In this update12
Full notes
Full PositronX update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- Balance
- Events
- UI and audio
PositronX changes
More than 2 years ago we set off on an exciting path of creating our own game, the game we would like to play, a game fueled by all of our childhood and teens nostalgia. We remember “the good ol’ days” as a time when games were about tight gameplay above all else, when games encouraged creative problem solving but also made you feel like a badass. Combine this with our love for roguelite games and well…
...this is where PositronX steps in. PositronX is our love letter to our nostalgia and to the roguelites we look up to. We wanted it to be a game that is both challenging while also giving a sense of freedom when it comes to how a player can approach a situation.
Our journey
PositronX is a roguelite FPS, and the first person perspective opens up an entire array of gameplay possibilities.
We wanted to push these possibilities as creatively as possible, thus ideas like the ability to see through walls, alter time and space, deploying forcefield shields, drones, basically all sorts of means to alter as many aspects of the battlefield as possible.
In the vein of creative ways to combat enemies and a need to keep the game replayable we ended up with a game that manages to deliver unique battle scenarios which the player can tackle in any way they see fit. More than weapons, PositronX offers tools which you can combine, upgrade and adapt to your playstyle.
Which brings us to the roguelite aspect: PositronX is challenging and doesn’t hold your hand. You will have to adapt to the game’s unscripted scenarios.
This has been no easy task and this is one of the many reasons we chose to go down the Early Access path. We wanted players to have hands on access to the game as it’s being developed so we can get the most precise insight on how the game feels, because what works for us on paper, might not necessarily be the best possible experience for the player.
Our biggest update yet
Now we’re preparing to leave Early Access. We’re carefully making the final steps towards the exciting launch of our 1.0 version. To that end, we’ve put together the biggest update we have ever made. Here’s what this Early Access Update brings :
Progress Reset
(don’t worry, there’s not glitch in the matrix - since this is a HUGE update with BIG system changes, it was necessary to do)
Level:
brand new tutorial;
Legibility:
adjustments to pick-up items to ensure better correlation between visual and functionality;
significantly adjusted game illumination throughout all 3 existing stages;
adjustments to existing stages to ensure the legibility of enemies and points of interest;
health bar now shows collective enemy health/room;
directional damage FX on the screen;
death FX for enemies;
visual feedback on enemies taking damage;
Movement, shooting and animations:
great improvements to weapons/projectiles FX;
character movement mechanics improvements;
improved animations for existing enemies;
sharper, more relatable shooting animation for different types of weapons;
reworked secondary attack for Pistol
Gameplay and rogue-lite mechanics:
increased hitboxes on some very small or slim enemies;
reworked the reward system for finishing a combat room;
drops during combat now include only ammo and health (don’t worry, you can still find all the special weapon bonuses);
reworked the weapons and implants upgrades system (fewer but more powerful upgrades);
added an experience buff on a random character before each run;
remove the old permanent bonuses, each character has now a permanent personal bonus that increases after each run;
adjustments to game modes;
adjustments to game difficulty;
improve Echo ability functionality;
Lore:
added LOTS of lore;
added Datapoints info (codex) for easier access to said lore;
Other:
added Steam achievements;
added missing icons for implants/ imprints/ weapons;
overall UI improvements;
new loading screen and splash screen;
LOTS of bug fixing;
Launch event and Giveaway!
Since PositronX is our digital sci-fi robot-blasting baby, the full launch is pretty much a birthday for us, so we want to celebrate big time! Expect live streams, AMAs and giveaways.
Make sure you join our Discord server here to stay up to date with all our festive intentions AND to take part in the Update Giveaway! Every day for the next 5 days, 2 random members will be selected from our discord server and will receive a PositronX Steam key.
Price change in preparation for the full launch.
A lot of work has gone in the game during these last 2 years. The game grew way over what it was when we first made it accessible to the public.
The current version will come with a price increase that will encompass all of our work. The full version of PositronX will still be priced at $19.99 (or its regional equivalent).
Join our brand-new Discord server!
We want to get to know our players (especially you, reader!), thus we’ve launched our very own Discord server. We’ve prepared a safe-haven for FPS, roguelite and sci-fi fans, and it is our mission to make it a digital island where you can chill, exchange ideas, theories, grievances or just get in touch with us as fast as possible.
We’ll be on pretty much all the time and we seriously can’t wait to hear your thoughts (and not just on the game). It’s also where you can find out before anyone else of news, patches and our intentions.
So make sure you join us on DISCORD! That’s pretty much it for now, Positrons. We want to give a hearty “Hello!” to those of you hearing about us for the first time, and moresoe a deep “Thank you” to all of our Early Access supporters.
In the end PositronX is a game made by its players and we wouldn’t be here if it were otherwise. Thank you again for all the support.
Best, The Scorpius crew
Source
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