Exciting news for indie game enthusiasts! Orbital Bullet is proudly participating in the Steam event "Games Made Baked in Germany." 🥳🥳 ➡️ Check out the 🌭 Games Germany 🌭 event page here! 📺 Watch the 🔴 IGN live showcase 🔴 here! This celebration of German indie developers sh
Exciting news for indie game enthusiasts!
Orbital Bullet is proudly participating in the Steam event "Games Made Baked in Germany." 🥳🥳
This celebration of German indie developers showcases some of the finest indie games from Germany to a global audience. As part of the event, Orbital Bullet is available at a 80% discount. Don't miss this chance to enjoy our unique 360° roguelite!
Fraggers! We told you recently that you can play Orbital Bullet everywhere. But now, you might get the chance to even own Orbital Bullet physically! Your favorite circular fast-paced 360° fraglicious platformer Orbital Bullet gets a physical Nintendo Switch release on August 3rd!
Fraggers! We told you recently that you can play Orbital Bullet everywhere. But now, you might get the chance to even own Orbital Bullet physically!
Your favorite circular fast-paced 360° fraglicious platformer Orbital Bullet gets a physical Nintendo Switch release on August 3rd!
We're gearing up together with Super Rare Games to bring you Orbital Bullet, coming physically to Nintendo Switch™ for the very first time.
But be quick, as only a total of 3,000 copies will ever be printed!
Mark the date: The Sale will start on August 3rd at 6pm BST/10am PDT/1pm EDT Available worldwide exclusively at superraregames.com!
Who is Super Rare Games?
As indie's best friend, Super Rare Games works closely with the developers to ensure that every element of each release is an homage to the game printed on the cartridge. The Orbital Bullet physical release comes with the game on a physical cartridge, a full-colour manual, an exclusive sticker, and trading cards. Fans also won't be waiting for long as Super Rare Games titles ship shortly after release.
If you have forgotten what Orbital Bullet has to offer.
TRIGGERFINGER LICKIN’ GOOD ROGUE-LITE ACTION
360° hard-boiled gunplay: Projectiles traverse in a 360°-degree pattern allowing for a new unrivaled gunplay feeling.
“Just one-more-run”: Procedurally generated planets, mean enemies, bad-ass bosses, diverse weaponry and game-changing upgrades guarantee addictive gameplay.
Fast-paced unrelenting pixel style-action: Each death is permanent, but let’s be honest, dying is part of the fun.
A DEATH-DEFYING PROGRESSION SYSTEM
Having a hard time making progress? Don’t worry, we got you covered! After each death, you will be able to spend Nanobytes to receive permanent upgrades and skills.
How about a bigger Medi-Backpack or extra Shield to last a little bit longer?
Or activate the Combo System, to tremendously increase the pacing of the game and receive certain multipliers to currency drops and EXP.
Don’t like your starting weapon? Unlock a new more powerful one right from the start and get your revenge.
UNLIMITED FRAG-TASTIC REPLAYABILITY
Build your own custom skill tree with our Dynamic Skill Trees! Make clever decisions to empower skills and reach new power spikes while the tree changes every time you play.
Unlock, find, or buy more than 42 different guns, weapon upgrades, and various power-enhancing perks that will change the way you’ll play.
Unlock four different classes to choose from, like the turret-carrying Engineer or the fire-fueled Hellion, each with a different skill tree.
Are you the type of person who enjoys some good ol’ pain? Good, because we got a Streak System that will make the game considerably more difficult (coupled with a few other surprises) with each completed run, until your streak ends.
Fraggers! It is an excellent time to celebrate 2 years (slightly more, but don't tell anyone) since we have launched Orbital Bullet in Early Access here on Steam. Since then, Orbital Bullet has seen many Major Updates, adding frag-tastic new features , as well as dozens of smalle
Fraggers! It is an excellent time to celebrate 2 years (slightly more, but don't tell anyone) since we have launched Orbital Bullet in Early Access here on Steam.
Since then, Orbital Bullet has seen many Major Updates, adding frag-tastic new features, as well as dozens of smaller patches and hotfixes, which were leading to its full release last year and even more updates, patches, and more after that!
This wouldn't be possible, with the amazing help of our community, YOU, who helped us making the game, which you can enjoy now!
Therefore, we wanted to insert here, a big shoutout and huge Thank You to every single fragger, who has joined us, veterans and newly recruited alike!
It is an amazing bullet-ride!
Since then, Orbital Bullet has been released on Nintendo Switch, and today, we celebrate its release on PlayStation 4!
About Orbital Bullet!
Orbital Bullet is an action-platformer that takes the tried-and-true, highly addictive rogue-lite formula and adds a unique twist with a 360° rotating level design. Players can expect fluid, fast-paced gameplay featuring procedurally generated enemies and level elements, with “instant-transmission” upon completion of a stage — keeping the rhythm going and the action flowing! Of course, it wouldn’t be a rogue-lite without a deep skill tree mechanic that features both dynamic and permanent skill trees, game-changing body modifications, upgrades, and of course, a diverse range of heavy-weaponry that can be further enhanced thanks to the newly implemented Overcharge- and Eternity-mechanics. As you can already imagine, the hordes of enemies will have a hard time keeping you from reaching the next level! https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/
Additionally, Orbital Bullet's blasting Soundtrack is composed by Juha Korpelainen & Niilo Takalainen!
Keep it up, fraggers! -Your Teams of Smokestab & Assemble Entertainment-
Fraggers! We've just released version 1.1.1 of Orbital Bullet! Included will be many improvements and balancing changes, alongside many bugfixes, we could tackle thanks to our amazing community. who is constantly providing us with feedback. Please keep it up! Improvements / Balan
Fraggers! We've just released version 1.1.1 of Orbital Bullet! Included will be many improvements and balancing changes, alongside many bugfixes, we could tackle thanks to our amazing community. who is constantly providing us with feedback. Please keep it up!
Improvements / Balancing
Overcharging the Armor-piercing Ammunition skill now also penetrates the shields generated by the Protector Enemy. This gives this skill more use, especially when playing higher overcharge levels.
Using class items like the turret or grenades during a circle transition will now spawn on the circle you transition to. Previously they spawned on the old circle.
Increased the movement speed of the Floor Crawler enemies that spawn on Karth.
Rewrote the logic of the Meat Hooker enemy. Previously he would be stuck after using his hook for the first time and not properly check for the player's distance and height to decide, which attacks to use further on.
Overcharging a second damage type now overwrites the previous one.
Improved the navigation inside the teleportation screen when playing with keyboard & mouse.
Added D-Pad Icons for controller bindings.
Improved the transitioning between floors so that it’s no longer frame dependent. This prevents now that you can get stuck in a floor if you had a lag during a transition.
Improved the description and explanation of Overcharge Skills in your base skill tree.
Added localization to currency bags and overcharged skills in the eternity tower shop.
Bugfixes
Fixed a bug where the increased damage by perks could overwrite the damage increase you received from your base skill tree.
Fixed a bug where some bosses would not drop the correct weapon blueprint, preventing unlocking all weapons in the game.
Fixed a bug where the mouse cursor would be visible again at the start of a level.
Fixed a bug where the Protector Enemy could create a stage where enemies can be invincible.
Fixed the conditions of multiple achievements e.g., boss kills where you don’t take damage. Previously there were some cases, which counted as damage taken when you dodged through them.
Fixed "absolute transcendence" achievement.
Fixed a bug where Overcharge Fragments could drop when you completed two rifts per level without unlocking Overcharged Skills. It now drops an additional random perk instead.
Fixed a bug where the Butcher boss had a weird audio glitch with his steps.
