Hello, We're still here and solving any Cosmonator issues that may arise! :) We updated the game to use the latest version of our engine and fixed some bugs, but there shouldn't be a noticeable difference! Thanks to everybody that is playing the game!
Hello,
We're still here and solving any Cosmonator issues that may arise! :)
We updated the game to use the latest version of our engine and fixed some bugs, but there shouldn't be a noticeable difference!
Thanks to everybody that is playing the game!
It has been a while since we released an update for Cosmonator, but we have been gratefully receiving bug reports and squashing the bugs as they are reported! Thank you to everyone that contributed! We also made some general improvements to the infrastructure of Cosmonator, but t
It has been a while since we released an update for Cosmonator, but we have been gratefully receiving bug reports and squashing the bugs as they are reported! Thank you to everyone that contributed!
We also made some general improvements to the infrastructure of Cosmonator, but this shouldn't affect anybody too much! Please let us know if you find any issues!
Please enjoy!
We have released an update for Cosmonator, which improves the rendering on higher resolutions and includes various other minor improvements / issue addresses. Most importantly, as per specific requests from some of our players, the current profile's upgrade status info (DPS of th
We have released an update for Cosmonator, which improves the rendering on higher resolutions and includes various other minor improvements / issue addresses. Most importantly, as per specific requests from some of our players, the current profile's upgrade status info (DPS of the various weapons, etc) has received a major overhaul - DPS breakdowns of all secondary weapons systems are now available. We hope that this will provide full transparency for players who are interested in tracking / comparing this kind of data in detail. We've also made some specific changes to the different drone cannon firepower types in order to basically increase the DPS and efficiency of Drone Aim - more info can be found below.
Please enjoy!
Features
Rendering coordinate system overhaul.
Full DPS breakdown of all weapons systems in profile info, including also Drone and Sideships.
2 New enemies for early / mid-game (Point Flyer, Heavy Rotating Sphere).
Improvements
Power Shot spell gem augment improvement.
Some drone firepower edits - all drone DPS buffed; Dual Shot slight nerf to balance out.
Drone Aim shoots more accurately, taking into account fast enemy movement and trajectory.
Minor graphical improvements and polish on some projectiles and effects.
Brighter background graphics in some levels; general background graphics polish.
Some minor level edits.
Missile launch sound polish.
Minor balancing of respective level 2 sideship options DPS.
Standard sideships bullet trajectory polish.
Additional DPS tutorial screen and extra hint information.
Guardian Drone laser firerate set to align with selected difficulty.
Energy Missile cleaving max number of enemies nerfed.
'Hive' level rework.
Bugfixes
Profile switching with some missile configurations.
We have released a content update for Cosmonator, including some new levels, spells, enemies, and Gauntlet content. The update also includes a complete overhaul of one of the existing bosses, as well as minor rebalancing in some areas of the game in order to accommodate for the s
We have released a content update for Cosmonator, including some new levels, spells, enemies, and Gauntlet content.
The update also includes a complete overhaul of one of the existing bosses, as well as minor rebalancing in some areas of the game in order to accommodate for the smoothing out of the reward penalty system.
New content:
2 new levels in Episode 4 (Minesweeper 2, Endjinn)
Assorted new enemies (Rail Turret, Quad Turret, Advanced Mine, Orbiting Mine, Shielded Mine, Yellow Mine, Crab Tank, Tough Mini Ship)
3 new spells (Plasma Aura, Psionic Shield, Resilience)
New Gauntlet events, especially during Gauntlet's later phases and including an additional super tough new phase (phase 10)
We have completed a small update to the game, which adds some features that have been widely requested! Players are now able to change the game's difficulty up to the moment level 10 is finished. After that it will no longer be possible. This should give players enough time to de
We have completed a small update to the game, which adds some features that have been widely requested!
Players are now able to change the game's difficulty up to the moment level 10 is finished. After that it will no longer be possible. This should give players enough time to decide whether the selected difficulty is suited to their skill level, while still preventing the system from being exploited.
We also added controller rumble for the controller players, which can be disabled in the settings. The rumble occurs when you take a hit and the intensity is representative of the amount of damage you received.
The explosions of large enemies being destroyed have been slightly modified, with fiery debris travelling a shorter distance and being less visibly distracting / confusing to gameplay.
There was a bug that prevented people from seeing the "Starter kit tier unlocked" screens and related Starter Kit information; this has been fixed. Additional information about how the Starter Kit system works, and also how Gauntlet and Gauntlet scoring works, has been added to the game's instructions.
