My latest game DEMONBORG Mining Co is coming out October 21st. You'll be able to try the demo October 13th! Check out the Steam page for more info. DEMONBORG Ming Co
My latest game DEMONBORG Mining Co is coming out October 21st. You'll be able to try the demo October 13th! Check out the Steam page for more info.
V 1.2.1 Fixed an exploit that allowed you to duplicate perks infinitely. Stat card upgrades and perk upgrades now look different so you can more easily decide at a glance if you want to hack it(reroll it).
V 1.2.1
Fixed an exploit that allowed you to duplicate perks infinitely.
Stat card upgrades and perk upgrades now look different so you can more easily decide at a glance if you want to hack it(reroll it).
V 1.1 The damage output of “Boarder” enemies(the hoverboarding guys with swords) has been reduced by more than half. Secret passages found under trees no longer appear in the Market. You can use the ‘TAB’ key to open your cards menu now. This has been added to the tutorial. Fixed
V 1.1
The damage output of “Boarder” enemies(the hoverboarding guys with swords) has been reduced by more than half.
Secret passages found under trees no longer appear in the Market.
You can use the ‘TAB’ key to open your cards menu now. This has been added to the tutorial.
Fixed a crash that could be caused by turret vision cones not finding their turret.
Hostage situations no longer appear near the player’s landing position.
Fixed an issue that would cause the difficulty to change to easy when selecting retry after dying or selecting continue from the main menu after backing out of the level select screen.
After dying the retry screen pops up less abruptly and added subtle music.
Removed a loading screen tip that is no longer relevant.
Ui resolution fix that may help if you had a slight ui offset issue when running at anything other than 1080p. I do not think this fix will help if you’re having issues on a 4k monitor. Please let me know, as this is something I’m working on.
I'll be chatting with community member Bobby on launch day while he plays the game. I'll be explaining how some of the game works and we'll see how many times he dies.
I'll be chatting with community member Bobby on launch day while he plays the game. I'll be explaining how some of the game works and we'll see how many times he dies.
Mission modifiers. I’ve added a bunch of modifiers that can change how you play. They can be positive or negative and usually there’s more than one affecting your mission at a time. For instance, sometimes you may have a modifier that makes enemy bullets more powerful, but also m
Mission modifiers. I’ve added a bunch of modifiers that can change how you play. They can be positive or negative and usually there’s more than one affecting your mission at a time. For instance, sometimes you may have a modifier that makes enemy bullets more powerful, but also modifier that gives Cyborgs less health. Some combinations of modifiers will only show up in later sectors.
Modifiers will show up as small nodes connected to levels on the mission select screen. You can hover over them to see what they do. Here’s a list of what may show up.
Fragility: Enemies have less health
Neon Haze: Thick fog limits your view
Lucky: You’re feeling lucky
They Live: Cyborgs come back to life as clones(once you kill the clone they’re done for good)
Late Shift: Less Cyborgs
Armored: Cyborgs have more health
Cred Bags: Cyborgs drop money when hit
Big Guns: Enemy bullets do more damage
Cloaked: Chance for Cyborgs to be cloaked, making them harder to see
Respite: Fully healed at the beginning of the mission
Recharge: Battery fully charged at the beginning of the mission
Restored: Fully healed and battery fully charged at the beginning of the mission
Party Time: More Cyborgs
Brainy: Double research points
Flammable: Cyborgs burn easier
Fire Proof: Fire resistant Cyborgs
Cold Front: Cyborgs freeze easier
Thick Skin: Cryo resistant Cyborgs
Conduit: Cyborgs electrocute easier
Grounded: Wattz resistant Cyborgs
Added a new NPC you may run into that’s looking for her sister.
Added a new NPC that wants to meet up later.
Added tutorial pop-ups that will show up on the level select screen when certain early game parameters are met. These are for brand new players, but will show up if you’ve played before one at a time after each mission until they are exhausted.
Added subtle ambient music that plays when no enemies are nearby.
Added a new dynamic track. This one, like the other two dynamic tracks, increases with intensity when near, nearer and then engaging enemies.
Fixed a very specific collision issue where you could get yourself stuck in a wall when attacking a tree and leaning against a building.
Nano bots are only created through their related perks. I feel like having them on the giant fans with no context added confusion. You would have a halo of them shocking and freezing enemies around you with no explanation, which the equipped perks gives.