Fixed a bug where "Death defiance" only recovered 20 hp flat instead of 20% from your current max health.
Fixed a bug where entering a Red Rift would end your Combo because you received damage.
Fixed a bug where previously the Abandoned Commanders legs would be stuck in a walk animation after death.
Fixed a bug where you could enter a boss stage in the eternity tower before clearing the floor.
Fixed a bug where you could get teleported outside of a boss area in the eternity tower after triggering the teleporter.
Fixed an issue with the Eternity Tower in-run Skill tree when continuing a run.
Fixed a bug where you could take damage while being in a transition when dropping into spikes.
Fixed a bug where two UI elements could be overlapping when opening the class skill tree.
Fixed a bug where you could get stuck when you tried to hack / deploy your explosives on a chest and dropped out of its trigger.
Fixed a bug where the order of inserting Eternity Shard into the Eternity Console would be wrong.
Fixed a bug where the Title Screen logo would not fade out properly.
A big Thank you for your ongoing support to improve the game further! Please keep it up!
-Your teams of Smokestab & Assemble Entertainment-
Gear up and prepare for battle, it’s time to take the sensationally-cyclic vibrant rogue-lite shooter Orbital Bullet on the go! Today, together with indie dev SmokeStab, we are trigger-happy to announce the global release of the 360° action-platformer Orbital Bullet on Nintendo S
Gear up and prepare for battle, it’s time to take the sensationally-cyclic vibrant rogue-lite shooter Orbital Bullet on the go!
Today, together with indie dev SmokeStab, we are trigger-happy to announce the global release of the 360° action-platformer Orbital Bullet on Nintendo Switch.
Featuring fluid, fast-paced gameplay and procedurally generated enemies and level elements, Orbital Bullet players can now bring out the big guns and show the Dread Corporation who’s boss anytime, anywhere with Switch handheld.
Orbital Bullet on Switch transforms the game into a full “pick-up-and-play” experience, making its high-octane gameplay and intricate skill tree mechanics a portable endeavor. Melding the tried-and-true, highly addictive rogue-lite formula with the unique twist of a 360° rotating level design, Orbital Bullet sees players battling through unforgiving alien worlds in the pursuit of freeing them from the clutches of the nefarious Dread Corporation. Keep the rhythm going and the action flowing, taking on waves of enemies who are dead-set on making sure you don’t live to see another day.
Features of Orbital Bullet
Nothing ‘Rosie’ About This Ring: A unique 2.5D ring-shaped world offers a one-of-a-kind setting fresh for the genre with rotating 360° level design. Make the most satisfying long-range curved snipes you’ve ever made, or blast and shred enemies with a load from the Hyper Shotgun.
Bullets and Body Mods: No rogue-lite is complete without all sorts of nifty upgrades, mods, skill trees, and heavy weapons to keep your sci-fi fustigator strapped and ready for action; enhance your character’s vigor by unlocking permanent upgrades such as the Combo System, the Medi-Backpack, or a stronger starting weapon.
Stay Classy: Four meticulously crafted classes can be unlocked by solving challenging puzzles and include epic abilities per class, such as the turret-wielding Engineer or the fire-fueled Hellion.
Intense Arcade Action: A game that defines “one more run”, Orbital Bullet throws you into the fray with fierce, frenetic action. Jump, dodge, and shoot your way through hordes of enemies as you wind your way around several beautiful and unique biomes.
No Time to Relax: Instant level transitions upon completion of a stage keep the mayhem flowing and your trigger finger dialed; no more interrupting the rhythm with cutscenes or hub worlds!
Orbital Bullet will be available today on Nintendo Switch and with a 25% off launch-discount!
Additionally, players can pick up the title on PC via Steam, which also has received a huge v.1.1.0 update today, we simply call the "It's Over 9000! Update"! More details and full changelog: https://store.steampowered.com/news/app/1167680/view/3424451745471518385
Fraggers! We've just released version 1.1.0 of Orbital Bullet - or as we call it: the "Over 9000" update! Because it brings so much new and updated stuff along with it. The main focus of this update was to fix current issues and implement suggested changes from the community as g
Fraggers! We've just released version 1.1.0 of Orbital Bullet - or as we call it: the "Over 9000" update! Because it brings so much new and updated stuff along with it.
The main focus of this update was to fix current issues and implement suggested changes from the community as good as possible. This resulted in improvements, overhauls and new content for existing systems.
On top of that, we also revisited rewards and increased their frequency so that players at any level can progress faster and in different ways through the game to take advantage of new upgrades, weapons and gameplay variations sooner. Additionally, we've added new things to the Endgame. E.g. a bonus to the fire rate of the golden weapons to change the weapon meta! Overcharged Skills and Stacked Bosses in the Eternity Tower for more challenges and unique builds!
Improvements & New Things
Added two new Enemy Modifiers, which will add new threats and encounters to existing enemies.
Bullet Rain: Every 5 seconds, emitting a fountain of projectiles that hurts the player if he's too close.
Turret: Every 5 seconds firing a long-range projectile towards the player direction.
Protector Enemy that shields other enemies can now also appear in early levels to create more dynamic encounters.
Added a new effect when stomping enemies that are turtled, which shows that their shield is now broken.
Turtled enemies lose their shield sometimes to make them vulnerable. This prevents spawns underneath blocks that could cause hard stucks when you could not break the shield.
Increased the amount of loot you get from boss kills to make it more rewarding.
Added new Elite Templates for all Planets for more variety, difficult encounters and making blueprints more accessible.
We buffed Golden Weapons, so they now have an increase in fire rate to make it more desirable to get a full golden arsenal of weapons. This will shake up the weapon meta, make more combinations viable, and let your builds escalate even more!
We capped the Weapon Tier that can drop in rifts depending on the current planet. Previously you could after a couple of upgrades get Tier 5 weapons on the planet one rift, which is no longer possible now.
Increased the time enemies take to react after you enter a door in the Harvest Fields. Previously, they would attack you right away when you entered the floor.
Improved the DPS display of certain weapons to give a more accurate indicator of its damage output.
We improved the accessibility of the overcharged and eternity weapon modifier unlock. Every player does now have easier access to them, which will also result in more weapon variety and decision-making through your run.
Overcharged Weapon Modifier:
Requirement: Put the two batteries into the teleporter at Talos.
Unlock: Clear and collect the Overcharged Modifier at Talos.
Eternity Weapon Modifier:
Requirement: Activate the Eternity Console at Miro.
Unlock: Clear and collect the Eternity Modifier at Miro.
Added more visual effects and feedback to the Class Skill Tree, Meta Skill Tree and the Weapon Rack.
Added Rewards which the Zeta Mission Chest would give you on completing the Mission.
Improved and increased the rewards of opening Rare Chests, depending on which Planet you are on right now.
Previously:
Each Planet would give 30 Credits.
Now:
Planet 1: 1 Weapon Fragment, 5 Nanobytes.
Planet 2: 2 Weapon Fragments, 5 Nanobytes.
Planet 3: 3 Weapon Fragments, 10 Nanobytes.
Planet 4: 4 Weapon Fragments, 12 Nanobytes.
Planet 5: 5 Weapon Fragments, 15 Nanobytes.
In the Elevator on Zeta, the chest will drop a weapon if the mission “Secret Elevator” was already cleared.
Added a laser sight to the Rocket Launcher enemies to improve their anticipation and indicate if they shoot from the other side of the circle.
Increased the visual size of key card drops.
Changed the Pattern of the Abandoned Commander XiL Boss Fight.
Previously:
Battery Shield Phase could happen multiple times in a row.