And for those who desire a little more information in order to construct their builds more effectively, you can now find a detailed Upgrades Guide in the "Guides" section of Cosmonator on Steam.
Please enjoy!
This update was mainly focused on reducing the feeling of grind in the game, which has been experienced by some players. We have edited the balancing of the Reward Modifier curve, making it slightly less punishing overall and especially late game. We've also made some slight adju
This update was mainly focused on reducing the feeling of grind in the game, which has been experienced by some players.
We have edited the balancing of the Reward Modifier curve, making it slightly less punishing overall and especially late game. We've also made some slight adjustments in other areas. The difficulty of some levels has been tweaked and individual level rewards have been tweaked slightly in some episodes. The player also starts with slightly advanced firepower (one extra bullet) to accommodate this curve adjustment, but the overall experience should be much less grindy for those players who experienced too much grind while still being challenging for everyone else.
We've also made a notable change in the way that the Challenge Rewards system (for beating levels with 75% health remaining) works. Only some key levels now have the challenge reward feature available, but the reward in those cases is significantly more, making it more of a special event and less of a saturated feature.
Existing profiles will feel the positive curve adjustments to some extent, but for the effect to be experienced in full it will be ideal (but not essential) to create a new profile.
Please enjoy!
Features
Challenge Reward system: only key missions now have the 75% health 'challenge reward' bonus feature, but the reward is much more significant.
Available challenge rewards indicated by cash icons on the starmap.
Reward modifier curve edit. Overall softer curve, especially late game.
Improvements
Initial firepower improvement: Start with 4 bullets fired instead of 3.
Flash spell edit: more time slow effect, less time stop effect.
Guardian Drone spell: gem augment edit - spell's defensive effect doubles in efficiency when player stops firing.
We have released an update improving the drone and attempting to address some crashes some of our 4K users are having. Please try this update if you had any crashes before and any feedback would be greatly appreciated! Please enjoy! Improvements Frame buffer cleanup. Repair drone
We have released an update improving the drone and attempting to address some crashes some of our 4K users are having. Please try this update if you had any crashes before and any feedback would be greatly appreciated!
Please enjoy!
Improvements
Frame buffer cleanup.
Repair drone only renders wider beam when actually healing.
Repair drone beam width adjusted.
Shimmer on repair beam.
New separate frame buffers for background and combat.
Controller detection when controller settings are activated.
We have received some feedback regarding controller support. Thank you everyone that has given us feedback so far! We have now greatly expanded our repertoire of supported controllers. If you have had any controller issues in the past, please try again and let us know if you have
We have received some feedback regarding controller support. Thank you everyone that has given us feedback so far! We have now greatly expanded our repertoire of supported controllers.
If you have had any controller issues in the past, please try again and let us know if you have any further problems!
Thanks for your patience!
We are really excited to announce the first full release of Cosmonator! After over a year of interacting with the community and integrating the valuable feedback we received, we are happy that the game is in a complete state! Now is your chance to jump in and enjoy its full glory
We are really excited to announce the first full release of Cosmonator! After over a year of interacting with the community and integrating the valuable feedback we received, we are happy that the game is in a complete state!
Now is your chance to jump in and enjoy its full glory! There will be further updates, so this is not the end!
Please enjoy!
We have released a major feature update for Cosmonator! This update is mostly focused on the new combat overlays (dashboards) and a major overhaul of the drone. There are now many additional playstyles centered around the drone, which are drastically different from previous incar
We have released a major feature update for Cosmonator! This update is mostly focused on the new combat overlays (dashboards) and a major overhaul of the drone. There are now many additional playstyles centered around the drone, which are drastically different from previous incarnations. Try using the drone like a static healing totem!
Please enjoy!
Features
Added drone upgrades: Tech Drone, Repair Unit, Energy Cell.
New spell: Plasma Spirit.
Combat screen overlays, called dashboards; dashboard selection in settings.
Improvements
Existing drone upgrades edited / rebalanced in line with new upgrades.
Drone now only fires when player fires; cannot shoot while player meditates.
It won't be long now before Cosmonator's full release! We have implemented most of the popularly requested features and feel that the game is ready to enter into the world in earnest! Behold, the new combat UI: Please enjoy! Features Gem rewards (3 gems) for Gauntlet by score. Ne
It won't be long now before Cosmonator's full release! We have implemented most of the popularly requested features and feel that the game is ready to enter into the world in earnest!
