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ReTrime Demo›Events›Update 35, Due Preparations
In-game event

Update 35, Due Preparations

ReTrime Demo · published 3 days ago · build 25151369

All eventsPlayers around this dateRead on Steam

New boss:


    Savage Mistake, Domain Devourer
  • Summoned by the Devourer's Distraction, drops the Abyss spell.
  • Swims around its target, maintaining a specific distance.
  • Regularly creates portals under its target, from which ink sacs get fired upwards. These detonate on impact applying Ink.
  • Sometimes stops and creates portals around itself and its target, then thrusts its tentacles through those portals to attack.
  • Fighting it underwater opens more angles not covered by its tentacle attack making it easier to avoid, but causes the ink sacs to be fired further and release lingering ink clouds as they travel.
  • Occasionally performs a near-undodgeable bite attack. If you are holding the Devourer's Distraction, this attack will target its bait.
  • If the bite attack does not hit you or the bait, such as by reeling at the right time, the Domain Devourer will bite its tongue damaging itself and being stunned for 5 seconds.

New Hyper Weapons:


Devourer's Distraction


  • Fire1: Cast the hook, release to reel.
  • On Catch: Summon the Domain Devourer, a powerful enemy.
  • The Domain Devourer occasionally performs a near-undodgeable bite attack. If you are holding this weapon, the bite will target its bait instead of you.
  • If the bite attack does not hit you or the bait, such as by reeling at the right time, the Domain Devourer will bite its tongue damaging itself and being stunned for 5 seconds.
  • Fishing Rock: No changes.
  • Fishing Pole: No changes.
  • Fishing Rod: No changes.
  • Abyss Angler: Two of the Domain Devourer's tentacles will target other enemies instead of you if possible.
  • Flesh Angler: When the Domain Devourer bites its tongue, it receives Bleed and you heal 50hp. Can overheal.
  • Navy Angler: When the Domain Devourer bites its tongue, it causes a large explosion of damage equal to 20% of its max health.


Sharp Noon


  • Fire1: Hold to mark up to 6 enemies on screen. Enemies can be marked multiple times if there are less than 6. Release to quickly and precisely shoot each marked enemy, then reload, throwing the old cylinder as a surprisingly powerful projectile.
  • Pistol: No changes.
  • Golden Pistol: Marks enemies twice as fast, but does not throw the cylinder.
  • Revolver: Marks enemies twice as fast, but only up to 4.
  • Chaos Pistol: Reloads twice as fast.
    Hitting an enemy with the cylinder causes you to mark enemies instantly next time.
  • Blast Shooter: First shot in a cylinder deals +100 damage, each one after loses 20 damage.
    Cylinder explodes on impact.


Nadir


  • Fire1: Swing the Nadir, firing a sequence of other swords, each with its own effect.
  • Sword: no effect.
  • Grass Cutter: drops seeds as it travels, they grow into fruits that can be collected to heal you.
  • Regen Edge: gain Regen on hit.
  • Kinetic Shank: damage increases with your velocity.
  • Chill Shiv: applies Frostbite.
  • Bone Blade: triple damage, slowly becomes weaker as it travels.
  • Charged Dagger: electricity bounces between up to 3 nearby enemies.
  • Sword: No changes.
  • Grass Cutter: Grass Cutter projectile drops two rows of seeds.
  • Regen Edge: Regen Edge projectile heals 20hp on hit, can overheal.
  • Chill Shiv: Chill Shiv projectile applies Frostbite for three times as long.
  • Bone Blade: Bone Blade projectile loses damage half as quickly.
  • Charged Dagger: Charged Dagger projectile causes a lightning explosion on impact.


Jonklers


  • 3 throwable juggling clubs which apply Jonkled, deal high damage and bounce back on hit.
  • Fire1: Throw a club, if you have one.
  • You can walk towards clubs or wait 10 seconds to collect them.
  • Jonkled greatly increases damage taken, but gets transferred to you if you let a club hit terrain.
  • Club: No changes.
  • Jugglers: Jonkled level increases on hit, up to level 3.
    Jonkled duration halved but stacks additively instead of resetting with each hit.
  • Coral Jugglers: Jonkled level increases on hit, up to level 3.
    Jonkled duration halved but stacks additively instead of resetting with each hit.
    Hitting an enemy that has been Jonkled causes an explosion.
  • Magnetic Jugglers: Jonkled level increases on hit, up to level 3.
    Jonkled duration halved but stacks additively instead of resetting with each hit.
    Clubs home in towards you slightly when returning.
  • Crystal Bottle: Applies Jonkled5 for 30 seconds.


Archangel Archwings


  • Fire1: Place circles where you are looking, they spin for 3 seconds before firing a vertical beam of light that deals extra damage the first time it hits an enemy.
  • Fire3: Use "Flight" meter to flap the wings, dashing in the direction you're looking, gaining 2 air jumps and instantly activating all circles.
  • Beams of light do not damage you.
  • The first time a beam of light hits you, it grants you Speed and boosts you up and in the direction you were moving.
  • Wings: No changes.
  • Dragon Overseer: First hits apply Burn3 for 5 seconds to enemies.
  • Phoenix Commander: Fire2: Place up to 2 red circles which apply Burn to enemies, forget what they already hit every second allowing them to deal extra damage and boost you again, and last for as long as this weapon stays hypercharged.
  • Ice Wings: First hits apply Frostbite2 for 5 seconds to enemies.
  • Neo Wings: Holding fire1 causes the last placed circle to spin up 10x faster, but you can't place another until it activates.
    Beams charged this way last twice as long.
  • Thermonuclear Wings: Flapping the wings causes all beams to forget what they already hit, allowing them to deal extra damage and boost you again.


