We're marking the release of our studios new title Unpacking , the slow paced, meditative puzzle narrative game, by giving everyone an opportunity to pick up the fast paced, adrenaline and battery powered eyeball melter better known as Assault Android Cactus. Both Assault Android
We're marking the release of our studios new title Unpacking, the slow paced, meditative puzzle narrative game, by giving everyone an opportunity to pick up the fast paced, adrenaline and battery powered eyeball melter better known as Assault Android Cactus.
Both Assault Android Cactus and it's incredible soundtrack are 75% off for the rest of the week, so it's a great time to snatch either up or recommend them to some friends! If you've ever wanted a few more friends on the friends-leaderboards to be above, this might be your chance!
And don't forget that Assault Android Cactus+ includes our Plus campaign - available once you've finished the regular campaign - that features every level and boss re-balanced for a fresh experience.
Last year we released Assault Android Cactus on Nintendo Switch as Assault Android Cactus+ with extra content that we were then able to bring back to the Steam version in our biggest content update since leaving Early Access. Not only was our Switch release a great version of the
Last year we released Assault Android Cactus on Nintendo Switch as Assault Android Cactus+ with extra content that we were then able to bring back to the Steam version in our biggest content update since leaving Early Access.
Not only was our Switch release a great version of the game, it made the Steam version better, so we hope some of you are excited to learn its escaped its digital confines and manifested in the real world!
We never expected to hold it in a box but thanks to Super Rare Games it now exists as a limited physical release! This is the perfect opportunity to own a boxed copy of the game, or a handy way to play when you're on the move, or a way to throw money at us if you got the game in a bundle without noticing but later realised it was amazing, or a gift for friends or family members who extremely tragically may not yet know what it's like to S+ a level or swear at a Daily Drive.
There's only 4,000 copies so pre order yours now if you don't want to miss out! These are region free, come with a 20 page colour manual and three randomly chosen collectable cards.
Update - sold out! There are apparently still some available in a three game bundle or you can take your chances that extra copies show up once orders have shipped and the dust has settled
Australia is still burning, but over the last couple of days they’ve actually had some rain ! While this is a big help to certain areas, there are still 83 fires blazing around the country, and there’s a lot of people and wildlife still in trouble. It’s good job then that there a
Australia is still burning, but over the last couple of days they’ve actually had some rain! While this is a big help to certain areas, there are still 83 fires blazing around the country, and there’s a lot of people and wildlife still in trouble. It’s good job then that there are even more game devs, companies, and communities banding together to help out our friends down under.
A new Humble Bundle, a donation from the makers of Warframe, and a charity initiative run by Eve Online players are just three more ways the games industry is raising money, and you can get involved to show your support too.
The Switch’s rise continues to be a boon to us PC folks. Yesterday, our version of my favouritest twin-stick shooter, Assault Android Cactus , got all the upgrades from its recent Switch debut, free. Now titled Assault Android Cactus+, devs Witch Beam have bulked it up with a bun
The Switch’s rise continues to be a boon to us PC folks. Yesterday, our version of my favouritest twin-stick shooter, Assault Android Cactus, got all the upgrades from its recent Switch debut, free. Now titled Assault Android Cactus+, devs Witch Beam have bulked it up with a bundle of new features, including Campaign+ mode, a second loop through the game’s story mode. Daring players can now face down endgame enemies from the very beginning, remixed bosses and some downright intense bullets patterns to dodge. The game is also on sale, before a price increase tomorrow.
Today's Deal: Save 50% on Assault Android Cactus and its Soundtrack!* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Thursday at 10AM Pacific Time
Today's Deal: Save 50% on Assault Android Cactus and its Soundtrack!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
In our biggest update since leaving Early Access in 2015, Assault Android Cactus has been upgraded with Campaign+ , new costumes and a new aiming mode. To mark the occasion, Assault Android Cactus+ will be on sale, then move to a higher price point when the sale ends. Campaign+ E
In our biggest update since leaving Early Access in 2015, Assault Android Cactus has been upgraded with Campaign+, new costumes and a new aiming mode. To mark the occasion, Assault Android Cactus+ will be on sale, then move to a higher price point when the sale ends.
Campaign+
Each stage has been rebuilt with new enemy waves and dynamic elements, utilizing the game's full arsenal of enemies for new encounters and amped up boss fights. More than just a hard mode, Campaign+ is meant to give accomplished players a new experience, new leaderboards to climb and a fresh challenge for couch co-op players.
