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Steam News1 October 20205y ago

Starter upgrades and difficulty adjustments | Demo Update 0.12.5

I've made some significant changes to the beginning of the game to accomplish two goals: Giving newer players a zone to experiment without the pressure of enemies attacking the system constantly.

Full notes

Full Power of Ten - Demo update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes2 additions6 changes0 removals
  • Gameplay
  • Events
  • Balance
  • Fixes
  • UI and audio
changedGiving newer players a zone to experiment without the pressure of enemies attacking the system constantly.
changedGive all players a very powerful upgrade that will influence choices they make about what weapons to use and what upgrades to pick up from that point on.
addedIn the latest update you'll start in a system with only one planet. No enemies will spawn to attack the planet (though you may run into some in the system) and it is stripped of a lot of "advanced" mechanics. This system should act as a safe zone if you just want to play around with your newly unlocked ship for a while or if you are a brand new player who needs to grow accustom to the controls and the flow of the game.
changedWhen you complete that system you will be given the regular rewards along with an upgrade that you will only ever get once in the game. These upgrades are specifically designed to be extremely powerful and should cause you to think twice about how they synergism with the items/weapons/upgrades you pick up in the future. They will also offer some run to run variety even while player the same ship as it will be usually advantageous to build your ship around them.
changedOnce you enter the next system the game will start "as usual" enemies will spawn to attack planets and advanced mechanics will return.
addedMy hope for all this is that players will be able to naturally "figure out" the core gameplay loop in the first system where there's little else to do so that when they hit the next system and there is enemy pressure they don't get frustrated and give up. One of the biggest pieces of feedback I've gotten is that players haven't found out what they should be "doing" in the game. I despise tutorials and I want to avoid adding something that doesn't feel natural so this is an approach I'm taking to accomplish the same goal of a tutorial.

Power of Ten - Demo changes

changedGiving newer players a zone to experiment without the pressure of enemies attacking the system constantly.
changedGive all players a very powerful upgrade that will influence choices they make about what weapons to use and what upgrades to pick up from that point on.
addedIn the latest update you'll start in a system with only one planet. No enemies will spawn to attack the planet (though you may run into some in the system) and it is stripped of a lot of "advanced" mechanics. This system should act as a safe zone if you just want to play around with your newly unlocked ship for a while or if you are a brand new player who needs to grow accustom to the controls and the flow of the game.
changedWhen you complete that system you will be given the regular rewards along with an upgrade that you will only ever get once in the game. These upgrades are specifically designed to be extremely powerful and should cause you to think twice about how they synergism with the items/weapons/upgrades you pick up in the future. They will also offer some run to run variety even while player the same ship as it will be usually advantageous to build your ship around them.
changedOnce you enter the next system the game will start "as usual" enemies will spawn to attack planets and advanced mechanics will return.

I've made some significant changes to the beginning of the game to accomplish two goals:

  1. Giving newer players a zone to experiment without the pressure of enemies attacking the system constantly.

  2. Give all players a very powerful upgrade that will influence choices they make about what weapons to use and what upgrades to pick up from that point on.

In the latest update you'll start in a system with only one planet. No enemies will spawn to attack the planet (though you may run into some in the system) and it is stripped of a lot of "advanced" mechanics. This system should act as a safe zone if you just want to play around with your newly unlocked ship for a while or if you are a brand new player who needs to grow accustom to the controls and the flow of the game.

When you complete that system you will be given the regular rewards along with an upgrade that you will only ever get once in the game. These upgrades are specifically designed to be extremely powerful and should cause you to think twice about how they synergism with the items/weapons/upgrades you pick up in the future. They will also offer some run to run variety even while player the same ship as it will be usually advantageous to build your ship around them.

Once you enter the next system the game will start "as usual" enemies will spawn to attack planets and advanced mechanics will return.

My hope for all this is that players will be able to naturally "figure out" the core gameplay loop in the first system where there's little else to do so that when they hit the next system and there is enemy pressure they don't get frustrated and give up. One of the biggest pieces of feedback I've gotten is that players haven't found out what they should be "doing" in the game. I despise tutorials and I want to avoid adding something that doesn't feel natural so this is an approach I'm taking to accomplish the same goal of a tutorial.

Other changes include:

  • Reduced the threshold for increasing your max armor by 2 (to 4) but every time you increase it the threshold will increase by 1 the next time.

  • Enemies will start spawning sooner that they used to in the 2nd system.

  • fixed several upgrades (like Extreme Overload) where the pickups would stop dropping after you interacted with a menu.

  • Fixed a bug where you couldn't back out of an upgrade UI with Escape.

  • Fixed a bug where one soundtrack would continue to play despite turning down the music slider

Source

Steam News / 1 October 2020

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