Behold, the new combat UI:
Please enjoy!
Features
Gem rewards (3 gems) for Gauntlet by score.
New feat: Missile Inertia.
New enemies: Nautilus, Cruiser Ship, Fusion Blockades, Fusion Core, Mini Ship
New Gauntlet events.
Combat UI extended with dashboard.
Improvements
Aesthetic polish on space backgrounds; large planets and nebulae added.
Some new spell gem augments added, some existing ones improved.
Visual multicast cooldown counter implemented.
New enemies inserted into existing levels, some levels edited to accommodate.
Explosions edit: boss and miniboss explosions made more dramatic.
Homing Sideships trajectory tweak.
Regeration Feat improved from 5% to 8% hitpoints per minute.
We have released another content and balance update for Cosmonator! We have softened the reward handicap curve even further, really opening up the positive flow of character progression. This is especially apparent late-game, but also noticable in general. This will hopefully min
We have released another content and balance update for Cosmonator!
We have softened the reward handicap curve even further, really opening up the positive flow of character progression. This is especially apparent late-game, but also noticable in general. This will hopefully minimise grind. However, to ensure that the game does not simply become an easy playthrough as a result of this, we have also made some of the later levels slightly more difficult - in particular on the higher difficulties (Hardcore and Impossible). So, you'll earn much more money (less handicap), but you'll really have to spend it wisely. This also means that it's possible (and easier) to rank even higher later on in the game. But be warned: if you pick up an existing profile now, and play an episode 4 level, it might be slightly harder than it was before the update.
Please enjoy!
Features
Keyboard remapping is now available.
Any key can be used as a spell hotkey.
New Master Upgrade: Defensive Master.
Improvements
Visual improvements on backgrounds.
Some additional gem effects on certain spells, including Grenade, Laser Spirit, Singularity.
Gauntlet balance. Smoother, more gradual curve with a gentler start, for longer playability.
Masteries are now rank reliant; you unlock more as you progress with ranks later on.
Level 2 Missile Upgrade effects (Napalm, Ion and Chemical) now work on a critical hit / chance basis, but are more powerful / severe.
Continued Reward / Rank positive improvement; even less reward handicap, especially for later ranks.
Later levels made slightly more difficult, overall, to contend with the more positive character progression.
Sell allowance tweaked; sell system GUI polished.
Overall spellcasting nerfed slightly (both charges and energy efficiency).
Visual improvements on some effects, spells and explosions.
Energy Syphon nerfed but made level 2 spell (not 3); this makes Energy Master slightly more versatile.
We have released a content and balance update for Cosmonator! Please enjoy! Features New level: Hangar Bay (episode 1). New spells: Toxic Blast, Shockwave, Energize, Barrier, Energy Syphon. New mastery: Energy Master. New gauntlet events. New enemy types: Rotating Orb (various su
We have released a content and balance update for Cosmonator!
Please enjoy!
Features
New level: Hangar Bay (episode 1).
New spells: Toxic Blast, Shockwave, Energize, Barrier, Energy Syphon.
New mastery: Energy Master.
New gauntlet events.
New enemy types: Rotating Orb (various subtypes), Parallel Turret.
New feats: Conservation, Energy Snatch, Spell Focus.
Improvements
Overall color intensity and contrast enhancement.
Added explosion effects and more intense screenshake upon enemy death explosions for added carnage.
Continued reward curve adjustment.
Some spells balanced; Mystic Ball behaviour changed slightly; EMP effect of Laser Bolt slightly nerfed; Chaingun duration slight nerf; Flurry and Frenzy durations improved.
New enemies inserted into various existing levels; levels adjusted and polished.
Sell allowance increased.
Sell cost documentation inserted into shop screen's sell option.
Swarm made more difficult, as it is now after Hangar Bay.
Another big update! Sorry for the wait! The much-anticipated sell functionality is here, but in a limited scope so that we can see the effect. You will also receive the challenge reward if you finish a level while meeting the bonus requirement the first time you attempt it. This
Another big update! Sorry for the wait! The much-anticipated sell functionality is here, but in a limited scope so that we can see the effect. You will also receive the challenge reward if you finish a level while meeting the bonus requirement the first time you attempt it. This should reduce the amount of compulsory replaying of levels. We have also added quite a bit of content (levels and enemies) and polish. The reward curve has been adjusted even further to be more forgiving.
