Unity vulnerability fix (v1.1.0b b169)
Updated to fix a security vulnerability in Unity (Details: )
Updated to fix a security vulnerability in Unity (Details: https://unity.com/security/sept-2025-01)

Updated to fix a security vulnerability in Unity (Details: )
Updated to fix a security vulnerability in Unity (Details: https://unity.com/security/sept-2025-01)
Fixed issue with Explosive Dodgeball achievement where it sometimes didn't get unlocked even if done correctly.
Fixed issue with Explosive Dodgeball achievement where it sometimes didn't get unlocked even if done correctly.
Arena Levels Added two arena levels with a scoring system. The levels are accessed from Mission Select -> Extra Levels. Levels - Arena: Factory : straightforward arena without gimmicks. - Arena: Train Mine : arena with 4 deadly trains speeding through regularly. - The levels h
Added two arena levels with a scoring system. The levels are accessed from Mission Select -> Extra Levels.
Levels
- Arena: Factory: straightforward arena without gimmicks.
- Arena: Train Mine: arena with 4 deadly trains speeding through regularly.
- The levels have 40 waves, with 8 waves based on each of the 5 environments.
Scoring
Tech point from enemies is base score.
Bonuses: (these stack multiplicatively)
- Wave clear speed: up to +100% (falls gradually to 0% over 30 seconds)
- No damage taken: +20%
- Difficulty: normal +20%, hard +50%, insane +100%
Pickups
- Enemies will drop only ammo pickups (so the arena won't get filled with shield pickups floating in the air if you don't take damage)
- There are some shield pickups initially. Shield, ammo, and power-up pickups are also spawned after specific waves.
Other
- Music changes after specific waves.
Added a sound and an additional UI effect when player gets locked on by enemy homing missiles.
Quick help section in pause menu updated.
Projectiles which ricochet from walls no longer disappear when hitting a door. Affects Chain Lightning weapon and Bouncer enemies.
Fixed bug where Mission Select menu allowed skipping missions in some case.
Beaming: Fixed issues where encounters could stop progressing.
Difficulty Added Custom as new difficulty option. When selected, a menu window is opened which allows modifying 9 parameters, e.g. - Player damage taken - Enemy health - Pickup drop rates and types from enemies - Enemy weapon cooldowns - Time speed (below 100% is slow-motion) Add
Added Custom as new difficulty option. When selected, a menu window is opened which allows modifying 9 parameters, e.g.
- Player damage taken
- Enemy health
- Pickup drop rates and types from enemies
- Enemy weapon cooldowns
- Time speed (below 100% is slow-motion)
Added short descriptions for each difficulty in the Difficulty Select section of Mission Briefing.
New setting - UI Scale. Scales all UI elements. Has auto scaling by default and some options for more control.
New setting - Unlocked mouse cursor during gameplay: allow mouse cursor to move freely instead of being locked to screen center (usually not recommended though)
Settings menu button positions changed slightly
Added numbers to some sliders which didn't have them before
Changed Loading Screen visual to the one without tips when going to Mission Select or Main Menu.
Also slightly tweaked visuals for loading screens.
Game start intro
- Minor tweaks to the intro text.
- Unrevealed text is no longer shown as *** symbols
- Added some sounds and adjusted text appear sound.
Mission Select menu now uses the same music as Mission Briefing.
Gatling - damage reduced 8 -> 7 (it still has the best single-target ammo efficiency by far)
Missile Massacre - cost reduced 32 -> 30
Plasma Gun - bullet speed +25%, bullet hit radius +33%
Scrapbot (Hard+): reduced bullet cone angle
Entry:
- modified enemy placements.
- Changed hidden loot in red room.
- Modified blue and yellow key guide cables to be slightly simpler.
- Modified energy cables after blue door to be less in the way.
- Some other tweaks
Updeep: yellow key guide cable is now a bit simpler
Dronefactory (first tileset) changes
- Blue Room: floor material now has a bluish tint. Edges modified slightly, and edge glow color adjusted to be slightly more blue. Upper wall-side edge modified to have 1 rib instead of 2.
- Blue Corridor ceiling texture changed, wall color modified
- White area corridor materials/models added (was previously same as blue corridor)
- Red corridor ceiling texture changed
- Red room: floor is slightly brighter and ceiling slightly darker. Upper wall-side edge has 1 rib instead of 2.
- Green Room: edge non-glowy material changed, edges tweaked, new material for ceiling
- Green Corridor (new)
..plus misc other changes
Fixed bug where crates with red edges dropped ammo pickups.
Fixed small sound issue where player movement sound could play during load screens & such.
Fixed issue where Plasma Wheel weapon projectile didn't trigger the explosion correctly. Fixed some cases where lockdown encounters could stop progressing if enemies were alive outside the arena. Last encounter in Preview had the most problems with this, but a few other encounter
Fixed issue where Plasma Wheel weapon projectile didn't trigger the explosion correctly.
Fixed some cases where lockdown encounters could stop progressing if enemies were alive outside the arena. Last encounter in Preview had the most problems with this, but a few other encounters were also improved so the issue would be less likely to happen.
Summary It's the end of Early Access. Achievements : added 30 of them. Upgrades : 4 new upgrades. Other : Changes to levels, enemies, UI, sounds. A few new options. ***************************************************** Levels Changes Vertical : Removed one Laser Slicer near red k
It's the end of Early Access.
Achievements: added 30 of them.
Upgrades: 4 new upgrades.
Other: Changes to levels, enemies, UI, sounds. A few new options.
