
At this point, the game is in great shape: the scope and gameplay loop are locked down and I'm playtesting daily to get it where it needs to be for release. The main things that I'll be focusing on moving forward are presentation and content: 3D assets, audio (including the soundtrack), animations, lighting, FX, levels and generally making the game feel polished (finally I'll be replacing these clunky movement animations!). As you'll see in this update, a lot of the changes come from frequent testing: I want any gameplay and balance issues to be solved BEFORE the game launches where possible and plan on using the early access period to add new content rather than to be reworking game mechanics. With that said, let's get into the new stuff added this month!
Many of the previous challenge island modifiers didn't feel all that challenging (like Low Gravity or Invisible Enemies) so they have been replaced with much more engaging challenge types.



Previously, the main way of gaining speed was by sliding which often led to a spam strategy of constantly sliding in circles around enemies, easily dodging most projectiles. I wanted to tune the movement system to be more skill based and require timing, so a dash mechanic has been added as well as removing the ability to infinitely slide (you now lose speed if you slide for too long). Combining these mechanics, you can gain speed but also dodge enemy projectiles if dashing at the right moment. I'm currently finding the sweet spot between dashing and sliding to ensure that you can still have fast and fluid movement without it making the game too easy.
This also opens up a new category of cosmetics: dash trails! More on these in a future update.

Dashing of course nicely integrates with Racing mode, allowing for the optimal strategy between jumping, sliding and dashing to be developed across each course. I'm really excited to see what the speedrunning community will do with it. There have also been new perks added that reduce dash cooldowns and increase the number of dashes, allowing for some overpowered movement options in a Survival mode run!


After a bunch of great playtests, I noticed that when explaining the whole weapon mod / weapon leveling system to new players, it was more confusing than it needed to be. Especially when playing on controller, it felt a bit clunky and slow paced to have to manage your inventory and swap mod slots by hand (It's hard to even realize that you could put weapon mods on grenades for example) so I've settled on a few improvements that make the much game easier to understand and also stop you having to slow down in an otherwise fast paced game.
Since weapon mods used to be interchangeable with grenades, I was a bit limited with the mod design and many weapon specific mods (like having a larger clip size) didn't make sense on grenades. On the flip side, many powerful mods more suited for infrequent grenades like black holes didn't make sense on fast firing weapons like the minigun. To solve this, I took the best weapon mods that make sense on grenades and added a bunch of grenade specific mods to form a new inventory category: Grenade Mods.
This means that there are 3 distinct "upgrade" pickup types in the game:
To further clear up any confusion between the different pickup types, a chest for a specific type of pickup will drop after each island rather than a chest containing a random mix of pickup types. For example Island 1 may drop a weapon mod chest, Island 2 a perk chest and so on.
Some examples of Grenade Mods:
These mods essentially turn your grenade into a powerful tool to set up synergies with your primary weapon, which brings me to my next improvement!
In 100% of my playtests, the secondary weapon was ignored as players tend to want to stack all of their mods on one weapon for maximum effectiveness. This means that there's no real reason to have a secondary weapon at all! Since you can throw your grenade and also melee while shooting, you can make use of all of your inventory at once: this feels efficient and fun!

While many games have lots of different weapons that can drop with fixed behaviors, the focus here is on letting you choose a base weapon and then use the countless combos of weapon mods to turn it into something new. By choosing and sticking with a specific weapon at the start of a Survival run, this functions like a class or loadout, allowing you to spend the run making a build around that weapon rather than constantly finding completely different weapons and pivoting.
Finding weapons mid run would make sense if there were many weapons in the game but since mods give weapons most of their interest, I thought that it was better to focus on a limited selection of core archetype weapons, each with their own set of mastery challenges and skins to unlock! The aim is for players to start coming up with builds for specific weapons as their knowledge deepens playing the game.
With each weapon now offering mastery challenges, the progression system has been updated to help give players more reasons to play Survival runs.
When you first start the game, only 2 weapons will be unlocked: the Bamboo Rifle and the Claw Shotgun. Other weapons as well as mods and perks will be available to unlock with keys: the persistent currency that persists between runs. Keys are earned by completing weapon mastery challenges, as well as by defeating bosses. There'll be more info on the improvements to the progression system soon!

As part of my original plan to support more than just the four elemental damage types previously mentioned (ice, fire, lightning and poison), a new debuff system has been implemented. The full list of debuffs and their effects can be found below.







Thanks for reading and for being patient with the development of the game.

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