V1.325
-Fixed bugs related to object pooling -Annihilator works now -Some small maintenance stuff
-Fixed bugs related to object pooling
-Annihilator works now
-Some small maintenance stuff

-Fixed bugs related to object pooling -Annihilator works now -Some small maintenance stuff
-Fixed bugs related to object pooling
-Annihilator works now
-Some small maintenance stuff
Added object pooling for bullets and items (ammo, health, fuel pickups). A small change that should help keep your FPS steady while loads of objects are being created and destroyed each frame.
Added object pooling for bullets and items (ammo, health, fuel pickups). A small change that should help keep your FPS steady while loads of objects are being created and destroyed each frame.
TL:DR More juice, more visibility, and more weapon upgrades, more often! NEW WEAPON VARIANTS: -After upgrading a weapon using the Workshop upgrade, a second, stranger upgrade becomes available. -The Weapon Workshop now appears every 6 waves. THE LOOP: -The game now cycles through
TL:DR More juice, more visibility, and more weapon upgrades, more often!
-After upgrading a weapon using the Workshop upgrade, a second, stranger upgrade becomes available.
-The Weapon Workshop now appears every 6 waves.
-The game now cycles through the 3 maps indefinitely. Reaching the shed area marks the end of a loop and brings an increase in difficulty.
-Weapons now stay on the ground forever, persisting even when leaving the area. Maximum of 3 weapons per area.
-You can now increase a weapon's firerate beyond 1 bullet per frame.
-Juiced up visuals and audio for most weapons.
-The Plasma Rifle, now the "Plasma Ioniser", ELECTRICALLY OVERCHARGES shields. This causes them to explode and chain-react with other shields. This effect also applies to its grenade launcher upgrade.
-Microwave Beam's giga beam deals 15% more damage. Its ONE EYED JACK beam spread is much tighter.
-Microwave weapons no longer deal increased damage to irradiated enemies. Instead they irradiate enemies faster.
-The Neutrino Cannon more reliably kills enemies that are packed together.
-Increased the range of the Mag Cannon, Slam Cannon, and Plasma Ioniser.
-CLOSED CYCLE RECYCLER for the Minigun no longer adds extra bullet penetration.
-THUMPER for the Neutrino Cannon has a much increased range.
-All enemies now have varying levels of knockback resistance.
-Low level knockback has been added to the SMG, Dragon and the Mag Cannon's shotgun mode.
-Regular core dumps deal mid level knockback (just like the Slam Cannon).
-Default engine heat capacity is now expanded to become to the recently added 'level 2' engine heat size.
-Doomrippers flank you more often and are less predictable.
-Added a bunch of stuff to the maps to make them feel more alive.
-You can no longer run over the little dudes and chickens. They are your friends.
-Removed mega shield-speeder wave.
-More audio/visuals when taking damage.
-Reduced contrast of ground decals for better visibility.
-Default camera zoom will zoom out upon entering each area. It does this 2 times.
-Ammo is much more reliable to pick up. You can now confidently ram through ammo pods at full speed and expect to pick up everything.
-Engine heat is now retained while travelling between areas.
-Fixed Dragon gunshot audio bug.
-Fixed audio persistence issue with the Gunship.
-Fixed camera clipping out of the map in area 3.
-Fixed sawblade not damaging shluugoid dropships.
-Doomrippers no longer instantly damage you when spawning in.
-Gunship no longer halts mid air when hit with the Neutrino Cannon while it's doing a gunrun.

Hey. I've been steadily working away at v1.3: Upping the Caliber. Its been taking a while because of the unfocused nature of this all-round improvement update. That isn't to say this update won't feature new game changing content, it very much will. THE NEW GAME CHANGING CONTENT:
Hey.
I've been steadily working away at v1.3: Upping the Caliber. Its been taking a while because of the unfocused nature of this all-round improvement update. That isn't to say this update won't feature new game changing content, it very much will.
THE NEW GAME CHANGING CONTENT:
Guns, lots of guns. 9 more new super unique workshop variants in fact. With these additional weapons comes some changes to the game's structure, so you can modify your guns sooner and more frequently while still maintaining the challenge.