Please note that at this point, you cannot sell Master Upgrades! There are too many other upgrades and spells that are unlock-dependent on Master Upgrades in some conditions, so for now we are keeping them unsellable. In the future we will consider making it so that you can sell a Master Upgrade once you’ve sold all other dependent upgrades and spells first.
Thanks again from the bottom of our hearts to everyone that has bought and played Cosmonator and especially to everyone that has given feedback!
Please enjoy this update! Full details follow:
Features
Sell function, with limited sell allowance
New level: Ritual Chamber (episode 3)
New enemies: Cash Ship, Large Cash Ship, Adjudicator, Adjutant, Dome Turret, The Magus (miniboss)
Improvements
Bonus rewards (75 % health level completion) are now available upon first attempts at missions; no need to replay
Much rebalancing of rewards and some redesign of existing levels in order to accommodate this new system
Some individual levels are now locked when playing on lower difficulties. This includes Ritual Chamber (only available on Hardcore)
Laser Spirit changed slightly; more focussed laser firepower straight ahead
Some spells slightly rebalanced (very little of this this time around): most notably, Energy Reap nerf, Mystic Ball nerf, many duration buff spells duration improved
Even less rank penalty on later ranks
Spell gem upgrade description always visible in shop screen even when you don’t have a gem
Spell charges are now shown in centre screen text popup when spell is cast
Very slight difficulty adjustments to broaden the difficulty spectrum - some aspects have been made easier on Rookie and Normal, and some aspects have been made harder on Hardcore and Impossible
Medikit enemies added in many later levels, but those levels also made harder; notably Heart of Darkness
Victory / reward screen polished
Bugfixes
Laser Lance duration fix
Drone and Mastery shop screen locked item bug fixes
Another big update! Sorry for the wait! The much-anticipated sell functionality is here, but in a limited scope so that we can see the effect. You will also receive the challenge reward if you finish a level while meeting the bonus requirement the first time you attempt it. This
Another big update! Sorry for the wait! The much-anticipated sell functionality is here, but in a limited scope so that we can see the effect. You will also receive the challenge reward if you finish a level while meeting the bonus requirement the first time you attempt it. This should reduce the amount of compulsory replaying of levels. We have also added quite a bit of content (levels and enemies) and polish. The reward curve has been adjusted even further to be more forgiving.
Please note that at this point, you cannot sell Master Upgrades! There are too many other upgrades and spells that are unlock-dependent on Master Upgrades in some conditions, so for now we are keeping them unsellable. In the future we will consider making it so that you can sell a Master Upgrade once you’ve sold all other dependent upgrades and spells first.
Thanks again from the bottom of our hearts to everyone that has bought and played Cosmonator and especially to everyone that has given feedback!
Please enjoy this update! Full details follow:
Features
Sell function, with limited sell allowance
New level: Ritual Chamber (episode 3)
New enemies: Cash Ship, Large Cash Ship, Adjudicator, Adjutant, Dome Turret, The Magus (miniboss)
Improvements
Bonus rewards (75 % health level completion) are now available upon first attempts at missions; no need to replay
Much rebalancing of rewards and some redesign of existing levels in order to accommodate this new system
Some individual levels are now locked when playing on lower difficulties. This includes Ritual Chamber (only available on Hardcore)
Laser Spirit changed slightly; more focussed laser firepower straight ahead
Some spells slightly rebalanced (very little of this this time around): most notably, Energy Reap nerf, Mystic Ball nerf, many duration buff spells duration improved
Even less rank penalty on later ranks
Spell gem upgrade description always visible in shop screen even when you don’t have a gem
Spell charges are now shown in centre screen text popup when spell is cast
Very slight difficulty adjustments to broaden the difficulty spectrum - some aspects have been made easier on Rookie and Normal, and some aspects have been made harder on Hardcore and Impossible
Medikit enemies added in many later levels, but those levels also made harder; notably Heart of Darkness
Victory / reward screen polished
Bugfixes
Laser Lance duration fix
Drone and Mastery shop screen locked item bug fixes
We've released a relatively major content and balance update for Cosmonator. We have added a new level, a phasing cooldown indicator and several new enemies. We have also balanced the player progression curve. This was mostly in order to address complaints relating to player prog
We've released a relatively major content and balance update for Cosmonator. We have added a new level, a phasing cooldown indicator and several new enemies.
