Patch Notes 0.1.6
Player
-[FIX] Fixed an issue where Players could lock off targets during a Melee attack, causing a stutter effect during the action.
-Player Camera vertical clamp increased to 30 (up from 20).
Weapons
[Implement] Functional Cheats' pools have received new additions:
Pool 1:
-Fulminate
-The Most Resplendent
-Forager
Pool 2:
-Gale Force Winds
-Counterplay
-Enshroud
-Weapons no longer disappear when Sprinting, though they still cannot be fired.
-Malicious Wind-Up, Efficacy, Cadence (Fated), Good Things Come, Early Berth gets the Hearst, Pay to Win, Fulminate, Enshroud, and Gale Force Winds can no longer register confirmed hits on immune Enemies.
-Absolutely no Stops!' companion Cheat has changed to Forager.
-Pay to Win' companion Cheat has changed to The Most Resplendent.
-Solution Grenades now produce a green-blue cloud that applies damage-over-time, inflicting 7000 damage over two seconds. Arming time reduced to one second (down from two).
Enemies
[Implement] Enemies can now spawn with the "Berth" condition:
-Enemies explode in a 4m radius upon defeat.
-Enemies' eyes pulse between red and yellow.
-Enemies have a 20% chance to spawn with this condition.
Attack changes:
-Range-enemy attacks apply brief damage-over-time.
-Charge-enemy attacks detonate on direct hit and bypass Shield.
-Jump-enemy attacks drop harmful Lucent clusters while airborne.
-[FIX] Fixed an issue where Enemies' difficulty value was higher than the default, spawning tougher than intended.
-[FIX] Fixed an issue where Jump enemies could freeze mid-attack if initiated in doorways.
-Adjusted certain Enemy behaviors:
-Knockback is only applied on non-immune Player hits.
-If Jump enemies were locked into a guided attack but are physically grounded, their state now resets if grounded for too long.
-Jump enemies no longer anomalously seek Players when the game is paused.
-Increased time to wait before next jump for Jump-attack enemies, cutting down instances where they could jump again after jumping once.
-Enemies' bodies are now destroyed after five seconds.
-[FIX] Fixed an issue where Boss-level Charge enemies could move while out of immunity after striking a Hard Lucent wall.
-Adjusted Boss-level Charge enemy behavior:
-They now stare at a Player for one second before charging their last recorded position at full speed.
-Contact with Hard Lucent walls stagger them backwards. This fixes an issue where, due to their intersection with the wall collider, Destruct Grenades could not apply damage.
World
-[Implement] Added a third level to Campaign, placed between Level 01 and what was originally Level 02.
-[Implement] Added a second level to Viricide.
Game
-[Implement] VFX is now available in various areas:
Player
-Thrusters (when Evading, Sprinting or in Zero Gravity)
-Shield damage (when hit)
-Shield sparks (when Shield is depleted)
-Shield charge (when Shield begins recharging)
Weapons
-Muzzle Flash (all Weapon types)
-Bullet (all Weapon types)
-Sparks (when hitting a Surface)
Cheats
-"Proc" ("Wait! Now I'm Ready!", Inoculated, Malicious Wind-Up, Pay to Win, Equivalent Exchange).
-Electricity (Positive-Negative)
-Halo (All Else Fails)
-Detonation Wave (Rude Awakening)
-Fire ("Absolutely no Stops!", Fulminate)
-Effluvium ("Social Distance, Please!")
-Smoke (Enshroud)
-Wind Gusts (Gale Force Winds)
Enemies
-Blood (when damaged by Weapons)
-Bile (Projectiles from Range enemies)
-Dust (Pounce, Jump, and Boss-level Charge enemies)
-Combustion (defeated with the Berth condition)
Game
-Shatter VFX (Lucent clusters; Blue--normal, red--harmful)
-Intensity Light (Destruct Grenades, Lucent clusters)
-Burst Cloud (Solution Grenades)
-Smoke VFX for Fogger Grenades were adjusted to be more visually appealing.
-The Requisitions Kiosk can now sell Weapons that possess newly added Functional Cheats. The Kiosk's stock now alternates every 30 seconds, and can be paused when inspecting Weapons.
-Updated Level 02, Level 03, Viricide 01 thumbnails with new images to reflect level changes.
-Reduced total particle count for Fogger and Solution Grenades.
-The Viricide menu now allows for Weapon focusing. Unless set to default, Enemy defeats, chests, and level end rewards only produce the focused Weapon type.
-Time to wait before game end for Viricide increased to 15 seconds (up from ten).
-Firearm and Melee attacks apply force to defeated Enemies in the direction from where they were hit on their body.
-[FIX] Fixed a build issue where the UI Camera on Viricide 02 was marked as a Main Camera, preventing the primary Camera from moving with Players.
Get All That Glitters is Gold
All That Glitters is Gold
Engage in Horde combat aboard a quiet space station using RNG-based Weapons.
More posts
- Patch Notes 0.1.721 days ago
- Patch Notes 0.1.5Aug 07, 2025
- Patch Notes 0.1.4Jun 17, 2025
- Patch Notes 0.1.3Apr 16, 2025
- Patch Notes 0.1.2Apr 16, 2025
- Patch Notes 0.1.1Apr 16, 2025
Leave a comment
Log in with itch.io to leave a comment.