Now:
Battery Shield Phase at 80%, 60%, 40% and 20% Health.
Added hit markers to the Mastermind Boss arms to make it obvious that you must destroy them first before you can attack his heart.
The convert icon in the Weapon Rack and Skill Tree was incorrect and was changed to a new one.
The Weapon Rack prompts had background layout issues, which got adjusted.
Added a new weapon to the start weapon pool: 360° Laser Gun.
We enabled the cursor inside the planet selection to improve the UI navigation.
Improved hit collision of Bullet Rain from Elite enemies.
Combo System overhauls and improvements:
The Combo HUD is now easier to understand and only shows your current multiplier and combo count, which is needed to unlock combo chests.
Combo chests are positioned at the end of each level to make them easier accessible. This does reduce backtracking.
Added new rewards to combo chests:
Credits
Nanobytes
For the Eternity Tower, we made three major changes.
The first change is that we introduce Overcharged Skills into the Eternity Tower without a cap. This will make all classes more viable especially in the endless mode and since it’s not capped you will be able to overcharge all skills. This will allow super strong and Eternity Tower exclusive builds! This does also give us an additional layer on how we can add player power besides buying perks and skills.
Overcharged Skills are available to purchase after maxing out 8 skills.
The second change is that we introduce Goodie Bags to the Eternity Tower Endless Mode. Goodie bags will contain Nanobytes and Weapon Fragments and can be obtained in the Shop. So besides playing the Eternity Tower Endless Mode to get the highest high score, you can now also make farm runs for currency that you can spend in upgrades which help you in your normal playthrough.
Goodie Bags can spawn after Stage 70 in the Eternity Tower Endless Mode.
The third change is that we introduce Stacked Bosses to the Eternity Tower Endless Mode. On a Stacked Boss Stage there will no longer only be one boss spawn but two. The combinations created from Stacked Bosses will dramatically increase the difficulty and make the runs more interesting, since you will not know what the next combination of bosses will be.
Stacked Bosses start spawning at Stage 50 in the Eternity Tower Endless Mode.
Finally other changes are transferred into the Eternity Tower as well, e.g. new level templates, new enemy modifiers and enemy distribution. All in all, does this increase the variety across the whole Eternity Tower to make this an overall more exciting and a more worthwhile experience!
Balancing
Reduce the damage bonus that you gain from the Credit Master, as well as reduce the overall credit in a full run.
Damage Level 1: 5% → 2.5%
Damage Level 2: 10% → 5%
Hellion: Passive Health regeneration was changed from a time-based approach to a floor clear approach. This means instead of every 20 seconds, you now get after every 2nd floor cleared a small amount of health back.
We changed the shop reroll, so it no longer increases the costs of the items.
Blueprint drops were overhauled. Previously, they were bound to a specific enemy type. Now they are bound to a specific Planet. This means they now have a small drop chance from every enemy at a given Planet, while Elite enemies keep a higher drop rate overall.
To ramp up the overall meta progression of the game, which ultimately results in more variety and fun, we revisited the reward distribution and made several adjustments.
Increased the overall amount of found Weapon Fragments and Nanobytes
Improved Blueprint accessibility
Increased the overall amount of loot you get from a boss kill
Added more ways to obtain Weapon Fragments and Nanobytes e.g. Rare Chests and Combo Chests
Experience Capsules will now give you experience beyond a level up. Previously, it did only fill your current level up, which made them very unrewarding if you used one close to a level up.
Bug Fixes
In some Areas of the game the cursor would not be locked and still float around on screen after closing the UI.
Fixed a bug where the Weapon Fragment Converter automatically converted all your Nanobytes on entering the Weapon Rack.
Collisions of the Boss Crawler bullet rain were adjusted to not hit the player when fading out which sometimes could feel unfair.
Removed overlapping Interactable in the Dread Corp Space Station and Talos.
Fixed the issue where Maximum Power achievement did not get unlocked after the Skill Tree was maxed out.
Fixed the issue where Clean Hands achievement was bugged and did not unlock correctly.
Fixed a bug where stomping enemies for the Infinite Stomping achievement did not count correctly after upgrading the crushing stomp.
Fixed a bug where the protector enemy could spawn on the wrong circle which could cause overlaps with other enemies.
The Restart and Main Menu UI sometimes overlapped which is now fixed.
Skills and Skill Tree are now properly loaded when you continue your run in the Eternity Tower.
Fixed the issue that Through Hell achievement would not be unlocked properly.
Fixed an issue with Perks not loading correctly after continuing the game.
Fixed a bug where you would use an Overcharge Pillar and your Health HUD would have a visual glitch afterwards.
Fixed a bug where the Hover Shotgun & Explosive Rail Gun could break circle transitions.
Fixed a bug where Overlords would spawn their Spawnlings after death inside the Rifts which could cause enemies flying outside of the normal circle.
Fixed a bug where you could not unlock the hard mode of the Eternity Tower.
Fixed a bug where the Weapon mods had wrong text in the pause menu.
Fixed a bug where the Eternity Endless Mode would increase the campaign's difficulty through incorrect loading. This would cause you played at Overcharge Levels which were not unlocked.
Fixed a bug where entering the Eternity Tower would wipe your Nanobytes.
Fixed a bug where weapons dropped from a double Weapon Chest could have display issues with the damage type icons.
Fixed a bug where some icons in the Zeta map would be displayed at the wrong position.
Fixed a bug where Boomer Enemies could destroy parts of the platforming transition to the next sector resulting in a hard stuck.
Fixed a bug with an immortal Boomer Enemy on Miro.
Fixed a bug where the Eternity Shards got inserted into the Eternity Console in the wrong order.
Fixed an issue in the Eternity Towers Shop where weapons would not show descriptions correctly.
Fixed a layout problem with the reroll text being out of bounds.
Fixed a bug with constant teleporting in the Tutorial when hitting the A Button on the gamepad.
Fixed the Master of Modification achievement that did not unlock correctly after maxing out all Class Skill Trees.
Fixed a bug where the Laser Shooting Crawler would not scale with the Overcharge level.
Fixed a bug where the Weapon Level did not show up after maxing out min and max levels.
Fixed a bug where the Rift reward could be incorrect. The Rift Chest could reward you with only 2 Stars even when you took no damage.
Fixed a bug where there was an Eternity Shard placed in the Dread Corp Space Station.
Fixed a bug where the Eternity Shard Icon would still be displayed in the HUD after inserting it into the Eternity Console.
Fixed a bug where you could take damage from the fire wheel traps while you are transitioning to the next floor.
Fixed a bug where you could have the wrong amount of Medi Backpack Charges after continuing a run.
Fixed a bug where you would lose your class item after continuing a run.
Fixed a bug where your Skill Tree could become glitched after continuing a run.
Fixed a bug where rerolling the shop could cause that some items would have wrong prices.
Localization & Text Fixes
Fixed an issue at the Weapon Rack where certain elements were not fully localized.
Fixed wrong text and issues at several skills in the Meta Skill Tree.
Fixed an issue at the Overcharge Console, which would show the wrong text for the Player Benefits of playing higher Overcharge Levels.
Fixed an issue where the damage type of weapons would not be shown in the proper color and had a text marker issue.
Fixed the leave level prompt at Karth that was not translated.
Fixed the layout and localization of the Delete Save File prompt.
The “Settings will save after closing the window” Text is now aligned properly.
Fixed a bug in German localization where the Delete Save File prompt was overlapping other elements.
Take this update as a huge 'Thank you' for ongoing support and help to improve the game further! Please keep it up!
