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UPDATE #7 (AND #8): MEET THE BOSSES

Hi all. I know it's been two weeks since the last update, when we were aiming for a weekly update to Steam. There's a good reason for that. This update is really meaty...

BIG CHANGES

BIG BOSSES

We have added the first iteration of the Level 1 (Factory) bosses. They come hot from the oven, having been finished right today. They lack some polish, balancing and testing, but we think they are reaaaally cool and you will like them. In the coming weeks will correct issues and fix bugs related to them. Also, the music is pending mixing and production, but we hope you like them. For those playing with the music off, we highly recommend playing them at least once with the music on =)

As we said somewhere, there will be two possible bosses per level, each in its own area. These two can be found at the end of the Core and Ruined sections of the factory.

We really hope you have a blast fighting them!

NOT THAT BIG CHANGES

Power Ups

In this build we are trying another new feature which, for the time being, is limited to the city area. All around it we've placed pickup boxes which can spawn equipment, as usual, or power ups. These pickups can grant either health (instant heal, regeneration or an extra heart), temporal improvements (speed, strength, defence) or permanent improvements for the run (strength, defence).

Since there are other ways in the game to recover health or even get extra hearts (although noone seems to have discovered how), the health power ups are scarce.

City section decoration

We've been decorating the city section, so it is richer and more interesting to explore. Together with the addition of pickups, we think it has improved quite a bit. Let's see what you think.

New enemy in sewers

We had forgotten to add one of the scavenger enemies we had completed. It should spawn now from time to time. We have also another police enemy version pending integration, but it will come in a future update.

New controller management system

We now allow configuring game pads independently. In the gamepad menu you can select which pad to configure. During gameplay, the last active gamepad should be the one we read input from. This should solve problems with gamepads not being recognized as the primary pad by the game.

Due to material limitations we have not been able to test this feature too much (we only have so many pads lying around), so we'd gladly accept feedback, be it positive (set-ups which did not work before, now do) or negative (set-ups which have been broken). In the coming weeks we'll try to create a small tool to check if your gamepads are compatible with the game, and to help you configure them if they aren't.

BUGFIXING

Since we've been focusing in adding content this past weeks, the list of bugfixes is short. However, we are still investigating the few major bugs we have found (crashes in the factory level when changing rooms, mainly).

  • Cannot attack normal and police lifter legs
  • Guns cannot aim at certain enemies
  • Health recovery plays no sound in level 2
  • Scrapping main weapon did not place other primary in there
  • Crashed ship up pickup lacks door barring access to sewer
  • Duelist gun reticle visible when picked up

As the usual caveat: we are working very hard at keeping these updates coming and there are many things than might not work as intended. Please, let us know in the comments if you find any!