*****************************************************
Vertical: Removed one Laser Slicer near red key. Changed some enemies in red area and encounter (encounter now has a Homer and some Divebombs, instead of Laser Bruisers).
Glass: Minor enemy changes, updated blue area a bit and added more windows
Training: Moved blue key to other side of room
Descent: added a power-up to last encounter area
Lava Labyrinth: moved red door higher, making it safer to pass through. Changed a one-sided wall to basic hidden door.
Preview: Added a little space to the blue encounter area, minor other changes
Training, Redball, Explosive: Added some resource and tech
pickups
Explosive: hidden doors no longer require keys
Tech point pickups
Cryptic, Training: Added a couple of lockdown doors to paths which were accidentally left open during encounters.
Mainframe: Added some tech pickups. The entry path to boss area now stays closed after boss is defeated (so enemies from the start area can't attack player if they were skipped). Different music now plays after defeating boss. Also music changes to a low hum while systems are offline
Added a large room with a group of enemies near its center, a couple of moving enemies and some respawning ammo pickups.
Added intro texts for levels which didn't have any: Freezer, Preview, Beaming
Key holder props are now colored to match their key. Also added some colored effects to them.
New implementation for one-sided secret doors. Changed one regular hidden door to those secret doors in 2 levels.
Added a new type of tricky door to secret paths in 4 levels.
New aggro sound for: Divebomb, Homer, Laser Bruiser & Bigshot, Turrets
Increased volume of enemy death and aggro sounds
Lockdown doors now block enemy navigation, which may or may not have a small effect in some situations.
Homer: attack wind-up and launch visual effects adjusted.
Ice Destroyer: tech loot increased 75->90
Plasmadive: tech loot increased 5->10
Plasma Destroyer: now drops more resource pickups (similar to the amount from other Destroyers)
Cybernoodle, Hot Hatter: health increased by about 9%
New aggro sounds for bosses
Updated encounter messages for some bosses
All boss names are now fully capitalized
Closed doors, windows and energy walls now block the map scan, so it is easier to see the paths you can actually use.
Chainsaw: Added crosshair which initially indicates the lock-on angle, and then angle for lock-down break. Maximum angle before lock-on breaks reduced from 30 to 20 degrees (note: lock-on angle is 10). Volume of the base channel sound up.
Chain Lightning: ammo cost increased 12->14
Assault Laser: hit sound changed
Nova Bomb: explosion volume and light up
Shield Leech: Gain 5 shield per 300 damage dealt
Ammo Leech: Gain 3 ammo per 300 damage dealt
Volatile Bots: Every enemy explodes when destroyed, causing 15 damage in a small area. (Player takes reduced damage from the explosions)
One-Hit Wonder: +30% fire rate for all weapons, +30% ammo gains, +30 max ammo, -99% max shields. Have fun.
Tech level max increased to 40. New rewards include the 4 added upgrades, also some late shield and ammo upgrades were split from 10 to 2x5. Several rewards were also moved to different levels.
Loadout customization and weapon switch are now disabled while at tech level 0. They become unlocked as an additional reward on reaching tech level 1 (so usually after completing the first mission)
Modified sound rolloff to be more sensible, basically effect sounds at range are louder. Increased max simultaneous sounds from 32 to 64 which should solve some sound issues (e.g. when firing Assault Laser and Gatling simultaneously)
Up volume of player damage taking sound. Bigger increase for lower damage amounts.
Increased velocity threshold for wall collision sound/effects, slightly reduced volume at lower velocity.
Added one more difficulty step called "Easy", placed between "Casual" and "Normal"
Casual is slightly easier than before, while Easy is more difficult than Casual was previously.
Hard/Insane: adjusted enemy attack delay after aggroing to be slightly closer to Normal difficulty.
Added option to show ammo as "shots left/current ammo" instead of "current ammo/ammo cost".
Added option to show ammo near crosshair as shots left instead of current ammo
Added option for framerate cap (values: 30/60/90/120/999)
Compass Orb option: changed to a 2-color wireframe ball, with blue/teal upper half and orange lower half. It is now also visible in the map display mode
Added 2 more save slots for a total of 4.
Added 30 achievements
Updated desktop shortcut icon
New menu slider and toggle visuals
Added sounds to some menu buttons which didn't have them yet.
New sounds to slider and toggle changes.
Background is now a map scanning view with scan pings starting from varying locations, instead of a generic scrolling space background.
New game button now starts new game immediately instead of through a difficulty select section. If save data exists, a confirmation box is now shown first to prevent accidentally overwriting current save slot data.
Visuals updated. Tech level and current tech points are now shown there, also added statistics for number of enemies killed and pickups looted.
Credit texts updated a bit. Also changed end credits to have map scanning happening in background, similar to the new main menu.
Changed music and background visuals
Small changes to intro text and other
Fixed issue where Chainsaw channel sound continued playing if pause menu was activated while holding the fire button
Pickups from boxes now correctly play a sound if trying to loot them while at full resources. Also they can no longer be pushed around
Fixed minor visual glitch when starting new game.
Fixed minor issue where weapon switch sound played on new game start, level load and such
Fixed several key holder props which were placed the wrong way
Fixed a couple of frame drop issues
Overload: Fixed issue with Reactor enemy hitbox
Training: fixed frame drop issue with train spawning
(Initially released build: b134)
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V1.0.0 b135 sneaky bugfix: fixed issue where the new option to show ammo as [shots left/value] didn't work, and the toggle instead changed another setting.
Fixed a bug related to level model creation which affected Vertical, Trifork and possibly some other levels. The bug caused them to have more open space than intended, and key guide lines were floating in the air in some places as a side effect.
