- Improved translations across all 10 languages - Sharper title screen text in Japanese and Chinese - Reworked resolution options: standard 16:9 and 16:10 sizes, with 1920x1080 as the default where it fits - More reliable save system with automatic backup - General cleanup and sm
- Improved translations across all 10 languages - Sharper title screen text in Japanese and Chinese - Reworked resolution options: standard 16:9 and 16:10 sizes, with 1920x1080 as the default where it fits - More reliable save system with automatic backup - General cleanup and small bug fixes
Increased overall Performance when there are a lot of enemies on screen Fixed a bug where companions stopped firing projectiles at enemies Fixed a bug where some projectiles weapons would stop firing projectiles at enemies Fixed a bug where placeholder companions where offered on
Increased overall Performance when there are a lot of enemies on screen
Fixed a bug where companions stopped firing projectiles at enemies
Fixed a bug where some projectiles weapons would stop firing projectiles at enemies
Fixed a bug where placeholder companions where offered on companion drop pick up
I’ve been working on something a little... different. I wanted to create a game that felt like the covers of my old school folders. Messy, hand-drawn stuff filled with the kind of math problems that used to give me nightmares. The result is ZERO SUM . It’s a roguelite twin-stick
I’ve been working on something a little... different.
I wanted to create a game that felt like the covers of my old school folders. Messy, hand-drawn stuff filled with the kind of math problems that used to give me nightmares. The result is ZERO SUM.
It’s a roguelite twin-stick shooter where every shot is a calculation. You carry Operators (Plus, Minus, Modulo, Sigma and more) instead of guns, and every enemy is a literal number trying to overwhelm you with its value.
It’s a "scratchy-pencil" roguelite where there are no health bars, only raw arithmetic violence. You’ll fight through different kinds of notebook sketches, using a mathematical arsenal to survive.
From the Euler Owl to the Prime Sieve Spider, the bosses are designed around a mathematical concept. I hope you’ll love the mental-math-chaos of this one.
Version 2.0.0 — Companions are here! The biggest update yet is live! I’ve added a full Companion System, completely overhauled weapons with rarity and infinite scaling, introduced critical damage, added a new Guardian enemy type, rebalanced everything and squashed a bunch of bugs
Version 2.0.0 — Companions are here!
The biggest update yet is live! I’ve added a full Companion System, completely overhauled weapons with rarity and infinite scaling, introduced critical damage, added a new Guardian enemy type, rebalanced everything and squashed a bunch of bugs!
New Features
Companion System
Summon up to 3 companions to fight alongside you
Companions can be leveled up infinitely
Every companion has a base projectile attack that scales with their level
Every companion increases 2 stats for the player
Companions (and their upgrades) only drop from Elites, Gift Boxes and the new Guardian enemies
Weapon System Overhaul
New weapon rarity tiers: Common, Uncommon, Rare, Epic, Legendary
Every weapon can now scale infinitely
Every individual attribute can be upgraded separately
Rebalanced upgrade weights per weapon and per attribute
Critical Hits
Added Crit Chance and Crit Damage stats
New Enemy Type: Guardian
Stationary protectors that guard areas
Does not chase until engaged
Extremely high HP, very slow, incredibly deadly
Drops companion upgrades
Appears in Levels 1, 2, 3, 5
Pause Menu Improvements
Now shows all currently equipped weapons and full companion stats
Changes & Improvements
Major global rebalancing
Elite enemies rebalanced
Normal enemies rebalanced
Elite enemies now close the distance to the player more aggressively
Cpt. Crustacean’s Ninja Slash special now travels in random patterns
Snowflake is now a starting character
Wanted solo boss fights now reward Rare, Epic, and Legendary upgrades specifically for the chosen character’s starter weapon
Adjusted experience curve
Significantly reduced performance impact from large numbers of experience gems on the ground
Added indicators for locked levels
Updated Arsenal Overview
Character specials now take flat damage upgrades into account (multiplicative)
e.g.: Butter Bomb was previous 550 flat dmg per butter projectile, now its 150 * Flat Damage Upgrades
rebalanced starting amount of each characters specials
Visual & Animation Polish
Floating damage numbers now appear on both player and enemies
Floating healing numbers added for the player
Significantly improved Flapjack Fury animation
Significantly improved Pancake Throw animation
Better enemy shadows across the board
Improved weapon shadow “pop” effect on the majority of weapons
Bug Fixes
Fixed enemies animating in perfect unison (fights feel way more natural now)
Fixed incorrect size of the Sticky Aura attack
New enemy pooling system — way more enemies on screen with much better performance
No more accidental upgrades when multiple level-ups are queued
Steam Overlay now properly pauses and unpauses the game
Removed the DPS Dummy
Enemy sounds now properly work without overlapping hundreds of times or not playing at all
2.0.1 Quick Fixes:
Thanks to zero254 for pointing out the following bug and suggesting the following feature. Both have been implemented:
Bugfix:
upgrades are no longer offered.