As an example, the new workshop variant for the SMG turns it into an incredibly hot blowtorch:

And the Dragon's variant is a giant engine-heat-powered exploding slug:

GENERAL IMPROVEMENTS:
A large portion of the update will be visual and audio improvements to everything. Every weapon has gotten an healthy slathering of juice with fresh visuals and sounds. Tons of world audio added, like for example the airships hum, energy shields glorp, and Doomripper weak spots shatter. Each of the maps have new props, along with some small and large layout changes. The gameplay should feel better overall.
Heres a short video showcasing the Dragon with its new visual effects and sounds:
The update is still a little ways out, but its going to be a damn good one.
Just a quick post letting YOU know that the price of the game has been cut 20-50% for most of the world's currencies.
Just a quick post letting YOU know that the price of the game has been cut 20-50% for most of the world's currencies.
Just a small update while I lay the groundwork for more workshop upgrades, and the systemic changes needed to accommodate them. HEAT SYSTEM: The engine heat meter now starts off with a lower maximum, but is now expandable via the two movement speed upgrades. This turns engine hea
Just a small update while I lay the groundwork for more workshop upgrades, and the systemic changes needed to accommodate them.
The engine heat meter now starts off with a lower maximum, but is now expandable via the two movement speed upgrades. This turns engine heat into an expandable reservoir in which some future weapon mechanics will utilize. Because you can now increase how much heat you make, some heat-dependant systems have been tweaked.
-THERMOCOUPLE maximum firerate increased.
-Basic core dump no longer empties heat reserve completely.
Experimenting with an SMG rework that utilizes the expanded heat system:
-Accuracy decreases with heat buildup, instead of increasing.
-Shield damage decreased (6 -> 1)
-Firerate takes longer to max-out, but the default firerate is faster.
-Above 66% heat, shots will light enemies on fire while also consuming engine heat.
-THERMOCOUPLE no longer affects it.
-Its workshop upgrade 'PRE-DEPLETED' has been changed from "1 in 5 shots are irradiated" to "Engine heat increases chance to fire irradiated rounds"
Experimenting with some changes to enemy shooting behaviours:
-Enemy rockets now have significantly less tracking but are much faster.
-Regular speeder bullets do not slow down.
-The triple-shotgunner bullets now start out super slow, but pick up to their top speed quickly.
-Enemies of all kinds become more eager to fire upon first contact as well as repeated contact (if you pop out from behind a rock)
-Gamepad vibration added. This can be adjusted in 'controls' settings.
-Tweaked the Laser Obliterator's pulse-beam attack. With the blue "EMP" attack being removed.
-Increased the firerate of the Plasma Rifles workshop version.
-Increased the damage on the Neutrino Cannon's workshop upgrade (48 -> 54). Its upgraded ammo consumption has also been decreased (875 -> 583).
-THERMAL AMMO CONVERTER upgrade now appears much earlier. It has also been renamed to FRICTION REGENERATOR.
-Removed BULLET FACTORY upgrade.
-When turret rings land, they fire a more deadly attack before entering their normal phase (which now delays its firing for a sec).
-A Weapon truck will now always spawn on the first and last wave of each area. (or every 6th and 9th wave).
-Weapons no longer have a maximum possible spawn wave. I.e a Plasma Rifle can now spawn way later than before.
-Added button rebinding for keyboard and gamepad. This notably includes new proper glyphs for playstation controllers. Let me know if any keybinds that you'd like to change are missing.
-Added alternate movement style for keyboard users that makes the Sandripper's movement always relative to your aim direction.
-Freshened up the settings menu with better organization and clarity.
-Ammo affected by the UNSTABLE AMMO upgrade now appears as a bundle of bullets.
-Added a core dump cooldown timer so you can't accidentally do it twice.
-Fixed wave spawning issue that caused some later waves to be unusually short while also affecting the gunship spawn rate.
-Fixed an audio related crash.
