Full notes
Full Nion Forge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Security
- Gameplay
- Performance
- UI and audio
- Fixes
- Balance
Nion Forge changes
# 🔧 Nion Forge – Patch 0.5.10
Hello community,
It has been almost two months since the last demo update, and a lot has happened since then.
At the beginning of October, we also attended a large conference in Vienna, where we received valuable feedback that we have implemented directly in many areas.
During this period, a major security incident at Unity also came to light.
We took this as an opportunity to update our project from Unity 2021 to the current 2022 LTS. The update was a bit bumpy at times, but it brings many long-term benefits.
This is one of the most extensive updates to date, so please excuse us:
Older save games are unfortunately no longer compatible.
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## 🚀 New Features
Controller rumble support (currently not yet available for PS5 controllers)
More screen shakes in the tutorial and in the game scene
4 new connector modules
Since the extenders were well received and corners were requested, corner connectors are now also available.
New module: Thruster Amplifier
Increases the thrust of all engine types by 2.5 percent per installed engine.
18 new upgrades, especially in combination with the weapon upgrade trees
Complete overhaul of all in-game upgrade trees
New menu in the hangar that clearly lists all upgrades for a run and provides filter functions
New options in the main menu: FPS limit, controller rumble
New options in the in-game settings menu:
Fixed Camera Mode (Motion sickness option)
Bloom, FPS display, ship speed, damage numbers
Screen shake, controller rumble
Manual level ups (Flow Mode)
Flow Mode
Level ups can be collected and triggered manually without constantly interrupting the flow of the game.
Revised Time System
Runs now start with 15 minutes. Each defeated boss grants +5 minutes of playtime. This gives you more time overall, but less time at the beginning.
Death Mine Revised
Spawns explosion orbs that chase the player. Explodes when too close to the player and creates a damage field.
Boss 02 new attack
Depending on its health points, spawns OrbSpawners that generate Explosion Orbs. The spawners can be deactivated by the player.
Blue Supply Box now provides a Reroll Orb instead of the Magnet
The Reroll Orb increases the free rerolls by 1.
New Powerup System
Powerups appear after a certain number of enemies have been defeated and despawn after 20 seconds.
Ghost Mode: Fly through for 10 seconds without taking damage
Magnet: Collects all experience orbs
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## ⚖️ Balance Changes
Adjustments to several upgrades:
- Lightning ReloadAttack speed increased from 7% to 10%.
- Critical AmmoCrit chance increased from 3% to 5%.
Head Cannon: First level deals 1 less base damage.
Other minor adjustments.
Bullet class:
Crit chance per level reduced from 7% to 5%.
Crit damage reduced from 20% to 15%.
Order of some upgrades in the trees changed.
- Boss 1Spread of attacks in phase 3 reduced.
Death Mine now has significantly more health points.
Collection Box subquest: Timefields now open significantly faster.
District kill quests partially increased by 25%.
Explosion force reworked.
The player ship is now always cleanly repelled from the center of the explosion.
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## 🐞 Bug Fixes
Various text corrections, especially in German.
Collection box subquest: Quest logs sometimes disappeared when timed out.
Levelup menu could appear simultaneously during Victory and Game Over
Game Over screen now shows defeated bosses instead of the district
Tutorial:
Input prompt window sometimes did not trigger when collecting orbs
During Victory, the player received scrap via the time bonus
- GameSettings menuincorrect prompt for game start corrected
Main menu: spawned ships sometimes did not die
- Hangarfixed crash when a sphere was deleted instead of a module
Fixed EXP orb sound bug
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## 🎨 Visual & Audio
New splash screen video/logo animation
Scattershot projectiles are more clearly visible
Backfirebeam hit particle now spawns in the correct position
All districts now have colliders and ship parts no longer fall through the map
Boss weapon pickup has a new color
Experience orbs are now smaller than other pickups
Damage numbers from explosions on enemies appear at the point of impact instead of in the center of the enemy
Explosion enemies from Districts 1 and 3 now trigger a visual shield when they are invincible
Boss colliders have been reworked; previously, bosses only had one collider, which sometimes looked strange during attacks
Boss 01:
Improved startup animation
Longer bullet trails for better readability (Phase 1)
Ring explodes correctly again (end of Phase 2)
Phase 3 sequence reworked: ring, explosion, opening, attack explosion
Boss 02 shields have a minimap icon
Levelup UI has a dark background for better readability
Quest boxes have new models, effects, and a spawn animation
Collection box subquest shows how many boxes are still missing
Modules in the shop have been reordered
Many 3D models and districts have been revised
Tutorial ship has been visually improved
All districts and lightmaps have been revised
Lightmap UVs are now created manually by us, offering more control
District names are now part of the models
New icons for modules, thermal spheres, and input prompts
New sounds for various effects, such as Boss 1 explosions
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## 🧩 Misc
Massive system overhauls for performance optimization – the game runs much more smoothly
More object types are now actively pooled (UI elements, Broken Ship Prefabs, Damage Fields, etc.)
Enemy movement reworked:
slight target offset + more efficient follow logic
Game scene now pauses automatically when the Steam overlay is opened
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What do you think of the update?
Feel free to share your opinion as in-game feedback or via our Discord.
Thank you for your support. Your feedback is extremely important to us for the further development of Nion Forge.
Source
Changelog.gg summarizes and formats this update. How we read updates.