Removed the tents from homeless camps and replaced them with sleeping bags. The tents were usually near buildings and trees, so adding all that extra collision ended up being annoying. The sleeping bags have no collision.
Electric Barriers that spawn on main roads only have a chance of showing up after Sector 1.
Generators are smaller.
Fixed a bug that would cause the ‘Static Cloud’ mine perk to last infinitely when you had more than one stack.
The melee perk ‘E-Burst’ no longer travels through walls.
Changed text when hacking a console that can damage cyborgs and added screen shake to the event.
ATMs no longer display ‘Need Key’ when you only have one key.
A certain NPC will no longer reveal generators on the map. He was not meant to.
Fixed an overlapping NPC issue with the homeless camps.
Money is slightly harder to come by on all modes.
Health items were 50% less common on hard and adept modes, they are now 60% less common.
Hack-able heat grates and bot hatches no longer spawn at homeless camps.
Minor changes to the enemy AI.
There is now a short delay before being able to select options on the death screen to avoid accidental input.
Boxes will no longer spawn on enemies.
Fixed many minor issues and some graphical issues.
General stat clean up. This is something I’ve been waiting to do until I was sure about stat caps and how they would function in the code. There were many unfinished aspects to the stat system. From the way they were displayed, to the way they functioned. This has been polished.
General stat clean up. This is something I’ve been waiting to do until I was sure about stat caps and how they would function in the code. There were many unfinished aspects to the stat system. From the way they were displayed, to the way they functioned. This has been polished. All displayed stats are now saved properly. Stat functions are now working as you would expect by looking at them.
Under the hood stat functionality is now consistent with the displayed stats on the weapon cards.
Resolved issues caused by certain stats going into the negative.
Stats are now color coded on your weapon cards. When stats are below average they are in red. When they are average or above they are blue. When stats are at their cap they shimmer.
The range stat on all weapons caps at 50.
Melee polish.
The ranged and speed stats for your melee weapon now actually matter.
Melee is less chaotic when you have two stacks of the ‘Quick’ perk.
When having high range or the ‘Quick’ perk your sword swing will register until the swing is fully finished.
You were able to get stuck in objects when swinging directly towards corners or when having objects directly behind and in-front of you when swinging your sword. This has been fixed.
Ranged ‘Range’ stat has been lowered slightly.
Cool down for both your ranged and melee weapon is twice as fast now when not aiming.
Enemies won’t spawn in tents or trees anymore, which they did(rarely) before.
Dead turrets and drones no longer have a hack prompt.
Beta 7 Market revamp, keys, hostages, ATMs, roof stashes and more! Market revamp. Upgrade perk booths. Buckets next to the Ranged, Melee, Board and Body booths allow you to donate credits to increase their stock. Your donations are persistent; amount donated carries over between
Beta 7
Market revamp, keys, hostages, ATMs, roof stashes and more!
Market revamp.
Upgrade perk booths. Buckets next to the Ranged, Melee, Board and Body booths allow you to donate credits to increase their stock. Your donations are persistent; amount donated carries over between runs. Each booth starts out with one perk option. Donate 2000 credits to increase the stock to two and 4000 to get the stock to three.
After finding and interacting with a particular nurse, she will be able to heal you for a small donation at the market. Once found and interacted with she will be available at the market every run.
You need to rescue the drone parts dealer to have access to his services. Once rescued he will be available at the market every run.
You need to first rescue the explosives dealer before having access to his services. Once rescued he will be available at the market every run.
Market guards no longer pester you by following you around if you haven’t attacked them during your current run.
New assets and a remodel.
Keys are a part of the game again, but are used differently than before. They are rarely found in trash, by paying the wishing well, in explosive crates, hack-able crates and regular loot crates.
You may run across caged citizens. You can free them for a reward if you have a key.
ATMs may be found inside buildings. They allow you to use one key per try, in hopes of getting a large sum of credits. You can use these as many times as you want until you get a payout.
New loot chest that requires a key to open.
New rare loot chest that requires two keys to open.
Rooftop stashes. You may now come across loot bags on top of buildings that can only be retrieved by knocking them off the building while sliding across the rooftops on your hoverboard.
You may now run across a hostage situation. Saving the citizen involved will earn you a reward. These only have a chance of showing up during certain mission types.
Health items are half as common when playing on hard or adept.
