
Whew, it's been a busy few days here! But everyone seems to be having a good time, and that's what counts. Thank you for checking out my game!
My top priority in the next few weeks goes to addressing bugs and gameplay issues that y'all report. I'm aware of degrading performance towards the end of each run, for example, and am busy investigating that. Also, if you're wondering why the corporation / CEO's names become a bit puerile mid-run, well, you picked up the Rude Gesture! I will be making that item less common in the future, as well as allowing you to get rid of it if you don't like the effect.
If you've noticed something that doesn't seem right, please report it! You can email me at [email protected], or join the Discord (link in the title screen of the game) and report things there.
I expect to spend the next couple of weeks, at least, primarily doing game support, putting out small patches that fix bugs and add minor polish. That kind of work is always ongoing (no game is free of bugs or balance imperfections!) but it always comes to the forefront at times like this. After that, period, however, hopefully I'll be able to re-focus on content.
Here's an incomplete list of new content you can expect at some point during Early Access:
Secondary music tracks for the Labs and Penthouse biomes (activating after meeting Fox, as in the Warehouse)
An alternate boss fight for each biome
Additional enemies throughout the game
Additional spells -- some spell domains have only 4 spells, and I'd like to bring that number up
Additional items, of course
Fleshing out of the Paranoia and Memories systems. I plan to add an ascension ladder, which just takes you through a preset escalation of the Paranoia settings, and tracks how far you get and with how many assists (e.g. "you've beaten Paranoia 4 at assist level 0, and Paranoia 5 at assist level 2").
Additional dialogs with Fox
A story that plays out across successful runs