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Update notes via Steam Community

PATCH NOTES v0.4y

GENERAL:

- Add placeholder story and voice lines

- Update all campaign levels

- Added a bunch of new levels

- We have a lot of old/placeholder art, slowly replacing them

- Add new weapons

- Caltrops

- Repair Drone

- Plasma Short Swords

- Energy Satellites

BALANCE:

Phase Engine: Engine

- Movement Speed: 2 --> 4.5

Jump Engine: Engine

- can dash in all 8 directions

- Energy Cost: 20000 --> 10000

- Cooldown: 8 - 6

Plasma Swords: Primary

- Damage: 3000 - 3500

Note: tweak weapon to work similarly to plasma short swords

Chakram: Secondary

- Damage: 7000 - 4000

- Energy: 3000 - 4000

- Cooldown: 3s - 4s

- fires 2 Chakrams at a time

Shotgun: Primary

- Damage: 5000 - 3750

- fires 2 rounds at a time

Ninja Stars: Primary

- Damage: 3000 - 2000,

- Cooldown: 0.5 - 1.0s

- Projectiles: 1 - 3

- Fire Rate: 0.5 - 0.2

Note: Feels more like throwing a volley.

Plasma Gun: Primary

- Damage: 3000 - 2000

- Fire Rate: 0.3 - 0.2

- Projectiles: 1 - 2

- Bullet Angle Offset: -/+/7

Railgun: Primary

- Fire Rate: 0.5 - 0.3

- Projectile Speed: 30 - 35

Shotgun: Primary

- Damage: 2000 - 4000

- Cooldown: 0.0 - 1.0s

- Fire Rate: 0.2 - 0.15

- Projectile Loops: 1 - 2

- Bullet Spread: 15 - 10

Note: Feels more like a two pump shotgun.

Homing Missiles: Primary

- Damage: 1800 - 3000

- Fire Rate: 0.3 - 0.4

Note: Hopefully feels like a more impactful primary now.

Triple Sword Gun: Primary

- Damage: 4500 - 3500

Homing Missile Array: Secondary

- Damage: 2500 - 5500

- Projectiles: 20 - 10

- Fire Rate: 5.0 - 4.5

Note: With that amount of projectiles they would proc a lot of on hits, buffed damage and fire rate to compensate that loss.

Chakram: Secondary

- Damage: 9000 - 6000

- Cooldown: 6 - 3

- Energy: 5000 - 3000

- Projectiles: 1 - 2

Excalibur: Secondary

- Damage: 4000 - 3000

- Bullet Lifetime: 10 - 3

Note: Was still too OP.

Laser: Secondary

- Cooldown: 7 - 15

Note: Could spam too much with it.

Triple Laser: Secondary

- Cooldown: 12 - 15

Note: Slightly increased cooldown as it's very powerful

Triple Laser: Secondary

- Damage: 10000 - 9000

- Cooldown: 7 - 12

Note: Laser’s still remain very strong.

Sniper Shot: Mod

- Damage: 1600 - 3200

Note: 2x the damage to feel more like a large impactful sniper shot.

Exploding Decoy: Decoy Mod

Damage: 25000 - 20000

Note: Doing too much damage for how often you can use it.

Extra Rail Gunners: Engineer Mod

- Damage: 2000 - 1500

Note: Doing too much damage for a short cooldown, nerfing a bit.

Windows All Systems Operational Content Depot Win Depot 1108251
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macOS All Systems Operational Content Depot Mac Depot 1108252
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