New Costumes
Beat stages with each Android to unlock a new look!
Automatic Aim
Included under Accessibility Options, enabling Automatic Aim will take care of aiming when you don't use the right stick or the mouse, letting players concentrate on dodging and using weapons effectively.
Preserving the core of the Cactus experience while reducing complexity, this is a game mode we think will appeal to those who struggle with the controls or anyone who wants to give their thumb a rest. The opt-in nature also makes it ideal for couch co-op sessions that involve players of different skill levels.
Other Changes and Improvements
Added Movie Gallery under Collections for reviewing cutscenes
Selecting an Androids costume is remembered and can be used for AI team members and cutscenes viewed through the Movie Gallery
On knockdown, hold any button to Revive, at a slightly slower rate than tapping
Added Revive Assist to Accessibility Options which will revive downed players without controller input (at a slower rate than tapping or holding)
Fingerstyle+, the new version of the Android Select / Stage Select song for Campaign+ is in the jukebox and added to the Soundtrack DLC
Animated Cactus silhouette on the loading screen is fun to watch
Too many fixes, improvements and adjustments to list
Sale and incoming Price Increase
To celebrate Assault Android Cactus+ on Steam we are going on sale on the 30th! If you're considering picking up the game make sure you wait until we're 50% off!
Not only is it a great price to grab the game at, once this sale is over we will be taking the unusual step of increasing the price. With the many improvements and features we've added over the years, and now Campaign+, we believe AAC+ is just a different and better game than what we released in 2015 and we want the price to reflect that. If you already own the game you are just receiving a free update, but we have given this a lot of thought and decided that this was the fairest way to bring content that was originally made for our Nintendo Switch release back to the PC.
We hope you understand our reasoning and if you've been on the fence about buying the game, that you consider grabbing it while discounted!
You may have noticed Assault Android Cactus updating a few times since the last update - after such a long gap we ended up having a few issues that weren't caught in testing. We think we're done now though and thank you for your patience! Fixes FXAA graphics option Boss spawns in
You may have noticed Assault Android Cactus updating a few times since the last update - after such a long gap we ended up having a few issues that weren't caught in testing. We think we're done now though and thank you for your patience!
Fixes
FXAA graphics option
Boss spawns in the Campaign
Lemon's rockets against Medulla's last form
Weird issue that could leave a single Wasp unresponsive
Missing audio in post credits scene
End of DX9 support
as mentioned in the previous update, due to game engine updates we no longer support DX9 on Windows, only DX11 and OpenGL.
For anyone inconvenienced by this, you can continue using the previous build of the game by right clicking and choosing Properties > Betas and selecting Legacy from the dropdown menu.
This update incorporates the beneficial changes and bug fixes that had occurred elsewhere since our last Steam release. In collaboration with feedback from some of our most dedicated players, we've given the Androids a tuning pass and overall higher scores can now be obtained, so
This update incorporates the beneficial changes and bug fixes that had occurred elsewhere since our last Steam release.
In collaboration with feedback from some of our most dedicated players, we've given the Androids a tuning pass and overall higher scores can now be obtained, so attack those leaderboards anew!
We have also added a Developer Commentary mode! Enabled via Audio Options in the Main Menu, you can now play through the campaign while hearing the three of us reminisce and shed light on the AAC development process.
Changes and Improvements
The majority of Androids have received buffs to their Primary and Secondary weapons
Lemon and Liquorice have received small increases to their Secondary AOE's
The window for triggering the multi-kill bonus ('surge' bonus) has been increased, allowing it to be utilised by more characters under more circumstances
The Time Bonus in campaign levels has been increased
Developer Commentary can be enabled via the Options > Audio menu
Fixes
Reinstated the Battery collection screen edge effect
Layer 37 of Infinity Drive has been made less mean
In Boss Rush, dying bosses no longer delay the spawn of the next boss
Improved enemy behaviour on Centrifuge (zone 5 - 1)
Many small improvements, fixes and tweaks
Known Issues
DX9 support has been dropped - this may impact users of older Windows operating systems
In June of last year, Housemarque launched an arcade shooter named Nex Machina. After years of Sony exclusives like Resogun, Nex Machina gave PC players their first taste of Housemarque's style of refined twin-stick shooter since The Reap came out in 1997. Even more tantalisingly
In June of last year, Housemarque launched an arcade shooter named Nex Machina. After years of Sony exclusives like Resogun, Nex Machina gave PC players their first taste of Housemarque's style of refined twin-stick shooter since The Reap came out in 1997. Even more tantalisingly for genre connoisseurs, Eugene Jarvis—designer of Robotron: 2084 and Smash TV—came on board as a consultant. Nex Machina was a spiritual successor to those games, and was widely praised as an exemplar of the form. Our own review called it a "a breathless modern arcade classic that delivers more thrills per minute than almost anything else out there."