Fixed a bug related to level model creation which affected Vertical, Trifork and possibly some other levels. The bug caused them to have more open space than intended, and key guide lines were floating in the air in some places as a side effect.
Summary 3 new levels : avoid walls of frost in Freezer, overload a reactor in Overload, and navigate through Beyond. New tileset : server-themed tileset used for the last 4 levels. 4 new enemy types : Shotgun-type enemies with ice and big balls, Plasma variants for Divebomb and D
3 new levels: avoid walls of frost in Freezer, overload a reactor in Overload, and navigate through Beyond.
New tileset: server-themed tileset used for the last 4 levels.
4 new enemy types: Shotgun-type enemies with ice and big balls, Plasma variants for Divebomb and Destroyer.
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New levels:
Freezer (new level): Fly and clear lockdowns quickly before walls of ice close in and crush you.
Overload (new level): Overload a reactor and to take down an overpowered defense wall.
Beyond (new level): New penultimate level.
New "Serverland" tileset: used for Beaming, Overload, Beyond, Mainframe.
Changes:
Redball: Removed one wave from white and green area encounters, also removed a couple of enemies from some encounter waves.
Descent: Plasma Destroyers are introduced here. Removed a few other enemies to compensate.
Lava labyrinth: changed 1 Destroyer to plasma variant
Cryptic: Ice Scouts are now introduced here. Reduced number of Bouncers.
Hail: Ice Destroyer is now introduced here. Adjusted some encounters.
Preview: Moved be before Chilly Chapel. Wallbeam type enemies removed from the level.
Chilly Chapel: Changed a few enemies.
Beaming: Tileset changed to Serverland. Blue area now has more sections, and its lockdown encounter was replaced by a bunch of regular enemies. Added more space to a few other areas.
New enemies:
Changes
Added "Temporary roll while turning" setting under Settings>Controls. Range 0-4, 3 is default (same as previously), 0 is fully disabled.
Shield and ammo pickups from crates are no longer consumed if at full resource.
Increased light emitted from keys.
Updated the Zerograve.exe icon.
Fixed issues with Hot Hatter legs and boss phases
Settings Visuals: Added option for Crosshair Intensity which modifies crosshair color alpha. Controls: Added option for Roll speed with range 120 - 220 degrees per second (default 180) Sounds: Music volume at max value reduced, Effect volume at min increased. (Music volume was a
Assault Laser:
- slightly increased shoot sound volume.
- increased projectilve speed by +33%
- moved earlier in the tech level rewards.
Chainsaw:
- damage per tick increased 8->9
Pause menu:
Crosshair: Added small brighter areas near the passive crosshair center.
Laser Bruiser: Added chargeup sound to attack
Shotball: Changed launch sound
Added the global enemy lighting which accidentally didn't make it into the 0.3.1 release
Level transitions: Fixed issue where buttons on the Level Completed and Mission Briefing screens became mouse-clickable after a short delay. (Now they are clickable instantly)
Opening splash screen: Fixed visual issue
Summary Painful trains : new Training level with perilous minecart trains which also destroy any enemies caught in their way. New biome : new mine-biome is now used for four levels. Sandbox level : The perfect place to test out different loadouts. Accessed from Mission Select. Lo
Painful trains: new Training level with perilous minecart trains which also destroy any enemies caught in their way.
New biome: new mine-biome is now used for four levels.
Sandbox level: The perfect place to test out different loadouts. Accessed from Mission Select.
Loadout change restrictions: Loadout can now only be customized in Missiong Briefing, and with Loadout Customizer stations which are found in a few levels.
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New earthy biome which is used for four levels (from Plasmine to Danger Below)
Training (New level): Featuring minecart "trains" which destroy everything in their way. Placed between Plasmine and Highway.
Sandbox level
A level for testing weapon/upgrade loadouts
- Respawning passive enemies. Various groups and single enemies of 2 types: small enemies with 60hp and big ones with 600hp
- Respawning ammo/shield pickups
- Loadout customization workbench
- Stats view which shows Damage total and dps, Ammo used, and time for current test run. Test run starts and is refreshed when either using ammo or doing damage to enemies, and stops after not doing either of those for 3 seconds. Stats remain displayed until next test run is started.
General
Danger Below & Cybernoodle boss
Glass: expanded blue area a bit, plus some other layout changes. Replaced reactor with lockdown encounter. Divebombs are now introduced in this level.
Vertical: red key location changed & small layout changes. Changed some enemy types. Homers are now introduced in this level.
Trifork: updated most areas of the map, removed reactor and added lockdown encounter to the end area which introduces the Destroyer enemy type. Removed Plasma Charger enemies from the level.
Plasmine: Reworked entire level, changed to the new Mine biome. Added Plasma Bomber enemies.
Highway: Changed to Mine biome. Blue key location changed, adjusted several areas. The energy wires from the mini-generators now turn off when they are destroyed.
Redball: Big Scouts and Rocket Propellers are now introduced in this level.
Rising Heat: Fixed issue where heat didn't rise, increased rise speed +15%, changed some enemy spawns and added a few pickups.
Lava Labyrinth: Added some space to the starting area. Lava material and lights darkened to make enemies a bit easier to see and to make the level easier on the eyes. Also removed a few enemies to make the difficulty spike a bit smaller.
Cryptic: added space to green area
Hail: added space to blue and green areas. Added resource pickups. Other minor changes.
Chilly Chapel: minor changes to boss area and end area
Increased tech reward for worm and walker bosses.
