What’s new?
Weapon Archetypes are GONE
We heard you loud and clear - choosing a weapon archetype at the beginning of a run wasn’t engaging, the names were confusing, and the differences between archetypes wasn’t impactful enough to merit that choice. Now, you’ll start with a blank slate weapon each run and see your play style evolve as you stack and combine mutagens! The archetypes aren’t totally gone though, you can now find them in your runs as a new set of strong mutagens, meaning you can now stack them together for crazy combinations!
Enemy health scaling
Enemies’ health now scales fairly dramatically throughout a run to accommodate the crazy scaling that comes as a result of our mutagen design. This is an early step in our attempt to balance the enemy scaling against the player scaling and we’re definitely open to more ideas on how we can do that! On top of building way more enemy diversity (we’re on it, don’t worry), we’ve thrown around ideas of overshields with specific modifiers, resistances, weaknesses, effects on shield break; Let us know your thoughts as you play!
New HEAL ROOM Room type
This room type will appear in packages and will heal one health chunk. A good payoff for taking risks and choosing harder packages.
New and improved visuals
- Projectile visuals have been overhauled; player projectiles and enemy projectiles are now distinct in appearance.
- Enemies now have health bars!
- New Inventory and Main Menu screens (THE FISH GUNS SWIM WOOHOOO)
- New Fish Gun models and textures to make them slightly more horrifying.
- New VFX for the dash and dive dodge, as well as more blood and gore.
- Enemies now have death animations! (We’re playing with ragdolling but it’s being stubborn)
- 4 combat levels and the heal room feature brand new art - including arted-up backgrounds! NOTE: some rooms have been reverted to grey box art as we play with layouts.
- New pop-up animation for Mutagen rewards!
- New animations and movement on Subject 048 Boss to feel more fluid (no more moonwalking…)
