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Gem Defender: Soyjak SurvivorsNewsUPDATE 2 IS OUT!!!
Major update

UPDATE 2 IS OUT!!!

Gem Defender: Soyjak Survivors · published 1 Mar 2024, 23:32 UTC

All newsPlayers around this dateRead on Steam

Update 2 is out! Enjoy five new worlds (alongside reworks of the old worlds), eight new weapons, tons of polishing, and an adventure with our friend Isac Leon!

New Content


Levels

  • Five new stages
  • Library
  • Hollow Earth
  • Bugopolis
  • Entrance to Soytham
  • Soytham City
  • New skins unlockable for each level
  • 4 new cutscenes in-game


Eight new weapons:

  • Blade of Soyterra - Devastating melee attack!
  • Mindbeams - Destructive piercing laser attack!
  • Green Arrow - Recharging protective shield!
  • Bobr - Genetically-modified attack squad
  • Pacifier MK2 - Deadly burst-fire shooter!
  • Soyarang - Skillfully kills haters with a returning projectile
  • Soygirl - A skilled crime-fighter and an ally of Isac
  • Isac Supreme - All stats up!
  • Exclusive weapon variants on certain levels

Quality of Life


Control

  • The player now has full control of where they would like to aim using the mouse, however autoaim becomes active when not targeting an area.
  • Full controller support
  • Additional support for UI navigation using keyboard


Boss Replay

  • Now when reaching a boss you will have the ability to start at the fight from the menu, even if you have not cleared the level yet.
  • All of the experience collectable from the level will be given on starting, and you will be able to choose all the upgrades you would’ve been able to get from the level.
  • Legacy save files have been converted, every cleared level (except Diphenhydramine) allows you to replay the boss.
  • Props in the scene now fade once a boss fight begins

Gameplay Changes


Boss Fights

  • Boss fights are much more dynamic, taking up the entirety of the stage. This allows for you to move around freely during the fight.
  • The camera is still in a similar positions as before, but it has an animation for zooming out and getting the boss in-frame
  • Bosses will now start exclusive short enemy waves in order to defend themselves, during which they cannot be hurt
  • Overall, bosses are much more in-tune with the gameplay in levels
  • To compensate, bosses have been adjusted overall, including many gaining more health and stronger attacks.
  • Certain bosses are more affected by others
  • Each boss now plays a unique sound on their fight beginning


Polishing

  • Added obstacles/big props that block enemy shots on contact.
  • Custom level border for levels 2, 3, & 10
  • Much better parity in art-style for props
  • Props now have more consistency with the colors of their respective levels


Waves

  • ‘Level events’ may happen at certain wave intervals.
  • These are shown similarly to the way the ‘Wave X’ is shown
  • Minor changes to the feedback for clearing a wave

UI/UX Changes


Completely overhauled main HUD

  • Brand new layout and features
  • Revamped design
  • Improved distinction between health and experience
  • New features to track both current level and wave progress


New Visual Feedback

  • Enemies now have a spawn animation if spawned on-screen
  • Several enemies now vary in size
  • Enemies now bleed more when hit
  • Additional Feedback for defeating bosses
  • New particles for collecting both experience and health
  • Effects when both clearing waves and choosing upgrades


Audio Updates

  • Attack sounds for most existing and new weapons
  • Improved audio consistency per-level
  • Fixed the Asoylum using its unmastered track rather than its mastered one
  • Audio fades out before a VS. screen plays
  • Boss music continues where it left off before a VS. screen


Graphic Updates

  • New graphics for upgrade screen
  • New healthbar types for enemies
  • Remade several assets for Level Selector screen
  • Significantly improved compression for all videos ingame
  • Fixed all UI scaling issues present on non-widescreen aspect ratios
  • Updated a large amount of sprites for consistency with levels & style, including a large amount of props and enemy attacks

Balancing


Weapon Pools

  • Most levels have around 7 items, including the starter weapon
  • Certain levels have exclusive weapons available
  • Shorter/gimmick levels tend to have less weapons
  • All Items achievement now only needs all the items in the current pool
  • Frootville achievement is now harder to get on certain levels than others


Enemies

  • Enemy spawns locations are weighed off player actions, making for much more dynamic and exciting gameplay
  • Much more variety in enemy movement, with many old enemies gaining new movement types
  • Bugs
  • Each stage now has a limit on how many bugs can be around at once
  • This is not dependent on bug rarity, and only counts for bugs currently in the stage
  • Certain levels have vastly reduced bug spawns or even none at all