There are four new achievements relating to upgrading the perk booths in the market.
Button for the wishing well is hidden when hovering over other interactive opportunities to keep from accidentally triggering the wrong interaction.
Because of some issues not worth explaining, I have had to go through and change the code for every single audio cue in the entire game. Although this was a HUGE pain, I’m glad I had to do it because I found that the audio levels to many sounds were not tied to the audio level set by the player in the options. That is now fixed.
There were several instances where music wouldn’t play when it should have. This has been fixed.
You only get a loot crate at the beginning of a new sector now after unlocking the relevant research.
Your drone’s bullets no longer cause knock-back to enemies.
The body perk ‘Opportunist’ now can activate on any hack-able object.
The body perk ‘Opportunist’ no longer give infinite free loot when beginning a hack on an upgrade.
The ranged perks ‘Key Frequency’ and ‘Burst Shot’ are now properly working when using a controller.
The ranged perk ‘Burst Shot’ now works when on the hoverboard.
Key and drone part amounts are no always displayed next to your cash during missions.
Locked loot crates now show up on the mini-map when you have the relevant drone mod. Before only unlocked crates were showing up.
VIP cell button can be activated by holding ‘B’ button or space bar in the same way hacking works.
Health bars on destructible generators have been placed higher.
Fixed two possible crashes that could happen during the intro after the last engine update.
Added a ‘Credits’ button to the title screen.
You can no longer pause during the intro text.
Gave all interface buttons a consistent appearance.
Beta 6 Nanobots. These hang out around the giant fans. You can attract them by getting near. Once attracted they will orbit you until you are near an enemy and off your hoverboard, at which time they will attack a nearby enemy. There are four types; default, fire, ice and wattz.
Beta 6
Nanobots. These hang out around the giant fans. You can attract them by getting near. Once attracted they will orbit you until you are near an enemy and off your hoverboard, at which time they will attack a nearby enemy. There are four types; default, fire, ice and wattz.
New Hoverboard Perk: Static Momentum. Creates electric projectiles while moving quickly on your hoverboard. Each stack creates two more projectiles with a limit of three stacks.
New Hoverboard Perk: Nano Attractor. Attracts nanobots while sliding across rooftops. The more stacks the more nanobots attracted up to three stacks.
New Melee Perk: Hidden Star. Release a ninja star that orbits, then attacks while aiming your sword. There are three stacks. Each stack adds another ninja star.
New Ranged Perk: Key Frequency. Bullet frequency is tuned to create a chance at attracting nanobots. Greater chance per stack up to three stacks.
New Thrown Perk: Nano Grenade. Grenades release nanobots when thrown. More are released per stack for a total of 10 at three stacks.
New research unlocks a bonus loot crate at the beginning of every new sector.
Wattz has been totally revamped. There were several issues with the weapon damage not lining up with it’s wattz stat. This has been resolved. On top of that, damage from lightning bolts created by electrocuted enemies has been reworked.
“Bomber” cyborgs can now be rewired to fight for you. They cost 75 battery to hack now since they one shot everything they attack.
The cursor(hand) when entering a rest stop game is now positioned near the right of the screen instead of the left side when entering. This was causing some issues when using a controller before.
The trap perk “Defender” no longer shoots explosive bullets when the player has the ranged perk “Explosive Shot”.
Fixed tons of text alignment issues introduced in the last engine update.
The Engineers in sector 3 now use the appropriate sprite when on their hoverboard.
Enemies will stop attacking your drone when it’s in need of repair.
Homeless camps no longer spawn in buildings.
Basketball courts will no longer spawn inside buildings.
Static NPCs no longer hang out inside of each other.
NPCs will not get stuck in boxes.
Fixed some graphical anomalies introduced in the last engine update.
Beta 5.1 Many small changes due to a GMS 2 engine update that caused crashes and other issues. Please let me know if you run into any issue I missed. The wall seperating sector 4 and 5 has been removed. NPC and player dialogue text is easier to read on similar colored backgrounds
Beta 5.1
Many small changes due to a GMS 2 engine update that caused crashes and other issues. Please let me know if you run into any issue I missed.
The wall seperating sector 4 and 5 has been removed.
NPC and player dialogue text is easier to read on similar colored backgrounds.