Hey! Thanks for giving the game a shot! Its been a couple weeks since the game hit the digital shelves, so its time to talk about what the heck comes next. TL;DR: More gun modifications, and interesting enemies. Upgrades Most roguelike-lite-like-esque games have various effects a
Hey!
Thanks for giving the game a shot! Its been a couple weeks since the game hit the digital shelves, so its time to talk about what the heck comes next.
TL;DR: More gun modifications, and interesting enemies.
Most roguelike-lite-like-esque games have various effects and abilities you combine with your weapons to create more effective, more complex weapons. Most of Sandripper's weapons come pre-complexified. Which is partly why the upgrades are so focused around improving the capabilities that the weapons start with, instead of substantially altering them. Substantial alterations are left to the workbench upgrades, of which there is currently only 1 for each of the 9 weapons (and some of them barely alter the weapon!). This lack of workbench variety paired with the long wait time to select an upgrade leaves a very noticeable gap in the performance of certain weapons.
So, Instead of making all-new weapons, more sets of workshop upgrades will be created instead. All weapons will (eventually) have 3 dramatically different modifications. Most of which change the use case of the gun completely. Since each workshop upgrade will be substantial enough, they will overwrite each other. These new mods combined with new enemies should give you plenty of synergies and strategies to play with.
It's still early days here when it comes to designing future enemies. So I can't give you too many specifics, but I can tell you what I want.
- A new boss to mark the transition into the late game around wave 30.
- More enemies that are hard enough to allow for small group fights and 1v1s.
- Give more enemies some use to the player, like how Cylinders can bonk enemies around.
- Enemies/enemy behaviours that exploit/are exploited by certain weapons.
And something else that doesn't fit into those 2 categories would be more environmental interaction. Like the bombs scattered around the maps. Currently my only idea is to turn the archways into speed boosters, but we'll see what happens.
This will of course take a long while to complete. Especially since the second set of weapon modifications will inevitably throw off my plans for the third set. We'll see how the game evolves over time.
That's all I got for now. Thanks for reading! If you'd like to join in on discussions about the game hop in the discord: https://discord.gg/SxMJuFfgK8
-New upgrade: EXPRESS BULLETS: + 50% faster firerate, consume 50% more ammo. (I promise to stop adding more percentage upgrades lol) CHALLENGE MODE: -You now start with a higher ammo reserve (3000 -> 4000) -Wave 2 will now have 2 weapon drops. -Enemies now have faster reaction
-New upgrade: EXPRESS BULLETS: + 50% faster firerate, consume 50% more ammo. (I promise to stop adding more percentage upgrades lol)
-You now start with a higher ammo reserve (3000 -> 4000)
-Wave 2 will now have 2 weapon drops.
-Enemies now have faster reaction times and movement speeds.
I kinda rushed out the Neutrino Cannon's new upgrade and I see now that going weirder with it so early was the wrong move! I'll be saving its concept for future use though.
-Neutrino Cannon's upgrade now fires a forceful blast outwards in a 360 degree spread. Keeping the vanilla version as the small group/single target destroyer its meant to be.
-Neutrino Cannon's fire mode has been changed to full auto. (firerate is still the same).
-Slight increase to the firerate of an uncharged Mag Cannon.
-Added rounds-per-minute as a weapon stat in the shed.
-Death screen now has an instant restart button. The 'quit game' button has been replaced with a 'go to shed' button which will also notify you of any new unlocks.
-Doomrippers receive less stun from high-impact weapons but are still slowed down by them.
-The speed at which enemies telegraph their attack will increase as the waves get higher.
-The very end of an enemy's telegraph sprite is more distinct.
-Camera zoomed out a little more.
-A bomb can spawn in the first area.
-Fixed ultra zoomed out issue for big screens. This should also improve your performance if you're using a 4k screen or larger.
-Fixed Gunship strafe wonkyness.
-Fixed incorrect Shlugoid hitboxes.
-Fixed an issue that caused enemies to not want to fire when they really should.
-Fixed Microwave Beam ammo use issue.
-Expensive Bullet upgrades now stack properly, taking them out of order (like in challenge mode) will no longer hinder you unfairly.