Ready your blasters; our pulse-pounding 360° neon shooter Orbital Bullet is going handheld! Orbital Bullet launches preorders with a 25% discount on Nintendo Switch today in Europe, Australia, Japan, Hong Kong, and Korea, with a preorder date of November 2 for the USA, with a glo
Ready your blasters; our pulse-pounding 360° neon shooter Orbital Bullet is going handheld!
Orbital Bullet launches preorders with a 25% discount on Nintendo Switch today in Europe, Australia, Japan, Hong Kong, and Korea, with a preorder date of November 2 for the USA, with a global launch date on November 10. Preorder now, in your respective Nintendo eShop!
With novel, genre-bending rotating level design, Orbital Bullet is a high-octane guns-blazing action-platforming experience that fits perfectly on the Switch’s play-where-you-are portability.
Orbital Bullet employs exhilarating gameplay mechanics that are guaranteed to make your trigger finger itch. Navigate through rounds of enemies and procedurally generated environments dead-set on destruction, utilizing a cache of explosive arms and unlocking abilities via a complex skill tree. Bring out the heavy guns and blast your way through swarms of gnarly, randomly generated foes and obstacles to show the Dread Corporation that you're not simply going to fall in line — you're going to go out guns blazing.
Porting this thoroughly engaging adventure to Nintendo Switch transforms the fight into a literal “pick up and play” experience, allowing a new audience to experience the enthralling, synth-soaked world of Orbital Bullet.
Features of Orbital Bullet:
Nothing ‘Rosie’ About This Ring: A unique 2.5D ring-shaped world offers a one-of-a-kind setting fresh for the genre with rotating 360° level design. Make the most satisfying long-range curved snipes you’ve ever made, or blast and shred enemies with a load from the Hyper Shotgun.
Bullets and Body Mods: No rogue-lite is complete without all sorts of nifty upgrades, mods, skill trees, and heavy weapons to keep your sci-fi fustigator strapped and ready for action; enhance your character’s vigor by unlocking permanent upgrades such as the Combo System, the Medi-Backpack, or a stronger starting weapon.
Stay Classy: Four meticulously crafted classes can be unlocked by solving challenging puzzles and include epic abilities per class, such as the turret-wielding Engineer or the fire-fueled Hellion.
Intense Arcade Action: A game that defines “one more run”, Orbital Bullet throws you into the fray with fierce, frenetic action. Jump, dodge, and shoot your way through hordes of enemies as you wind your way around several beautiful and unique biomes.
No Time to Relax: Instant level transitions upon completion of a stage keep the mayhem flowing and your trigger finger dialed; no more interrupting the rhythm with cutscenes or hub worlds!
Fraggers! Some time has passed, but we have not been resting! The opposite is the case, as with today's new patch, version 1.0.4, we are adding a ton of new things, improvements, bugfixes and so much more! For sure, many of these improvements, additions and fixes would not have b
Fraggers! Some time has passed, but we have not been resting! The opposite is the case, as with today's new patch, version 1.0.4, we are adding a ton of new things, improvements, bugfixes and so much more! For sure, many of these improvements, additions and fixes would not have been possible without the awesome help of our frag-tastic community! Big shoutout to all fraggin'-licious people out there!
Without further ado, more details below!
Improvements & New Things
Added 55 achievements.
Made cutscenes skippable.
Added cloud saving.
New improved indicators for flying enemies to better identify on which circle they are.
Added Turkish language
Balancing Pass
Enemies are way more responsive than before
You will no longer lose your Nanobytes when you start a new run
Perk Balances:
Health: +5 for each Perk
Damage: 5%, 10%, 15%, 17.5%, 20%, 21.25%, 22.5%, 23.5%, 25% after that always +1%
Currency: 5%, 10%, 15%, 20%, 25%, 27%, 29%, 31%, 33%, 35% after that always +1%
Lifesteal: Increased the amount of healing you get roght off the bat to 5, but reduced the trigger chances to 4% and +0.5% for each perk.
Stun: 4.5% and +0.5% for each perk
Crit: 4% and +1% for each perk
Removed the explosion from the Tank Jumper enemies which they would cause on death.
You can now check your skill info in the skill tree on the pause menu.
New Weapons:
Howitzer: Fires an instant long range shell projectile that splits up on impact.
Energy Ball Gun: Fires a slowly travelling, pulsing energy orb.
Hyper Cannon: Fires an instant long range projectile that creates an explosion at the end.
Drone Gun: Spawns small drones that follow the player and attack everything that comes too close.
Increased the investment speed of all skills & weapon blueprints in the base.
Added various new SFX, e.g. unlocks in base like golden skin.
Adjusted the Perk information in the pause menu, so they won't overlap the UI anymore.
Added disclaimer that you can only re-roll skills that have no skill points invested yet.
Added player benefits information to the Overcharge menu. (Benefits were previously already enabled, but now you can see what you actually get).
Adjusted the item descriptions of the Rift drops.
Added a display in the pause menu for the weapon mods of your weapon with a short description of what they do.
Disabled the Combo UI in the Eternity Tower, so it does not overlap with the current upgrades.
Increased time between the slam and the spike spawning for the Overseer boss. This increases the time to dodge his attack.
Reworked Rift rewards to make them more predictable, so you can better plan if you want to enter them or not. It still has the 1-3 Star rating depending on your performance.
Added feedback to unlocking the weapon mods in your run.
Added feedback and a small effect above the player when collecting ammo to indicate what you've just collected.
Added an icon to your health bar if you have the „Beyond Death“ upgrade available. This does prevent you from death once, and you can now see if it's available for you or not.
Added a credit display to your skill tree during the run so you can better see how much re-rolls are possible or if synergies with upgrades make sense.
Added a new type of info box when you cleared a floor where you have to climb to the next floor afterwards. This will prevent confusion if there is a sudden platforming transition.
We added a pause for the timer if you enter the Overcharge menu if you are currently in a Time Rift.
Increased the duration for which Perk/Mission text popups are visible. This will make it easier to see what you actually got and give you more time to read it.
Reworked the player trail when you start the combo to make it more subtle and to not overlay with your helm particles so much.
Added UP/DOWN Arrows when you start the combo system.
Bugfixes
Fixed a bug where the music stopped playing on planet Karth.
Fixed a bug where the Jungle Mission would not spawn.
Fixed a bug where you could spawn in air after beating the final boss when you previously used the jump pad to transition to another circle.
Fixed a bug where the Grenade Fire upgrade would deal damage to yourself.
Fixed that turtled enemies kept spawning blocks below which prevented you from killing them.
Fixed a bug where the Overcharge Menu would not work after a cutscene.
Fixed various enemies in door rooms and spawn templates that did not react and just stood frozen on their position.
Fixed an issue with the Medi Backpack cutscene where you had no keybinding for the Medi Backpack.
Fixed a bug where lower level weapons could still spawn in your base even if you increased the overall weapon level. This does no longer happen.
Fixed a bug where the Boomerang Gun Level 1 would deal more damage than Level 2.
Fixed a bug where you had the wrong zoom if you used circle transition and did enter a Dimensional Rift at the same time.
Fixed a bug where the decoration in the jungle could pop into the camera view on horizontal transitions.
Fixed the display at the Eternity Tower, depending on whether you completed it or died. Previously it could show Tower Cleared even if you died.
Fixed a bug where you could get stuck inside the rift and not be able to leave it.
Fixed a bug where the scanner drone in the Dread Corp Spaceship rockets could be stuck in the floor and not explode.
Fixed a bug where you could drop while entering the elite floor, causing you to be stuck.
Fixed a bug where weapons could have weapon mods from the start of the game before you even unlocked them.
Fixed a bug where the player would be invisible for a while after teleporting.
