Achievement Hotfix
- Fixed a typo that was causing the "Chicken" achievement to be unattainable.

Developer posts and news about this game.

- Fixed a typo that was causing the "Chicken" achievement to be unattainable.

I’m excited to finally announce Gunlocked 2! Making the original roguelite shoot ‘em up was such a formative moment in my life that I knew if I was ever going to make a sequel it had to be special. For a while, however, I wasn’t sure how. So I’ve spent the past few years experime

Cosmic Raze 1.0 – We Have Liftoff! Well, here we are. Cosmic Raze has reached 1.0! Thanks for all of the feedback along the way, and to my Patreon supporters for lending an extra helping hand. I’m happy with how this little experiment turned out, and hope you’ve enjoyed it too. I

Hey, everyone! It's been a little while since the last big update, and I wanted to keep everyone informed on what's going on. Late last year while working on patch 0.90, I realized it would be easier to combine it with the launch patch, and just add everything all at once. Since

Just a few more quick updates as reported in Discord The energy counter can show higher than 999 energy now (won't matter to most people) Reserve Bank wording has been updated to explain it grants the gold at the start of the shop phase, and I added a quick visual next to the aug

Patch 0.80: Shiny! Today's patch is all about smoothing down rough edges. While not the most exciting, this patch is comprehensive, covering everything from visuals to balance and bugs, and I'm pretty happy with how things have come together so far (for a tiny game on a shoestrin

Fixed a bug with difficulty 5 that was allowing more choices than 5 in the shop. - Note: In the next update i'll be making adjustments to how upgrades are displayed because they're currently off-center. This is more apparent when there are only 2 choices. Fixed a typo with the Bu

The Ker'Plau have arrived! Their ships aren't particularly durable, but their specialty is long range attacks that whittle your own weapons down. I hope this brings a lot more variety to future runs, and encourages players to try different strategies. There's likely more balancin

Patch 0.70 is taking a little longer than I expected so I thought I'd make a little patch preview to update the expected release time, and talk about what's coming. First: I originally expected to have the patch ready by today, but some unexpected life events have slowed me down.

A few quick fixes to saving and loading games. Bugs If you save and quit while in the augment or breakthrough selection menu, the game will now properly remember the last generated weapon choices as well, and load them back in after you make your selection. Previously, you could

I tend to release updates for my games fairly quickly, but this isn't typical even for me. Normally I'd let this patch marinate in the beta branch for a couple days, because there's some significant balance changes, but I had to release it now because of a game-breaking bug that

A few quick updates on some lingering issues. Fixed an issue that was preventing Breakthroughs from unlocking post-game. Other upgrade unlocks were working fine. This fix will restore missing unlocks to your save file when you next start the game. If you've leveled up previously

This week's update is all about adding more challenge beyond difficulty 1. Devious new enemies, and a dangerous new difficulty should keep you more active in the late game. While Early Access for Cosmic Raze is expected to be quite short, there's plenty of content and polish stil

This update is just about working through feedback, and making more adjustments to ease players in and smooth out higher (and future) difficulties. I'm pretty comfortable with where things are for the base difficulty now. There will be a few more updates between now and the new f

Just a quick fix for the level 2 upgrade of "Hot Spring" which accidentally had a cooldown of 0 seconds.

It's time for a big patch, and it's all thanks to the wonderful feedback I've received here and on discord! Thanks so much to everyone for helping me make this game a better experience. As a solo dev, I just can't do this without you. If you want to chat directly, give feedback,

Patch 0.51.2 Happy Sunday! I'm continuing to smooth out some remaining rough edges, and have a few more updates coming in that regard, but happy with progress. With the most important issues resolved (I think), I'm focusing on finishing up the save/resume game systems for hopeful

Because I'm a workaholic I put together another patch before I head out. Have been testing all morning, and everything seems stable. I really am leaving until tomorrow now. Really. Oh, and if you're enjoying the game, please leave a review. Word of mouth is a huge help in these e

Okay, one more hotfix for the evening. That's IT! If you want the latest builds as I update, before they're fully polished and tested, you can always join the beta branch. It's open to anyone. Okay, back Sunday! Enjoy! Fixed the Merry Go Rounds augment, so it applies to all weapo

A couple more quick fixes for the day. Mouse Only: Fixed an issue where switching directly from shifting to using a power could lock the cursor/targeter until you right clicked. Fixed an issue with Satellite Strike being able to target the whole screen due to a debug test I left