Also updated some briefing texts
Loadout can no longer be freely changed during levels.
Levels may have "workbench" type locations which allow changing weapon loadout. (Currently only 2. level, Sandbox, and every boss level have one)
Upgrades can however only be changed in mission briefing, or while in the Sandbox level.
Assault Laser (New weapon): Rapid-firing lasers with moderate accuracy. 4 damage per shot, 20 shots per second
Plasma weapons: Added force on kill. Most enemies now have a different death sequence when destroyed by Plasma
Plasma Gun: fire rate increased by 20%
Plasma Orb: move speed penalty starts at -30% instead of -60%, but decays over 0.6 seconds instead of 0.4 seconds.
Quadual Laser: move speed penalty reduced -30% -> -15%. Damage per shot increased 20% but fire rate reduced so dps remained same (to emphasize the *heavy* part a bit).
Missile Massacre: ammo cost reduced 40->32
Chain Dart: chaining distance reduced 20->14 (it's now 7 tile lengths)
Added force on kill.
Slayer Bolt: Increased force on kill, and now also attaches a trail effect on hit.
Chainsaw: Added left-direction force on kill.
Homing Missile: Removed randomness from launch direction, now fires directly forward. Also thinned hitbox so it hits walls less often. Updated effects.
Burst Laser: damage increased by +40% at very short range. Bonus fades gradually to +0% at 10 range (5 tiles). Bullet spread increased slightly. Also updated some effects.
Nova Bomb: Doubled force on explosion kill
Dual Laser: increased projectile hit radius
Ammo upgrades:
Shield gains upgrade: now also gives +20 max shields
Upgrade naming convention changed, so their names no longer include the exact value (so they can get balance adjustments without changing their name in the future).
Destroyer: Health increased 350->400 added glow decals to texture and minor other visual changes.
Laser Slicer: attack chargeup time increased 0.4s->0.5s. Fixed mistake where attack was weaker on hard/insane (Now it's slightly wider on hard+ difficulty compared to normal)
Plasma Bomber: Hard+ difficulty - now fires 2 bombs directly forward, instead of 3 in a very wide cone
Big Scout: ball size halved, added a 0.2s chargeup to attack. Hard+ difficulty: fires 2 balls directly, instead of 3 in cone pattern. Updated sfx. (Attacks with the previous huge balls will be likely used later with other enemies)
Rocket Propeller: attack is more precise on Hard+ difficulty
Big Scout & Rocket Propeller: material updated so the glow decals should be easier to see against orange/lava-ish background.
Ice Destroyer: reduced delayed ice attack times from 12->5 on Hard+ difficulty (so it actually has pauses between attacks)
Late-game enemy beefiness reduction (max health changes):
- Bouncer 150->120
- Ice Bomber 200->140
- Ice Scout 80->70
- Ice Dancer hp 200->160
- Wallbeam Dancer hp 200->160
Added a bit of global lighting which only affects enemies, so they stand out a little better.
Adjusted pickup drop rates so ammo pickups are more common and shields are less common (ratio changed from 50:50 to 60:40). Also reduced influence of player's current resource amounts on pickups. Total number of pickups from enemies unchanged.
Pickups from enemies are no longer picked up if at full resources (so they act same as the pickups already in level)
Changed sound for trying to loot pickup at full resources. Also added limit that the "x at full" message can be shown only once per second.
Added a little effect when enemies drop pickups.
Increased distance to re-allow playing the effect for trying to loot pickup at full resources, so it plays a bit less often when near pickups.
Shield box pickup value increased 5->8
Insane: enemy health bonus slightly reduced (+60% -> +50%)
Hard & Insane: slightly increased cooldown on dodge moves to give a bit longer windows to hit enemies (cooldown adjust on hard -20% -> -10%, insane: -50% -> -30%)
Mission briefing: Added "Return to Mission Select" button
The messages shown on right side of screen (e.g. "shields at max") are bit fancier. Also their location changed to be closer to center, so they aren't so far to the side.
"Weapon Select" menu title changed to "Loadout" for consistency
Shield & Ammo gain text effect modified
Ammo value now shows a decimal digit only if ammo cost is less than 1. (previously one decimal digit was shown if cost was 5 or less)
Adjusted some tips, and added new tip for Sandbox level.
Level transition: HUD is hidden instantly on reaching Exit console. Updated the transition on completing level.
The sonar/scan now shows the edges of a hidden area when the ping starts inside it (won't reveal other hidden areas though)
The scan now also works with curved paths (although there are very few of those ingame)
When using the alternate mode, tapping map button now does a single ping instead of toggling repeating pings. The ping has a 2 second cooldown, and headlight is turned off during cooldown.
Fixed issue where enemy AI would be hesitant move around in cramped locations.
Enemies will no longer try to navigate through doors (hidden and otherwise)
Fixed issue where the projectile counted hitting dying enemies against the hit limit (i.e. enemies which were dying before the projectile even hit them).
Fixed issue with the projectile hitbox being too big so it could hit walls/corners when it really shouldn't.
Some performance improvements to pathfinding and trail effects.
Fixed a performance issue with loading levels, which should improve level load time especially for some big levels.
Repurposed old "Early access end" mini-level to be demo end level, with a little hint towards $$$.
Summary The end : Challenge the Protector of Servers in the final level to reach the ending. New features : Powerups, Selectable upgrades, FoV setting New weapons : Unleash chaining attacks with the new primary Chain Dart and secondary Chain Lightning weapons. +++++++++++++++++++
The end: Challenge the Protector of Servers in the final level to reach the ending.
