Hey everyone! This update is coming a bit later than usual because we needed some time off during the holidays. For this update we wanted to give some more room variety. We have added timer rooms, shrines and different base room shapes. Timer rooms need to be completed in the allotted time. When completed they give you a better better items. It's a bit of risk for some reward. If the room is not completed in time you get no chest.
We added in some rare shrine rooms. Shrines can give temporary boost ranging from extra movement speed to total invincibility. The buff timer goes down to the bottom right of the screen and will slowly ware off. Shrine rooms are very rare and can be found from choice rooms.
6 new base room types have been added to the game. We hope this will add a bit more variety. But we don't want to add too many rooms because we want the shapes to still feel familiar.
We plan on doing some more level art for our next update. Here is a quick preview. More details on this coming soon.Audio
- Beat repeat bonuses (Gatling, Repeater, etc) should no longer repeat power note sounds
Features
- Shrine rooms have been added to the game! You may now stumble across shrines that give temporary boost ranging from extra movement speed to total invincibility
- 6 new combat room shapes added
- Timer challenges added to Choice Rooms. Some combat room options in Choice Rooms will have a timer icon beside them. This means the room must be cleared within a time limit to give the player a reward, but is more likely to give more valuable loot
- Added new FPS options: 120, 144 and 240
- Credits have been added to the Options menu when accessed in the Main menu
Balance
- Ranged enemy attack range now increases for each cycle of levels the player has completed
- Sharpshooter limited to 10 stacks
Bug Fixes
- Fixed a rare bug where purple ‘sub enemies’ could prevent a room from counting as cleared when killed in the same frame they’re spawned
- Status effects can no longer affect enemies before they are damageable (before the player enters the room)
- VSync limits the frame rate to the monitor refresh rate rather than uncapping the frame rate and letting the monitor frame rate do its thing without limits
- Compete mode could occasionally fail to start the run timer, resulting in 00:00 boss kill times in Compete leaderboards
- Elixirs should no longer display a misleading number of hearts in the in-game UI
- Fixed a rare bug that prevented players from proceeding to the Hive after defeating the Sentinel