📌 BackStreet Demo Update Notes (December 1, 2025)
Hello, this is Team-BackStreet.
We had prepared to unveil a new Chapter 2 in this update, but after intense internal discussion, we decided to focus on fully refining the Chapter 1 experience and have chosen not to include it in this build.
To address those who might be disappointed, we are considering an opportunity to showcase Chapter 2 early to a select group through a separate test program. We appreciate your continued interest in this.
Although Chapter 2 has been excluded this time, we have prepared an update packed with completely new visuals and systems. We ask for your continued interest and support for our development team as we run toward the official launch.
Thank you.
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1. Chapter 1 Visual Remaster & New Content
- Background concept change: Increased immersion by completely renewing the existing ordinary city concept into a 'Ruinous Near-Future City' concept.
- Tutorial stage completely improved: Minimized descriptive text and newly improved the movement flow and jump section configuration to intuitively learn the game's basic controls.
- New monster 3 types added: Drill monster, bomb monster, and chainsaw monster with new attack patterns appear.
- Difficulty curve reorganization: Reorganized the system so that the difficulty gradually increases.
- Stage structure optimization: Reduced redundancy by adjusting the stage length per chapter from 9 to 8 stages.
2. New Zone Added & Growth System Reorganization
- Neutral Zone (Boxman's Base) added: A new base, 'Boxman's Base,' has been added where you can prepare for combat and perform maintenance.
- Permanent Upgrade System: You can use Cores acquired in the Neutral Zone to permanently enhance your character's base stats.
- Save System Introduced: A system has been added where progress and currency are automatically saved upon clearing a stage or Game Over.
- Boosterchip Upgrade: Acquired chips can be upgraded in grade [Normal > Rare > Legendary] by consuming currency.
- Skill Acquisition Method Change: The complex 'Skill Crafting' system has been removed and changed to be acquired intuitively as a stage clear reward.
3. UI/UX Design Reorganization
- UI Design Renewal: All UI, including HUD and menus, has been improved to a modern, rectangular-based style.
- Boss HP Bar Added: A dedicated Health (HP) bar is displayed at the top of the screen during boss battles to clearly understand the combat situation.
- Visual Convenience:
- You can immediately check the number of remaining stages on the Pause screen.
- A result screen has been added after clearing a chapter where you can check detailed combat records (damage, rank, etc.).
4. Combat System Reorganization
- Action Gauge (AP):
- Cooldown Removal: The existing cooldown method has been abolished, and an 'Action Gauge' system has been introduced, allowing continuous use of skills by consuming Action Points (AP).
- Aimed Shot Improvement: Upper body movement is more natural when firing sub-weapons, and aiming is possible even when targeting (Lock-on).
- Camera Correction: Fixed camera lag that occurred when rapidly rotating the screen, and optimized the default sensitivity.
5. Input System Stabilization & Controller Support Improvement
- Controller (Pad) Support Improvement: Switching between keyboard/mouse and controller is now more immediate and seamless.
- Focus Logic Completely Corrected: Fixed issues where clicking empty space during menu operation caused an inability to operate (loss of focus), or where mouse/keyboard inputs overlapped and caused malfunctions.
6. Large-Scale Sound Reorganization
- Chapter 1 BGM Replacement: The background music has been newly changed to make the fast-paced action more palpable.
- New Sound 30 types: A large number of situational sound effects have been added, including weapon equipping, bomb explosion, drill/chainsaw attack, and item acquisition.
- BGM Pause Prevention: Improved so that the music does not abruptly cut off when paused, but continues naturally.
[ Additional Changes ]
- Screen Shake Correction: Mitigated motion sickness by correcting the screen shake (FOV) phenomenon that occurred during running or jumping.
- Item Spawn Position: Solved the problem of items spawning through ceilings or floors.