Beta 5 Recon is what I’m calling the new bestiary. On the mission select screen you can now look through entries with descriptions and elemental resistances for all enemies you have defeated by clicking on the "Recon" tab. New rest stop mini-game. In this mini-game you need to th
Beta 5
Recon is what I’m calling the new bestiary. On the mission select screen you can now look through entries with descriptions and elemental resistances for all enemies you have defeated by clicking on the "Recon" tab.
New rest stop mini-game. In this mini-game you need to throw ninja stars at cyborgs while avoiding mothers holding babies. Hit a mom and you get a stat reduction on one of your weapons. Hitting a Cyborg gives you a stat increase. You have six chances.
New Ranged Perk: Override: Chance for your bullets to hack Cyborgs. Up to three stacks for a total of a 30% chance at max stacks.
New Ranged Perk: Burst Shot. Adds another bullet per stack to each shot fired. At the maximum three stacks, you will shoot a burst of four bullets each shot fired.
New Melee Perk: Shared Pain. Standard melee attacks on a Cyborg will also damage a nearby linked Cyborg. One stack applies half your melee physical damage to the linked Cyborg, two stacks applies full physical melee damage.
New Body Perk: Knowledge. Injector attributes are known without needing to inject them first. Replacing this perk after equipping it will cause you to forget all injector attributes.
Get a Second Chance. You can now find very rare “Second Chance” items. Find 4 of these and you will be able to recover from death one time. Found pieces will be displayed on your HUD next to your HP.
New NPCs you may run into like to gamble. Pay them 100 credits and cross your fingers for good loot.
Preforming a melee attack on a car before hacking it will leave a trail of fire in it’s wake.
The coin toss mini-game now decreases a weapon stat when you miss.
Tweaked many enemy elemental resistances.
I’ve removed the Keys tab from the level select screen. This feature was never meant to stay in the game. It was meant as a place holder before I had added other features.
Made new music for the coin toss mini-game, the diner and the ninja star mini-game.
Updated the artwork for several enemies.
Added tips to the loading screen. Currently there are more than thirty.
There is a slight delay before being able to hack, inject, speak, etc to prevent accidental interactions. This keeps you from accidental interaction when unpausing the game with the B button as well.
Added some new interiors.
Tweaked the way the ranged perks “Penetrate” and “Smart Bullets” work when combined. Mostly noticeable with when your range stat is higher.
The body perk “Hacking Pro” has been updated to fix some issues and tweak the amount it reduces hacking costs on various objects for each stack equipped. Also the stack cap is now two instead of three.
The melee perk “Focus” no longer works when on your hover board.
NPC text no longer overlaps.
You can now use the escape key or B button to rejects perks and stat cards.
Added UI buttons to the weapon card screen you can use to flip through your cards instead of having to use the mouse wheel or controller bumpers if you prefer not to.
Health, battery, grenades, mines and cash are now all displayed on the mission select screen.
Some aesthetic changes to some of the mini-games.
The hover board now leaves a trail when aiming.
The player’s arm is no longer able to move 360 degrees after letting off the aim button while on the hoverboard.
Hoverboarding enemies no longer loop their sword attack sounds when not attacking.
Increased the selection box size on the “Hard” difficulty interface button. You had to click on the left side of it before.
Beta 4 New Difficulty: Adept. In Adept you begin with 80 less max hit points and all explosions can damage you. In hard and easy mode, explosions caused by the player do no(and never have done any) damage to the player. The bonus HP from research will still be applied in Adept al
Beta 4
New Difficulty: Adept. In Adept you begin with 80 less max hit points and all explosions can damage you. In hard and easy mode, explosions caused by the player do no(and never have done any) damage to the player. The bonus HP from research will still be applied in Adept allowing for a total of 60 max starting HP. The Mayor kit no longer receives it’s +20 HP bonus in Adept difficulty.
Sewer Lids. Hack these to cause a huge explosion with bonus auxiliary explosions.
Junction Boxes. These can be found on the corner of some buildings. Hack them for 10 battery to cause an explosion which causes the box to shoot off the wall becoming a missile. These are triggered by explosives the same as if they were hacked.
Fire Hydrants. You can find these on the sidewalks of the main streets. Hack them for 10 battery to cause them to spray water freezing enemies caught in the wake. Also useful to knock gunners out of patrol vehicles. These are also triggered by explosives the same as if they were hacked.
Burning Grates. Hack these for 10 battery to spread fire. You can hack these as many times as you want without depleting them.
