Update: Unity Security Patch
-Updated Unity version that fixes a security issue. -Changed Autocharge behavior to make it more readable.
-Updated Unity version that fixes a security issue.
-Changed Autocharge behavior to make it more readable.

-Updated Unity version that fixes a security issue. -Changed Autocharge behavior to make it more readable.
-Updated Unity version that fixes a security issue.
-Changed Autocharge behavior to make it more readable.

Made UI changes for better legibility in lower resolutions. Changed codex format for better navigation. Fixed UI navigation bugs with gamepad. Now game starts at native resolution when launched on Steam Deck.

Fixed the Conqueror achievement (Just boot up the game, you should be getting it immediately if you've already beaten all bosses) Fixed the Replenish synergy achievement (again)(this bug was reported to us way back on release, but for some reason re emerged between builds. We've
Changes Added toggle options for laser sight and crosshair
Bug Fixes Added some security measures for Leaderboards Fixed some sounds that could leak over to main menu Fixed the Replenish synergy not showing up
Changes Slightly reduced player hitbox Slightly increased invincibility duration after getting hit Added flicker FX to player invincibility Minor changes to player sprite Increased Vidomnus laser damage Slightly increased most projectile damage Enlarged Inquisitor hitbox Increase
Hotfix Fixed the Resurrection gem bug that could make you immortal (sorry) Adjusted UI elements so that the game doesn't break on ultrawide screens. We couldn't test on real hardware however, so head over to the Discussions forum if there's a problem. Fixed a rare bug that made S
Hotfix Fixed a bug that prevents the game logo from fading away after a run. Fixed a bug that causes the EXP bar to display incorrectly. Adjusted the Hell level transition's camera and enemy clear event.
Hotfix Fixed a bug that made the first level's enemies immortal if the score log was turned off

A bit later than we wanted, but Angelstruck 1.0 is out now. Keep experimenting with different gems and builds. Breaking the game is not only possible but encouraged. Aim for synergies. There shouldn't be any run or score breaking bugs. But if you run into any, tell us in the disc
A bit later than we wanted, but Angelstruck 1.0 is out now.
Keep experimenting with different gems and builds. Breaking the game is not only possible but encouraged. Aim for synergies.
There shouldn't be any run or score breaking bugs. But if you run into any, tell us in the discussion boards.
Have fun.

Hey everyone, We were supposed to release Angelstruck back in Monday, but we didn't consider the time our current build's review and approval could take. Clearly, we shouldn't have announced a clear release date before we made sure everything was 100% ready. Apologies for that. W
Hey everyone,
We were supposed to release Angelstruck back in Monday, but we didn't consider the time our current build's review and approval could take. Clearly, we shouldn't have announced a clear release date before we made sure everything was 100% ready.
Apologies for that.
We'll release the game as soon as we can.

Hey everyone, We're releasing the 1.0 version of Angelstruck next week, on July 1. All the usual updates about new enemies, bosses, locations, bug fixes, adjustments etc. goes without saying. Here's the other news: SCORING SYSTEM It took some time, but we have finally settled on

Hey everyone,
We're releasing the 1.0 version of Angelstruck next week, on July 1. All the usual updates about new enemies, bosses, locations, bug fixes, adjustments etc. goes without saying. Here's the other news:
It took some time, but we have finally settled on a scoring system that satisfies us. Going by kill count only was insufficient. Score is nonessential if you only care to experience the game in a more relaxed way, or you just want to finish the game and see story stuff, but we find it's loads of fun to try and discover ways to perform better. You'll get more credits to spend on upgrades too. It works like this:

(enemy base value) X (quick kill multiplier) X (survival chain multiplier) = final value added to score
Gem and weapon selection have no effect on scoring or your ranking, so experimentation can help out a lot.
Also keep in mind that you can control the level of complexity of the score display if you're used to a cleaner interface. Just head over to the settings menu.

Warmup is just the demo content, if for whatever reason you want to revisit that mode. No ranking, no ending, no nothing.
Easy is laid back, enemies have lower health and dish out lower damage. You play only half the game though and get the Easy Ending. You have to complete Easy mode to unlock the Hard and Nightmare modes.
Hard has new enemy types, new bosses, new locations, and the True Ending.
Nightmare doesn't offer content that isn't in Hard. It's just a mode for players who find hard to be too easy. Tougher enemies with greater quantity will descend upon you more often. Getting a solid build is essential, especially for scoring.
The latter 3 difficulty modes have their dedicated leaderboards, accessible through the achievements menu
There'll be 63 achievements to unlock. Have fun.