-Fixed the ability to start challenge mode without unlocking all weapons first (which resulted in a crash). The challenge mode tab now tells you how many guns you've unlocked.
-Cylinder Balls are now upright.

I'm bundling up with friend of Sandripper, Redline Crooks ! An incredibly awesome car obliteration ROADlike. If you like turbo-crunchy vehicle-based roguelites you HAVE to play Redline Crooks! Check out the bundle HERE.
I'm bundling up with friend of Sandripper, Redline Crooks! An incredibly awesome car obliteration ROADlike. If you like turbo-crunchy vehicle-based roguelites you HAVE to play Redline Crooks!
Check out the bundle HERE.

-Added new rare core-replacement upgrade. (May crash your game) CHANGES: -The Neutrino Cannon's workshop upgrade has been replaced with something stranger. -SPLITTER and ONE EYED JACK now properly interact with the Microwave Beam. -Regular enemy bullets have been touched up to be
-Added new rare core-replacement upgrade. (May crash your game)
-The Neutrino Cannon's workshop upgrade has been replaced with something stranger.
-SPLITTER and ONE EYED JACK now properly interact with the Microwave Beam.
-Regular enemy bullets have been touched up to be visually stronger and now have a subtle flash.
-Tweaks to the enemy charge-up flashing sprite.
-Flashing projectiles all flash at the same time to reduce visual noise.
-Shotgun Speeder enemies fire in a more predictable pattern.
-Killing an enemy when all your ammo reserves are below 10% will increase the amount of ammo they drop.
-A couple enemies have had their attack delay times increased.
-Shielded grey speeder enemies have had their shield HP reduced (400 -> 300).
SMG:
- Kinetic damage (26 -> 28)
- Shield damage (8 -> 6)
- Range decreased down to v1.0 range
SLAM CANNON:
- Range decreased
- Spread increased (1 -> 3 degrees)
-Fixed the achievement tracking for a whole heap of achievements. Sorry I cant believe how many of these things didn't work.
-MARKER now always increases max health by 1.
-PRESTIGE now always increases max health by 2.
-If just a singular Microwave Beam is equipped, both firing buttons will now control it.
-Fixed LEGENDARY not updating its icon when used.
-Fixed Cashback upgrade not triggering on Shlugoid hits.
-Fixed bug where the Neutrino workshop upgrade would add stun to the Slam Cannon.
-Fixed kill streak tracker.
-Fixed some navigation snags in the shed.
CHANGES: -ONE EYED JACK now multiplies your ammo reserves by 1.5x -UNSTABLE AMMO now only applies to ammo dropped by enemies but has increased reward (2x -> 2.3x ammo amount). -Changed how the mag size upgrades function, each one now properly adds to the mag size, instead of s
-ONE EYED JACK now multiplies your ammo reserves by 1.5x
-UNSTABLE AMMO now only applies to ammo dropped by enemies but has increased reward (2x -> 2.3x ammo amount).
-Changed how the mag size upgrades function, each one now properly adds to the mag size, instead of simply setting it to a number.
-Heat-cancelling has been moved down the heat meter to about the half way point. If you fail to cancel the heat it wont give you a second chance.
-The speedrunner Sandripper unlock requirement has been lowered even further, it now only requires you to beat wave 5 in 40 seconds or less.
-Enemies become more eager to shoot you as the waves progress.
-Ammo pods are slightly more durable.
-Fixed the 250 million score achievement...... Oops.
-Fixed pause-countdown when just booting up the game normally.
-Fixed crash during the upgrade screen.
-Window no longer automatically centers while not in fullscreen mode, allowing the game to be moved to other monitors.
-Workbench upgrade should no longer show up if you've gotten every single upgrade.
Note: I'm aware that the recent change to the ammo system has made the Neutrino Cannon's upgrade very VERY hard to use and am working on a brand new upgrade to replace it.