However, several months after Nex Machina's launch, Housemarque took to its blog and burst the bubble. "ARCADE IS DEAD," the headline declared. "Despite critical success and numerous awards, our games just haven’t sold in significant numbers. … Lackluster sales of Nex Machina have led us to the thinking that it is time to bring our longstanding commitment to the arcade genre to an end."
Nex Machina, Housemarque (2017)
That commitment, spanning more than 20 years, can hardly be questioned. And yet Housemarque found itself announcing to the world that it is now "exploring something totally different than what you might expect of us." It had made possibly its finest arcade shooter yet, and still saw no viable road ahead.
What could Housemarque conclude, then, other than that the genre is dead?
People's perception of the genre is that it's a kind of lower tier
Tim Dawson
The statement caused ripples among the other game developers working on arcade-style shooters. "Housemarque is a very influential developer and we've run into them a couple of times, so it was a big blow for us to hear that," says Tim Dawson of Assault Android Cactus developer Witch Beam. "Kind of demoralizing."
"A big part of development is trying to guess a lot about what the market's doing and trying to answer unanswerable questions like that," he says. "So it's scary when someone you think of as a peer says the genre's dead."
Assault Android Cactus, Witch Beam (2015)
But while there was disappointment among Witch Beam's three-strong team, there was little surprise. The team had fielded enough questions about its choice of genre during the promotion phase of Assault Android Cactus to get "a sense that that market is not as big as other genres."
"People's perception of the genre is that it's a kind of lower tier," adds Dawson. "It's distractionware, it's not like a serious or significant game. Which is a problem when you're trying to convince people that your game is worth their time and their money."
Witch Beam was adamant that Assault Android Cactus was "priced appropriately, or even too low," yet continued to receive messages calling for the game to be discounted to $5 or lower. Dawson also recalls Jamestown developer Final Form Games sharing similar concerns when they met at an expo, reporting that players were positive about it after deep discounts or its inclusion in bundles but were largely reluctant to pay full price. Final Form has written that "Jamestown has been downloaded illegally countless times."
Jamestown, Final Form (2011)
For Dawson, historical associations have a part to play in skewing perceptions of value for arcade-style games. They're seen as dated throwbacks, he says, saddled with undeserved baggage in much the same way that indie games featuring pixel art have been accused of lazy bandwagon-jumping. In fact, a keenness to steer clear of these stereotypes led to Assault Android Cactus avoiding the lo-fi, abstract look in favor of a more complex style. It's an even greater consideration now, with Witch Beam prototyping ideas for new games.
[Housemarque] have actually sold, relatively, a metric shit-ton of games
Caspian Prince
"Thinking about ways to make a game read as richer or more complicated has actually been a huge part of our internal prototyping method," says Dawson. “We're deliberately considering games that will look more impressive, more like 'bigger' genres, but still manage to keep that arcade feel at their heart because it's something we love and are good at."
Witch Beam's stance is not quite 'arcade is dead', then, but part of its approach is an acceptance that the genre is not particularly marketable. Puppy Games, an indie developer of 'neo-retro arcade games', came to the same conclusion four years ago. "Nobody actually buys these kinds of games anymore, and specifically nobody buys them on Steam," states Puppy Games co-founder Caspian Prince.
Revenge of the Titans, Puppy Games (2010)
So he was hardly shocked by Housemarque's big statement. "I was so totally unsurprised that I could have even put a fiver on it," he says. The key issue, Prince argues, is one of scale. While Puppy Games has a core team of just two people, working from home and with relatively little overhead, Housemarque's Helsinki studio houses more than 20 employees.
"They have actually sold, relatively, a metric shit-ton of games," he says. "If you look at the sales for Nex Machina, it's sold 100,000 copies or something. It's done fantastically well by anyone's standards. To make a game that sells that many on Steam these days, you're not even in the 1%—you're in the 0.1%."