Fixed existing loca-issues and added new loca-strings e.g. localization of the map legend.
Fixed some color codes on skills and upgrades to better show the damage types.
Fixed a bug where an enemy could commit suicide while you are in a rift, which would you enable to trigger the transition to the next floor inside the rift and resulting in a hard stuck.
Fixed a bug, so that the shop re-roll at the Eternity Tower now properly shows its costs.
Fixed a bug where the HUD with your currency & keycards would not be updated after switching classes.
Fixed a bug where the Monarch could also unlock the Inquisitor Mission, which resulted in multiple loot drops and wrong mission unlocks.
Fixed a bug where the weapon mods would disappear from a weapon after you increased the weapon tier.
Fixed the movement speed calculation for the Overcharge effect that comes with the „Reduced Recoil“ upgrade.
Fixed a bug where the Rift HUD could be displayed on top of the pause menu.
Fixed an UI-overlay issue with the Eternity Shards.
Fixed a bug where the Gunner Boss could drop loot twice on death.
Fixed a bug where the Pattern Selection Building could spawn inside the walls on planet Karth.
Fixed a bug where you could interact with the Overcharge Building during a cutscene.
Here's a quick sneak peek at two of the new guns that come with this update:
Energy Ball Gun: Fires a slowly travelling, pulsing energy orb.
Howitzer: Fires an instant long range shell projectile that splits up on impact.
Thank you for supporting us and helping us to improve the game further! Please keep it up!
Fraggers! A new week means another patch! The new Patch, version 1.0.3, features a lot of community-wished improvements, besides a huge load of bugfixes, thanks to the awesome Orbital Bullet league of fraggers! More details below! Bugfixes Fixed a bug where you could get stuck in
Fraggers! A new week means another patch! The new Patch, version 1.0.3, features a lot of community-wished improvements, besides a huge load of bugfixes, thanks to the awesome Orbital Bullet league of fraggers! More details below!
Bugfixes
Fixed a bug where you could get stuck in blocks or ceilings due to the overcharge player animation.
Fixed a bug where you could trigger the overcharge animation at the same time as you enter a rift, which could cause unknown behaviors.
Fixed an issue where some enemies with shields would not take damage from effects.
Fixed a bug where you could kill the Mastermind Boss with turrets in his unattackable states causing them to loop while he is dead.
Fixed a bug where you could open the combo chests after rebinding the Input with the old binding as well.
Fixed the enemy distribution in that turtled enemies can no longer spawn if there is a floor above them, making them unkillable.
Fixed a bug where you could bump your head in the Eternity Tower and be stuck on a previous floor.
Fixed an issue where some skill were unlocked in the class skill tree before you unlocked them. It did not break anything, but you just had it unlocked from the start.
Fixed various missions that did not work as intended. E.g. „Level 20 in one run“ and „Overcharge 3 skills“.
Fixed a bug where rare chests could be opened multiple times when you pressed fast and had enough keys.
Fixed a bug where the XP Capsules would inflate the total XP needed to level up.
Fixed a bug where the Overcharge Fragment Limit would be uncapped.
Fixed a bug where some Overcharge Skills would be active before you maxed the skill first, e.g. Critical Bullets.
Fixed various color code and loca issues.
Fixed a bug where there could be wrong displayed weapons in the eternity tower.
Fixed a display issue with the save slot selection when you have plugged in a controller.
Changed wrong Icons in the eternity tower reward selection and weapon rack.
Fixed a bug where re-rolling a skill would not change its overcharge description.
Improvements / Balancing
Added Feedback to the Monarch Bossfight Spheres when hitting them. Improving that, you have to destroy them in order to damage the Monarch.
We discovered some issues with the XP distribution and wanted to reduce the total XP so that you have to choose more specifically in the skills what you take in this run.
Balancing Pass „Experience Distribution“
Fixed a bug where the exp calculation could be inflated by exp capsules, see bugfixes above.
Enemy now give slightly reduced exp.
Reaching combo thresholds now no longer gives flat exp.
Reduced the chance for exp capsules to spawn in the shop.
Overcharging skills is an important and run-defining feature. In the previous patch, there were some issues that made way more overcharges available than intended. As well as, some upgrades were capped when they should not be capped. So we made some adjustments to bring the overcharge count back to it’s intended level and added the possibility to have runs at the lower end as well as runs on the higher end of power.
Balancing Pass „Overcharge Fragments“.
Fixed a bug where they could drop unlimited times, see bugfixes above.
Reduced the drop rate from enemies from 5% -> 3%
Removed Overcharge Pillars from the maximum Overcharge count, so they can now enhance your overall Overcharge limit.
All chests can now also contain the weapon you currently have equipped. The tier & weapon level can differ, tho.
You can now open/close the Menu with the Start button on the controller.
Reduced all weapon unlock costs by a bit to make them faster accessible.
Made small adjustments to enemy health scaling in later stages (Talos, Zeta, Dread Corp Space Station)
Once again big shoutout, and thank you for this frag-tastic community, supporting us and helping us to improve the game further! Please keep it up!
The 360° rogue-lite action has been underway for well over a week now since the sensational launch of our cyclic action-platformer Orbital Bullet , and today, together with developer SmokeStab , we are proud to share the latest post-launch gameplay showcase trailer! With thrillin
The 360° rogue-lite action has been underway for well over a week now since the sensational launch of our cyclic action-platformer Orbital Bullet, and today, together with developer SmokeStab, we are proud to share the latest post-launch gameplay showcase trailer!
With thrilling gameplay tactics sure to make your trigger finger itch, Orbital Bullet utilizes adaptive, high-octane gameplay and intricate skill tree mechanics to give players a truly compelling experience. Bring out the big guns and blast through hordes of gnarly, procedurally generated enemies and obstacles to show the Dread Corporation that you won’t just fall in line - you’ll go out guns blazing.
On top of that, developer Smokestab did not take a rest, but is still actively listening to the community and was already able to release 3+ patches post-release, to tackle community-reported bugs, as well as the first community-requested improvements as well!
Check out Orbital Bullet’s new gameplay trailer, including some quotes by the community:
Orbital Bullet is available on PC here on Steam. Sticking to our slogan, "Saving The World. Game by Game." we are also offering a special ‘Save The World Edition’. The special edition includes the hair-raising official soundtrack, with 10% of the revenue being donated to the non-profit organization Ocean Cleanup which develops advanced technologies to rid the oceans of plastic and waste.
In case that wasn’t tempting enough, there is a 35% launch discount for the Standard and Save The World Edition, as well as Assemble Entertainment’s currently running Publisher Sale on Steam, with up to 90% off their catalog of fantastic indie games. https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/
Fraggers! We are as trigger-happy as you are, as we released another patch for our fully released Orbital Bullet, bringing once more a lot of community-feedback, and, why not, some balancing as well! Bugfixes Fixed a bug where you were unable to use the Jump Pad to switch circles
Fraggers! We are as trigger-happy as you are, as we released another patch for our fully released Orbital Bullet, bringing once more a lot of community-feedback, and, why not, some balancing as well!
Bugfixes
Fixed a bug where you were unable to use the Jump Pad to switch circles in the Mastermind Boss Fight.
You no longer can teleport out of the boss room in the Monarch Boss fight.
Fixed another bug where the Hook Shooter in the Meat Factory (Karth) could cause the player to get stuck.
Fixed a bug where you could bump your head against a collider during the transition from one to another floor on the Jungle (Dyatus). This could cause the player getting stuck in most instances.
Fixed a bug where you could use combo chests multiple times and upgrade your weapons infinite times & generate new weapons out of it.
Fixed a few loca issues where color codes would be displayed in the skill.