Bot Hatches. These are hatches that release Cyber Bots when hacked.
Homeless camps and basket ball courts are now part of the procedural map generation.”Weapon Expert” NPCs have a chance at spawning at homeless camps. NPCs found at homeless camps are more likely to give loot when you click on them than wandering NPCs. Flaming barrels that explode and spread fire are found at basket ball courts and homeless camps.
New enemy. A rare elite cyborg has a chance of spawning during map creation on missions that are rank 2 or higher. Drops bonus cash.
New enemy. A rare large Mech enemy has a chance of spawning during map creation anytime after sector 1. Drops bonus cash.
Space bar to hack. I can’t emphasize enough how much better this feels. You can now use the space bar(can be remapped) to hack objects instead of having to click the hack button on the UI. UI buttons still work if you prefer. I’ve also changed the tutorial to teach hacking with the space bar.
Explosions and fire can now destroy trees along with melee attacks.
Mechs now cost 75 battery to hack instead of 50. Cyborgs still(mostly) cost 50.
Five new achievements. One for beating the game on adept difficulty with each kit.
The hoverboard perk “Fire Ring” now initiates invincible frames on enemies as it should.
The ranged perk “Smart Bullets” only activates when enemies are in range now.
When the “Smart Bullets” and “Triple Shot” perks are both equipped, all bullets will seek enemies with all bullet types(regular, canon and laser).
The hoverboard perk “Ground Pound” now does twice as much damage and can only be stacked five times instead of ten.
Beta 3 Tons of new, district specific, aesthetic varieties added to building interiors. Hacking has been completely changed without really being changed much at all. I have moved the hacking panel UI next to the player. Previously it would follow enemies around or sit at the car
Beta 3
Tons of new, district specific, aesthetic varieties added to building interiors.
Hacking has been completely changed without really being changed much at all. I have moved the hacking panel UI next to the player. Previously it would follow enemies around or sit at the car you were trying to hack. With the panel next to the player hacking has become much less cumbersome. A line from the “HACK” button to the object you’re focusing on will let you know what you’re hacking.
"B" button to hack. You can now not only choose hacking parameters with the d-pad when using a controller, you can now also hold the “B” button to complete the hack. Much easier than selecting the hack UI with the cursor when using a controller.
New Drone Mod: Increases your drone’s hit point by 100. You need to find the blue print before being able to purchase. There are two tiers, for a total of 200 bonus hit points for your drone.
New Drone Mod: Drone repairs are halved.
I redid the controls for throwing grenades and placing mines to be more intuitive. You no longer need to wait for an animation to finish before letting off the aim key to initiate the action. Hold the aim button and then click the action button to throw.
You can now destroy all trees and shrubbery with your sword, except for the more rare giant square tree growth.
NPCs and other various interactions are started by hovering your sight over the NPC/object instead of having to also click.
When using a controller you can now complete interactions with NPCs and other various objects by holding down the “B” button instead of having to click and hold the UI button.
Enemies now spawn less clumped together during map generation.
When selecting the “Boarder” kit, the perks “Ground Pound” and “Slam Attack” now do the appropriate amount of damage.
Injectors will now be pushed away by walking into them. This will help when they are in the way of other items you want to click on.
Some enemies have increased bullet range when hacked.
Cyber Bots are now destroyed after hurting the player.
Cyber Bots no longer have a chance of spawning in market or in the tutorial area.
You can only find drone mod blueprints in loot crates now.
Grenades/mines now fly in the direction you are facing even when the cursor is very close to the player.
The ”Replicate” grenade perk now works correctly when using a controller.
Loot boxes and crates open by being run over by the player while hoverboarding like the other trash boxes, etc.
The distance you are from an object will affect if the hacking UI shows up or not. For instance, you need to be closer to an upgrade to get the text to pop-up than an enemy or car.
During the tutorial you can no longer run out of grenades, mines and battery.
NPCs found in the markets and tutorial areas are more varied now.
When using a controller, the tutorial now teaches you to hack using the d-pad and “B” button instead of clicking with the cursor.
You can now make the intro text scroll faster by holing B button, Right Trigger, and left or right mouse buttons.
Fixed some alignment issues in the intro text.
I’ve removed the stats to generic hack-able and destructible objects.
Fixed a bug where you could get infinite range grenades in the coin toss mini-game.