Those are sales numbers would delight Puppy Games, who "scratched away in the dirt for years and never really made any coin," according to Prince, and Witch Beam, who "definitely didn't find a huge audience" with Assault Android Cactus. But these small teams have found something sustainable on a smaller scale, and this is where the future of the genre seems to lie.
Son of Scoregasm, R C Knight (2017)
Prince points to the recently released Son of Scoregasm, "which is just amazing and was made by a bloke called Charlie in his bedroom. It's a perfect example of the genre, and it's cost him peanuts to make."
Dawson echoes the point. "I don't disbelieve that Housemarque's decision was right for them," he considers. "I imagine they have all the numbers, have followed the trends, and that sounds like what would be a correct call for them. But I don't think it's right for everyone."
And as long as that's the case, as long as there are passionate individuals operating at a small enough scale that not every game needs to be a smash hit, it won't truly be the end of the arcade shooter.
Changes and Improvements Daily Drive highscores have been migrated to Steam from the third party service we were using in the past. This is a backend change meant to work the same way as before but a side effect is an increase in responsiveness and being less prone to failing to
Changes and Improvements
Daily Drive highscores have been migrated to Steam from the third party service we were using in the past. This is a backend change meant to work the same way as before but a side effect is an increase in responsiveness and being less prone to failing to save scores.
Daily Drive now includes a Time Bonus like the Campaign levels to make the leaderboards more competitive.
The Daily Drive now shows the date of the Drive you are about to play on the menu
Final Boss Medulla has had hitpoint tuning intended to make specific phases slightly faster / easier. If you have struggled with Medulla's fight in the past, please try again now!
With Pro Mode enabled (S+ Indicator or Auto-Restart) the Stage Clear screen will now display seconds with two decimal places of precision
When Auto Restart is enabled, the in-game S+ Indicator turns purple
Some older scores on Vespula, Venom and Medulla have been removed for no longer being possible to obtain with current scoring rules
Fixes
Fixed shadow projection issues on Zone 4 Boss Venom stage
Improved/consistant lighting on the background Genki Star in all Zone 4 levels
Fixed the transition effect at the end of the Final Boss Medulla fight to slide under particles/effects as intended
Fixed mouse controls not correctly driving volume sliders on Main Menu
Main Menu Leaderboards now have navigation sound effects
Esc key now backs out of Leaderboards in Main Menu (consistent with other menus)
Changes and Improvements Daily Drive highscores have been migrated to Steam from the third party service we were using in the past. This is a backend change meant to work the same way as before but a side effect is an increase in responsiveness and being less prone to failing to
Changes and Improvements
Daily Drive highscores have been migrated to Steam from the third party service we were using in the past. This is a backend change meant to work the same way as before but a side effect is an increase in responsiveness and being less prone to failing to save scores.
Daily Drive now includes a Time Bonus like the Campaign levels to make the leaderboards more competitive.
The Daily Drive now shows the date of the Drive you are about to play on the menu
Final Boss Medulla has had hitpoint tuning intended to make specific phases slightly faster / easier. If you have struggled with Medulla's fight in the past, please try again now!