Fixed the models of the Overcharge Fragment drops inside the rifts.
Fixed a bug where you could teleport during a floor transition, which caused you getting stuck.
Removed Mini Tritron spawns from enemies inside rifts, elevators and door rooms which caused sometimes weird placements and unreachable enemies.
Fixed the wall fading in the cave's elite floor.
Fixed the wrong inner circle model in the Dread Corp Space Station, preventing now an accidental spawn of a cave template.
Fixed a bug where the HUD would be visible too early in the tutorial.
Improvements / Balancing
Added a little effect the transition / teleport UI text to make them more obvious after clearing a floor.
Removed the self damage from the Upgrade „Grenade Fire“, but also reduced the chance to spawn a grenade from:
Level 1: 10 -> 5
Level 2: 20 -> 10
Level 3: 30 -> 15
Once again big shoutout, and thank you for this amazing community, supporting us and helping us to improve the game further! Please keep it up!
Fraggers! We were once again able to prepare and release another patch for our fully released Orbital Bullet, bringing once more a lot of community-reported bugfixes, especially tackling some soft-locks, and some improvements to the game! Bugfixes Fixed a bug where the flying rob
Fraggers! We were once again able to prepare and release another patch for our fully released Orbital Bullet, bringing once more a lot of community-reported bugfixes, especially tackling some soft-locks, and some improvements to the game!
Bugfixes
Fixed a bug where the flying robot enemies could be off-track and un-attackable causing a soft-lock.
Fixed a bug where some enemies would survive with 0 health and create a soft-lock.
Fixed a bug where you could climb into a trap on Talos causing the player to get stuck.
Fixed a bug where you could die during overcharging a skill.
Fixed an issue where the Hook Shooter could hit you in the last frame of his hook, which caused that the player was unable to move.
Fixed a display issue with the min./max. weapon level in the Weapon Rack.
Fixed a bug where the max Health Upgrade had a calculation error, which caused in some situations the player having less health than before. This was caused when Health Upgrades were combined with health increasing perks.
Fixed an issue with the class passive skills not being active after you switching classes.
Mercenary: Chance to get credits when dealing a critical hit.
Marauder: Chance on killing an enemy creating a money fountain, giving you extra credits.
Engineer: Has always 1 try to hack a locked rift or a locked chest instead of using a keycard.
Hellion: Can use an explosive charge to open locked rifts and chests. They can be destroyed if it fails.
Fixed an issue where all skills in the base skill tree would be available before you upgraded the skill tree level in the center.
Fixed an issue where some blocks would not fade and block vision in the Dread Corp Space Station.
Fixed an issue where you could unlock a mission from Zeta inside the Meat Factory.
Improvements / Balancing
Reduced the wave count in Life Rifts from 3 to 2.
Small enemy adds like the flies chasing the player don’t give exp anymore.
Thank you for your ongoing support and feedback! Please keep it up!
Fraggers! After yesterday's release of Orbital Bullet, and leaving Early Access, based on your feedback, we already were able to prepare and release the first small patch for our full release version 1.0, bringing some improvements, and bugfixes to the game! More details below: B
Fraggers! After yesterday's release of Orbital Bullet, and leaving Early Access, based on your feedback, we already were able to prepare and release the first small patch for our full release version 1.0, bringing some improvements, and bugfixes to the game!
More details below:
Bugfixes
We fixed an issue where the Scythe Thrower Enemy could not be killed.
We fixed an issue where the Suicide Bombers in Rifts would not be killable, but could explode when you touch them.
Fixed a rare but game breaking bug where you could dodge against a half block and be teleported to somewhere else on the map.
The transition / teleportation text will now be properly displayed after you entered / left an upgrade station.
Fixed a localization error with the Trigger Fingers Upgrade.
We now display the correct icon for the Weapon Fragments in the Weapon Rack.
We fixed the overlapping text issues on the Drone Armor Upgrade.
Fixed a bug where the Mastermind Boss Arms would recover the wrong amount of health after staggering him the first time.
Fixed a bug where the Dread Corp Space Station had the wrong transition icon.
Improvements
The Overcharge Information will now only be displayed on skill when you have previously unlocked the „Overcharge Skills“ upgrade.
Adjusted the Enemy Flash values when they take damage, making them less glowy.
Updated the perk icons making them more stand out and relatable to their bonus.
Changed the Keycard icon to remove the cutout and made it visually more clear.
Add teleport SFX to the portal transition in the Dread Corp Space Station.
Thank you for your ongoing support and feedback! Please keep it up!
Together with developer SmokeStab , we are thrilled to announce that our rogue-lite Orbital Bullet, a title that begs for “one more round” again and again, with its unique 360° platforming concept, transitions from Early Access to full release today on Steam. The full release upd
Together with developer SmokeStab, we are thrilled to announce that our rogue-lite Orbital Bullet, a title that begs for “one more round” again and again, with its unique 360° platforming concept, transitions from Early Access to full release today on Steam.
The full release update ‘Coup D’état’(full changelog below) unveils the new planet (Biome) called ‘Dread Corp Space Station’ in which players will finally infiltrate the HQ of the evil and highly advanced cyber-tech company Dread Corp. To fulfil their evil plans, they exploit all kinds of available resources for their shady research purposes as well as new technologies. To stop them, players get four new blasting weapons for their weapon arsenal, which makes it a whopping 38 unique weapons in total. Additionally, you'll get the ability to overcharge skills and weapons. But this is something you'll have to find out yourselves.
Find out more about the story of Orbital Bullet and the Dreap Corp. in the latest Devlog #2 on Steam. The full release version also features tons of uniquely hand-painted pixelart cutscenes from SmokeStabs Art Director Richard Schmidbauer.
In addition, there is a 35% off launch discount for the 'Standard' and the 'Save The World' Edition. https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/
About Orbital Bullet's Release Update ‘Coup D’état’!
Dread Corp Space Station (New)
We added a whole new playable Planet called Dread Corp Space Station. Here you have to fight the final Boss, the Head of the Dread Corp, called The Monarch. On your way to fighting to him you will face new enemies and hazards, so be prepared!
Weapons (New)
Smart Rifle – Fires bullets that are able to climb blocks.
Shell Machine Gun – High fire rate mini gun that shoots deadly shells.
Heavy Plasma Gun – High fire rate of plasma projectiles that melt enemies in no time.
Explosive Rain Gun – Lets it rain grenades from above.
Overcharge Mechanic (New)
We added a new resource that can be found during your runs, so-called Overcharge Fragments.
Collecting three fragments allows you to overcharge a skill in your current skilltree. If that skill is maxed out, his overcharge state becomes active and gives him additional effects or modifies how it works.
All 42 Skills have an overcharged state which have high impact on your gameplay and can create unique combinations on top of the basic skills itself.
Some examples to give you an idea:
Increased Energy Damage (Overcharged): Converts all damage sources from the Player to Energy Damage. Turning all weapons, upgrades and items into energy damage which allows you to make a Rocket Launcher proc with Chain Lightning.
Critical Bullets (Overcharged): You have 100% crit, but crits deal half damage. Which is combinable with other Upgrades like Critical Shurikens and Critical Ranged Attacks that spawn additional projectiles when doing critical hits.
In Run Skill (New)
Critical Shurikans – Emit a bunch of energy shurikens when dealing a critical hit. Can be leveled to emit more shurkens and overcharged to make the shurikens bounce from walls.
Weapon Mods (New)
We added modifier to weapons that give them additional functionality. Currently, with an Overcharge Mod – which increases the fire rate of a weapon and an Eternity Mod – which gives a weapon unlimited ammo.
