Steinstern: Spacewar - Update 1.6.34
removed entries with score 0 from leaderboards. adjusted combo multiplier level scaling. removed flickering enemy smoke effect.

Developer posts and news about this game.

removed entries with score 0 from leaderboards. adjusted combo multiplier level scaling. removed flickering enemy smoke effect.

Prices of extras in shop (life and secondary ammo) now scale with stage. Fixed inconsistent wall bounces. Adjusted level scaling of combo multiplicator. Added missing translations for inventory sorting and leaderboards.

Now, enemies can already be damaged while spawning (after unlocking a door). Adjusted combo multiplier scaling. Adjusted wall bounce (again).

- Added new level-up skill to extend the combo timer by 0.5s. - Throwing a ball into a lock will reset the combo timer now.

- Adjusted combo level scaling to make the multiplier increase slower on higher levels. - Reduced player wall bounce. - Prevented start of a new combo when projectiles hit after player death.

Fixed door lock terminals for hits with radial damage. Only the nearest gem is affected by the explosion.

Received damage no longer ends combos (it killed the "high-risk/high-reward" fun of combos). The screen is permanently tinted red, when the health is low. Fast enemy projectiles are now tinted more towards purple to make them stand out more easily from slower projectiles. Reduced

Gameplay Added hints for door lock terminals on a random wall in the room. Electric gun cannot fire through the terminal anymore. Player explosions cannot trigger the wrong terminal buttons any longer. Receiving damage end the combos when the shields is down. Reduced weight of gr

Fixed menu navigation issue in coop that stopeed menu navigation from working when the other player closed a menu.

Confirm dialog is not shown for non-equipped weapons. Fixed progress bar animation on level-end screen.

Gameplay (1.6.24) Here's a recap of the recent huge gameplay improvements: Combo multiplier is now scaling with the player level to make it more powerful and engaging especially in low levels. Player projectiles that do more damage shine brighter now. In the beginning the project

1.6.24.2 Adjusted enemy damage and fire rate to make them more challenging overall. The combo timeout is reset correctly now when an electric weapon or a weapon with radial damage hits a ball. 1.6.24.3 Fixed UI yes/no dialogs from losing focus on navigating up or down.

Fixed thrust flame scaling. Respawning places the player at the next-to-last opened door. Added a 1 seconds delay before being able to respawn.

Fixed cursor location issue in Linux when switching from default cursor to crosshair cursor. Fixed cursor position in menu cursor options Combo multiplier adds additional light intensity to projectiles. Lower difficulty achievements are also unlocked now when a stage achievement

Fixed a bug that prevented picking up a weapon immediately after dropping one after the inventory was full. The key prompt to pick up a weapon only shows up now, when a weapon can actually be picked up and not when the inventory is full. Tweaked combo multiplier scaling and UI. T

Combo multiplier is scaling with player level now, so it's easier/possible to get higher multipliers also in lower levels.

Fixed ball physics when being hit by high level explosives and electric shocks (eventually)

1.6.19 / 1.6.20 Added crate breaking sound and improved overall effect audio mix. Projectiles that do more damage appear brighter now.

tweaked ball physics, so the ball cannot get lost so easily. It should not be able to get possible to clip the ball outside the level boundaries. tweaked projectile speeds and visual representation changed door indicator to a triangle to represent a directional arrow more obvious

1.6.16 fixed highscore synchronization 1.6.17 reduced mine damage radius reduced music intensity difference