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Full Wave Defense: Trappist update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Fixes
Wave Defense: Trappist changes
Hey everyone!
This week has been all about introducing some of the big systems I’ve been planning for Wave Defense: Trappist. From music and mech improvements to a full weapon overhaul, there’s a lot to share! Let’s dive in.
New Music by Joel Mull
As a music producer myself, sound design and music are a huge part of the world I want to create in Wave Defense: Trappist. That’s why I’m so thrilled to announce that Joel Mull, the world-renowned electronic music producer, has written and produced brand-new tracks specifically for the game.
The addition of Mull’s music is a game-changer, bringing a deeper atmosphere and energy to every battle, exploration, and build session. I’ll be dedicating a future update entirely to this topic, and hopefully, I can get Mull to share some of his thoughts directly with you all. Stay tuned—this is just the beginning of a much bigger story around the game’s music!
Mech Movement Rework with Inverse Kinematics
One of the biggest changes this week is a full rework of the Mech’s movement and animations. I’ve implemented Inverse Kinematics (IK), which, without getting too technical, means the Mech’s movements are now far more realistic and dynamic.
Previously, the Mech’s weapon would simply spin in its hand when aiming, but now, the Mech’s entire body and arms move naturally as it adjusts to aim at different targets. This makes controlling the Mech feel much better, whether you’re walking, running, jetpacking, or shooting at enemies.
This system has been a lot of work to get in place, but I’m confident it makes a noticeable difference to the feel of the game. I’ll continue to refine and improve this system with each iteration, and I can’t wait to hear your feedback on how it feels.
Weapon Overhaul and New Weapon Stats
The game’s weapons and weapon systems have received a major overhaul this week. Each weapon now has a distinct feel thanks to the introduction of a Weapon Handling stat.
Some weapons, like the Radioactive SMG, are fast and nimble, while others, like the Gatling Gun, are harder to handle but deal massive damage. To give players an easier overview of weapon differences, each weapon now displays three core stats:
Damage – How much raw damage the weapon deals.
Handling – How easy and smooth the weapon is to use.
Efficiency – How resource-efficient the weapon is in battle.
All weapons in the game have been rebalanced to reflect these changes, making them feel more unique and satisfying to use.
New Weapon: The Staff Cannon
I’m also excited to introduce a brand-new weapon: the Staff Cannon. This will be an endgame weapon, designed to be both incredibly powerful and very fun to use. It’s perfect for players who want to bring some serious firepower to the battlefield!
At the same time, I’ve decided to remove the Fire Bow, as it no longer felt like it fit with the game’s overall design. And as a final touch, the Flamethrower now has its proper weapon model, adding a polished look to one of the most satisfying weapons in the game.
Bug Fixes and Miscellaneous Improvements
Finally, here are some additional updates and fixes that went into the latest build:
- Feedback Form FixesResolved issues with the feedback form to ensure smoother player input.
- Audio MixerFixed a bug that caused the audio mixer to not work correctly when players were in the world.
Looking Ahead
It’s been a busy but exciting week of development, and I feel like the game is moving closer to the vision I’ve always had for it. With new music, improved Mech animations, and a refined weapon system, Wave Defense: Trappist is shaping up to be more dynamic, immersive, and fun than ever.
As always, your feedback is invaluable, so please let me know what you think of the new changes. Join our Discord to share your thoughts, report bugs, or suggest features you’d like to see in the game.
Thank you so much for your support—see you next Week!
Source
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