In this update1
Full notes
Full ShatterRush update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Maps
- UI and audio
- Fixes
- Balance
ShatterRush changes
Now's the time to get back into ShatterRush: Multiplayer Gauntlet Mode, a Full Movement Rework, Matchmaking - v0.9.8 is now live!
If you haven't tried the game in a while, now's the perfect time to jump in. We've really listened to your feedback, with nearly every aspect of the game modified since our Steam demo launch. I'm keen to know what you think!
Here's ALL 94 PATCH NOTES since we launched the Steam Demo 2 months ago:
v0.9.8 (4 Dec)
Learn Menu added - Press Tab/Menu in the Gauntlet, which opens a menu filled with videos and info on how to learn ShatterRush's movement system.
Marked Mode added - this is a modifier that if a player gets too far ahead, they'll be marked for everyone in the match, but they also get a bonus for every elimination. This is designed to give newer players a better chance in multiplayer, but also provide extra challenge to top-tier players who are far ahead of the rest of the lobby.
Refresh of Combat Arena and Ember Vale - both maps have recieved a visual refresh! Combat Arena has also recieved minor layout tweaks, with 2 massive turrets added to the top of the map as power positions and the top-of-wall vantage point around the edge of the map now being removed.
Tutorial - an actual tutorial has been added! You'll only see this if you uninstall and reinstall, but it's finally here...
v0.9.7.6 (30 Nov)
All operator weapons now have positional audio!
Wallruns are far less "sticky" - you can now press an opposite direction to exit a wallrun, should make it feel alot nice to use!
Mimic reworked, now has fantastic lighting, jump pads and a bigger distance between each side. Should make it alot easier to traverse, and less motion-sick inducing.
AMR mag size dropped from 5->3. It is the most popular weapon in the game, and it is pretty unfair to fight against. This should make it nicer to use.
Run speed reduced from 950->925, and Wallrun Speed reduced from 1450->1400. Just slight adjustments so the game isn't too fast for new players.
Username scrambling added, useful for streamers and content creators!
v0.9.7.5 (28 Nov)
A global matchmaking system designed to get you into a game as fast as possible. You can also matchmake and run the gauntlet at the same time! This should make low population periods much more tolerable.
Beginning audio overhaul - all sounds will now modify their volume if they aren't visible, and most sounds are positional (working to apply this change to all sounds for the next patch).
- Other FixesFixed slide issue that appears on controllers (thanks @Shiny for pointing this out at 1:28) https://youtu.be/LC-ByvDZ-KA?si=AxQcSYKQtbWu2W5q&t=88)
Fixed leaderboard fetching problem, you should now always have valid leaderboards in the Gauntlet Match info in the server browser should now be much more accurate
v0.9.7.4 (26 Nov)
Movement changes - These are designed to bring back that fast-paced intensity that was present in previous versions (thank you @Kushni for the providing feedback which drove the majority of these changes!)
Movement speed cap - 2250 -> 2500
Grapple Speed cap - 4000 -> 10000
Grapple Pull Speed - 800 -> 5800
Walk speed - 490 -> 500
Run Speed - 875 -> 950
Wallrun speed - 1200 -> 1450
SV Air Accell - 3 -> 4
Max Wish Speed - 400->600
Slide boost range in - 1500 -> 1000
Slide Boost range in - 0.35->0.2
Slideboost range out - 0.45 -> 0.3
Slide max breaking speed 1400 -> 1200
Slide time - 2->2.75
Slide hop jump - 420 -> 550
Wallrun Accell - 12 -> 14
Lurch Jump Speed Decrease - 0.25 -> 0.125
Game Mode Changes:
Min mech time now 5 mins
Misc:
The game now refreshes your SSL certificates when launching, which should fix the login errors that you have been recieving.
v0.9.7.0 (22 Nov)
Gauntlet Mode: Compete on global online leaderboards for the top spot! This mode also fully supports multiplayer, so grab some friends and try to get the best time!
Advanced Movement: Air Acceleration, Lurching, Jumping, Sliding, Wallrunning, Bunnyhopping have all been overhauled! Please let me know what you think! (You can modify the values of these in the pause menu as a host of a non-gauntlet match, so tell us what you think is the best set of values!)