We've been working on this project for over a year now. We hope you'll have a great time with it.

Hey everyone! TLDR: this is most likely going to be our last major demo content update. We aim for a 2024 Q1 release. We've been making a gigantic list of all the stuff we want to put in the final version of ANGELSTRUCK. This update, we have: a ton of long overdue improvements, a

Hey everyone!
TLDR: this is most likely going to be our last major demo content update. We aim for a 2024 Q1 release. We've been making a gigantic list of all the stuff we want to put in the final version of ANGELSTRUCK. This update, we have: a ton of long overdue improvements, a fiery, bombastic intro level, even more enemies, aaand 3 new perks (or weapons, really) with their respective Overcharges to let runs breathe more and give more options to crush your enemies. Details below:
We added 3 new summon perks. All of them are extremely effective against low-tier enemy crowds. With the right upgrades, they can even decimate through bosses. No synergies yet, but they're pretty damn powerful as they are right now. We have:
Hover on a perk you want to select, and you can see which other perks it can potentially synergize with. This should make perk selections easier.
You can also glance at which perks you already have in your inventory, which sits at the top of the screen. You can access the same information through the pause screen too.
We've been introduced to the joys of Guilty Gear -Strive-, and decided to steal some of the neat feedback tricks of a satisfying melee fight. Floating numbers are always nice, but now, you'll know for sure when you've made some damage when you headbutt enemies with your dash move. Time will freeze, explosive flashes will occur, and the screen will shake. String a couple of enemies together and dash through to perform GTA1 guranga-style mad combos
Here's a quick rundown on the enemies we've been working on:
We made a bunch of other enemies but it's not their time to shine yet. They will have to appear past the limits of the demo.
This one took a while. We have a new intro (that's skippable) that connects to the first truly finished environment of the game: the ground floor of Hell itself, where our plucky angel will start her skyward elevator ride. We had a lot of fun coming up with how all the transitions between the levels will happen, and we hope you'll enjoy them. We've planned a couple more changes of scenery that will hopefully be extremely weird and gigantic.
We had gamepad controls available already, but solved issues that may appear if you get disconnected.
So what else is in store? The rest of the game is planned out. It's a long list, but we keep on truckin. As usual, we'll provide more updates as time goes on. Until then, take care and have fun

It's been an intense 2 weeks for us. Lots of work on the content we want to add. Some small changes to the demo. Lots of work involving testing engines and workflows. Here's the details: MAKING RELOADING AND SOME ENEMY ATTACKS CLEARER We made many small changes to the reload bar

It's been an intense 2 weeks for us. Lots of work on the content we want to add. Some small changes to the demo. Lots of work involving testing engines and workflows. Here's the details:
We made many small changes to the reload bar both on the player and the crosshair to make them more legible. First, they're bigger. The reload bar has been redrawn to fit its new size, though it's hardly noticeable unless you obsessively compare it with gameplay videos that have been released. Second, the crosshair and cursor both have shadows now to prevent them to mix with background elements. A non-small amount of you guys have missed the reload indication on the crosshair for all of these reasons. Active reloading should be much more pleasant to perform now. We also added an attack indicator in the form of a line to our sword enemy. This should prevent some annoying instadeaths.
Our wonderful Japanese translator advised us to use better fonts for Japanese characters, and even recommended a couple. This prompted us to look for suitably elegant but still hopefully legible fonts for our other non-latin alphabet using languages as well. Our Japanese and Chinese players may notice some issues with inaccurate line breaking here and there. This is an issue we're still looking into to solve without the need to just manually add line breaks everywhere. HOWEVER, the text is hopefully much easier to read now! No more tall lines that shrink text to oblivion.

In preparation for Steam's SHMUPFest, and taking in people's impressions, we've updated the enemy progression of the demo. We've added 2 new enemies and shortened the overall play duration to tighten things up. Lots of little tweaks to enemy stats. This should give a better idea of how the final game progression will be.
We previously announced our willingness to switch engines to avoid financial risks for the future. We did a ton of work seeing what's possible and efficient in Godot, the engine that's been shining along with Unreal Engine these last couple of weeks. To make it short: we decided that it makes more sense to complete the work we started in Unity. Now that we had plenty of opportunities to test workflows especially for the visuals and UI, transferring the game to Godot will take an unforeseen amount of time that may be detrimental to us.
We want to be efficient and not take too much time to deliver a complete product. Not to mention, for all its faults, Unity has immensely powerful particle, UI, sprite setup, animation and tweening systems that we use to their maximum extent. Godot simply doesn't have the benefit of time that Unity had to build all these powerful tools. It is possible that in time, the engine will get more robust especially now that a wave of developers may want to introduce all the things that make 2d development so powerful in Unity. But right now, we don't want to waste time fumbling around when we just released a demo.
Because of that, we decided to just stick with the plan we made for ourselves right after we had first released the demo. This, of course, doesn't change anything for you guys. One way or another, we're still gonna deliver a full game that we hope you'll enjoy blasting through.