The most consistent issue this game has faced since the very beginning of time has been balancing the ammo economy. So to no ones surprise, some weapon combos are too tedious to use! So lets fix that. CHANGES TO AMMO POOLS: You start with 3000 rounds (up from 2000) and every weap
The most consistent issue this game has faced since the very beginning of time has been balancing the ammo economy. So to no ones surprise, some weapon combos are too tedious to use! So lets fix that.
You start with 3000 rounds (up from 2000) and every weapon now has its own individual magazine. This means firing 2 of the same gun is cheaper, and swapping weapons mid-combat is now a more viable strategy.
-The name of dropped weapons will now change colour depending on how much ammo that weapon currently has.
The amount of ammo dropped by enemies has been moved around. Before, all ground enemies would drop the same amount of ammo on death. Now, the amount of ammo dropped is influenced by their rarity/difficulty. So the basic grey speeders wont drop much ammo, while health trucks will drop much more.
-Airships, Cylinders, Gunships, Weapon Trucks etc drop much more ammo on death.
-Ammo pods give 2x ammo
The BIG MAG upgrade path now takes longer to fully complete, moving the 2nd and 3rd upgrades farther into the round.
- BIG MAG increases ammo cap to 5000.
- EVEN BIGGER MAG increases ammo cap to 6000
- EXTREMELY LARGE MAG increases ammo cap to 7000
-UNSTABLE AMMO can appear earlier. Only gives double ammo (was triple).
-RECYCLER generally appears a little later.
-GATLING GUN:
- Renamed to "Minigun"
- Since the upgrade "One Eyed Jack" physically cannot increase the fire rate of the Minigun, it now triples the amount of bullets the Minigun fires (which means triple the ammo consumption!!).
- Shield damage reduced back down to 2.
-PLASMA RIFLE:
- Firerate increased slightly
- Ammo consumption increased (100 -> 150)
-SMG:
- Kinetic damage increased (24 -> 26)
- Ammo consumption reduced (100 -> 80)
-SLAM CANNON:
- Bullet range increased
- Ammo consumption reduced (750 -> 660)
- Kinetic damage increased (140 -> 150)
- Firerate decreased
-DRAGON'S RAGE:
- Renamed to simply "Dragon"
- Base firerate increased
- Maximum firerate decreased slightly
-NEUTRINO CANNON:
- Increased the friction of the "shrapnel" particles
- Increased ammo consumption (1,600 -> 1,800)
-New upgrade ROCKET ROUNDS: + 60% bullet spread, + 30% projectile range.
-Upgrade TUNGSTEN OBLITERATOR reduces firerate by 35% (was 20%).
- The Speedrunner achievement now only requires you to beat wave 5 in 37 seconds or less (up from 35 seconds).
-Starting ammo in challenge mode is now the same as endless.
-Fixed crashed caused by Cylinder hitting the player.
-Potential fix for game crashing on launch for handheld devices.
-Fixed stat collection issues before wave 11. This bug affected the unlocking of some skins. Sorry about that!
-Fixed workbench upgrade crash if you only had one weapon equipped.
-Fixed ammo counter numbers being incorrect.
-Fixed number display issues with some weapon accuracy stats.
-If you are missing one weapon slot, both firing buttons will now fire your weapon regardless of if ONE EYED JACK is equipped.
-If the game window is not in focus it will now automatically pause.
-Fixed Xs not dissapearing
-WASD can now be used to navigate the Shed menus. The TAB key swaps tabs there as well.
-Fixed a crash caused by audio emitter failure.
Well, here it is! I hope you all enjoy this thing because I know I've enjoyed working on it! This game was one hell of a journey start to finish, and I'm so glad I actually finished it. Bit off the maximum amount I could chew with this one. Its hard to articulate just how much I'
Well, here it is! I hope you all enjoy this thing because I know I've enjoyed working on it! This game was one hell of a journey start to finish, and I'm so glad I actually finished it. Bit off the maximum amount I could chew with this one. Its hard to articulate just how much I've learned making this, the amount of things I'd do differently next time, all that stuff. But one of the biggest reasons why this game got this far in the first place would be the support of all the people that have been testing it since it began. Seriously I don't know how you could play a game that flawed for so long. Check out the credits tab in the main menu to see the wall of martyrs, who combined have probably played a couple thousand hours.
