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Steam News19 March 20263mo ago

March Development Update

March Development Update Development has been busy since the last update, though much of it focused on systems building and cleaning up some performance and operational construction so there hasn't been much on the visu

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Full Rebel Core: Awakens update

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What changed

0 fixes1 addition3 changes0 removals
  • Performance
  • Store
  • Gameplay
  • Compatibility
changedMarch Development UpdateDevelopment has been busy since the last update, though much of it focused on systems building and cleaning up some performance and operational construction so there hasn't been much on the visual side to post until now.
changedMarch Development UpdateA lot of the last month was focused on building out the Intro Level's boss fight and creating the systems required to make it work, as well as cleaning up and improving the flow of the Intro Level from Playtest feedback (if you haven't yet, be sure to sign up for the playtest from the game's store page and share your thoughts and experiences in the playtest forums on Steam!).
addedMarch Development UpdateWhile that took up the majority of my focus, I was also able to sit down with a few experiential / polish items I've been wanting to get in for ages. Blocked shots now ricochet properly off of shields (which the intro level now teaches before the boss fight), the upgrade terminal now has some visual flair and more explicitly identifies the healing mechanic, the player death sequence got some visual love, and the big one - the boss fight now has all phases and mechanics in and working!
changedMarch Development UpdateOnce we finish sorting out a UI/Input switch that will bring proper controller support to the main menu and pause menu (yep!) I'll be able to update the playtest build with all of this.

March Development Update

Development has been busy since the last update, though much of it focused on systems building and cleaning up some performance and operational construction so there hasn't been much on the visual side to post until now.

A lot of the last month was focused on building out the Intro Level's boss fight and creating the systems required to make it work, as well as cleaning up and improving the flow of the Intro Level from Playtest feedback (if you haven't yet, be sure to sign up for the playtest from the game's store page and share your thoughts and experiences in the playtest forums on Steam!).

While that took up the majority of my focus, I was also able to sit down with a few experiential / polish items I've been wanting to get in for ages. Blocked shots now ricochet properly off of shields (which the intro level now teaches before the boss fight), the upgrade terminal now has some visual flair and more explicitly identifies the healing mechanic, the player death sequence got some visual love, and the big one - the boss fight now has all phases and mechanics in and working!

Once we finish sorting out a UI/Input switch that will bring proper controller support to the main menu and pause menu (yep!) I'll be able to update the playtest build with all of this.

Until then, thanks for continuing to follow along and if you haven't - join in and share your feedback on the steam forums or on Discord (a link is in the discord icon at the bottom of this post!)

-Dan

Source

Steam News / 19 March 2026

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