Fraggers!
A new major update has been released for our Orbital Bullet Early Access!
Be excited as the brand-new 'Holiday Season Update' will come up with new weapons to increase your combat-effectiveness ("More DAKKA!"), new skins that you can frag in style, and, most importantly: new Hard Mode in the Eternity Tower, for the trigger-happy fraggers amongst you, who are really serious about looking for trouble and a challenge!
Watch the Orbital Bullet: Holiday Season Trailer
Watch on YouTube
Additions

New Eternity Tower Hard Mode
- Added Stage 51-100.
- Improved Ending of Eternity Tower with interactable & run overview.
- Removed the ammo system from Eternity Tower.
4 New Weapons - Fragging Fun
- Hover Shotgun – Shell type weapon that fires downwards.

- Eternity Gun – Energy type weapon that fires instant long- and short-range projectiles.
- Crossfire Gun – Bullet type weapon that fires bullets on the horizontal as well as the vertical axis.

- Smart Rocket Launcher – Explosive type weapon, where rockets dodge the first collision with terrain.

Skin System - Fragging Fashion

- Added a building to your base to change your shoulder skin & trail.
- Added changeable shoulders and trails for characters.
- New skins can be unlocked in the Eternity Tower Hard Mode.

Quality of Life
- Improved the DPS weapon calculation to make them more comparable and fixed wrong values that could happen due to scaling.
- We made it apparent to the player (visually) that on higher Overcharge Levels, Heal pillars would not be accessible due to the difficulty scaling.
- Weapon re-rolls now give at least the same weapon tier and level back in return.
- Added player animation when using zip-line transitions.
- Added SFX to the Overcharge Selection and fixed the existing audio glitch.
- Improved enemy placement to prevent spawning in objects.
- Eternity Tower Endless Mode has displayed your highest stage you have reached (highscore).
- Players now have a red flash when getting damaged while having shield to improve the feedback on receiving damage.
- Revamped the Gatling Enemy in the Harvest Fields to make him more fair and predictable
- Is now standing still while shooting.
- Does no longer shoot while jumping.
- Always fires 2x 3 bullets with a bigger delay in-between, instead of 2x a random amount of 2-5 bullets.
Increased time it takes for the Shield Crawler Rider to rotate, so you have a bigger timely window to deal damage to him.Improved the hitbox of the Shield Crawler & Shield Crawler Rider, when performing a charge attack.Changed the color of the water on Dyatus to make it more obvious that it is harmful.Increased the Hitbox of the Hook Shooter in the Meat Factory, to hit the player while he crouches.Removed unused UI Currency info from the Skill trees.Removed self damage from the Dodge-Roll Bomb Upgrade.

Bugfixes
- Fixed a bug where you could get stuck in half blocks when dodging through them.
- Fixed a bug where the Overlord would not recover and stay at the bottom after getting stomped.
- Adjusted hitboxes of elite enemies, which could get stuck inside floors / blocks and no longer move.
- Fixed a bug where the player could move backwards in the Meat Factory Level transition.
- Fixed a bug where the shield enemies could charge through the wall in the Elite floor.
- Fixed a bug where enemies would spawn in the water and spikes.
- Fixed a bug where the electric ball emitter in the Harvest Fields could have the wrong rotation.
- Fixed a camera positioning issue when fighting against the Inquisitor in the Eternity Tower.
- Fixed that the stage & time counter do no longer overlay other elements in the HUD.
- The Pause screen is now always overlaying all elements of the game, and enemies will not pop through anymore.
- Fixed render issue of glass objects which could get invisible at certain rotation values.
- Fixed a bug where you could get attacked on Miro Level 2 while you are in the elevator transition.
- Fixed a bug where the Pattern Console in the Meat Factory would intersect with the Walls and would be hard to find.
- Fixed a bug where glass shards would no longer render on Miro when breaking through glass.
- Fixed a bug where the Grenade Thrower Enemy on Miro would have his split grenades create grenades on the wrong circle.
- Fixed an issue where the Time Rift Mission would get played every time you complete the mission requirements.
- Fixed a bug where enemies in rifts & wave spawning templates could give 0 XP.

Future plans for the next update
Besides a lot of new content including a new planet, enemies and a boss, we want to rework some older systems that we think are currently lacking and received feedback from your side that they need some adjustments. This will include the following things:
- Combo System – how it works in general, the time tracking / pausing.
- Time Chests – time tracking and rewards.
- Shops – additional possibilities for the player to spend money e.g. gambling, re-rolls and further upgrades.
New development roadmap

https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/