Anyway that's all I'm going to say. Thanks for playing!
Effectively the test branch is now fully converted to the retail version. After release, update testing will be done on a separate branch. -Achievements will be wiped upon launching the game. -Demo save file and stats are now your current stats in the main game. Beware that runni
Effectively the test branch is now fully converted to the retail version. After release, update testing will be done on a separate branch.
-Achievements will be wiped upon launching the game.
-Demo save file and stats are now your current stats in the main game. Beware that running the demo build now will remove the demo-locked weapons (slam, annihilator, microwave) from your roster, requiring you to unlock them again! Still working on this.
-The 'Sandripper' tab is now available.
-Slam Cannon ammo regeneration was accidentally different depending on which side it was on. This has been fixed and the true ammo regen stat is now 180/sec after 3 seconds.
-Decided to make the minigun spread much slower to build up and then removed its maximum spread angle because its funny.
-Enabled the gunship (accidentally disabled it).
-Mouse can now leave the window while in the shed.
-Tutorial crashes fixed.
-Fixed weird Cylinder wave issue.
-Passive automatic score uploading returns.
Hello and thank you to everyone playing the demo and especially those who have given me valuable feedback via the feedback form. TL:DR; guns do more shield-damage, improved core dump tutorial, better weapon feel, common bugs fixed. CHANGES: Mag Cannon: - Shots below max charge no
Hello and thank you to everyone playing the demo and especially those who have given me valuable feedback via the feedback form.
TL:DR; guns do more shield-damage, improved core dump tutorial, better weapon feel, common bugs fixed.
Mag Cannon:
- Shots below max charge now contain a couple more blobs to deal more damage.
- Workbench description updated to hint at its obscure double-shot functionality.
Minigun:
- Kinetic damage (15 -> 17).
- Shield damage (2 -> 4).
- Spread rate reduced (more accurate).
- Ammo consumption reduced (35 -> 30)
Neutrino Cannon:
- If you miss, when it explodes it will now deal additional splash damage in a wide area (roughly 2.5x the size of the projectile).
- Initial projectile speed increased.
- EXPENSIVE ROUNDS upgrades no longer apply extra damage after picking the Neutrino Cannon's workshop upgrade (it could end up doing 34,020 damage lmao)
[not in demo] Slam Cannon:
- Kinetic damage (130 -> 145).
- Shield damage (50 -> 55).
Dragon's Rage:
- Shield damage (0.5 -> 2).
UPGRADES:
-TUNGSTEN OBLITERATOR fire rate penalty reduced. (-50% -> -20%)
MISC:
-Updates to the tutorial to better train you on the core-dump mechanic.
-Splash size of basic core dump has been reduced a bit, but now has a splash mark.
-Slight change to map layout for the first area to provide a chunk of cover.
-Adjusted the player damaging radius of falling bombs to be larger/more accurate to the big red circle. Falling bombs are now dangerous.
-Further tweaking to the wave composition during the tutorial segments.
-Window mouse lock will now turn off during any time when you're interacting with a menu.
-Fixed issue where some weapons could become too expensive to fire even with full ammo.
-Fixed bug that caused Shlugoids to go underground as soon as they dropped in.
-Fixed enemies spawning and killing you during the shed introduction.
-Fixed unintentional gunship spawn on wave 9 of the demo.
-Fixed controller navigation issue in the Workbench.
-Fixed pause/un pausing issue during the upgrade screen.
-Fixed tutorial restart button not actually restarting + a visual bug when un pausing.
-Fixed blank screen issue caused by ill timed controller unplugging.
-Likely fixed crash caused by the Cylinder.
-Potentially fixed audio skipping due to audio buffer overflowing.
Thanks for playing! Cant wait to see you at release!
CHANGES: -The second stats page has had some changes. Mainly, the second list now displays damage taken from each enemy instead of deaths. FIXES: -Replaced all instances of "weekly". -Fixed workbench crash. -Pausing during area transition fixed. -Further fixes to stat tracking (s
-The second stats page has had some changes. Mainly, the second list now displays damage taken from each enemy instead of deaths.
