Full notes
Full Steel Defence update
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Repeated intro
Greetings, Pilots! First and foremost, I want to say a huge thank you to everyone for your support — it means the world to me! The time has come to roll out the first major update I've been working on for so long.
What changed
- Gameplay
- UI and audio
- Workshop
- Maps
- Performance
- Balance
Steel Defence changes
IMPORTANT ANNOUNCEMENT FOR NEWCOMERS: If you are reading this on the day of the release and want to buy the game — WAIT A FEW HOURS! The Steam Spring Sale is starting soon, and the game will get a 50% discount. Add it to your wishlist and get ready!
Now, onto what awaits you inside. The game has changed drastically — it has become faster, angrier, and much deeper.
Dynamics and Session-based Gameplay (Farewell, Saves) I made a tough but necessary decision: to completely remove the ability to save your session mid-run. The game now heavily focuses on hurricane-paced dynamics and session-based progression. Survive, earn resources, die, and come back stronger. No save-scumming — strictly hardcore.
Arsenal and Modules Overhaul Weapons have been rebuilt from the ground up.
Manual Control: You now decide exactly when to activate weapon systems (via button presses), giving you full tactical control over the battlefield.
Chip System
Weapon upgrades now work by installing chips.
But be warned
powerful chips come with both positive and negative traits. Build your loadout wisely.
Metaprogression: The Neuromodule The old "Workshop" is a thing of the past. Now, your primary progression tool is the Neuromodule. Gather resources in battles and globally upgrade your Pilot's stats between runs to push further each time. The reward and loot system has also been completely revamped.
The Living Arena and Tasks
Arena Rebuilding: The map is no longer static. After every completed cycle, the Arena physically rebuilds itself, becoming more complex and altering the terrain and safe zones.
Tasks (Missions): Special tasks will now appear right in the middle of enemy waves. Take the risk to complete them, and you'll be rewarded with extra resources and blueprints.
- Addressing the old RoadmapBecause of the dynamic arena rebuilding, adding entirely new maps is currently on hold — the current Arena now generates plenty of unique situations on its own. However, a Multiplayer mode is still in the plans!
Enemy Behavior Enemies have gotten smarter. Their behavioral logic has been completely rewritten, attack patterns are far more complex, and the variety of mechanics has significantly increased (watch out for the new kamikaze drones, miners, and orbital saws!).
Graphics, Optimization, and Leaderboard Wipe
Visual Style: The visual presentation, effects, and UI have been completely overhauled.
Performance: The game architecture was rewritten. I've implemented an object pooling system and shader precompilation. The game is now vastly more stable even with massive hordes of enemies on screen. Graphics settings have also been expanded.
Stat Reset: Due to the complete overhaul of balance formulas, difficulty, and game architecture, the old Leaderboards and Achievements have been wiped/modified. The race for the top spots starts from scratch!
A Word from the Developer (Bugs and Feedback) Pilots, I am developing this game and writing the code entirely solo. Despite rigorous testing, in an update of this massive scale, crashes or bugs might still pop up. If the game crashes — please don't get mad. Help me fix it!
In case of errors, just copy the log from the pop-up crash reporter and send it to my email (Silencer6852@gmail.com).
And most importantly — please leave reviews on Steam! For an indie developer, this is the only way to promote the game and understand what you like and what needs improvement.
Good hunting in the new Arena!
Respectfully, Storyteller.
Source
Changelog.gg summarizes and formats this update. How we read updates.