Mutative Artillery


  • Fire1: Hold to become a controllable missile that slowly speeds up until it is barely controllable anymore.
  • After 10 seconds, hitting terrain or releasing fire1, detonate in a powerful explosion.
  • As a missile you can pierce enemies for moderate damage, doing so also increases the radius of the eventual explosion.
  • Missile Launcher: No changes.
  • Torpedo Launcher: While flying, constantly release homing explosive bubbles.
  • Glass Launcher: While flying, constantly fire projectiles towards each enemy inside the explosion radius.
  • Barrage Launcher: Upon detonating, fire homing missiles towards each enemy caught in the explosion.
  • Swarm Launcher: Half a second after piercing an enemy, fire a homing missile towards it.
    Upon detonating, fire homing missiles towards each enemy caught in the explosion.
    If these missiles lose their target, they will home in towards their nearest enemy.


Bionic Pair


  • Two floating mechanical arms that follow you.
  • Fire1: Slam the left hand in front of you, causing a large shockwave. Hold fire1 to grab onto terrain, leaving the arm where it slammed, then release to slingshot yourself towards it; going faster the farther away it was.
  • Fire2: Do the same with the right arm.
  • Fire3: Clap both hands creating a larger vertical shockwave.
  • Smashers: No changes.
  • Warpers: Arms teleport to you when they get too far and aren't grabbing terrain.
  • Double Chain: Slingshot speed increased by 25%.
  • Drillers: Causes smaller secondary shockwaves that deal half the damage of the originals.
  • Teslas: Electricity connects you to the arms, dealing high damage to enemies in between.
  • Spider Gauntlets: After causing shockwaves, the hands fire a barrage of 6 fast projectiles towards their nearest enemy.

New Status Effect:


Jonkled


  • Damage taken gets increased by 100%.
  • If the one who jonkled you lets a club hit the terrain, they take 10 damage and this effect gets transferred to them.

New Items:


Tome Of Introspection


  • Recipe: 2 Blue Pages + 2 Red Pages + 2 Yellow Pages.
  • Passive.
  • Allows you to step into the mirror.


Tome Of Wind


  • Recipe: Green Page + Sky Orb.
  • Passive. Use this item to toggle it on or off.
  • Gain 3 air jumps while touching the ground.


Tome Of Convergence


  • Recipe: Green Page + Gunpowder.
  • Passive. Use this item to toggle it on or off.
  • Explosions deal half damage, but each enemy hit creates a projectile that homes in towards the enemy with the most remaining health.


Stone Talon


  • An extra reward for defeating the Rock Harpy without getting hit.
  • When used, this item transfers itself to another character if possible.
  • Can be used to craft any footwear, replacing the Sky Orb and Talon Sandals, allowing you to equip two different kinds of footwear on the same character or equip footwear on two different characters.


Phoenix Commander


  • Recipe: Overheater + Dragon Overseer + Adventurer + Mini Factory.
  • Passive: Summons 2 phoenix drones that float near you, aim towards what you're aiming at, and fire while holding fire1.
  • While active: gain Speed.
  • Fire1: Fire a third handheld phoenix drone.
  • Phoenix drones fire a fast barrage of hitscan bullets. If you have Heat, they fire 50% faster and apply Burn. If you have Burn, they fire devastating laser beams.
  • Fire2: Flap the wings to rush in the direction you're moving, including vertically, filling up 20% of "Overheat" meter.
  • Hold jump to fly while filling up "Overheat" meter.
  • "Overheat" drains itself over time, at a rate of 20% per second.
  • While "Overheat" is above 50%, gain Heat. If it fills up completely, gain Burn and drain it over 2 seconds.

Other changes:

  • 2 new songs: "Climbing Clouds" for the Sky Temple and "Stepping Stone" for the Rock Harpy fight.
  • Guilt mode Rock Harpy goes invincible, spawns gargoyles and perches on the temple's mural while occasionally firing projectiles until the gargoyles are defeated, twice.
  • Added a new Frail character effect: After a Perfect Graze, hypercharge the weapon you're holding for 8 seconds.
  • Greatly improved how the library mirrors, ocean and oasis reflections look.
  • The floor on Apocalypse's arena is now reflective.
  • Added new Revelation sounds for each attack and its death animation.
  • Your air jump count is shown by a ring of clouds around your legs.
  • The Jumper's air jump now stays stored if you swap weapons.
  • Boost spell now gives an air jump instead of Speed3, and buffed its cooldown from 6 to 4.
  • Demi-Rush spell now gives Speed3 for 2 seconds.
  • Removed the Future from Demi-Rush's recipe, but added it to the Adventurer's.
  • Buffed the Anti-Gravity Sandals because all the other footwear were better in every single way.
  • Removed the Abyss spell's crafting recipe, as it is now dropped by the Domain Devourer. It can now grab 6 enemies and deals more damage.
  • Readded the Hands, with a new icon and recipe. Once crafted they can't leave your inventory, similar to Claw's claw.
  • Desaturated Drone Meteorite and Dragon Ray's projectiles a bit.
  • Pressing the X button on the corner while on a submenu like the settings or arsenal will just return you back to the main menu. Pressing it on the main menu or save select still closes the game.
  • When hypercharging the weapon you're holding it now takes 0.2s to swap to the hyperweapon, ignoring all switch speed changes including the multipliers from the weapons involved.
  • When equiping a hyperweapon, the game can pause and open a screen for you to read its description. This is controlled by a new setting, which by default only does it if you haven't used that hyperweapon before
  • Fixed phantom pain stopping bosses from dropping nohit rewards.
  • Fixed the characters screen incorrectly saying Frail has 50hp sometimes.

The next update will bring something big. That means it should take a while, but hopefully it will be worth everyone's time in the end.