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Steam News25 June 20265d ago

PROTO ZERO - Feedback Thread

The new demo has been out for a week, and have seen some people play the demo for more than an hour. I am accepting critiques for final revisions for this upcoming release.

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What changed

0 fixes1 addition3 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
  • Security
addedThe new demo has been out for a week, and have seen some people play the demo for more than an hour.
changedI am also accepting critiques on the overall system and level/enemy design. Are enemy patterns too monotonous? Overwhelming? Do stages have good visual clarity and give enough space for you to manage? Are some spaces too small? Are some spaces too big?
changedI'm beginning to notice flaws with the Prowess system, mainly in how in longer forms of wave stages like the longer Liquidation Station and Culling Time levels. Namely in the beginning, where you basically get all your prowess and the potential to get health and energy back when in a bind without a high meter or combo count. You could route them out on your path so you don't pick up prowess all the time, but that is easier said than done.
changedI want to get this down for not just for the final release, but the game's potential follow-ups as well. I am only a solo dev mainly playtesting and seeing what feels good, and I can only balance the game so much and not have any oversights as far as exploits or broken stuff. Some glitches I am aware and am trying to address as well.

The new demo has been out for a week, and have seen some people play the demo for more than an hour.

I am accepting critiques for final revisions for this upcoming release. Please list any and all interactions you believe make the game feel jagged or rough, especially when onboarding in the game.

I am also accepting critiques on the overall system and level/enemy design. Are enemy patterns too monotonous? Overwhelming? Do stages have good visual clarity and give enough space for you to manage? Are some spaces too small? Are some spaces too big?

I'm beginning to notice flaws with the Prowess system, mainly in how in longer forms of wave stages like the longer Liquidation Station and Culling Time levels. Namely in the beginning, where you basically get all your prowess and the potential to get health and energy back when in a bind without a high meter or combo count. You could route them out on your path so you don't pick up prowess all the time, but that is easier said than done.

I want to get this down for not just for the final release, but the game's potential follow-ups as well. I am only a solo dev mainly playtesting and seeing what feels good, and I can only balance the game so much and not have any oversights as far as exploits or broken stuff. Some glitches I am aware and am trying to address as well.

Thank you very much to those that played the demo. Full release will come soon!

Source

Steam News / 25 June 2026

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