These mods can be unlocked through some secrets in the game and later upgraded in your Base to increase the chances to appear on weapons.
Weapons can also have multiple mods at the same time, so look out for that juicy high tier, max leveled and full modified weapon!
Weapon Skins (New)
For the players that like a bit more of a grind and want to add some prestige to their gameplay, we added Gold Weapon skins for all weapons, which can be unlocked in your base when you have maxed out the Weapon Level upgrades.
Permanent Skills (New) We added colors to the skill categories to make it more obvious if they are Offensive, Defensive or for Economy purposes.
Overcharged Skills – Allows you to overcharge Skills and give them new functionality
Overcharged Pillar – Pillars can spawn through your run that directly allow you to trade health vs. power in form of overcharge fragments.
Stacking Items – You class items can now charge and add up in stacks allowing you to use them multiple times in a row.
Overheal Pillars – Upgrading the heal pillars so if you have full health they will give you shield instead.
Weapon Fragment Converter – Allows you to convert Nanobytes into Weapon Fragments in your base.
Special Discount – Chance that you get an special discount for a shop item.
Reroll Skills – Gives you the ability to reroll unskilled and unwanted skills during your run for credits.
Intro Sequence (New)
Before the game starts, there is an intro sequence that gives you an insight into the world and explains what happened before you go on a revenge spree.
Decoration System (New)
We added a procedural decoration system, which we previously tested on the Scrapyard Planet. This system is now in place for all planets, giving them more interesting looks and constructions, making your runs visually more pleasing.
Improvements & Reworks
UI color coded damage types
Improved Feedback and effects before enemies start attacking
Overhauled and created new Art assets for old buildings
Improved SFX feedback on interactions, making them more distinct and impactful
Randomized music tracks giving them different starting points
Improved damage feedback on enemies
Reworked and added new Missions since all Planets are now implemented in the game.
Difficulty is now scaling harder through the overcharge levels.
More Enemy density
More Elites
New Elite Modifiers
Ramped up enemy damage
More rewards for the player (nanobytes & weapon fragments)
Improved some of the old sprites and icons e.g. the Shopkeeper
Polished level transitions on various planets.
Added a legend for the map giving a explanation to the icons found on the map
Important Notice Old savegames, from before version 1.0 will not be compatible/available anymore upon full release of the game.
About Orbital Bullet!
Welcome everybody with trigger-happy fingers and new fraggers!
Our Orbital Bullet is an action-platformer that takes the tried-and-true, highly addictive rogue-lite formula and adds a unique twist with a 360° rotating level design. Players can expect fluid, fast-paced gameplay featuring procedurally generated enemies and level elements, with “instant-transmission” upon completion of a stage — keeping the rhythm going and the action flowing! Of course, it wouldn’t be a rogue-lite without a deep skill tree mechanic that features both dynamic and permanent skill trees, game-changing body modifications, upgrades, and of course, a diverse range of heavy-weaponry that can be further enhanced thanks to the newly implemented Overcharge- and Eternity-mechanics. As you can already imagine, the hordes of enemies will have a hard time keeping you from reaching the next level!
Additionally, Orbital Bullet's blasting Soundtrack is composed by Juha Korpelainen & Niilo Takalainen, the latter is also responsible for the Noita soundtrack,
Assemble also offers a special ‘Save The World Edition’ on Steam, including the action-packed official soundtrack and a 10% donation to Ocean Cleanup from every sold ‘Save The World Edition’ of Assemble’s proceeds.
Fraggers! Orbital Bullet’s full release on March 21, 2022, is quickly approaching. As previously promised, it’s about time we drop some insider news about the full release update. Yeah, we know that teasers like the one that’s about to follow will make your trigger-fingers itch e
Fraggers! Orbital Bullet’s full release on March 21, 2022, is quickly approaching.
As previously promised, it’s about time we drop some insider news about the full release update. Yeah, we know that teasers like the one that’s about to follow will make your trigger-fingers itch even more…but hey, this is fine.
This time, we’d like to show you the all-new Overcharge mechanic for dynamic skill tree skills. While you’re on a run, you may find futuristic looking cubes like that one:
These cubes are called Overcharge Fragments, and once you find three of them, you are prompted to overcharge one of your already activated skills from the dynamic skill tree. By doing so, the selected skill will get overcharged and receives enhanced functionalities. Here are two examples:
Laser Boots:
If this skill gets overcharged, the laser of your boots will be increased in size and does more damage.
Combat Drone:
If this skill gets overcharged, the drone increases in size and has an improved attack pattern (shoots 3 bullets instead of 1).
The Overcharge mechanic for skills is capped at a maximum of 5 skills that you can be overcharged during a single run. Oh, by the way, there are Overcharge and Eternity modifiers for guns as well. Brrrrrrrrrr…yet another teaser, sorry.
We hope you’re just as excited as we are for Update 1.0 which is about to drop on March 21. We have quite a lot of new stuff up our sleeves. Stay tuned. Stay excited. Stay safe.
-Your Teams of SmokeStab and Assemble Entertainment-
Fraggers! We’re quickly approaching Orbital Bullet’s full release on March 21, 2022! Until then, we’d like to share some yet unknown background information as well as some first-hand intel on what to expect from the full release update – because we got lots of cool stuff up our s
Fraggers! We’re quickly approaching Orbital Bullet’s full release on March 21, 2022!
Until then, we’d like to share some yet unknown background information as well as some first-hand intel on what to expect from the full release update – because we got lots of cool stuff up our sleeves. For the time being, we want to drop some knowledge about the evil Dread Corp that threatens the universe – the big bad, so to speak.
Dread Corp Introduction
The Dread Corp is a highly advanced cyber-tech company that exploits all kinds of available resources for their shady research purposes as well as new technologies. They already exists and operate for a very long time now. They travel the planetary systems one after another with the goal to subjugate all systems' living beings and gather the planets' valuable resources to further improve their technical standards and to expand their army - of course.
Their brutal behavior is well-known by this time. Once they arrive, they immediately start to infiltrate the society by making false promises to the lower class, radicalizing them to join their forces. Even the lesser evolved creatures and the planet’s wildlife is getting exploited, making them mere tools by deploying them as workers and using them for transportation.
By doing so, they are driving a wedge between the society, gaining more and more popularity and followers. And, if necessary, they will use brute force and their advanced technology to speed up this process. In their view, this is the easiest way to exploit civilization for the Dread Corps evil purposes.
Dread Corp Motivation
The Dread Corp’s ultimate goal is to become the superior race and supreme ruler of the universe. They want to achieve a life without illnesses, no crime – a society living in peace and controlled by a single mind. The resources they gather on their raids are used to achieve new technical standards, like mind cloning devices, teleportation and much more. Ultimately conquering all planets and creating one big hive minded society.
I mean, this sounds not too evil, right? But do you remember the Meat Factory? The horrendous place, even Freddy Krueger is getting nightmares? -Yep! We're talking really grim stuff, when it comes to the Dread Corp.
Fraggers, someone needs to put a stop to them – and that’s where you come into play!
Save the universe, Fragger! And please keep it up and stay trigger-happy! We cannot put in words the passion, dedication, and support you have shared with us! Thank you, and keep the hype-train until release rolling!
-Your Teams of SmokeStab and Assemble Entertainment- https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/
Fraggers! Once again, we took all your great feedback and prepared another small patch, bringing some improvements and bugfixes to the game! More details below: Bugfixes Time Chests do no longer spawn locked chains when the timer runs out, and it was previously opened. Fixed a bu
Fraggers! Once again, we took all your great feedback and prepared another small patch, bringing some improvements and bugfixes to the game!
