses now have interesting gimmicks that test your adaptability, while Act 3 bosses have massively increased health and firepower to test the DPS of your build.
Happy Birthday Neon Striker!
One year ago today, Neon Striker released into Early Access on Steam, and it has come a long way from then, all thanks to the feedback and support of our players. While our next update isn't ready yet, here's a sneak peak at what's to come. Don't worry, we're still steadily working on the game!
Optimizations
Over the last few months, we have been hard at work rewriting the game to improve its performance. We've migrated off of gdscript to the much faster C#, ditched Godot's Node system to optimize rendering, added parallel processing, wrote a much more customized collision algorithm, added object pooling, and more! Expect a vast improvement in the game's runtime!
Quality of Life
We've finally added the much-requested feature of a scroll bar to the Workshop. No more using arrowkeys to desperately search for key items! In addition, there is now a hotkey to send an item directly to the combiner. (If you're on the mouse, you can right-click an item to send it to the combiner)
We've also created a new health bar for the game which sticks close to the action and is also divided into segments for better readability. In addition, you will be able to observe your weapon cooldowns as you're fighting to help better plan your maneuvers.
Boss Upgrades
The balance of our bosses has historically been all over the place. Act 1 bosses feel fair and balanced, but the ones in Acts 2 and 3 are oftentimes just made of paper compared to the power level that players can achieve. We're giving our bosses a huge makeover to make them more interesting challenges. Most bosses will now have destructible parts to create more meaningful milestones. Act 2 bosses now have interesting gimmicks that test your adaptability, while Act 3 bosses have massively increased health and firepower to test the DPS of your build.
At the moment, we don't have a definite date for this next update. We want to make it as good as possible before it's released, so we're not going to rush things. However, if you're interested to learn more or potentially try these changes early, join our Discord through the link in the main menu screen!