Dear friends, we don't want to bore you with gamedev industry news, but they will affect the development of Angelstruck, so we want to talk about them. You may have heard the news about Unity's new taxation rules, and the incredibly bad implications that has for Unity developers.
Dear friends, we don't want to bore you with gamedev industry news, but they will affect the development of Angelstruck, so we want to talk about them.
You may have heard the news about Unity's new taxation rules, and the incredibly bad implications that has for Unity developers. TLDR, after a certain revenue and application installation threshold, developers are planned to be charged *per install*. Not sales, but installs, which includes reinstalls by a player who would've already supported us with a purchase, or the substantial amount of players who install the game through other means. This affects ALL Unity games, even the ones that have been published 10 years ago.
Unity, in a scramble to explain their poorly thought-out plan, stated they'd be using proprietary tracking methods to detect single-user installs. In other words, a method with zero transparency and dubious effectiveness. What this potentially means for data collection on players' end, we have no idea. Nothing's clearly explained. Concerning us, this punishes developers who: 1) plan to make a living out of game development. 2) refuses to sell at a high price to offset the risk of being charged more than we gain.
Here's an article that goes into details, though there are many more out there.
So what does this mean for Angelstruck? Well, we can't go on with Unity, despite our years of experience with it. The company has shown that they're willing to make dangerous changes with no notice. Even if they backtracked on this legally dubious plan, there's no guarantee that our work is safe from future corporate shenanigans.
Currently, we're working like crazy to transfer our game to the Godot Engine. It is an open source, now battle tested game engine that powers mega-hits like Brotato, Cruelty Squad, Halls of Torment and many more. This engine is completely new for us, with different rules that we have to figure out. It will most likely be impossible to make a 1:1 recreation, especially visually. But we'll work diligently to make the best possible version of the game we can. We'll definitely publish a demo update to receive your feedback.
We want to thank everyone who follows our news, and especially the crazy persons who enjoy our demo enough to play 4+ hours. See you in a while.


We want to give a big THANK YOU to those of you who wishlisted ANGELSTRUCK. Until we release the Early Access version, wishlists are mega important to us. We had to make an archeological expedition to find our own game by browsing Steam, so thank you for finding our game!We want

We want to give a big THANK YOU to those of you who wishlisted ANGELSTRUCK. Until we release the Early Access version, wishlists are mega important to us.
We had to make an archeological expedition to find our own game by browsing Steam, so thank you for finding our game!We want to share our thoughts so far.
The most common feedback we received is that the game needs more variety in enemies, and they need to be introduced faster. We agree!
When we released the demo, we wanted first and foremost for you to get a taste of the overpowered versions of the perks and their synergies. There are a lot of them (you can check them in the codex!). This meant we needed to give more play time for the runs. However, all the enemies and their variants we planned to spread to the current run duration are not there yet.
But! We think this game lives and dies by its bosses and enemies as much as its synergy builds. By the time we release the Early Access version, we're planning to provide much more variety in enemy and environment types, introduced at a faster pace.
We added a limited amount (5) of rerolls by default. Spend them all at once or spread them out on your run. This should make creating builds more manageable. The Second Chance gem that originally gave you rerolls still works the same, but is limited to one use per level-up.
You can DESTROY enemies that dare approach you by just brushing over them now.
Thanks for your continued support. If there's a friend you think will enjoy our game, please mention us. At this stage, wishlists help enormously.

You can now try out the free, content-limited version of ANGELSTRUCK. We're busy finishing the content necessary for the FULL campaign to come sometime this year! Expect more weird foes, dastardly bosses and colorful locales to blast through! We're also going to add tons of achie
https://store.steampowered.com/app/2585470/Angelstruck_Demo?snr=1_7_15__13

You can now try out the free, content-limited version of ANGELSTRUCK.
We're busy finishing the content necessary for the FULL campaign to come sometime this year! Expect more weird foes, dastardly bosses and colorful locales to blast through!
We're also going to add tons of achievements and a challenge mode in case the base game gets to be too much of a walk in the park!