New features: Powerups, Selectable upgrades, FoV setting
New weapons: Unleash chaining attacks with the new primary Chain Dart and secondary Chain Lightning weapons.
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Mainframe (new level): Final level & final boss & ending (Note: some more levels will probably be added before this)
Level changes
Redball: end arena has a bit more enemies and more pickups.
Vertical: end arena has more space, and some more pickups.
Reordered levels: Beaming and Preview moved after Chilly Chapel (to avoid having 2 boss levels next to each other)
Powerups added to: Redball, Lava Labyrinth, Cryptic, Hail, and some more levels
Credits: Simple credits scene added to game end. It replaces the "To be continued" level
Also added a separate credits view to main menu screen.
Props: Energy tubes: new shader
Guide paths: Key guide mover shader updated
Ice decorative path: new shader
Effects: Ice levels ambient lighting tuned down a bit.
Powerups can now be found in some levels to gain a temporary powerful combat bonus.
zero-g RAVE! : Multicolored ricocheting laser bullets are launched from destroyed enemies, and occasionally from doing damage. Lasts for 15 seconds.
SUPERCHARGE! : Greatly increased fire rate (+70% for primary, +40% for secondary). Lasts for 20 seconds.
Implemented upgrade system: 2 slots for passive bonuses which can be selected in the loadout menu.
First slot unlocked at level 5, second at 14.
Upgrades include e.g. Fire rate, Shield/ammo loot bonus, Ammo capacity
Weapons
Chain Lightning (new secondary)
Chain Dart (new primary)
Missile Massacre reworked
Plasma Blade
Quadual Laser, Plasma Gun, Plasma Orb, Slayer Bolt, Line Laser, Gatling Gun
Sounds: Player weapon firing sound changed to 2D
Levelup resources: Leveling up no longer sets resources to max, instead keeps current % value (e.g. if shields were at 50% before levelup, they will be 50% after).
Loadout: Equipping the same weapon to both weapon sets is no longer possible.
Ammo:
Boss changes
Enemy Effects
Enemy changes
Enemy physics
Weapon selection
HUD
Menu UI Button graphics updated
Pause menu:
Added Field of View slider to settings, with range 60 - 100. Default FoV increased from 75 to 85.
Player weapons are moved slightly forward at >75 values, and backward on <75 values.
Weapon position is now also slightly adjusted for different aspect ratios.
(The weapon position adjustment shouldn't have noticeable impact on gameplay.)
Added screen for level completion which displays gained tech levels & rewards, and another before level start which allows customization
Changed how weapon loadout and some other info are stored. Note: weapon loadouts are reset, but no progress should be lost.
Changed how various modifiers (e.g. move speed, health max) are calculated. This may have minor side-effects
Improved pathfinding system performance
Implemented pooling for some effects and bullets, which should improve performance a bit
Fixed issue where all levels used the same default music, so now there's a bunch more music.
Fixed issue where music could get silenced temporarily when a lot of sound effects were happening
Fixed issue where Plasma Gun bullets (and possibly some other weapons) didn't open doors.
Nova Bomb: Fixed issue where the explosion could damage an enemy multiple times, which made it overpowered against some enemies/bosses. (Can still hit multiple boss parts though)
Fixed visual glitch where some line trails looked wrong for 1-2 secs after looking away and then at them again.
Summary Hotness: New lava shader and the heated Lava Labyrinth level to go with it. New enemies: Big balls scout, rocket propeller, shotgun balls. Other: Walker boss updated, changes for a lot of enemies, and more. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Leve
Hotness: New lava shader and the heated Lava Labyrinth level to go with it.
New enemies: Big balls scout, rocket propeller, shotgun balls.
Other: Walker boss updated, changes for a lot of enemies, and more.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lava Labyrinth (New level): Lava moves up & down repeatedly.
Updeep
Lava
Props
Doors
Shotball: Fires 5 balls, 1 in center and 4 on sides (Hard+: 8) in a very wide cone.
Big Scout: Slower than regular scouts, fires one ball at a time.
Rocket Propeller: Long-ranged enemy firing 2 rockets at a time.
General: Enemies will now stop shooting when they die, instead of when they explode after death.
Walker Boss
Scout
Laser Slicer
Green Scout
Green Turret
Ice scout
Laser Bruiser
Homer
Destroyer
Ice Dancer
Chainsaw:
Laser Turret - Ammo cost increased 8 -> 10
Burst Laser - updated launch effect
Loading screen: adjusted fade in/out sequence.
Settings menu: Fixed issue where changing on/off type settings didn't work.
Fixed issue where enemy healthbar could flash every few seconds for one frame out of combat.
Fixed issue where mouselook didn't work for some players. Note: Base sensitivity changed slightly, you may need to adjust it from controls settings.
Chainsaw hitting effects are now once again visible.
Fixed issue where Laser Turret weapon could fail to spawn the turret.
Fixed issue where level exit trigger was too big and could be accessed through nearby walls.
Fixed issue where Mad Hot boss encounter lockdown/music ended before boss had appeared, and the boss appeared to teleport in. Fixed issue where Ice Destroyer enemy primary attack projectiles didn't have delay before accelerating to high speed (and were way too powerful as result)
Fixed issue where Mad Hot boss encounter lockdown/music ended before boss had appeared, and the boss appeared to teleport in.
Fixed issue where Ice Destroyer enemy primary attack projectiles didn't have delay before accelerating to high speed (and were way too powerful as result).
Fixed issue where the slight banking when turning stopped working correctly after activating map view once.
Fixed visual issue with Vertical map drone part line props.
