In this update4
Full notes
Full Repel The Rifts update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Gameplay
Repel The Rifts changes
Happy New Year, Commanders!
I wanted to provide a quick update and a sneak peek at what’s currently in development.
The Events System
The next major update focuses on the Events system. Events are optional challenges players can tackle for extra rewards, occurring on Days 8, 14, and 20.
The core system is largely complete, and I am now focused on creating unique rewards and expanding the event pool. I’m aiming to launch with 40–50 different events to ensure every run feels distinct.
Example Events
Wave Variety & New Threats
To keep the pre-endless game fresh, I’m increasing wave variety. Currently, there are two variations of waves per night (after Night 5); I am increasing this to three variations. Combined with the new Events, this will hopefully improve the replayability and unpredictability of each run.
Of course, more variety requires more threats. I’m introducing new demon types with unique mechanics:
Reflexive Armor: Any attack dealt to this demon causes a mini-stun to the attacker.
Bomber: Attacks once for massive damage and perishes on impact. Steam post image
Experimental to Main Branch
In addition to these new features, all balance adjustments and Quality of Life (QoL) improvements currently in the Experimental Branch will be merged into the Main Branch with this update.
I hope everyone had a great holiday season. I’m looking forward to getting these changes into your hands soon!
RefinedBear
Source
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