-Replaced all instances of "weekly".
-Fixed workbench crash.
-Pausing during area transition fixed.
-Further fixes to stat tracking (slam cannon and microwave beam rounds-fired tracking)
NEW: -Stats page! Just be aware that your stats in the test branch wont carry over to the full game. However your stats in the upcoming demo will. -Proper shiny UI stuff for weapon collecting. (will be visible in the demo build) CHANGES: -The weekly challenge mode is now just "ch
-Stats page! Just be aware that your stats in the test branch wont carry over to the full game. However your stats in the upcoming demo will.
-Proper shiny UI stuff for weapon collecting. (will be visible in the demo build)
-The weekly challenge mode is now just "challenge mode" and lasts 3 days instead of 7.
-The presence of large enemies (Obliterators, Cylinders, LAS ships) will stop the drain of the multiplier once there's less than 5 total enemies in the area.
-End-game Obliterator attack order changed.
-ONE EYED JACK allows both fire buttons to shoot your gun.
-Alongside your score, relevant stats are also now saved at the end of every wave.
-The workbench will no longer show you upgrades for guns you don't have access to. Upgrades for the simpler starting weapons will also stop showing up after a certain point if not currently in use.
Lots of stuff here! The bulk of changes this patch were made with the goal of improving the flow of early to mid rounds by tackling ammo regeneration. Also some late game health attrition changes meant to better reward skill. CHANGES: HEALTH: -Health attrition has received a coup
Lots of stuff here! The bulk of changes this patch were made with the goal of improving the flow of early to mid rounds by tackling ammo regeneration. Also some late game health attrition changes meant to better reward skill.
HEALTH:
-Health attrition has received a couple changes. Mid-game Cylinders no longer have a 50/50 health drop chance and will now be a guaranteed health drop up to wave 20 (then they stop dropping health). The Obliterator tank now drops health up to wave 25. The Gunship now takes the role of long-term health guy, dropping health up to wave 35. After that, you're on your own.
-Gunship spawn cooldown has received some adjustment to compliment the health drop change. It can no longer appear multiple times in the same wave, and its cooldown is now based on waves instead of time. For example, shooting it down on wave 8 will stop it from spawning for 3 waves instead of 3 minutes. Its HP scaling has also been made a more aggressive, a proper boss.
WEAPONS:
-The Microwave GIGA BEAM is now cancelable, it no longer locks you into firing until empty. With this change comes a change to the giga beam's radiation capabilities, it now requires you to beam something for longer in order to irradiate it. Beware as this changes the use cases of the giga beam.
-The core replacer ATOMIZER now destroys projectiles and stuns enemies. Its also 2x larger.
-Neutrino Cannon's upgrade now quadruples its damage but consumes all of its ammo upon firing (always requiring a full magazine to fire).
-Annihilator fire rate restored to what it was last patch (a little faster). I didn't really need to change this lol.
-The Minigun's spread is easier to manage.
-The Slam Cannon's spread now has a maximum and is also easier to manage.
-Dragon's Rage rounds damage increased (5 -> 6).
-Dragon's Rage projectiles go a bit further.
-Mag Cannon's railgun damage increased (1,080 -> 1,200)
AMMO ECONOMY CHANGES:
In an effort to make every weapon usable during the early rounds without constantly running out of ammo/feeling forced to pick every ammo upgrade, all weapons now start regenerating ammo sooner but regenerate less of it at a time.
-Ammo regen stats now appear in the shed.
-Neutrino Cannon: Firing cost increased 1,500 -> 1,600.
-Neutrino Cannon: Ammo regen is now 70/sec after 0.5 seconds (was 120/sec after 5 seconds).
-SMG: Regen is now 36/sec after 1 second (was 180/sec after 5 seconds).
-Minigun: Regen is now 60/sec after 1.7 seconds (was 120/sec after 5 seconds).
-Plasma Rifle: Regen is now 60/sec after 2.5 seconds (was 120/sec after 5 seconds).
