This update is all about encouraging more thoughtful use of bullet time, plus a handful of balance tweaks across weapons, movement, and AI. I’ve been focused on performance and balance recently, but I’m shifting back to content creation. Updates will be slowing down as I gear up for the full launch.
Accuracy & ADS
- Increased player accuracy when aiming down sights.
- Slowed movement significantly while ADS with rifles and shotguns.
- Sidearm ADS does not affects movement speed.
- Removed a previously extra dual-wield accuracy penalty when aiming with sidearms.
Bullet Time & Energy
Note: Energy is used for both bullet time and dashing/sprinting
- Energy now recharges more slowly after exiting bullet time.
- Energy drains at a reduced rate while in bullet time.
- Shots fired at distant enemies consume more bullet-time energy than close-range hits.
- Enemies keep their normal reaction speed in bullet time (their bullets still move slower).
- Killing nearby enemies will recharge more energy than killing far away enemies.
Weapon & Ammo Balance
- Increased overall damage of sidearms slightly.
- Slightly reduced backup ammo capacity for all weapons.
- Boosted the rate of fire on the Ranger Repeater.
Enemy Behavior
- Enemies now use suppressive fire, targeting your last known position to pin you down.
Quality of Life
- Added an “Exit Level” button to the weapon-select screen at level start.
- Weapon reticle now flares when you swap to a new weapon.
- New in-game tips added.
- Sound cue plays when you run out of bullet time while aiming.
Bug Fixes
- Fixed the top bar of the pause menu showing in the settings sub-menu.
- Made enemy bullets consistently disappear when the shooter dies.
- Fixed a bug allowing sprinting while ADS.