previously when rarity was rolled and nothing was available for the rolled weapon, it would step down and offer something from a lower rarity, if there was no valid option it would display NULL, in this case it will now roll up a rarity, to find a valid upgrade
NEW:
The Auto-Upgrade toggle is back. It can now be activated as soon as all weapon slots are filled and will pick a random weapon upgrade while prioritizing the rarest rarity. A floating text will indicate what was upgraded. This is especially useful for late-game to prevent constant level up pop-ups. Be warned, as this one will not pick Utilities, so you might want to level them before you pick auto-upgrades
Enjoy the update, play around with companions, the new weapon system and break some records!
Let me know what you think in the Steam Community Board, especially about the current balancing. Given the new weapon system, this one will be quite the challenge.
New Game Mode This game mode is all about your Upgrades! Fight endless waves of slimes and see how far you can go. Increase your stats in the Upgrade menu and use Flapjack Fury to your advantage to survive as long as possible and score high on the leaderboard. The Leaderboard is
New Game Mode
This game mode is all about your Upgrades! Fight endless waves of slimes and see how far you can go.
Increase your stats in the Upgrade menu and use Flapjack Fury to your advantage to survive as long as possible and score high on the leaderboard.
The Leaderboard is accessible through the challenge overlay in-game
Changes & Bug Fixes
DLC characters are now shown as unlocked characters in the main menu
fixed auto-target weapons to no longer shoot in the upper right corner, when no enemies or too many enemies are in range
DLC: 2nd free DLC has been added: new playable character: Marionette new weapon: Marionette Bones More Details on the DLC page proper links, which will open the steam client to get the free DLC characters in the character selection screen Misc: adjusted slime splitting behaviour
- brightend up some enemy and all player character sprites - disabled some enemy shaders in Horde Mode to reduce overall calculations, which saves on performance especially on the 15+ minute mark - smoothened out character animations in the main menu - very slightly increased ene
- brightend up some enemy and all player character sprites - disabled some enemy shaders in Horde Mode to reduce overall calculations, which saves on performance especially on the 15+ minute mark - smoothened out character animations in the main menu - very slightly increased enemy hp and damage on max difficulty settings
Multiplier challenges in Boss Rush now work correctly. Crust's projectiles in Boss Rush now disappear properly before the explosion particles appear, instead of after. The Marionette Trio can now be properly defeated with higher health modifiers. Previously, it could happen that
Multiplier challenges in Boss Rush now work correctly.
Crust's projectiles in Boss Rush now disappear properly before the explosion particles appear, instead of after.
The Marionette Trio can now be properly defeated with higher health modifiers. Previously, it could happen that they didn’t disappear correctly, causing the player to get stuck in the level.
NEW GAME MODE: Elite Only unlocks together with Horde Mode face off all elite enemies in the game and survive as long as possible! their damage and numbers scales with time ( subject to future balancing based on player feedback ) coin rewards are boosted by 25x in this game mode
NEW GAME MODE: Elite Only
unlocks together with Horde Mode
face off all elite enemies in the game and survive as long as possible!
their damage and numbers scales with time (subject to future balancing based on player feedback)
coin rewards are boosted by 25x in this game mode
7 new in-game challenges for this game mode
4 new corresponding Steam Achievements if approved by Valve (TBA)
FIXES:
fixed "Upload Leaderboards Scores" button to not submit scores of 0
flat damage is now properly subtracted before %-armor
fixed some unintended behaviours on high %-armor values
max %-armor is now capped at 90% (down from 99%)
Zella (elite ghost) death sprite changes
Necro (elite book) death sound volume reduced
LevelUp sound volume reduced
ExpGem sound now plays without delay on LevelUp
BUFFS:
damage increased to 1.4x-2.3x on higher levels for the following weapons:
found an issue with Leaderboards correctly initializing on game launch, which prevented scores to be uploaded to the Steam Leaderboards. and another issue where Time to Clear for the Boss Rush was overwritten if the "Upload Leaderboards Scores" button was used. Both issues have n
found an issue with Leaderboards correctly initializing on game launch, which prevented scores to be uploaded to the Steam Leaderboards. and another issue where Time to Clear for the Boss Rush was overwritten if the "Upload Leaderboards Scores" button was used.
Both issues have now been fixed. Please be sure to be on the latest version (1.3.2.4) before you manually push your scores to the Steam Leaderboards via the Settings menu.
