Full notes
Full Sublight update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Balance
- Events
- Maps
Steam post image Sublight Demo – Thank You & What’s Next
First off, thank you.
As a solo developer, seeing Sublight out in the world and in your hands this past launch weekend has been incredible. The amount of feedback, support, and enthusiasm has honestly meant a lot. Whether you played briefly or spent hours experimenting with builds and trying to break the demo, I truly appreciate it.
Rough Around the Edges
Thanks to your crash reports, error logs, and direct feedback, I was able to push three bug-fix patches over the weekend.
These addressed a number of crashes and gameplay issues that would have been impossible to catch alone. Your reports made a huge difference in stabilizing the demo so quickly, so seriously, thank you for taking the time to share them. Help Shape the Game If you’d like to be part of that process, I'd love to hear from you:
Join the community on Discord
Share your thoughts through our feedback forms
Report bugs, suggest ideas, or just tell me what you enjoyed (or didn’t!)
Every message helps guide what I focus on next. Upcoming Changes & Improvements
So is that it? Nope, not in the slightest! Now that the game’s a bit more stable, here’s what I’m working on next:
Boss adjustments
The bosses need to feel a bit more impactful and unique, so other than a health increase so they hang around to show off their abilities a bit more, all bosses will be getting some weapon and tactics adjustments.
Additionally, the rewards from bosses feel lackluster; why get an upgrade you can just buy? So I'll be working on a selection of boss-unique loot.
Enemy scaling improvements I'll be looking at making enemies scale faster the longer the game goes on. In addition to the random endless bosses, some more unique enemies will start appearing later in a run to really challenge your build.
Weapon balancing and reworks
Frigates and railguns are first on the retooling list.
Railguns and mass drivers aren’t quite meeting the expectations of a long range, accurate piercing weapon, and the Sabre ship struggles accordingly.
Frigates are overbearingly good with fighter increase upgrades, and as the only weapon system with a dedicated passive upgrade, it’s not hard to see why it might be a quick favorite right now. I'll be looking at changing this mechanic to keep fighters relevant without frigates dominating the field.
New status type
In addition to slow and ignite getting more build options, with the upcoming buffs to bosses and scaling, I'll be looking at adding a way to make enemies take more damage.
Power-ups and buffs
I'll be adding a small chance for enemies to drop power-ups, starting with a magnet overcharge to collect all the resources on the map.
Source
Changelog.gg summarizes and formats this update. How we read updates.
