RIG Riot Playtest · published · build 21403018

Hey folks, lots of stuff in this one. The big thing is that I've now introduced (optional) extraction mechanics! Let me know what you think if you try that out- I don't think it's hard enough but I'm not the best judge of my own game. There are also a bunch of Quality of Life and presentation improvements, so let me know what you think!
Features/Content
- Added optional extraction mechanics. You can opt in upon creating a new save.
Note: The new gameplay loop feels like it needs extraction mechanics to encourage some level of risk/reward consideration. However, I know these things aren't for everyone, so they're optional and will not be on by default or on your existing saves. Currently the only system is loss of loot upon death but I plan to add additional options like loss of RIG parts used, loss of starter weapons, or permadeath.
- Added a list of the loot you've found so far during your run to the Pause Menu
- Implemented basic one-shot protection
Note: If your health is above 75% and a single hit would have defeated you, your health is instead set to 5% and you receive a half second of invincibility. This has an 8 second cooldown.
Changes
- Part mods now have different icons for different rarities
- All part mods now show effect power values
- Added basic sorting for RIG parts
- Added a sound that plays when the player's health drops below 25%
- Extraction now unlocks sooner into your run (10 -> 6 minutes)
- Slightly increased enemy damage scaling (2.5 -> 2.75 at 15 minutes)
Balance
- Reduced how many horde enemies can spawn during boss fights
- Reduced Heavy Tank's base health
Bug Fixes
- Fixed duel activation (for real this time)
- Heavy Tank's melee blade are now much quieter