There was an issue preventing the unlocking of the playable character Harry, if the dialogue options in Level 1 are unlocked in a specific order. This has been fixed now. Thanks to Evad for pointing that out! Details here: Steam Forum > Pancake Patrol > General Discussions
There was an issue preventing the unlocking of the playable character Harry, if the dialogue options in Level 1 are unlocked in a specific order. This has been fixed now. Thanks to Evad for pointing that out! Details here: Steam Forum > Pancake Patrol > General Discussions
This update is a continuation from 1.3.2.1. Both are addressing potential crashes on the game over screen due to memory leaks due to too many simultaneously assets trying to be unloaded at the same time. I changed it so it now unloads everything in order, one after another.
This update is a continuation from 1.3.2.1. Both are addressing potential crashes on the game over screen due to memory leaks due to too many simultaneously assets trying to be unloaded at the same time. I changed it so it now unloads everything in order, one after another.
the game is now fully localized into Neutral Spanish. Although I've double checked everything, if you find any errors in the translation, places were text is too long and bleeds over borders, or something being still in English (except player character names), feel free to point
the game is now fully localized into Neutral Spanish. Although I've double checked everything, if you find any errors in the translation, places were text is too long and bleeds over borders, or something being still in English (except player character names), feel free to point it out in the steam community forums!
added a slider (0-0.05) instead of an on/off switch for "camera damping" and set the default value to 0.016 fixed a bug where the "explosion" effect would not lead to the game over screen if damage is continuous corrected different fonts used in the options menu updated defeat ef
added a slider (0-0.05) instead of an on/off switch for "camera damping" and set the default value to 0.016
fixed a bug where the "explosion" effect would not lead to the game over screen if damage is continuous
corrected different fonts used in the options menu
Snowflake found a secret path through the village. Are you up for the challenge? This new game mode features a true bullet hell experience with everyone's favourite dog - Snowflake! The rules here are a bit different compared to the standard levels: Pancake only No "auto aim", bu
Snowflake found a secret path through the village. Are you up for the challenge?
This new game mode features a true bullet hell experience with everyone's favourite dog - Snowflake!
The rules here are a bit different compared to the standard levels:
Pancake only
No "auto aim", bullets always fire towards the right
Unlimited pick ups to increase amount of pancakes thrown, increase pancake throw speed and lower heir cooldown
your damage scales with your Upgrades. Level up Speed, Health, Vortex, Damage and Plot Armor. Each upgrade increases your damage by 0.1
This level is available right from the beginning, as an alternative progression path to the graveyard, which is more focussed on the bullet heaven aspect of the game. But be warned! Without any upgrades it'll be very hard!
The fan favourite is finally playable! Play through Pancake Patrol as the one and only Cotton Candy Cloud ! The Cotton Candy Cloud is equipped with 2 special passive abilities for a very unique gameplay experience. Just like it's ability counterpart, it's movement is random, but
The fan favourite is finally playable!
Play through Pancake Patrol as the one and only Cotton Candy Cloud!
The Cotton Candy Cloud is equipped with 2 special passive abilities for a very unique gameplay experience. Just like it's ability counterpart, it's movement is random, but to make up for this increased challenge, it has boosted stats:
Changes Increased Movement Speed for all characters except Goolops and Snowflake by +10 Sugar Rush buffed from +15 to +20 Movement Speed per Level New Labels for all Levels on the map, for easier orientation Implemented Camera Damping for a smoother camera. Can be disabled in the
Changes
Increased Movement Speed for all characters except Goolops and Snowflake by +10 Sugar Rush buffed from +15 to +20 Movement Speed per Level
New
Labels for all Levels on the map, for easier orientation Implemented Camera Damping for a smoother camera. Can be disabled in the options Screen Shake and Camera Damping can now be changed during gameplay
I’ll be rolling out an update for Pancake Patrol soon, though I still need a bit more time to polish up a few details. Right now, I’m preparing an extra playable character and working on a major update, which will bring in a new game mode and more gameplay features. This update w
I’ll be rolling out an update for Pancake Patrol soon, though I still need a bit more time to polish up a few details.
Right now, I’m preparing an extra playable character and working on a major update, which will bring in a new game mode and more gameplay features. This update will lay the groundwork for these bigger additions.
Both of these will be released as free DLC. Personally, I’m not a fan of paid DLC, but by releasing them as free DLC, it’ll be clear that this is bonus content. Especially since the new playable character is totally unbalanced and really just for fun
fixed a sound issue in Level 4. Details here: Steam Forum > Pancake Patrol > General Discussions fixed a bug, where Level 1 of a special weapon, unlocked through a synergy was still showing up in the shop, if multiple level ups were queued.