Cyber Bot hacking console is not present on every mission anymore.
Fixed a crash caused by entering missions when certain tabs are open on the level select screen.
Beta 2 I’ve reworked kits/classes for this update. Except for the “Mayor” kit, all kits have a “Trait” to make runs feel unique to that kit. The other change is that kits are now unlocked by beating the game with the kit above it. For instance, you open the second kit, “Pyromania
Beta 2
I’ve reworked kits/classes for this update. Except for the “Mayor” kit, all kits have a “Trait” to make runs feel unique to that kit. The other change is that kits are now unlocked by beating the game with the kit above it. For instance, you open the second kit, “Pyromaniac”, by beating the game with the default/first kit “Mayor”.
KITS(You can read the descriptions of the perks in-game):
“The Mayor”
Trait: None
+10 Range for Guns
+10 Range for Melee
Perk: Coordinated
Perk: Quick
Perk:Vitality II
"Pyromaniac"
Trait: Money Burns
-10 Physical Damage for Guns
+10 Fire Damage for Guns
-10 Physical Damage for Melee
+10Fire Damage for Melee
“Boarder”
Trait: Slowly Take Damage When Not on Your Hoverboard
-5 Physical Damage for Guns
-5 Physical Damage for Melee
Perk: Focused
Perk: Ground Pound
Perk: Slam Attack
“Hacker”
Trait: Hacking Hurts
-10 Physical Damage for Guns
-10 Physical Damage for Melee
Perk: Hacking Pro
Perk: Opportunist
Perk: Smooth Operator
“Swordmaster”
Trait: Guns are Practically Useless
-20 Physical Damage for Guns
+10 Physical Damage for Melee
Perk: Deflect
Perk: Deflect Damage
Perk: Quick
The player character now has a unique appearance depending on the chosen kit.
Six new achievement. One for beating the game on any difficulty and five for beating it on hard with each kit.
Previously unlocked kits are locked. You must open them by completing the game now.
A skull icon is pictured next to kits you have completed the game on hard with.
Explosives dealer now works as intended.
Electric barriers do half damage when playing on easy
Laser bullets have 1/4 less range.
Saving issue with the fire rate stat have been fixed.
Beta 1 I’m changing the update designation to Beta, as this is the beginning of the march toward Version 1.0 Sector 5 - Corporate. This is the final sector for the full release. This means you can now play the game from beginning to end. There are four new enemies(including the f
Beta 1
I’m changing the update designation to Beta, as this is the beginning of the march toward Version 1.0
Sector 5 - Corporate. This is the final sector for the full release. This means you can now play the game from beginning to end. There are four new enemies(including the final boss), tons of new art assets, new music and flavor text for the ending.
In a soon to come update, you will begin unlocking kits by beating the game with a kit for the first time. Kits are like classes. As of now the kits just start you with a few perks and stat adjustments. In this future update they will have other unique properties that other kits won’t have access to. After this upcoming update, any kits you unlocked the old way will be locked again and will require you to beat the game to unlock them.
A new mission requires you to destroy the gate to sector 5 after completing sector 4. This won’t happen all at once, most likely. The gate’s hit points are persistent, meaning each time you get to it you will do more damage until it is destroyed. Once the gate is destroyed, sector 5 will be available every run.
Updated many of the ad holograms.
Clones in the “Clones” mission are now much faster when alerted which favors a stealthier approach(get your sword ready).
Double injector research now works properly. They were tied to the health up research on accident.
When you have your battery upgraded beyond 100% it will be filled all the way by grinding awnings as opposed to just 100%.
Your battery now starts at max when upgraded beyond 100% instead of only being filled to 100% when you have it upgraded to 140%, for instance.
You can no longer be damaged while flying in the helicopter after completing a mission.
Research doubling your thrown weapon damage works properly now.
Research doubling your trap weapon damage works properly now.
Research lowering market prices now affects all market items.
Damage done to turrets and other objects by thrown and trap weapons is now applied based on the weapon’s stats.
When selecting Retry after dying the between level text is no longer displayed.
Fixed a crash caused by a certain enemy in sector 5 not finding their path.
Research points are acquired immediately preventing the you from losing a point from clicking to quickly on the next level on the map screen.
Cyber bots no longer attack until you’ve left the helicopter.
Injectors can alter any stats, again, as opposed to just thrown weapon stats.