Summary New boss : Challenge the Cryonite boss in a new chilly map. Weapons : Updated effects for several weapons including Dual-/Line-/Quadual Lasers, Rockets, Nova Bomb. Maps : Modified early levels, updated fire zone tileset. UI updates : HUD updates, improved menu usability,
New boss: Challenge the Cryonite boss in a new chilly map.
Weapons: Updated effects for several weapons including Dual-/Line-/Quadual Lasers, Rockets, Nova Bomb.
Maps: Modified early levels, updated fire zone tileset.
UI updates: HUD updates, improved menu usability, updated death sequence and more.
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Chilly Chapel (new level) featuring Cryonite (new boss)
Skirmish (renamed Entry) - Modified layout, added blue key/door and some drone part props. Tutorial tips modified.
Updeep - Modified layout, added new section and some hidden paths, etc.
Vertical - Added tons of drone part tubes
Redball - Now uses the "Fire" tileset, plus some small changes
Scrapbot - tutorial enemy
Ball Dancer (blue) - Hp 200->150, they were too beefy for their looks.
Enemy pathfinding improved. (Enemies will also get randomly stuck less in lockdown encounters.)
Aggro broadcast - when an enemy notices player, it will alert other nearby enemies.
Added small effect around enemies when they get aggroed
Updated delayed ice bullet effects.
Fire zone: New models for most glow edges in white, blue, red areas. Some wall textures updated.
Guide paths: texture updated
Drone zone: New: Wide tubes with 3 parallel drone part lines
New: Thick energy lines model.
Updated existing round drone part tubes.
Box props now break from a single hit and have a more fancy death effect.
Updated map start location model
Added collider to door frames (so the edges can't be passed through when door is open)
Initial maximum ammo reduced to 60, ammo on game start to 20.
Player collider size increased by 25%.
Changed damage taking sound, and its intensity depends on amount of damage.
Added an effect on wall collisions, with volume based on impact velocity, so bang your drone against a wall to your heart's content (doesn't do any damage though)
Also added a sound when moving against wall.
Dual Laser: effects and sound updated
Homing Missile: hit effect updated
Rockets
Line Laser
Nova Bomb
Quadual Laser: effects updated
Plasma gun: model & animations updated
Plasma Orb: effects updated
Bullet launch positions are now more consistent between weapons.
HUD
Death sequence: Updated death screen visuals. Also added slow-motion, and music stops during the death sequence.
Level select menu: Small visual updates
Encounter messages: Updated lockdown start/end and boss start message visuals.
Door messages: Trying to open locked doors now displays a fancier message in 3D space. The message is aligned to player rotation, so it's always readable.
Menu Usability: Fixed inconsistent behaviour when using cancel/back button to move in menu. Rebind controls screen can now also be exited with cancel/back button, as long as there's no input being changed currently.
Mouse cursor is now hidden in menus if it hasn't been used in the last 5 seconds.
Game start intro: Updates to texts
Level starts: Added loading screen texts for several levels and updated some existing ones.
Mouse look now uses raw input instead of a simulated axis.
Sensitivity
Autoleveling
Fixed issue where all weapons were unlocked at game start.
Fixed issue where difficulty text in top-left corner could be incorrect after changing difficulty.
[build b72]
Summary New Level: Descent, the hot vertical level where lava goes down gradually after picking up keys and destroying enemies. New Secondary weapons: Slice with the vertical Plasma Wheel bomb, deploy Laser Turrets as little helpers. HUD updates: crosshair elements for weapons, k
New Level: Descent, the hot vertical level where lava goes down gradually after picking up keys and destroying enemies.
New Secondary weapons: Slice with the vertical Plasma Wheel bomb, deploy Laser Turrets as little helpers.
HUD updates: crosshair elements for weapons, killfeed messages, updated layout & more.
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Plasma Wheel (new secondary)
Laser Turret (new secondary)
Zapper
Plasma Gun changes
Plasma Orb
Homing Missile: Damage 40 -> 50
Descent (new level):
HUD changes
Killfeed UI / tech point gain
Crosshair: Added crosshair elements for weapons, indicating
Weapon select: The weapon list should now match the weapon unlock order, so newest weapon is last.
Added option to show shields + ammo with small texts near crosshair.
Bullet wall hit vfx
Lava changes
Reduced max acceleration rate and auto-braking rate to increase movement inertia a bit.
Added some inertia to rolling.
Tech level rewards
Fixed issue with saving/loading current weapon setup.
Fixed issue where Continue button was disabled initially even if a save existed.
Fixed issue where starting weapons could be incorrect on New Game start.
Fixed issue where the walker boss didn't want to step on lava.
Summary New level: Peer to the future via glass tunnels in Preview. New secondary weapons: slice through groups of bots with Plasma Blade and go brrrr with Gatling. New enemy types: Bombers with bombs splitting to delayed bullets, new icy Destroyer variant. ====brrrrrrrrrrrrrrrrr
New level: Peer to the future via glass tunnels in Preview.
New secondary weapons: slice through groups of bots with Plasma Blade and go brrrr with Gatling.
New enemy types: Bombers with bombs splitting to delayed bullets, new icy Destroyer variant.
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Preview (new level): Level where you get a glimpse of the future by entering white area through blue area, blue through green, green through red, and red through yellow. Also features two new enemy types.
Ice environment: New door model and animations
Tech point pickup interact range increased.
Gatling Gun (New secondary)
Plasma Blade (New secondary)
Ice Destroyer (New enemy): Destroyer variant which fires delayed bullets and homing missiles.
