It has now been a week since Cyberpulse's release and I've implemented significant performance improvements and sector tweaks. Here is a list of the key changes:
Performance
- All platforms now run in compiled C++, which should generally improve smoothness and FPS.
- Better shader preloading for enemy and boss shaders to reduce hitches on initial spawns.
- Better performance when rendering large autosizing text (eg. mode directions).
- Save state caching to avoid hitches during gameplay or menu navigation.
Sectors
- Hello, World: More delay to opening waves.
- Apogee II: Quicker timer on final switch.
- Clash II: Raised camera slightly.
- Binary: Improvement to level pacing.
- Haywire: Slightly higher camera, lowered spark score boundary.
- Rebound: Spawning overlap fix.
- Riposte: Firewall spacing fix.
- Exaction: Late waves enemy improvements.
- Ricochet: Removed invincibility from late waves.
- Rejection: Removed invincibility from late waves.
- Titanomachy: Improved spawning on final waves.
- Quickdraw: Improved spawning on final waves.
- Penultimate: Spark score boundary fix.
- Fallout: Later wave improvements.
- Apothem: Fixed issue with performance when still needing to pop photon tutorial.
- Fixes to a few misguided boss guns.
Gameplay
- Cubic Firewalls now score for pulsing player correctly.
- Titan enemies activate after being pulsed if you don’t eliminate them while stunned.
- You can no longer pick up power-ups if you are dead.
- General improvement to potential invincibility jankiness.
QoL
- Improved font support to be able to display diverse Steam usernames in the leaderboards.
- The game now autosaves after every four level plays.
- Fixed a few typos here and there.
- Fixed the Survival Master Steam achievement not popping, and improved some achievement pictures.
Thank you for playing Cyberpulse! If you find any issues or have any thoughts, please drop a line on the discussion boards. I am around to support the game and to make fixes and improvements.
If you have enjoyed your time playing Cyberpulse, please leave a review -- it means a lot to us small devs!
