Hey Blood Rushers!
Seams like I made a mistake, I planned to mostly work on UpGun and another project this last weeks but...I did but not as much as I maybe should have. I spent quite some time on Blood Rush too and what was supposed to be a really really tiny update turned into a really important one. This update doesn't bring any new gameplay mechanic or any new content however it improves so much other parts of the game.
(also so many bug fixes)
WHAT'S REALLY IMPORTANT
Infused foes will now have a new material layer applied to them. This will help a lot to distinguish infused foes from the crowd.

This, I think, is a step in the right direction :)
Changes marked with ✨ are community suggestions!
Changes:
Updated some camera shakes.
✨The mine launcher mine's light is now colored with the current infusion.
Added the Otium missing illustration in the codex!
Mobs in the labyrinth are now spawning successively.
Added a new weapon draw animation for the shotguns.
Candles now flicker.
✨ The save slot now displays your codex progression.
The irradiations particles have been updated.
Feathers and harpoons now fade out when dispawning.
Most panning textures are now perfect pixel snapped.
Added new material layers for elemental statuses:
Burning
Burnt bodies will be physically marked.
Electrified
Bleeding
Irradiated
Pressurized
✨Optimized the catacombs rendering since some rare players with decent hardware had a some performance issues there.
✨As soon as a mob is dead it goes a bit transparent to make it clearer before it starts fading out.
The podium's materials are now animated.
✨The "Infusion" flow goal is now only unlocked after infusing a weapon.
You are now able to infuse a weapon from the debug menu.
The pressurized additionnal damages are now counted separately and will appear on the end screen.
Archbishops can now loose body parts on death.
Thee catacombs exterior have been visually improved.
Added a new easter egg.
Added a new animation when infusing.
✨Added new dialogues for the antichrist.
✨Added a new blood on screen effect when gibbing mobs.

Balance:
✨Fire on the ground deals 50% more damage.
✨Increased Mammon's stun resistance.
Decreased the skull striker stun attribute.
Reduced the cooldown before shooting after drawing.
Buffed the "Infusion" flow goal. (from 15% to 25%)
Shooting Daedalus' wings deals less damage. (-50%)
This should have been the case from the start.
Fixes:
-Fixed the sampling of the dash ability icon.
-Fixed the fire parry miracle sharpnel angle.
-The codex not unlocking properly new miracle entries.
-Fixed the candles not having a flame most of the time.
-The spawning foes aren't able to be constrained anymore.
-Fixed Argos' secondary UVmap.
-Fixed Daedalus and the automatons secondary UVs.
-Daedalus' wings had their hitbox enabled when they where hidden.
-Fixed Pandora's idols being free.
-Fixed Mammon's spawning and fading material animations.
-Fixed the catacombs barrier not being visible.
-Fixed the reward after Daedalus not being reachable.
-Fixed the fading out of some mobs (mostly bosses).
-Fixed the antichrist and Mammon jump attack not canceling some times.
-Fixed Cain jump attack dealing damage after his ability ended.
-Cain jump attack uses a better prediction code.
-Fixed Mammon's hand rarely dealing more damage than expected.
-Fixed Ingition triggering on non burning mobs.
-Fixed the Pathfinder not shooting properly when spam clicking.
-Fixed Belial spawning in Stygos when she shouldn't.
-Fixed the death cam animation when giving up or dying from Mammon's hand.
New version is 0.3.5.0