Ice bomber (New enemy): Fires bombs which break into delayed bullets on wall impact.
Fixed issue with 3D path mesh normals.
Fixed issue with some light effects.
Summary Difficulty: Now with 4 levels of difficulty. Affects enemy movement, health, damage etc, and enemy attack patterns become significantly tougher going from Normal to Hard. Beams: New enemy types whose attack creates a beam when hitting a wall. Booms: Exploding enemies and
Difficulty: Now with 4 levels of difficulty. Affects enemy movement, health, damage etc, and enemy attack patterns become significantly tougher going from Normal to Hard.
Beams: New enemy types whose attack creates a beam when hitting a wall.
Booms: Exploding enemies and boxes which can destroy each other in spectacular chain reactions.
New secondary weapons: Sniper-like Slayer Bolt, and slow-moving Nova Bomb with a huge explosion.
Environments: New tileset for fire-themed environment, and added post-processing and particle effects to match environments.
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Four difficulty levels: Easy, Normal, Hard, Insane. Difficulty can be selected when starting new game and in Level Select screen.
Enemy attack changes going from Normal->Hard:
New mechanic - Wallbeam: Bullet which creates a beam orthogonal to the wall it hit, lasting a few seconds. Touching a beam causes 10 damage and removes the beam.
Wallbeam Scout (new enemy) - fires 2 bullets which create wall-beams
Wallbeam Heavy (new enemy) - fires 4 bullets in a cone
Exploder (new enemy) - explodes on death, attacks by charging and self-destructs if it gets close to player.
Changes to existing
New behaviour - Dive attack: Enemy decelerates and takes aim towards player, then moves directly forward and attacks if player doesn't get out of the way.
New weapons:
Slayer Bolt (New secondary): Accurate sniper bolt with heavy single-target damage.
120 damage / 6 cost.
Nova Bomb (New secondary): Slow-moving bomb with massive explosion, capable of annihilating a group of weaker enemies.
150 damage near explosion center, +50 damage on direct hit / 20 cost.
(Explosion damage on self is reduced so you don't accidentally die too easily from it.)
Changes:
Chainsaw: now acquires targets in a small cone, instead of having to directly point at an enemy.
Lock-on range reduced 12->10, leash range 17->12, leash angle 40->30.
Zapper: Ball now has a fixed duration of 4 seconds, instead of a limited number of zaps.
Beaming (new level): Contains plenty of enemies firing wallbeam bullets.
Explosive (new level): Contains lots of exploder enemies and explosive boxes with several chain reaction opportunities.
Added new fire-themed tileset/environment (Mad Hot, RIsing Heat, and Explosive levels now use this)
Updated box prop visuals
Added explosive boxes
Main menu flow changed; added Continue button which loads last save, and Slot Select which allows selecting save slot. New Game section now allows selecting starting difficulty.
Key icon in UI now looks more like the actual keys ingame
Tech point info is now always displayed on the UI; current points, a bar showing progress to next level, and current level.
New message for level up, which also describes what was gained.
Map display: Edges brightened a bit
Some map generation optimizations, resulting in slightly reduced level load times.
Curve paths can now show on map and use occlusion culling.
Fixed issue where control rebinding could stop working until game was restarted (happened if that menu was accidentally closed while changing a bind)
Summary Hot: Fight the new 4-legged walker boss in a heated battle. Cold: Face two new enemy types with delayed bullets in the chilly Hail level. More: Added Line Laser weapon, removed friction against walls, enemy pathfinding update and much more. >>>>>>>>
Hot: Fight the new 4-legged walker boss in a heated battle.
Cold: Face two new enemy types with delayed bullets in the chilly Hail level.
More: Added Line Laser weapon, removed friction against walls, enemy pathfinding update and much more.
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Mad Hot (New boss + level): Level with short start section leading to boss. Hot Hatter is a 4-legged walker boss with destroyable weapons. (Note that this level is before "Cryptic")
Hail (New level): Ice-style level with 2 new enemy types.
Loading screens: Now shows level name, index and a short description (description currently for only a couple of levels).
Key pickup effect updated. Keys now hover over an access node thingy from which the power line going to door starts.
Changes to existing levels
Danger Below - boss:
New mechanic: delayed bullets which move very slow for 0.5 secs, then accelerate to high speed. Trajectory is indicated with a line.
Icy Scout (NEW ENEMY): Swift small enemy. Attacks with diagonal cones of delayed bullets.
Icy Bruiser (NEW ENEMY): Attacks with a wide cone of delayed bullets, alternating between horizontal and vertical.
Changes:
Movement: Reduced friction from enemy wall collisions so they get around corners faster
Pathfinding update: Implemented new enemy 3D pathfinding system (old system used multithreading and caused some unpredictable side-effects).
Effects: Added a bit of randomness to enemy death sequence duration. Also the model now disappears with a slight delay after the death explosion has started.
Damage flash on boss parts: Destroyable boss parts now have a damage flash effect separate from the boss (dealing damage to main body only flashes things belonging to it). Also those parts have a different effect.
Health bars:
Enemies drop resource pickups more rarely in a pseudo-random fashion. Value from pickups slightly increased. Also, if shields are at lower percentage, they are slightly more likely to drop, vice versa for ammo.
Pickups found in levels are no longer picked up if the resource is at maximum to avoid accidentally wasting them. Model also updated for those pickups.
Added two big resource pickup types with +40 shields and +40 ammo.
Line Laser (NEW WEAPON): Fires 5 laser bullets in a wide horizontal line with very low spread.
Changes
Descriptions updated for some weapons. Also added ammo costs to secondary weapon description.