-Slam Cannon: Regen is now 66/sec after 1 second (was 240/sec after 4 seconds).
-Dragon's Rage: Regen is now 60/sec after 1 second (was 150/sec after 4 seconds).
-Mag Cannon: Regen is now 42/sec after 1 second (was 120/sec after 6 seconds).
-Mag Cannon: Upgraded charge shot now consumes more ammo (1,100 -> 2,000)
-Annihilator: Regen is now 60/sec after 2 seconds (was 120/sec after 4 seconds).
-Microwave Beam: Regen is now 30/sec after 5 seconds (was 30/sec after 7 seconds).
-Microwave Beam regular shots cost more (172 -> 190).
MISC:
-Once all weapons are unlocked, weapon trucks spawn every 3 waves instead of every 5.
-Plasma Rifles and Miniguns stop spawning after the 3rd weapon truck. Other softer-hitting weapons stop spawning but at much later waves, like the Dragon's Rage no longer appears after the 10th weapon truck.
-2 weapon trucks spawn at a time in weekly mode.
-Weapon drop progression is generally more predictable. As in heavier hitting weapons spawn later and later, while cheap weapons stop spawning entirely.
-The amount of enemies and the speed they spawn at has been increased for weekly mode.
-Turret health has been reduced (1200 -> 800).
-Turret orb health reduced (1500 - > 1000).
-LIFESAVER no longer spawns early.
-THE WORKBENCH spawns now work as intended, but has been tweaked for more predictable spacing between upgrades. Selecting it now moves the next workbench spawn up by 15 waves.
-Item drops are more visually defined.
-Core meter "glow" is much smaller, especially at lower resolutions.
-More game tips, now including game FACTS.
-You can no longer take multiple upgrades at once.
-You are now fully invincible during the upgrade screen.
-Item drops no longer disappear during the upgrade screen, same as guns.
-Fixed Shlugoid visuals not lining up correctly.
-Bombed Shlugoids turn into the appropriate amount of goo.
-Killing boss-type enemies now properly extends the multiplier drain time
-SPLITTER now properly can duplicate Mag Cannon railgun shots.
-All audio properly pauses when the game pauses.
-Upgrade card text always fits properly on 16:9 displays or larger.
-Paused freeze-frame scale issue fixed.
-Fixed crash because you could infinitely scale up the HUD.
-The leaderboard screen tips now scale correctly.
-Gamepad users can now toggle between the weekly and daily board in the leaderboard menu.
Hello! The demo will be temporarily offline as I give the demo a fresh coat of paint for the upcoming Next Fest. Also, any progress you make during this new demo will carry over to the full game should you choose to buy it ($6!). Sorry if you were just playing it! Its nothing per
Hello!
The demo will be temporarily offline as I give the demo a fresh coat of paint for the upcoming Next Fest. Also, any progress you make during this new demo will carry over to the full game should you choose to buy it ($6!). Sorry if you were just playing it! Its nothing personal, just business.
NEW: -A very volatile new Shlugoid variant. CHANGES: -The Annihilator has received some slight balance changes. Its upgrade no longer stuns enemies in place. That duty has been shifted towards the cannon-type weapons (mag cannon, slam cannon, neutrino cannon). The Annihilator's u
-A very volatile new Shlugoid variant.
-The Annihilator has received some slight balance changes. Its upgrade no longer stuns enemies in place. That duty has been shifted towards the cannon-type weapons (mag cannon, slam cannon, neutrino cannon). The Annihilator's upgrade now simply increases its damage output by tossing 2 more neutrinos into the mix.
-The Mag Cannon's upgrade deals less damage and has a wider spread, but it gains a movement stun that increases with charge.
-Doomripper base health decreased, wave-scaled health increased slightly.
-Doomripper agility scales a bit with the increasing waves.
-The speed at which Doomrippers spawn during their large mini wave has been sped up by 2 seconds.
-Gunship agility now scales a bit with the increasing waves.
-Gunship spawn timer after killing it will become shorter as the waves increase.
-Trying to fix a suspected crash when a rocket gets shot down.
-Annihilator video updated.