We have also balanced the player progression curve. This was mostly in order to address complaints relating to player progression and the cash reward penalty. Please remember that due to balance changes, the playing experience of existing profiles (especially advanced profiles) will have been affected in some cases. You might be surprised by how much cash reward you suddenly get now, for instance, but some of the later levels will also feel slightly more difficult.
Please enjoy! As always, any feedback is greatly appreciated! We'd like to give a shoutout to Kela420, Stardragon EX and Slewey for their invaluable feedback so far! Kela420 is officially the first person to complete Cosmonator on Impossible difficulty. A monumental feat!
Full details as follows:
Features
Phasing cooldown indicator.
New level: Lava Caves (in Episode 3).
New enemies: Small Green Tank, Lava Pod, Magma Pod.
Improvements
New ranking balance, which has a more gentle penalty curve.
General reward and slight difficulty adjustments made accordingly.
Level edits: Most notably Swarm, Tesseract, Minesweeper, Construct, Crystal Sequence.
First 3 bosses made a little easier.
Sideship master minor nerf.
Regeneration Feat improved.
Chaingun balanced: general improvement and scales better with Shot Spread.
Additional Gauntlet events.
Drone AI adjustments; drone aim efficiency increased.
Minor adjustments to several spells, notably: Deflect made cheaper; Limpet Bomb more powerful; some duration buff spells durations improved; all Drone spells durations improved.
All sideship options concurrently available.
Impossible difficulty unlocked by default.
Game ending can be skipped after 5 seconds.
Updated music and two added tracks.
Laser enemies nerfed a little bit.
Bugfixes
Laser Lance EMP overkill fixed.
Mines don’t give you cash when you don’t actually kill them.
We've released a relatively major content and balance update for Cosmonator. We have added a new level, a phasing cooldown indicator and several new enemies. We have also balanced the player progression curve. This was mostly in order to address complaints relating to player prog
We've released a relatively major content and balance update for Cosmonator. We have added a new level, a phasing cooldown indicator and several new enemies.
We have also balanced the player progression curve. This was mostly in order to address complaints relating to player progression and the cash reward penalty. Please remember that due to balance changes, the playing experience of existing profiles (especially advanced profiles) will have been affected in some cases. You might be surprised by how much cash reward you suddenly get now, for instance, but some of the later levels will also feel slightly more difficult.
Please enjoy! As always, any feedback is greatly appreciated! We'd like to give a shoutout to Kela420, Stardragon EX and Slewey for their invaluable feedback so far! Kela420 is officially the first person to complete Cosmonator on Impossible difficulty. A monumental feat!
Full details as follows:
Features
Phasing cooldown indicator.
New level: Lava Caves (in Episode 3).
New enemies: Small Green Tank, Lava Pod, Magma Pod.
Improvements
New ranking balance, which has a more gentle penalty curve.
General reward and slight difficulty adjustments made accordingly.
Level edits: Most notably Swarm, Tesseract, Minesweeper, Construct, Crystal Sequence.
First 3 bosses made a little easier.
Sideship master minor nerf.
Regeneration Feat improved.
Chaingun balanced: general improvement and scales better with Shot Spread.
Additional Gauntlet events.
Drone AI adjustments; drone aim efficiency increased.
Minor adjustments to several spells, notably: Deflect made cheaper; Limpet Bomb more powerful; some duration buff spells durations improved; all Drone spells durations improved.
All sideship options concurrently available.
Impossible difficulty unlocked by default.
Game ending can be skipped after 5 seconds.
Updated music and two added tracks.
Laser enemies nerfed a little bit.
Bugfixes
Laser Lance EMP overkill fixed.
Mines don’t give you cash when you don’t actually kill them.
We've released an update for Cosmonator with the new toggle-fire feature that has been requested by some of our users with low finger stamina. It can be accessed in the settings. Please enjoy! Full details as follows: Features Fire mode can be toggled between 'hold' and 'toggle'
We've released an update for Cosmonator with the new toggle-fire feature that has been requested by some of our users with low finger stamina. It can be accessed in the settings. Please enjoy!
Full details as follows:
Features
Fire mode can be toggled between 'hold' and 'toggle' in settings.
Improvements
Slightly reduced rank reward penalty.
Increased rewards for several challenges.
Balanced several enemies.
Graphical performance improvements.
Minor tutorial changes.
Sideship balancing.
Upgrades and spell descriptions polished.
New enemy: Green Tank
Gauntlet difficulty increased in later phases and reduced in earlier phases.
Unaimed drone seek animation radius limited.
Bugfixes
Cryo chamber and furnace level ending works properly.