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Update on The Shmupdate

Hello again!

We've been working hard on our first big update to Close Order. Since we released August 7th, there has been a wealth of feedback and data on how we should improve the game.

We decided to be ambitious, and revamped every single enemy in the game from the ground up. The new enemies you'll face will be swift, deadly, and pose a much more serious challenge. Gone are the days of awkward enemy formations -- and now are the days of swarms, fleets, and armies of challenging foes!

The enemies may look the same, but their behaviors are completely rebuilt. The new enemies you will be facing:

MookShip

  • Attacks in great swarms. Weak alone, but challenging in numbers!

SuicideShip

  • Heavily armored foe that charges into the player and instantly explodes upon impact, causing great damage.

BroadsideShip

  • A quick-moving ship that encircles the player, firing upon them while moving quickly.

ShotgunShip

  • Enemy that aggressively closes on the player, shooting a powerful -- but inaccurate -- shot.

BeamShip

  • Fires a solid beam of energy that deals damage every half-second.

TurretShip

  • Fires constant shots at the player to attempt to distract them from heavier or more deadly targets.

GrenadierShip

  • Shoots an exploding projectile that can be deadly to large armadas!

CarrierShip

  • A large, heavily armed ship that can spawn smaller ships (such as the MookShip).

Additionally, each ship has a clear rock-paper-scissors-style strength/weakness system with minions. This means minions have also been adjusted to more accurately reflect clear strengths/weaknesses, thus giving them even more importance.

Here's an example of a chaotic new scene in action:

It starts off simple enough...

... but then these new foes ATTACK!

There's a lot of love in this new update, and we think this will make Close Order exponentially better.

We'll be pushing a slight retooling of single-player levels as well to temporarily accommodate these new changes, but the update that follows this one will focus on improving how we tell our stories, and we've got equally exciting changes on that front.

Thank you all for sticking around and helping us make this game even more badass. It's paying off! Please keep sounding off and letting us know what you think, because it goes a very long way.

- The Raconteur Team