Weapon Changes

  • More consistent growth per-upgrade for Apple, Coaltrop, Sproke Shooter, Keyed Lime, Lemon and Fauxgems
  • Coaltrop Damage Buff
  • Fauxgems Damage Buff
  • Sproke Shooter
  • Increased move speed
  • Renamed from ‘Spokerino’ to ‘Sproke Shooter’
  • Increased Pearshooter projectile speed during boss fights


Level-Specific Changes

  • Shortened wave count & increased enemy variety on levels 1, 2, 4, and 5.
  • Improved set dressing, post-processing, and ambiance in all levels
  • Added props and obstacles to all levels
  • Added pre-boss waves & cutscenes for levels 7 and Ϫ


Diphenhydramine Changes

  • If time before hunting is over half depleted, it will deplete at a much faster rate (when hiding)
  • If time before hunting is under half depleted, it will refill at an increased rate (when hiding)
  • If the boss initiates a hunt, you can quickly hide to save yourself, however this only works if you are fast enough
  • Hunt times are significantly decreased, making the boss much more aggressive
  • Boss speed has been decreased to compensate for lower player speed
  • Boss will instantly initiate a hunt if the player wanders too far from the stage
  • New waves and much more variety in waves, includes more aggressive enemies which surface later in the level
  • Extended wave interval to compensate, allowing for some downtime between waves
  • Revamped hiding spot layout
  • New obstacles in the level to make traversing it more interesting
  • Decreased level size & hiding spot sizes
  • Game pauses when collecting a note
  • Current hunt time is cleared when collecting a note
  • Notes now have their own display on the hud, rather than revealing all note spawn locations using tinted rocks on the map
  • New feedback for a hunt beginning
  • Reverb in level
  • Improved attack vignette significantly
  • New map icons, generally improved map UI
  • Changed order of note graphics slightly, and two notes have changed sprites
  • Player arrow is now much more subtle
  • A new secret ending… Explore the level and find out!

Bug Fixes

  • Item collection popup no longer blocks player clicking
  • Fixed a bug where time while the game while pause would not contribute to the achievements for time spent in-game
  • Fixed several bugs involving pausing at weird times
  • Fixed only the post-processing button matching the currently equipped skin
  • Fixed upgrade screen breaking if gaining 2 levels at the same time
  • Vastly reduced the amount of times a single enemy will take longer to reach the player (this used to make certain waves last longer than they should’ve)
  • Fixed player color resetting when taking damage while hiding
  • Several optimizations to game code
  • Countdowns to next wave now display increased times correctly
  • Fixed hide screen not showing in Diphenhydramine
  • Fixed memory leak in cutscenes
  • Fixed a bug where custom forcefield colors would not be shown
  • Fixed screenshake breaking when being fed NaN inputs
  • Several optimizations to boss attacks
  • Game will no longer enter an infinite loop when depleting an item pool to less than three items
  • Significant improvements to code structure
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Community4 Sep 2025STEAM COMMUNITY ITEMSHello everyone! At long last, steam community items (trading cards, emojis, backgrounds, etc) for Gem Defender are now available! There are also animated avatars and profile frames which can be bought from the points shop. An official upload of the game's soundtrack can be found here , you are free to use it anywhere you want. With that being said, there will be no more content updates for this…Major update21 Feb 2025SOY REQUIEMAt long last, Gem Defender: Soy Requiem, is finally out! Get ready to Chud it up like never before with four new worlds, postgame content, and a collaboration with BADLANDS CHUGS!!! New Levels: · Level 0 (Chud’s Basement) acts as a quick tutorial to get you started · Level 14 (The Badlands) is a brand-new gauntlet featuring the GOAT BadlandsChugs · Level 15 (Brim) is the definitive, final level…Community14 Feb 2025GoonCorp lied to us...I worked for GoonCorp. He's a fraud. He claimed he was going to release Soyjak Requiem on the 14th, when he actually had full intention of releasing the update on the 21st . He also claims to be a "man of honour" despite the fact that he's a dastardly goon who terrorizes innocent babies and kittens and BIPOC... this guy needs to go jail. GoonCorp is a sadist truecel monster. As a whistleblower,…