Removed friction when moving against walls.
Added option to limit look rate when using mouse. With this, look rate is limited to the same value as gamepad rotation with the "fast turn at max input" enabled.
Key indicator size increased
Active sonar is now disabled by default, can be enabled from settings.
When active sonar enabled:
Changed brightness setting to use a color correction curve instead of separately adjusting lights. Performance is improved especially for weapons which have many bullets with lights (e.g. Burst Laser)
Visuals now are more consistent between different brightness levels.
"OUT OF AMMO" text moved to the ammo bar and changed to "NOT ENOUGH AMMO".
"Door Opened" text removed to reduce captain obvious-ness.
Green status messages: Added a little animation when message appears.
Main menu visuals slightly modified
"Help" section of menu updated.
Pause menu UI slightly updated, renamed "Abort Mission" -> "Go to Level Select" to better describe what it's about.
Level Select screen modified to make room for more levels.
Targeting reticle is now about 33% bigger
Passive headlight dimmed.
Fixed issue where "Rising Heat" level was missing (it incorrectly loaded the "Danger Below" level instead)
Settings menu: "Reset defaults" now updates all sliders/toggles to the default value (the button worked but the sliders etc didn't get updated).
Summary New content : Missile Massacre weapon, Bouncer enemy, Cryptic level. Movements : Trichording added, adjustable rotation inertia, increased movement inertia. Enemy animation: Added inertia to enemy fins and other parts to make them more lively. mmmmmmmmmmmmmmmmmmmmmmmmmmmm
New content: Missile Massacre weapon, Bouncer enemy, Cryptic level.
Movements: Trichording added, adjustable rotation inertia, increased movement inertia.
Enemy animation: Added inertia to enemy fins and other parts to make them more lively.
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Missile Massacre (NEW WEAPON): Unleash lots of ricocheting seeker missiles. Very expensive and powerful.
Homing missiles: Homing rate significantly increased, especially when missile is near target. Cost reduced but now fires only 1 missile at time
Chainsaw: hitting effects adjusted
Burst Laser: bullet pattern spread reduced a bit, max range increased
Zapper: Damage reduced a bit
Improved hit registering on enemies for fast-moving bullets (e.g. lasers)
Added some new music and replaced old ones.
Music changes while a lockdown encounter is active.
Movements
Settings
Sonar ping
Textures brightened a bit
Turrets: Models modified, wreck is now darker color.
Bouncer (NEW ENEMY): Fires balls which bounce off walls.
Plasma Bomber: Updated model, weapon and stats. Tougher and more accurate than before.
Orange short-range: Model, stats and AI updated. Attack changed to horizontal cone of 3 energy blades.
Effects: Modified some bullet models. Updated some effects and added new effects for bullet launches etc.
Destroyer (orange enemy w many guns): Size reduced, added movement behaviours, increased move/rotation rates, updated weapons.
Animation: Added some inertia to movement of fins, wings and other parts for most enemies. Also changed many trail effects from particles to continuous lines.
Cryptic (NEW LEVEL): Maze-like level where map may be needed occasionally.
Level updates:
Tips: Added loadscreen tip about ammo mechanics and updated some old tips.
Crafting menu: The menu now shows all weapons in the same screen, so weapon system doesn't need to be chosen first anymore.
Green text removal: Removed most of the green texts on the right side of screen. Shield and ammo gains are now displayed next to resource bar, and tech point gains are displayed for a few seconds in low left corner.
Lockdown encounters: Added message on start and end.
Increased ammo/shield values from pickups lying around in level. Values from enemy drops reduced slightly.
Pickups no longer "slurp" towards player and instead are picked up at a slightly longer range.
Updated effects for loot.
Fixed issue where Zapper could zap enemies which didn't exist yet.
Fixed minor issue with loading screen
Fixed issue where last tech rewards were not shown in the tech section of menu. (also updated that section a bit)
Fixed issue with keyboard horizontal UI navigation
Summary New weapons: Shred bots to pieces with Chainsaw and electrocute enemies with bouncing Zappers. New level: Escape rising lava while fighting waves of enemies. Unlimited energy: Energy resource removed from the game. /\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
New weapons: Shred bots to pieces with Chainsaw and electrocute enemies with bouncing Zappers.
New level: Escape rising lava while fighting waves of enemies.
Unlimited energy: Energy resource removed from the game.
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New Weapon: Zapper (Secondary)
New Weapon: Chainsaw (Primary)
Homing missiles
Energy costs
Lasers:
Level-up rewards:
Controls:
Resources:
HUD
Rising Heat (New level): Escape a flood of rising lava while fighting waves of enemies.
Edges: Modified model for more bulky glowy edges, especially in the white areas. Also reduced brightness of some glowy materials.
Redball: Added red energy tubes from the red area. Minor other changes.
Guide paths: The moving thingy is now colored when player has key and gray otherwise. Also slightly updated textures.
Path mesh: Fixed a couple of issues with 3D path mesh UV mapping. Some of them look slightly different.
Hit/death effects
Melee Plasma Exploder: Added a short-range dodge/spin behaviour + changed movement trails
Blue Homer: Added a dodge behaviour where they spin 360. Also changed trail to 2 continuous lines.
Scouts
Fixed map creation issue where some objects were duplicated.
Fixed issue where enemy AI would try to move to positions out of LoS
Fixed issue where the map sonar ping looked janky if player rotated while it was expanding.
Fixed issue with some enemy weapons if going out of sight after they started firing charge-up.
Small reactor turret: missing weapon rotation limit direction fixed