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Electro HavocNewsMajor update with your playtest feedback
Major update

Major update with your playtest feedback

Electro Havoc · published 22 Mar 2025, 02:43 UTC · build 17741399

All newsPlayers around this dateRead on Steam

A few days before the Game Developers Conference (GDC) in San Francisco, I updated the playtest build with a massive update thanks to all of your feedback.

Here's a summary of the major changes:

New features and game updates

  • The aesthetic of the game incl. TileMap, space background, and ship have been overhauled
  • Player's ship now pays homage to the Electro Havoc logo (though still in progress) includes a thruster burn "tail" that reacts to the player's movements
  • Player's ship now rotates to direction of input
  • "Enemies left" counter added to help keep track of wave progress
  • Power-up compass indicator added that points you to off-screen power-ups
  • Enemy splash damage now has more unique animations and aligned color palette
  • Added "back button" support to controllers
  • Added Godot logo on start-up
  • Increased the map size and game resolution (from 720p to 1080p)
  • Enemies no longer cluster awkwardly close together or on TileMap boundaries
  • Enemies no longer "stick" to the player as easily, draining their life; instead they are repelled back upon initial damage
  • Added screen shake when enemies hit you
  • Spawn indicators now differentiated between power-ups and enemies to avoid confusion
  • Added damage numbers that appear above an enemy's head when your bullet collides with them
  • Introduced a critical hit capability, and corresponding Steam achievement to match
  • Extended the power-up time-outs on the map to give you more a chance of snagging it before it expires

Bug fixes and performance updates

  • Steam profile names no longer truncated
  • Shader updates to player's ship
  • Splash damage now only visible when it should be
  • Resolved A-Star pathfinding performance issues that could result from use of navigation elements on individual tiles vs. using a nav region
  • Upgraded TileMap Nodes to TileMapLayer Nodes for improved performance
  • Enemies no longer get stuck to player as easily
  • Enemies no longer spawn at power-up locations
  • Power-ups now consistently spawn after hitting "Try Again"
  • Enemies now completely self-destruct after game end, no longer leaving 1-2 stragglers
  • Addressed a few visual artifacts, spawn portals not visualizing in the right spots

If you haven't given the playtest a shot, please jump in and let me know what you think in the comments.

More from Electro Havoc

Other announcements

All news
In-game event30 Aug 2026Polish and feel fixesThis is a smaller update than the last one, and includes a slew of feel and polish fixes, several straight from your reports, and a few from sharp eyes on the devlogs. Balance and feel · Power-ups stick around longer now (15 to 20 seconds) and blink when they're about to disappear, both the pickup itself and its marker on the HUD. No more watching one vanish just as you fly over to grab it! · G…In-game event24 Jun 2026Patch notes 6/24 - Cloud saves and offline playThis is a big one. A number of you ran into cloud sync scores getting overwritten, progress not loading offline, Steam Deck saves getting out of step. I dove deep and updated how Electro Havoc saves, syncs, and posts to the leaderboards. Thank you to everyone who flagged it. Cloud saves and offline play · Your best is always kept. Saves now merge instead of overwrite across PC and Steam Deck, t…Major update6 Jun 2026Electro Havoc Full ReleaseWhen Electro Havoc launched into Early Access just over a year ago, it was one world, one enemy (affectionately known as The Shard ), and a lot of experimentation. Launching a product from game jam prompt in mid-2023 to Early Access feedback in 2025 to now with a 1.0 Full Release has been a wild ride. Real life took the wheel for big chunks of the last year -- day job, family, the usual. Most o…