Full notes
Full TEXNOPLAZM update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Maps
- Balance
- Events
TEXNOPLAZM changes
Episode 2 is OUT NOW!
The day has finally come! Episode 2 of TEXNOPLAZM delivers the first campaign expansion since the Early Access launch with new maps, enemies, weapons and items. This update also brings major improvements to gameplay and presentation, including updated 3D models, UI refinements, improved particle and sound effects, and countless bug fixes. This major patch brings a demo update as well, to reflect the changes brought by Episode 2.
Here's a brief summary of new content and improvements:
Episode 2 introduces 7 new maps across Chapters 4–6, featuring larger, longer levels and more refined level design.
Combat expands significantly with 9 new enemies (13 including variants), including new archetypes that deepen encounter variety and strategy
Improved enemy AI and combat rebalancing for a more fluid gameplay loop
New shield pickups obtained in the game world and from enemy shields
Players will get their hands on two melee weapons (wrench and sword) and a new firearm, the Bubblegun.
This update brings some novelty for Active and Passive upgrades
One new Active upgrade and two new Passive upgrades entroduced in Chapters 4-6
A new Active Upgrade, is now retroactively granted on the first level to ensure all players engage with the full combat loop. Returning players will find this automatically equipped if they haven't unlocked any special attack during Episode 1—if they did, this new Special Attack is available in the Upgrade tab of the Level Selection
The update also adds interactive elements like exploding barrels and keycards, with keycards retroactively integrated into Episode 1.
As usual, please consider leaving a positive review: the game is currently enjoying a 98% Positive score on Steam, so if you're reading this and enjoyed the game do your part! Enjoy! -ML
Patch notes below Steam post imageSteam post image
PATCH NOTES
Episode 2 added:
-Chapters 4,5,6
-7 new levels
-12 new enemies (including bosses)
-New enemy roles: grenadier, anti-air, protector
-2 new melee weapons (Wrench, Sword) and 1 new firearm (Bubblegun)
-new Active Upgrades/Special Attack (Two-Tap, Teleport) and Passive Upgrades (Bigger Slam, Bleed)
-Added new interacttive items (Exploding Barrels, Landmines, Laser Traps)
-Added Keycards and relative locked doors
-Added Shield pickups that extend players health over 100
-Shielded enemies drop Shield pickups when defeated
-Improved player's HUD
-Improved player's first person model +++
Episode 1 tweaks:
-New starter Active Upgrade (Two-Tap) added to Stage 0-1, obligatory to unlock. If returning players didn't unlock any other powerup then Two-Tap is retroactively equipped by default
-Reworked parts of Stage 0-1 to improve the pace of teaching basic mechanics to players
-Added new enemy spawns in Stage 1-3
-Added a new section to the main path of Stage 2-1
-Added a new section to the main path of Stage 3-2
-Improved lighting to make some maps appear less dark
-Visual improvements for some maps
-Retroactively added Shield pickups in some maps +++
Combat tweaks:
-Enemies check others more often to avoid piling up on the player
-Enemies are now briefly invulnerable when they get up to avoid trivializing players' strategies
-Added a cap to how many times an enemy can be juggled in air; Heavier enemies can be juggled less
-Added a cap to how many times a grounded enemy can be hit before it gets back up; Heavier enemies can receive less hits
-Heavier enemies are not grounded upon receiving electric damage
-Heavier enemies can kick the player away if they receive too many hits to avoid getting cornered
-Some new enemies and bosses have anti-air attacks to challenge players who jump too often to avoid Attacks
-Regular firearm and melee attack are now telegraphed by a white gleam for improved readability during combat
-Enemy Attacks that can cap the player's health can now stack up, further reducing the maximum player health for a brief moment
-The player's maximum health is not capped if the player is carrying shields (health over 100); in this case the damage dealt by the enemy atacks simply reduces the total amount of health+shields
Training Room:
-Episode 2 enemies available in the enemy selection interface +++
Misc:
-Reduced the time before players can attack again while blocking
-Tweaked some player's attack animations
-Audio cues for melee weapons about to break and guns running out of ammo
-Improved UI layout for some elements
-Improved audio and video feedback across the board
-Improved memory management of certain assets
-Innumerable bugfixes ::: Stay in touch! Twitter 1 / Twitter 2 / Bluesky::: Support my work Patreon Ko-Fi
Source
Changelog.gg summarizes and formats this update. How we read updates.