Other fixes:
Login Reliability: I know this has been super annoying, so I've spent some time fixing this:
Game now force-launches through Steam, preventing weird issues where it would ask for an Epic Games Account even when playing via Steam. (thanks @Charogne Pestiférée for pointing this out general-💬)
Steam users now always sign in via Steam, removing the option for Epic Games Accounts when launching via Steam.
Changed Online Services version to an older, more stable release
v0.9.2 (14 Nov)
New movement ability added for both mechs and operators: Jetpack! Use it to maintain high movement speed and gain vertical height quickly.
Dropship has been entirely redesigned! Explore the interior of the ship in tight close-quarters combat, then step outside to the expanded combat zone.
You can now reload and sprint at the same time for most weapons! And don't forget, many weapons have recently had their stats modified, so expect the meta to shift drastically!
And of course the usual bug fixes and performance improvements you've come to expect.
v0.9.0 (10 Nov)
Huge Quality-Of-Life update is now out! Settings menu completely overhauled!
Loads of graphics options added (including upscaling)
Control rebinding overhauled
You can now use the controller in the settings menu, and change the input icons based on your controller brand.
All weapons re-balanced! Huge shoutout to @Crypted, Fist Main's breakdown here, some really good points have been made which are now in the game:
RPG splash damage range reduced from 200-400cm to 180-300 cm, should make it less annoying to fight against.
AMR mag size increased from 3->5 (since becoming projectile-based, it's seen less usage. This change should allow more time fighting rather than reloading)
Mil-4 AR is now semi-auto, 3-shot kill (thanks @Crypted, Fist Main!)
Renegade Rifle is now an LMG-style weapon, slower fire rate but high mag capacity (this change was made to separate it out from the Vector, as both weapons were pretty identical (thanks @Crypted, Fist Main!)
Burst is no longer "hold to burst", one click will trigger the full burst.
Sharp Shot Rifle mag capacity increased from 12 -> 18, to make it more viable.
Damage range of Mini-Nuke decreased, to reduce the amount of splash-damage Operator kills.
Shotgun pellet amount increased, and ammo increased from 5->8
Shredder Shotgun pellet amount increased, and ammo increased from 6->8
Bug Fixes and General Performance Improvements!
Upgraded to Unreal Engine 5.6
Spamming tab no longer causes the leaderboard to freeze (thanks @Fruiteebat, God of 'Pack!)
Ramp added to DropShip to make it much easier to get onto the main ship
The Title Screen now lets you proceed when you press any key, including clicking.
Other fixes:
Ember Vale map has a texture and lighting rework, as well as a new ramp that allows mechs to get to the upper floor
Fixed chat not working
Fixed Embark prompt not showing the correct button
v0.8.7 (10 Oct)
Added smoothed wallrunning - now you can wallrun on any surface!
Fixed the issue where all players get disconnected randomly
Added a match time limit, and victory state. After a match ends, a new map will be auto-selected and the game will reset on that map!
Fixed bug where explosives didn't do extra damage to mechs (thanks @gateway @Silly Robot Man @fsilveyra!)
Fixed bug where player health sometimes defaulted to 100 instead of 125
Added screen hit-effects to indicate lower health
Made player hitbox much more consistent
Added "ban" function for hosts - "Banned" players will be instantly kicked if they try to join your lobby while you're hosting.
v0.8.6 (29 Sept)
Just deployed v0.8.6, which drastically changes the core gameplay. I'm looking for your feedback here!
All movement speed has been reduced by 10% across the board. The goal of this is to make destruction more useful, since it's currently easier to run around a object than to use the destruction system.
Health increased from 100 -> 125. The goal here is to reduce the number of "one-shot kills" and make fights more intentional. We've received a ton of feedback from players that although it's fun to get one-shots, it sometimes feels very cheap, and it's certainly no fun getting repeatedly one-shotted with no recourse or counterplay.
Damage falloff added to all explosives. Explosive weapons now have damage falloff, to reduce the "one-shot" aspect of them, while still allowing easy-to-use weapons in the sandbox.
