There have been improvements to Auto Fire both big and small! There was a list as long as my arm of bugs and nitpicks that I discovered when showing off the game at the Roguelike Celebration. Quality of life improvements are always crowd-pleasers, and they happen to also be me-pleasers since I’m playing the game everyday.

More importantly, I started setting an eye to a longer play arc than I have now. That includes laying the foundation for loot, health and damage that’s defined by a progression arc. This means that I can balance numbers globally, as well as more easily drop in enemies and items to the game and have the system distribute them more easily.

This wouldn't affect your experiences that much just yet (aside from some new items dropping!) but I’m looking forward to bulking up the content soon.

Finally, I've been having fun streaming Auto Fire development every week, and it's going to keep up. We make things blow up or shoot or look cool. Sometimes cats show up, who knows? Check it out every Tuesday at 1PM PST, and I'll try to stream here just as soon as I can figure out how. :-)