Hacking pop-up UI now closes immediately after entering aim mode.
Level select music starts later after completing a map to avoid music overlap.
Building interiors are no longer shown when flying over them in the helicopter.
V 0.0.4.8 New NPC: Weapon Expert. These NPCs can damage your equipment as well as upgrade it. If you pay them 50 credits, they give a substantial upgrade to a specific stat on a specific weapon type with a small chance of damaging that stat instead. They can be found inside and o
V 0.0.4.8
New NPC: Weapon Expert. These NPCs can damage your equipment as well as upgrade it. If you pay them 50 credits, they give a substantial upgrade to a specific stat on a specific weapon type with a small chance of damaging that stat instead. They can be found inside and outside buildings and are rare.
New Loot: Elemental Upgrades. These rare loot items will give you a guaranteed +5 to one element(fire/cryo/wattz) on one of your four weapon types.
Enemies will now attack your drone when alerted by it and when not targeting you or a hacked enemy.
Your drone can now be damaged by enemy bullets and will no longer function when it’s hit points reach zero.
You can repair your drone if it becomes damaged to the point of not functioning for 20 drone parts.
Enemies are more likely to fight back against hacked enemies.
I’ve reworked both the thrown and trap weapon stats to affect them properly as well as fixing a problem with loading stats properly for these weapons when continuing a previous run.
Changed some behavior of roaming NPCs as well as adding new dialogues when clicking on them.
Roaming NPCs now have a small chance to drop minor loot items when clicking on them.
Your drone no longer attacks enemies through walls.
Research now costs what is stated instead of one extra point.
The game now saves every time you unlock research, get a research point and when spending drone parts. Previously you would have to start a level to save these attributes or be forced to re-spend the points after loading a save.
Lowered the chance of certain loot dropping from enemies.
Cyber bots attack and are able to be attacked sooner after spawning.
Lowered the chance of certain NPCs spawning.
Made a few more NPC aesthetic variations.
Fixed a UI issue caused by pausing the game when flying away from the mission area.
Fixed a crash caused by the game not finding the nearest enemy when unpausing the game.
Fixed a bug that would cause the game to think you completed your mission when entering the main menu and continuing your current run.
Body slot perks for “Fire Shot” and “Cryo Shot” have the correct discriptions now.
V 0.0.4.7 New feature: Research. You now can research permanent benefits. Like drone mods/stat upgrades, these benefits will carry over between runs. Research benefits cost 5 research points plus one for every research benefit unlocked. Current research upgrades give the followin
V 0.0.4.7
New feature: Research. You now can research permanent benefits. Like drone mods/stat upgrades, these benefits will carry over between runs. Research benefits cost 5 research points plus one for every research benefit unlocked.
Current research upgrades give the following benefits:
The duration of fire created by your weapons is doubled.
The duration enemies stay frozen from cryo is doubled.
The duration enemies stay electrocuted from wattz is doubled.
Injectors are injected twice. (This includes injectors with negative attributes)
Lower cost in the market.
Physical damage from thrown weapons is doubled.
Physical damage from trap weapons is doubled.
Ranged weapon physical damage increased by 10 points.
Melee weapon physical damage increased by 10 points.
Plus 20 max health points(There are two of these for a total of 40 extra health)
Plus 20 max battery(There are two of these for a total of 40 extra battery)
You receive a research point after completing a level.
You can now reset your persistent progress via a button on the title screen. This will reset your drone stats/mods/blue prints, your unlocked kits and progress towards opening them, your research points/upgrades and reset your current run.
Fixed a bug that would create chunks of road instead of bullets when dual wielding and using a gamepad.
The duration of frozen and electrocuted enemies has been decreased by one third. Fire duration has been decreased by one forth. This is to balance the new research upgrades that increase the duration of elemental attacks.
Drone mod costs have been increased to 50 drone parts.
You can no longer accidentally level up your drone on the level select screen while in other menus.
V 0.0.4.6 There are now electricity barriers blocking roads. They become more common the further into a run you get. These will damage you when going through them. You can hack them to damage enemies that pass through them and allow you to pass through safely. You can also blow t
V 0.0.4.6
There are now electricity barriers blocking roads. They become more common the further into a run you get. These will damage you when going through them. You can hack them to damage enemies that pass through them and allow you to pass through safely. You can also blow these up by destroying the attached hack-able console. Lastly, you can also jump over these barriers using nearby cars or vents.
