Full notes
Full The Redundant update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Maps
- Balance
- Performance
The Redundant changes
Systems Overload – Combat Expansion & Core Enhancements
New Weapons Introduced Electric Wire Description: A tactical wire that attaches to enemies upon impact. Mechanics: o Activated by holding Left Mouse Button (LMB). o Gradually drains enemy energy (damage-over-time). o Releasing LMB detaches the wire, preserving the player’s energy. o Perfect for immobilizing or weakening enemies before a direct attack.
Shoot gun • Description: A futuristic shoot gun with a glowing plasma edge. • Weapon Selection: Scroll using mouse wheel +
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Recharging & Repair Stations Location
Found in every inventory room per stage.
Design
Circular platform with green glowing core.
Functionality
o Stand inside to recharge energy and auto-repair. o Stepping out interrupts the process.
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Pyro Skill Tree System Progression System
Earn crystals to unlock 12 upgradeable skills.
Passive Skills
Energy Efficiency I/II: Reduce attack/movement energy cost. Adaptation: Decreases weapon cooldown time. Armor Reinforcement: Boosts overall durability. Enhanced Sensors: Highlights hidden enemies and secrets. Overcharge: Temporarily boosts attack power. Ammunition I/II: Expands magazine capacity. Bomber I/II: Increases throwable bomb count. Deflector Shield: Activates a temporary reflective shield. ________________________________________
End-of-Stage Performance Report Displayed Stats: o Total enemies eliminated. o Time taken to complete the stage. o Secret files discovered (more appear in higher levels). o Resources used (mechs & batteries). o Rating System: 3-star scoring based on performance. ________________________________________
Enemy Dialogue System Dynamic Text Bubbles for selected enemies.
Examples
o “You can’t escape, rust-bucket!” o “Pathetic robot—you’re no match for us!” Purpose: Immersive and reactive enemy personalities. ________________________________________ Enemy Enhancements New Abilities: o Triple Shot: 3-way bullet spread. o Shielded Units: Requires shield break before health damage. o Stealth Units: Appear only during attacks. o Tarian Units & Champion Enemies: New elite enemy types.
Health Bar Redesign
o Two-layer bar (deep red + light red overlay) to reflect damage progression. ________________________________________
New Shooting Mechanics Accuracy Loss System • Removed: Overheat System. • New: Accuracy Decline Mechanic – Continuous rapid fire leads to reduced accuracy per shot. Reload System • Magazine: 12 bullets. • Reload Time: ~1.5 seconds. • Supports auto-reload and manual reload. ________________________________________
Camera & Navigation Improvements Dynamic Camera Behavior: o Zooms in during confined areas. o Zooms out in open spaces. Aiming System Update: o Always-on aiming reticle.
________________________________________ Battery Management Overhaul • New Stations: Recharge & repair points within levels using found batteries. • Dropped Parts: Batteries and mechanical parts now spawn directly on the ground for collection.
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VFX & Alert System Updates Visual Effects Optimization: o Scaled down to match game proportions more accurately. o Pre-activation alert system added (e.g., blinking lights or pulse) to signal danger or upcoming explosions.
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Additional Notes • All new mechanics were play tested for balance and progression fairness. • Weapon cooldowns and skill power-ups are carefully tuned to reward tactical gameplay. • Multiple bug fixes, UI polish, and quality-of-life improvements were made across the game.
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Source
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