With Pro Mode enabled (S+ Indicator or Auto-Restart) the Stage Clear screen will now display seconds with two decimal places of precision
When Auto Restart is enabled, the in-game S+ Indicator turns purple
Some older scores on Vespula, Venom and Medulla have been removed for no longer being possible to obtain with current scoring rules
Fixes
Fixed shadow projection issues on Zone 4 Boss Venom stage
Improved/consistant lighting on the background Genki Star in all Zone 4 levels
Fixed the transition effect at the end of the Final Boss Medulla fight to slide under particles/effects as intended
Fixed mouse controls not correctly driving volume sliders on Main Menu
Main Menu Leaderboards now have navigation sound effects
Esc key now backs out of Leaderboards in Main Menu (consistent with other menus)
Changes mapped Q and Z to movement to better handle some European keyboard layouts brightened the energy tether on Fetcher Fidos and Justice 's Grapple Balls and tinted the player blue when attached for increased visibility Improved look of Rocket trails on Lemon 's Rocket Launch
Changes
mapped Q and Z to movement to better handle some European keyboard layouts
brightened the energy tether on Fetcher Fidos and Justice's Grapple Balls and tinted the player blue when attached for increased visibility
Improved look of Rocket trails on Lemon's Rocket Launcher
Added more movement to Lemon's ponytail in-game
Fixes
Fixed rare case where a framerate stutter or other large time step would cause Titan's to be unresponsive after spawning
Fixed issue where music would play during the pause menu if the game was paused before the level music started
Fixed issue where the grid of the Aethersphere would remain black instead of purple
Stage Select scoreboards now show the correct leaderboard for the number of players
Corrected discrepancies and interpolation of high score comparisons at the end of stages
Fixed a few places where cultural formatting (based on language) wasn't applied
Corrected minor hair clipping occurring on Cactus and Lemon's stage entry animations
Fixed issue where enemy lasers could appear wrong for a frame on initialisation
Fixed issue where Liquorice's Vorpal Blade range indicator would appear for one frame
Tutorial markers follow target visual position for smoother results at very high framerates
Characters slightly clipping through the floor no longer display floor silhouettes
Changes mapped Q and Z to movement to better handle some European keyboard layouts brightened the energy tether on Fetcher Fidos and Justice 's Grapple Balls and tinted the player blue when attached for increased visibility Improved look of Rocket trails on Lemon 's Rocket Launch
Changes
mapped Q and Z to movement to better handle some European keyboard layouts
brightened the energy tether on Fetcher Fidos and Justice's Grapple Balls and tinted the player blue when attached for increased visibility
Improved look of Rocket trails on Lemon's Rocket Launcher
Added more movement to Lemon's ponytail in-game
Fixes
Fixed rare case where a framerate stutter or other large time step would cause Titan's to be unresponsive after spawning
Fixed issue where music would play during the pause menu if the game was paused before the level music started
Fixed issue where the grid of the Aethersphere would remain black instead of purple
Stage Select scoreboards now show the correct leaderboard for the number of players
Corrected discrepancies and interpolation of high score comparisons at the end of stages
Fixed a few places where cultural formatting (based on language) wasn't applied
Corrected minor hair clipping occurring on Cactus and Lemon's stage entry animations
Fixed issue where enemy lasers could appear wrong for a frame on initialisation
Fixed issue where Liquorice's Vorpal Blade range indicator would appear for one frame
Tutorial markers follow target visual position for smoother results at very high framerates
Characters slightly clipping through the floor no longer display floor silhouettes
We're part of this weekend's sale for Big Picture-Friendly Games Not only does Cactus work great with Big Picture mode, we've been a good fit for the Steam Controller from the beginning - you may remember our unexpected appearance in Valve's announcement trailer at around the min
We're part of this weekend's sale for Big Picture-Friendly Games
Not only does Cactus work great with Big Picture mode, we've been a good fit for the Steam Controller from the beginning - you may remember our unexpected appearance in Valve's announcement trailer at around the minute mark https://www.youtube.com/watch?v=8fs2Yh1PFwM One cool thing about the Steam Controller is it can be customised, by anyone, and thanks to improvements made by HERO 01, we now have two Recommend configurations which can be reached by choosing Manage Game and looking for the Controller Configuration option.
AAC Gamepad Aiming emulates a gamepad and is the easiest to get up and playing with, particularly for local multiplayer! Be sure to let your thumbs trace big easy circles towards the edge of the trackpad surfaces to get the full aiming accuracy the Steam Controller is capable of.
AAC Mouse Region Aiming emulates Mouse and Keyboard and suited for players with a bit of experience. The right trackpad positions the aiming reticle directly, allowing for lightning fast adjustments and precision Helo movements. If you have a Steam Controller, give it a go as it's a fun and new way to play!
We've put these two profiles under Recommended to to make them easy to find and use, but take a peek in the Community section to see what other people have come up with!
We're part of this weekend's sale for Big Picture-Friendly Games Not only does Cactus work great with Big Picture mode, we've been a good fit for the Steam Controller from the beginning - you may remember our unexpected appearance in Valve's announcement trailer at around the min
We're part of this weekend's sale for Big Picture-Friendly Games
Not only does Cactus work great with Big Picture mode, we've been a good fit for the Steam Controller from the beginning - you may remember our unexpected appearance in Valve's announcement trailer at around the minute mark https://www.youtube.com/watch?v=8fs2Yh1PFwM One cool thing about the Steam Controller is it can be customised, by anyone, and thanks to improvements made by HERO 01, we now have two Recommend configurations which can be reached by choosing Manage Game and looking for the Controller Configuration option.