Anti-Material Rifle is now Projectile-based, and Sniper Rifle only one-shots upper body. This post by @TheLovelyLilith really sums it up well. The AMR now deals much more damage to mechs, has a larger hitbox, and still one-shots the whole body, but has a slight projectile lag to it. The Sniper Rifle now one-shots the Chest and above, whereas the Torso was also included as a one-shot before. This is to increase the skill needed to pull off a one-shot, making these weapons more rewarding. These 2 weapons currently account for 17% of all 327k recorded kills in ShatterRush, which is very high!
Other Changes
Operators are now eliminated when their mech is destroyed, rather than floating in mid-air
Approximate ping added to server browser
Fixed bug where players would sometimes not get the option to respawn
I know some of these changes might be controversial, but this is why we're in Pre-Alpha - to find out what works and what doesn't! Looking forward to getting your thoughts!
v0.8.5 (27 Sept)
New Update - Calling Cards and Killcams!
Calling Cards are now available for all players. Those on our Patreon (including the free-tier!) will score some epic cards that appear on killcams!
Killcams have now been added - you'll be able to see the player that eliminated you! (thanks @RideyTidey, @Goldfish and @Pixel!)
Survey has been reworked - it's now entirely optional, and can be done on split-screen! (thanks to everyone for their feedback on this)
v0.8.4 (24 Sept)
v0.8.4 is out! INSANE performance optimisations, and long-awaited bug fixes! I'm getting 300+ FPS on 1080p now...
Refactored look system to reduce bandwidth by 169%, and severely drop CPU compute time
"Get Version Error" fixed! It should now reliably get the version number.
Invert Y axis properly added (thanks @Thorncross, the Actual!)
Mech Melee damage reduced from 500->250 (thanks @AoE Stinger!)
Bullet shells replaced with FX system to improve performance
Bullet impact FX replaced to improve performance
CPU usage heavily reduced across the board
With this update, I feel the performance of the game is now pretty solid. The next updates will focus on improving the movement, make sure to leave your feedback in movement-feedback-🏃!
v0.8.2 (20 Sept)
v0.8.2 is now out! Even more performance improvements and QoL updates.
Major performance improvements made to CPU usage. Expect high-player lobbies to be much smoother now!
The server crashing issue should be fixed, but let me know if it isn't.
Fixed visual glitch where some objects were not cell shaded.
Server browser is formatted properly, and now displays player count too (thanks @Lightning McQueen @Koneko✰Kaito!)
You can invite friends to matches using Steam's friend system.
The game will now auto-install updates if it's out of date. No need to verify integrity anymore!
Mech Health increased from 3000->3500hp. Should give it a bit more survivability
You can now limit the amount of players in a lobby (thanks @Pixel and @gateway!)
Stim charge rate increased by 15%
Mini tutorial added on the first time you play, and Skill Info saved between sessions.
EOS backend upgraded to 1.18.1, should fix a few login issues.
Look Inversion added
Play Button no longer half-pressable (thanks @John Sane!)
Let me know if your FPS has improved this update. I'm getting near 300 FPS with 4 players. I'm interested to know if these recent changes have been effective for you too!
v0.8.1 (19 Sept)
Performance should be significantly better in high player lobbies, with the addition of the Animation Budget system. You can now modify how long you want other player's animations to smoothly run for before we reduce their update frequency.
Server browser now shows the map that's being playing on and correctly displays player count (thanks @Lightning McQueen!)
Settings now apply properly on launch (thanks @Titanメ!)
Patreon will now reliably re-check your rewards when pressing "check account" (thanks @bitto!)
Balancing:
Handgun damage increased from 25->35. It just wasn't seeing a ton of usage, this should make it more potent.
Heavy Handgun damage increased from 55->85. This will now let you one-shot headshot enemies!
Vector SMG damage increased from 20->25. This weapon is alot of fun to use, but the damage just wasn't up to where it needed to be. This should correct that.
Anti Material Rifle damage increased from 200->250. This should make bigger holes in walls, and do more damage to mechs.
Renegade Rifle damage increased from 25->40, and ADS recoil increased by 20%. This weapon will be a beast to those who can handle it!
Shotgun and Shredder Shotgun now have consistent pellet output. Shredder Shotgun's spread is much more larger now to reflect this.
Source
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