More details below:
Bugfixes
Time Chests do no longer spawn locked chains when the timer runs out, and it was previously opened.
Fixed a bug where some enemies in the Scrapyard Elevator encounter could have wrong health scaling.
Fixed a bug where the overall time tracking could stop after killing the Inquisitor Boss.
Fixed a bug to prevent unlocking the combo chest after entering the Elite Floor in the Upper Caves.
Fixed a bug where you could be stuck inside of blocks after using the cylinder transition in the Scrapyard.
Fixed a bug where Mini Drones would just fall down and die after those have been stomped.
Fixed some localization issues.
Fixed a bug where the Suicide Bomber could no longer explode/fly towards a target after getting hit.
Improvements
We have added a delay to the new enemies from the Scrapyard after entering/leaving door rooms before they start attacking.
The new Dread Corp Rocket Launcher Unit does no longer deal damage to itself with its rockets.
Combo Chests now always display correctly what combo you need to achieve to unlock them and are no more instant locked. Previously, we had a few instantly locked chests.
Added new template to the Scrapyard.
Added an indicator where the enemies will land in the Elevator Encounter when they drop.
Color coded the start floor in the Teleportation UI.
Changed jump pad position in the Harvest Fields that it does not intersect with the level changing.
Removed zooming from the map.
Improved the movement pattern, attack range and attack indicator of the Desert Crawler.
Fraggers! After yesterday's release of our majorly 'Upcycling' content update, based on your overwhelming feedback, we already were able to prepare and release a new small patch, bringing some improvements, and bugfixes to the game! More details below: Bugfixes Fixed a bug in the
Fraggers! After yesterday's release of our majorly 'Upcycling' content update, based on your overwhelming feedback, we already were able to prepare and release a new small patch, bringing some improvements, and bugfixes to the game!
More details below:
Bugfixes
Fixed a bug in the Scrapyard where the magnet would move further than the player in the cylinder transitions.
Fixed a bug where items would cost more internally than displayed, which could cause minus credits.
Fixed a bug where the new combo chests could spawn inside of decorations.
Fixed a bug with sector offsets in the Scrapyard teleportation window.
Fixed a bug with the flame trap collisions.
Fixed a bug where branching in caves could display the wrong Planet transition on the screen.
Fixed a bug where the new Spike Tire Enemy would go off track and be invincible.
Fixed a bug where the Elite-form from a new enemy could become invincible, causing a hard stuck.
Fixed a display bug in the Eternity Tower related to the new combo system changes.
Fixed a bug where you could land inside blocks after using the cylinder transition on the Planets Miro or Zeta.
Fixed combo chest related bug where the prompt „Open Chest“ would still be there even if you opened the chest previously.
Fixed a display issue which showed „Tutorial.SetUpgradePattern“-key and did not properly localize it.
Fixed a bug where the Time Chest would not get locked after the time is passed.
Changed the Zeta Planet picture.
Improvements
Added short delay for combo boxes so the „Open Chest“-text would not immediately be displayed when entering a new planet.
Added anticipation visuals for the flame trap, so it’s easier to know when they are about to deal damage.
Removed the randomness of the new Rocket Launcher enemy and made it more predictable.
Thank you for your ongoing support and feedback! Please keep it up!
Kill. Die. Modify. Ballert euch euren Weg durch eine Vielzahl von Monstern auf prozedural generierten Planeten, und dreht euch dabei wortwörtlich im Kreis. » Komplette News auf pressakey.com lesen » Orbital Bullet auf pressakey.com
Kill. Die. Modify. Ballert euch euren Weg durch eine Vielzahl von Monstern auf prozedural generierten Planeten, und dreht euch dabei wortwörtlich im Kreis.
Fraggers! With the start of the new year 2022, we also have prepared a new major update for you! Today marks the release of the Upcycling Update! But this is just the beginning! Things are starting to heat up, as Orbital Bullet will exit Early Access! Debuting its full Steam laun
Fraggers!
With the start of the new year 2022, we also have prepared a new major update for you! Today marks the release of the Upcycling Update!
But this is just the beginning! Things are starting to heat up, as Orbital Bullet will exit Early Access! Debuting its full Steam launch on March 21st, 2022, after being in Early Access for almost a full year! Thank you for your passion and dedication!
Upcycling Update in a nutshell Upcycling will introduce a whole new planet: The Scrapyard. Along with the new planet, new threats, enemies and an entire new boss will be added to the game! But there is so much more: new boss cutscenes as well as new skills, new decoration system, and new songs for the game and respective soundtrack have been added ... and so much more!
But, before we are deep-diving into all the shiny new content, features, improvements and more:
Watch the Orbital Bullet: Upcycling Update Trailer:
Scrapyard – A desert biome filled with scrap, discarded cyborgs and robots.
New Boss:
Abandoned Commander Xil
New Enemies:
Desert Crawler
Tritron & Tritron Mini Drones
Dread Corp Flamethrower Unit
Dread Corp Rocket Launcher Unit
Dread Corp Mech
Spike Tire
New Traps
Fire jet trap
Flame wheel trap
New Enemy Encounter
Elevator Drop, fight waves in an Elevator that keep dropping down
Boss Story Cutscenes
Added 5 unique cutscenes that get played on the first kill of each boss
New Skills
Shop Rerolls - You can reroll the items in the shop but they get more expensive
Extended Merchant Supply - Additional shop item with an higher chance to be rare quality
Lucky One - Chance that a slot machine spawns in the shop
New Decoration System
The new decoration system does a mixture of procedural placements. Currently it‘s used and tested in the Scrapyard and will be transferred to other planets in the future; giving more variations and looks for each level.
New Planet Selection / Branching & Enemy Scaling:
After completing the first planet (Orthum) you can now decide if you want to travel to the Jungle (Dyatus) or the Water Base (Miro). With this we want to ensure that a full run is always 5 planets long and at the same time bring more variation into the individual runs.
In Order to allow branching we implemented enemy scaling so the difficulty ramps up evenly. Currently this only effects enemy stats like health, damage and spawn chances.
3 New Soundtracks (Scrapyard, Scrapyard Bunker & Abandoned Commander Xil Fight music)
Improvements
Time Chest Rewards
More determined rewards, e.g. weapons that are always current Tier +1
Adjusted timer of Time Chests
Improved display of Time Chest for better understanding that the time has run out
Combo System Overhaul
Previous
Credit Multiplier
Experience Multiplier
Only kills did refresh the combo so boss fights always ended your combo
Reworked / New
Multi Stage System with kill thresholds
5 Kills: Trigger Combo System and Speed buff
15 Kills: Give +20 Credits
25 Kills: Give +50 Experience, +40 Credits
40 Kills: Give +100 Experience, +50 Credits
Thresholds increase gained XP & Credits
New Combo Chests at the start of each level
Reach Combo threshold to unlock the chest
o Chests include Perks or Weapon Upgrades
Dealing damage does refresh the combo timer
Adjustments to Ice & Smoke Trail
The Spaceship impact objects have been adjusted for each planet
Fixes
Fixed various localization issues
Fixed a visual issue with the Jellyfish enemy
Many smaller bug fixes, too many and mostly not impactful, or reported by players, to be listed here in detail.
Orbital Bullet Development Roadmap has been updated
Conclusion
Once again, we wanted to remind you, that Orbital Bullet will leave Early Access on March 21 this year! This means in roughly about two month! We wanted to take the opportunity to thank each one of you for our ongoing support, your passion and dedication for our game and making this game, what it is today and continue shaping the journey ahead!
Please keep it up! Lock 'n' load, Fraggers!
-Your Teams of Assemble Entertainment and Smokestab-