
Hey there! This patch is aimed at doing another round of system changes and balancing based on player feedback. This time around we focused on power ups, enemy spawning, and tuning the costs/locations of upgrades on the tree. This marks the 9th patch we've released since the game launched last week and we believe the game is in a much better state than it was on launch. We thank you for your patience, feedback, and support while we worked on improving the gameplay and balance.
Please consider leaving a Steam review, it really helps indie devs like us a lot!
Cory and I will be both taking a much needed vacation next week so you can expect less patches next week. But we will keep any eye on the Steam Discussions and the Discord to hotfix any small issues/bugs.
As always thank you for playing our game (or games if you've played our other games) making video games is truly a dream come true for both Cory and myself and we can't thank you enough for playing our game.
Cheers,
Andy (Aarimous)
Add a 3 second delay to all levels before enemy will start spawn
Added a new +3 seconds to the Run Timer upgrades in level 2 area to ensure there is still time to spawn the bosses given the new delay in enemy spawning
When an enemy is killed the spawning system will now wait 1-2 seconds before replacing that enemy
This is to prevent the moment where you kill something and then feel punished for doing so
Instead we want to give you a bit of a reprieve between killing to go collect the loot and then turn to fight
Increased the value of blue resource from 25 → 30
Added a new end game node that let’s orb bounce even more
Wasn’t able to ever solve the optimization of so many orbs at once
So you might take an FPS hit at the end, but boy is it fun to see all those orbs
Increased the money earned from the boss kill quests for levels 1-5
The goal is to be able to buy 2-3 upgrades around that level once you beat the boss
Generally adjusted the location/connections on the upgrade tree based on player feedback as well as connecting a few to the starting location to hint at future upgrades
Multi Orb and Electric power ups are not nearly as exciting as they should be, so we buffed them and now I think they feel far better to play with! I've got a few more ideas for thin gs we could add as power ups but for now let's see how these feel.
Increased max power up cap to 3 so you can get more of them at once and maybe even stack some multi orb and lighting combos?
Buffed Multi Orb power up so you now get way more orbs shot out of you at once
Buffed Lighting Power
Base duration lowered from 3 → 2 seconds (at max upgrades will now be 5 seconds)
Can chain to further away objects
Has a higher base chains
Deals more damage to tiles and enemies
Fixed a bug where final boss heads would not be chainable
Based on your feedback we did a review of each level and tuned the difficulty to hopefully feel better. We also adjusted the costs of the upgrades in those sections of the tree so that if you aim to farm for the whole session you should be able to afford at least 1 upgrade (if not more)
Level 3
Reduced the cost and adjusted the location of upgrades in the level 3 area of the tree
Reduce Triangle enemas that spawn when the boss enrages from 4 to 2,
Triangle enemies now drop 5 resources instead of 4
Level 4
Level 4 enemy cap is not 5 instead of 6
Shield enemies will shoot every 1.8 seconds instead of every 1.6 seconds
All levels will now have a 3 second delay before enemies spawn
Level 4 will spawn enemies about 10% slower
Lower the cost of all nodes in level 4 upgrade area
Shield enemies now drop 8 resource (up from 6)
Added a small chance for T3 (blue) tiles to spawn
Level 7
Lowered the cost of some nodes in level 7 area and adjusted the location of most nodes
When the level 7 boss phases it will now drop loot for you to collect
The goal here it to make the fight feel rewarding for getting to phase
Level 8
Adjuster the cost and location of the upgrade nodes
Level 9
Adjuster the cost and location of the upgrade nodes
Added translations for multi orb power up mods
Fixed a bug where when using a mouse and controller the in game setting screen could lose focus and the controller would no longer work
Fixed some typos in the achievements
Fixed cloud syncing
Please let us know if you still feel any pain points, while Orb Breaker is inherently a skill based game we also want to make sure you are properly challenged.
How to reach us?
Make a post over in the Steam Discussions. We read all the posts and especially during launch week, we're a 2 person team and can usually fix a bug within minutes (unless it's a tricky one!)
Join our Discord and make a post in one of the Orb Breaker roles