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Steam News3 February 20215y ago

Steam Game Festival Demo

Major ‘Crystal Power’ system implemented. - Gathering enough crystals increases ‘Crystal Power’. - ‘Crystal Power’ increases ability cooldown. - Music intensity dictated by current ‘Crystal Power’.

Full notes

Full Rooftop Renegade update

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

What changed

0 fixes5 additions5 changes1 removal
  • Balance
  • Gameplay
  • UI and audio
changed‘Crystal Power’ system implemented. - Gathering enough crystals increases ‘Crystal Power’. - ‘Crystal Power’ increases ability cooldown. - Music intensity dictated by current ‘Crystal Power’. - Hitting certain hazards drains crystals.
changedAbilities separated from unified energy meter. - Each ability now utilises its own cooldown. - Abilities are determined by loadout.
addedRank progression implemented. - Score from playing levels increases “Rank”. - Ranking up provides new levels and ‘Kicks’.
changedMovement system improvements. - All speed modifiers are now calculated as additive effects. - Momentum is easier to build. - Stepping onto or under ledges while airborne is smoother. - Camera moves to match player direction.
addedAbility overhaul. - Shift is now a shorter controlled burst. - New ability Phase passes through hazards for a certain amount of time. - Shifting or Phasing through energy hazards overloads them and grants crystals. - All abilities now apply modifiers to match movement system overhaul. - All abilities are now directional.
changedUser interface overhaul. - Visual design adjusted & existing elements reordered. - Crystal power and separated abilities integrated. - Updated key/button icons. - Abilities & enemies displayed in relevant preview images.

Rooftop Renegade changes

changed‘Crystal Power’ system implemented. - Gathering enough crystals increases ‘Crystal Power’. - ‘Crystal Power’ increases ability cooldown. - Music intensity dictated by current ‘Crystal Power’. - Hitting certain hazards drains crystals.
changedAbilities separated from unified energy meter. - Each ability now utilises its own cooldown. - Abilities are determined by loadout.
addedRank progression implemented. - Score from playing levels increases “Rank”. - Ranking up provides new levels and ‘Kicks’.
changedMovement system improvements. - All speed modifiers are now calculated as additive effects. - Momentum is easier to build. - Stepping onto or under ledges while airborne is smoother. - Camera moves to match player direction.
addedAbility overhaul. - Shift is now a shorter controlled burst. - New ability Phase passes through hazards for a certain amount of time. - Shifting or Phasing through energy hazards overloads them and grants crystals. - All abilities now apply modifiers to match movement system overhaul. - All abilities are now directional.

Major

‘Crystal Power’ system implemented. - Gathering enough crystals increases ‘Crystal Power’. - ‘Crystal Power’ increases ability cooldown. - Music intensity dictated by current ‘Crystal Power’. - Hitting certain hazards drains crystals.

Abilities separated from unified energy meter. - Each ability now utilises its own cooldown. - Abilities are determined by loadout.

Kick Loadouts system implemented. - Each loadout contains separate Abilities. - Loadouts are unlocked through “Rank” progression system.

Rank progression implemented. - Score from playing levels increases “Rank”. - Ranking up provides new levels and ‘Kicks’.

Movement system improvements. - All speed modifiers are now calculated as additive effects. - Momentum is easier to build. - Stepping onto or under ledges while airborne is smoother. - Camera moves to match player direction.

Ability overhaul. - Shift is now a shorter controlled burst. - New ability Phase passes through hazards for a certain amount of time. - Shifting or Phasing through energy hazards overloads them and grants crystals. - All abilities now apply modifiers to match movement system overhaul. - All abilities are now directional.

User interface overhaul. - Visual design adjusted & existing elements reordered. - Crystal power and separated abilities integrated. - Updated key/button icons. - Abilities & enemies displayed in relevant preview images.

Audio overhaul: - Existing tracks separated between levels. - Dynamic “stages” added to tracks via crystal power system. - Additional tracks added. - SFX updated for all new systems.

Playable levels:

  • Shift Training added.
  • Launch Training added.
  • Cyber City Skyrise converted from tutorial.
  • High Pressure now introduces chase van & gunner.
  • All levels crystal count adjusted.

Minor

Van capture:

  • Van now locks on before capture.
  • Escaping the van reverses lock on.
  • Van no longer slows time when close.

Hazards: - Bollard drones now replace Crate drones in relevant levels. - Zap Sliders now replace slidable pipes in relevant levels. - Grind rails are more dynamic in all levels. - Zap hazards slow and grip player instead of a full momentum stop.

Loading screen:

  • Story & lore elements added.
  • Specific button required to continue.
  • Specific Skip button added to intro cutscenes.

Particle refinement:

  • Hazard impacts are more visually aided.
  • Runner effects are visually aided.

Score calculation:

  • Crystal bonus increased.
  • Time bonus thresholds per level refined.

Source

Steam News / 3 February 2021

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