AAC Gamepad Aiming emulates a gamepad and is the easiest to get up and playing with, particularly for local multiplayer! Be sure to let your thumbs trace big easy circles towards the edge of the trackpad surfaces to get the full aiming accuracy the Steam Controller is capable of.
AAC Mouse Region Aiming emulates Mouse and Keyboard and suited for players with a bit of experience. The right trackpad positions the aiming reticle directly, allowing for lightning fast adjustments and precision Helo movements. If you have a Steam Controller, give it a go as it's a fun and new way to play!
We've put these two profiles under Recommended to to make them easy to find and use, but take a peek in the Community section to see what other people have come up with!
this shirt is only available to order for the next two weeks In the same style as the Holly t-shirt, this one has Coral on the front and the AAC logo on the back and is available on blue or dark grey. Get a look at all the colour and t-shirt options here There's a range of shirt
this shirt is only available to order for the next two weeks
In the same style as the Holly t-shirt, this one has Coral on the front and the AAC logo on the back and is available on blue or dark grey.
There's a range of shirt types, suitable for men and women. I was really happy with how well the Holly t-shirt came out so I feel pretty good about this one! Last time people seemed sad to have missed out, so if you know any Coral fans, do them a favour and let them know!
this shirt is only available to order for the next two weeks In the same style as the Holly t-shirt, this one has Coral on the front and the AAC logo on the back and is available on blue or dark grey. Get a look at all the colour and t-shirt options here There's a range of shirt
this shirt is only available to order for the next two weeks
In the same style as the Holly t-shirt, this one has Coral on the front and the AAC logo on the back and is available on blue or dark grey.
There's a range of shirt types, suitable for men and women. I was really happy with how well the Holly t-shirt came out so I feel pretty good about this one! Last time people seemed sad to have missed out, so if you know any Coral fans, do them a favour and let them know!
Fixes fixed a visual glitch where a players Chain meter could fade out even though non-player kills had revived the Chain in time controller disconnect menu can no longer appear once a stage has ended Centrifuge (zone 5 - 1) animates more smoothly at higher framerates Helo spins
Fixes
fixed a visual glitch where a players Chain meter could fade out even though non-player kills had revived the Chain in time
controller disconnect menu can no longer appear once a stage has ended
Centrifuge (zone 5 - 1) animates more smoothly at higher framerates
Helo spins down better on Stage Clear / Battery Depleted
Aubergine's Press Fire text is no longer reflected by the floor in Zone 3
Also added a few new Avatars, including Liquorice and icon versions for characters that didn't have them!
You can find them under Assault Android Cactus in the list of Official Game Avatars
Fixes fixed a visual glitch where a players Chain meter could fade out even though non-player kills had revived the Chain in time controller disconnect menu can no longer appear once a stage has ended Centrifuge (zone 5 - 1) animates more smoothly at higher framerates Helo spins
Fixes
fixed a visual glitch where a players Chain meter could fade out even though non-player kills had revived the Chain in time
controller disconnect menu can no longer appear once a stage has ended
Centrifuge (zone 5 - 1) animates more smoothly at higher framerates
Helo spins down better on Stage Clear / Battery Depleted
Aubergine's Press Fire text is no longer reflected by the floor in Zone 3
Also added a few new Avatars, including Liquorice and icon versions for characters that didn't have them!
You can find them under Assault Android Cactus in the list of Official Game Avatars
Changes minor animation pass on Keg enemies fall-in spawn animations consistently capitalised the term Section Lords in boss dialogues tweaked Drone movement physics processing Fixes Fixed recently introduced bug that caused Aubergine's Helo Companion to not spin while attacking
Changes
minor animation pass on Keg enemies fall-in spawn animations
consistently capitalised the term Section Lords in boss dialogues
tweaked Drone movement physics processing
Fixes
Fixed recently introduced bug that caused Aubergine's Helo Companion to not spin while attacking after a boss dialogue intro
Fixed edge case where preventing a stage transition in Influx (zone 2 - 2) would cause blocks with no physics to appear in the stage
Fixed bug in Boss Rush where using a Shutdown to defeat Justice before he used his laser attack would cause the music transitions to get out of sync
Fixed Starch's lasers being able to fire through some walls when using Accelerate