
Boomsday v0.55
Demos available for Windows Mac and Linux (awaiting steam approval)
Weapon - Hellcoil, a new sustained lightning weapon that always critically hits, latches onto targets, and gains wider arcs, greater range, and chained attacks through perks.
Wheelchair enemies now spawn farther out, build up speed, drift wildly past missed charges, and occasionally spin out before coming back for another run. Kamikazes also unleash a massive nuke effect on direct impact, while Bombers occasionally lob a grenade just to make sure standing still remains a bad choice.
Added the Dossier, a new main-menu encyclopedia containing searchable files on every weapon, enemy, perk, pickup, status effect, game mode, and Warden, complete with gameplay statistics, field notes, categorized browsing, and animated 3D previews. This will remain a work in progress throughout the Alpha and Beta.
Death Match now supports host configured win conditions with a 7-minute default, custom round times, and frag limits from 1 to 30. When the match ends, gameplay pauses for an in-arena FPS scoreboard showing each player’s kills, deaths, assists, K/D, damage, and accuracy before continuing to the full debrief.
Added a 30-second straggler grace period followed by slowly escalating damage for players delaying the descent in RPG. There is an overhead countdown clocks that follow stragglers and clearly show when exit pressure will begin. After 30 seconds you will begin taking damage.
Added golden guidance guide that directs each player along a safe route to the exit in RPG when a player finds the exit.
Added a reusable spectator mode for fully dead players, including left/right-click teammate cycling. Laying on the floor is the Floor Warden way... But it's not always fun.
Kill streaks are now personal, with separate co-op counters and a longer multiplier curve reaching x2.50 at 25,000 kills.
The Energy Shield has retired from the revenge business. It no longer detonates when struck. Anything standing next to you will now have to die the normal way.
Mr. Melee's kick no longer deals damage. It still launches anyone who gets clingy roughly 20 meters, unharmed. You are buying distance, not kills.
Getting revived now grants three seconds of immunity. Downed players also no longer heal from perks while on the floor. No regen, no lifesteal, no medkits, nothing.
Bosses no longer just show up. They now materialize out of a rising teleport beam. While they are forming they stand still, attack nothing, and take no damage. Thank you Tanner.
The Warlord has retired his laser beam, making your first boss fight considerably easier.
Kamikaze wheelchair nukes are now half the size, so one crash no longer swallows the entire battlefield.
Expanded RPG exits with larger gathering zones, so squads no longer need to crowd inside the doorway.
Boss victories now safely resurrect fully dead players beside the surviving squad on the current floor instead of at an old corpse location. This applies to all game modes.
Revived players now materialize when coming back to life. Enjoy your three seconds of feeling important before the horde corrects the record.
Disposable Arsenal can no longer be farmed with the free pistol: you get one deployed pistol turret at a time, and dropping another just moves it. Also new: Shift+G drops your whole arsenal at once, leaving you with the trusty pistol.
Afterimage now maintains at most three decoys per player. Leave a fourth and the oldest one detonates immediately, which is either a nerf or a tactic. Sorry Ruin.
Bosses now show up every 5 floors instead of 10, and the floors in between spawn twice as hard so you arrive at the arena properly softened up.
Loot and XP on stairs now collect properly from either direction. No more awkward up-and-down stair dance just to grab the shiny thing under your feet.
Fixed a major source of multiplayer lag during the Warden fight. Her purple projectile storms are here to kill you, not your frame rate.
Per Player Loot now randomly awards drops across eligible wardens, and remote-player weapon drops actually appear again.
If your game crashes, you now actually leave the match. Your squad no longer fights beside your frozen body forever. The host clears you out within seconds, your slot opens up, and you can rejoin once you pull yourself together.
Blood now costs way less performance. The blood limit slider in Graphics settings actually works now and applies instantly, with a minimum of 1. When the floor hits the limit, the oldest stains make room for new ones.
Your knives and drones now clock out when you do. Go down and they drop out of the air, bounce, and lie on the floor next to your body until a teammate revives you, at which point they zip back up and resume the slaughter. Your energy shield also switches off while you are down instead of quietly recharging under your corpse.
Dungeon floors are now a group activity. Reaching the exit stairs no longer teleports you to the next floor while your friends are still fighting for their lives in a level that no longer matches yours. everyone still lost in the dungeon gets a marker at the edge of the screen pointing straight at the stairs.
XP orbs now keep their proper glow when sitting over blood pools.
Fixed the lobby header count freezing at 2/8 for everyone who was not the host.
Fixed co-op HUDs for everyone connected to the host. The wave counter and RPG floor number now shows the same on every screen, late joiners see the real number the second they connect, and joining a squad mid dungeon now drops you onto the floor they are actually fighting on instead of your own private copy of floor 1.
Mobs in the dungeon were occasionally invisible while they chewed on you. Every dash left your actual surroundings unrendered for two seconds. The fog watches you now.
Grunts and summoned ghosts stopped rendering past 30 meters and just kept walking. They draw at any distance now.
Co-op: zooming the camera all the way out could show you ground the host never bothered streaming enemies onto. Clients now receive everything their screen can actually see.
Enemies standing exactly on the edge of your torchlight no longer blink out of existence in RPG mode. Half in the light is in the light.