In this update12
Full notes
Full Velocide Overdrive update
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What changed
- Gameplay
- Balance
- Events
- Store
- Performance
- UI and audio
Velocide Overdrive changes
Update 1.4.0 — Light, the precision Boss, enters the arena!
Hey Drivers! The new Velocide Overdrive 1.4.0 update is here, and it introduces its most technical playstyle yet with a brand-new Boss: Light, built entirely around precision and skill, timing, and distance management.
This patch also adds 7 new power-ups, 2 new elimination effects, along with many comfort, readability, and balance improvements.
Available June 25, during the Steam Summer Sale. The game and the Supporter Pack are both -20% during the event. A single copy is enough to play together, locally or remotely via Steam Remote Play Together.
New Boss: Light — a precision challenge (1 to 4 players)
Light is a tiny, dazzling point of light that races around at full speed, splits in two, spawns decoys, raises reflector shields, and changes its behavior every run. Here, the goal is no longer just to survive: you have to score points by hitting Light with your power-ups and your most precise shots.
Light opens a brand-new Boss category in Velocide Overdrive — Precision / Skill — and joins Boss Mode alongside Synthetic and Galleon.
Pick up the Divine Lasers that appear in the arena, aim at Light, and land the cleanest shots you can.
Your score rests on two equally weighted factors: how centered your shot is on the target, and how far (distance) you are from Light at the moment of impact. The farther and more centered the shot, the more points it earns.
Consecutive hits build a combo up to ×5. No timer: the combo only resets when you miss a shot.
Once you reach ×5, grab a Golden Sniper that locks onto the Boss and makes the shot almost impossible to miss.
With a bit of luck, a rare, wider red Divine Laser can appear: it earns more points and makes Light easier to hit.
A single Laser power-up shows up just once per fight: sweep the beam across Light to score just like a divine shot.
Kunai explosions earn points too.
Light can raise a reflector shield: shooting it bounces the laser back and costs you points — wait for it to drop.
A phase where Light turns into a Pyramid (Hard difficulty only).
Players move 30% faster.
No classic death here: no trails, no trail collisions, mirror walls (leave one side, come back from the other), starry skins, and a starry space arena. Your trail becomes a shooting-star streak.
Solo or co-op (1 to 4 players), everyone goes for the best score. Reach the objective to win and claim the medal — 4000 pts (Medium) / 7000 pts (Hard). In co-op, only one player needs to reach the objective; win again and the medal stacks (×2, ×3…).
Two difficulties — Medium and Hard — each with its own music, and every run lasts exactly the length of the track.
7 new power-ups
Kunai — Divine: you channel the attack for a second, then throw a piercing blade that slices trails and impales opponents before sticking into a wall. Its explosive scroll detonates on contact or near a player, erasing trails and eliminating everything caught in the blast.
Laser — Divine: a red execution beam locks in front of the player and follows their heading for a brief moment. It passes through neither walls nor trails — it stops at the first obstacle. A weapon of aim, angle, and placement.
Metallic — Purple: temporarily turns every living player's trail into indestructible chrome. These metallic trails can't be erased by Rockets, Saws, the Compressor, or the Eraser — enough to reshuffle who controls the arena.
Shotgun — Green: fires three short-range volleys, each spraying pellets that can tear through trails and eliminate opponents. A frontal weapon built for direct confrontation.
- Soul — Divineturns the player into a ghost for 7 seconds. During this phase, the new trail is intangible. If you survive until the timer runs out, the ghost trail solidifies all at once into a real trail. If you die during the ghost phase, your soul rewinds the path you traveled and brings you back to where you picked up the power-up — a guaranteed second chance.
Bloodlust — Divine: a high-risk execution. Chase the blood drops to grow a circular claw attack before it goes off. The more drops you collect (up to ×5), the bigger the final strike. It's up to you to decide whether to risk chasing more without getting eliminated before it activates.
Missiles — Green: fires a salvo of two rockets. The missiles launch from each side of the player, accelerate in a straight line, erase trails in their path, and explode on contact with a wall or an opponent.
2 new elimination effects
Liquification: the eliminated player's head melts into an animated puddle, complete with drops, bubbles, ripples, and steam.
Balloon: the eliminated player inflates like a rubber balloon before bursting into confetti and rubber fragments.
Both effects are available with no conditions and can show up in the random rotation.
Balance and improvements
Optimizations
Several optimizations have been made in the menu and in-game. Matches should run more smoothly for everyone.
Special rounds
The spread of special rounds (×2, Negative, Team, Frenzy) is more balanced: they are better distributed across the whole match, and two special rounds can no longer chain back-to-back. The guarantee stays the same: every special round appears at least once per match.
Removed power-ups
Toxic Gas and Smoke Screen have been removed from the power-up pool: they no longer appear in-game because they didn't add enough to the gameplay.
Adjustments
Rocket: visual rework — a true homing rocket replaces the old one.
Grenade: the smoke variant is gone — every grenade now detonates with a real explosion.
- Water Bubblesminimum number of bubbles per volley raised — a volley now contains 4 to 6 bubbles.
Zero-G: activating the void band now dissipates an active Annihilation black hole — the two fields no longer overlap.
Keyboard and gamepad navigation
Between rounds, the Restart / New Match button is preselected again even with no controller plugged in: press Enter (or Space) to continue, and use the arrow keys to move from one button to another.
The Boss end screen is fully navigable with keyboard and gamepad, with the right button preselected (Retry on defeat, Next Level on victory).
Every confirmation and context window (“Are you sure?”, launch warning, Remote Play, Supporter, resolution confirmation) now shows a visible focus ring, navigates with the arrow keys, confirms with Enter, and closes with Esc.
Thank you!
Thanks to all the players who keep testing the game, reporting bugs, and sharing ideas. Light opens a whole new Boss category: tell us what you think of this precision challenge.
Steam post image Welcome to the v1.4.0 arena
Source
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