New Melee Perk: “Focus”. When aiming while your sword is equipped, enemy bullets in your cone of vision are slowed down. With two stacks they are severely slowed down.
New Melee Perk: “Back Stab”. Sneak attacks now do triple melee physical damage instead of double. If you have two stacks your sneak attacks will do quadruple your melee physical damage.
New Ranged Perk: “Heat Sink”. Gives you a 20% chance for full cool-down on your ranged weapon when defeating a cyborg. Two stacks gives you a 30% chance and three stacks a 50% chance to activate heat sink.
There’s a new rare loot crate that can only be opened with explosions or fire. That means ramming it with a car, throwing grenades, triggering mines, fire based attacks, etc. Drops health and battery items, among other things.
Cyber Bots now blink blue when hacked.
Several enemies have less HP now.
Enemy attacks in sector four no longer track you until you leave the helicopter.(I had mistaking thought I fixed this previously) These tracking attacks have also been slowed to half the previous speed.
Enemies attacked by Cyber Bots no longer receive invincibility frames while being attacked by them. This was making it hard for the player to get an attack in when an enemy was swarmed by Cyber Bots.
Your drone no longer hangs out right over your head when you are not moving and have it’s agility upgraded.
Your drone will ignore attacks and disengage even when an enemy is attacking when you are far away from it.
Injectors should no longer lay on top of upgrades when popping out of loot crates.
The contextual hacking windows now close when the playing is in aim mode.
Fixed a typo in the transition text between sector two and three.
V 0.0.4.5 You will now run across Cyber Bots while exploring. Cyber Bots are small devices that are (initially)hostile to both the player and enemies. You can use them to your advantage since they will attack enemies if the enemy is within range. Cyber Bots may be found when dist
V 0.0.4.5
You will now run across Cyber Bots while exploring. Cyber Bots are small devices that are (initially)hostile to both the player and enemies. You can use them to your advantage since they will attack enemies if the enemy is within range.
Cyber Bots may be found when disturbing trash cans, boxes, shrubbery and sometimes in wishing wells. There are new perks that will help you manage them as well as a device you can find and hack to turn them all to your side.
New Hoverboard Perk: “Bot Smasher”. When on your hoverboard you can ram through Cyber Bots to destroy them.
New Thrown Perk: “Engineer”. Your grenades create Cyber Bots on explosion. The more stack the more Cyber Bots created.
New Body Perk: “Armor”. Mitigate damage from enemies. Up to two stacks.
New Body Perk: “Hacked Bots”. Cyber bots are hacked by default and only attack enemies.
New console you can find and hack to turn Cyber Bots to your side for that particular map.
Dropped health drinks now come in two varieties, plus 25 hp and the more rare plus 50 hp.
As with the health drinks, dropped batteries now come in two varieties, plus 25 battery and the more rare plus 50 battery.
The Body Perk ”Player Barrier” now works after reloading the game.
Attacks from hoverboarding enemies and the shock wave attack from the giant mechs in sector four have increased on easy mode.
Ui icons for the cryo and fire shot body perks are now the correct icons.
V 0.0.4.3 New dynamic music track. The game will choose between the original or new dynamic track at the beginning of each level. You may run across a wishing well. Throw some credits in. You might get lucky. New Body perk “Static Barrier”. This adds a barrier around the player t
V 0.0.4.3
New dynamic music track. The game will choose between the original or new dynamic track at the beginning of each level.
You may run across a wishing well. Throw some credits in. You might get lucky.
New Body perk “Static Barrier”. This adds a barrier around the player that absorbs an attack for each stack of the perk you have, up to three. After it’s diminished it no longer absorbs damage until it recharges.
New Melee perk “Pickpocket”. Sneak attacks cause enemies to drop credits. Two stacks increase the amount dropped.
New variations for interior furniture props.
New sound effects when grinding awnings.
Enemy flame attacks no longer make obnoxious noises while passing through cars.
Fixed a crash caused by hacked enemies shooting other enemies when the player has the "Penetrate" perk equipped.
Fixed an issue with a particular cyborg acting erratically.
Some optimization work.
(UPDATE V 0.0.4.4)Fixed a crash caused by a certain sniper NPC.
(UPDATE V 0.0.4.4)Fixed enemies becoming invincible to normal attacks after being hit by the NPC sniper's bullets.