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Steam News1 January 20251y ago

AQUARIUM UPDATE - HITS ALL AQUARIUMS NEAR YOU

Hey peeps and a merry happy holiday season for all! A big update coming for you today. Before I get into things, if you enjoy Void Strife please remember to leave a review - it helps a TON!

Full notes

Full Void Strife update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes27 additions11 changes2 removals
  • Events
  • Gameplay
  • Maps
  • Balance
  • Compatibility
  • UI and audio
changedHey peeps and a merry happy holiday season for all! A big update coming for you today.
addedNEW ENVIRONMENT: Aquarium Alpha - defined by its sandy floors and the glass walls, you can now touch seagrass for once in your life. You will be able to see deep space behind the dungeon, and is where you will find most of the new enemies.
addedNEW MECHANIC: Recombobulator - This machine combines two items and results in a third item, which is a combination of the two inputs. The first item will become the base, and effects/stats from the second item will transfer to the first item. The cost increases based on the stage and the number of times each item you use has been recombobulated before.
addedNEW MECHANIC: The Gauntlet - some dungeons will spawn a green portal. Follow it and you will enter a gauntlet where you will fight waves of enemies and will be rewarded at the end.
addedNEW ENEMY: Stationary Turret - wielding a rapid firing machine gun, however is slow to turn.
addedNEW ENEMY: Filthy Crab - slow and with a Gauss Turret mounted on its back. When it dies, it spawns 2 small crabs in its place, each equipped with a pistol. Armoured.

Void Strife changes

changedHey peeps and a merry happy holiday season for all! A big update coming for you today.
addedNEW ENVIRONMENT: Aquarium Alpha - defined by its sandy floors and the glass walls, you can now touch seagrass for once in your life. You will be able to see deep space behind the dungeon, and is where you will find most of the new enemies.
addedNEW MECHANIC: Recombobulator - This machine combines two items and results in a third item, which is a combination of the two inputs. The first item will become the base, and effects/stats from the second item will transfer to the first item. The cost increases based on the stage and the number of times each item you use has been recombobulated before.
addedNEW MECHANIC: The Gauntlet - some dungeons will spawn a green portal. Follow it and you will enter a gauntlet where you will fight waves of enemies and will be rewarded at the end.
addedNEW ENEMY: Stationary Turret - wielding a rapid firing machine gun, however is slow to turn.

Hey peeps and a merry happy holiday season for all! A big update coming for you today.

Before I get into things, if you enjoy Void Strife please remember to leave a review - it helps a TON!

Sorry this took a while, but I have been really busy with university work. Now that I’ve come home for the holidays I’ve had a lot more time to work on Void Strife, and deliver a good update for you to enjoy.

Patch notes:

  • NEW ENVIRONMENTAquarium Alpha - defined by its sandy floors and the glass walls, you can now touch seagrass for once in your life. You will be able to see deep space behind the dungeon, and is where you will find most of the new enemies.
  • NEW MECHANIC: Recombobulator - This machine combines two items and results in a third item, which is a combination of the two inputs. The first item will become the base, and effects/stats from the second item will transfer to the first item. The cost increases based on the stage and the number of times each item you use has been recombobulated before.

  • NEW MECHANIC: The Gauntlet - some dungeons will spawn a green portal. Follow it and you will enter a gauntlet where you will fight waves of enemies and will be rewarded at the end.

  • NEW ENEMY: Stationary Turret - wielding a rapid firing machine gun, however is slow to turn.

  • NEW ENEMY: Filthy Crab - slow and with a Gauss Turret mounted on its back. When it dies, it spawns 2 small crabs in its place, each equipped with a pistol. Armoured.

  • NEW ENEMY: Crab - tiny, quick, and wields a pistol. However, is quite weak. Armoured.

  • NEW ENEMY: Mother Jellyfish - slow and large, this behemoth will restlessly follow you - you will get hurt and shocked whenever you touch it. May spawn Jellyfish reinforcements. Has a jelly shell that needs to be killed first before revealing the vulnerable core.

  • NEW ENEMY: Jellyfish - relatively quick, can float through most objects and enemies. Will hurt and shock you whenever you touch it. If nearby any Mother Jellyfish, it will follow her as long as it doesn’t see you - then, it will chase you instead. If it loses track of you, it goes back to following the Mother Jellyfish. Has a jelly shell that needs to be killed first before revealing the vulnerable core.

  • NEW ENEMY: Whaler - relatively quick, this guy shoots harpoons. The harpoons move pretty quick though so watch out - don’t get impaled!

  • NEW WEAPON: Gold Cannon - increases its damage based on how much money you have. Shotgun. Bullets bounce off walls.

  • NEW WEAPON: Ahab’s Harpoon Gun - shoots harpoons. Greatly increases your bleeding damage. Bleeds.

  • NEW ATTACKS: Some enemies may now dash towards you, some may even teleport nearby. These are both marked with a warning.

  • ADDED DASHING: there is a little bit of I-Frames whilst the particles are showing at your feet.

  • ADDED CONTROLLER SUPPORT: Very likely there are still some bugs so please let me know whatever you find and I will fix :)

  • added the ability for items past the first loop to spawn with modules already installed

  • added damaging environmental hazards (stationary wires causing shock and damaging you and moving spikes for normal stations, blue/red coral for aquarium alpha)

  • added animations to most enemies now

  • added achievement for performing a recombobulation

  • added a small coloured border around enemy projectiles to make them easier to distinguish from your own bullets

  • added new props/decorations (boulders, coral, barnacles, grass)

  • added a gravity pull to the radial turrets

  • added background particles, visible mostly behind window floors

  • added footsteps and walking to some enemies

  • added text to explain what kind of weapon a weapon is (burst-fire, shotgun, single-fire)

  • added sequential boss/dungeon prevention - you should not get the same dungeon set or boss twice in a row. If you do, woops.

  • added tons of UI animations when hovering over buttons or selecting, etc.

  • changed the way enemies are chosen for spawning: now will place a higher weight on smaller enemies in the early game. As the game progresses, you will encounter more and more “badder” enemies.

  • changed character selection screen - inspired by the likes of Mortal Kombat. It looks nice.

  • changed ammo pickups - they will now go straight to your inventory instead of you having to walk over them. This saves on performance when bosses spawn hundreds at a time.

  • changed logbook icons for enemies so they would more accurately reflect the in-game look of enemies

  • changed orange station so it has a much more open plan now

  • changed behaviour of bouncy projectiles when grinding across walls - they will no longer spam sounds and particles as quick as possible, instead will be on a 0.1s timer.

  • changed dungeons so they can have their own properties like lighting etc.

  • changed large brainiac bullets to have a shadow

  • changed Computers by adding a green light on their screen, and particles in a SONAR-like fashion to make them more obvious

  • changed cutscene text to write faster

  • changed cutscene to only show if you have never completed a run before

  • changed magnum opus lightning to be much more visible (it looks awesome now!)

  • removed normal enemies' ability to inherit boss attacks for now. This feature will likely come back in the future as elite enemies.

Source

Steam News / 1 January 2025

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