
Welcome to our September update showcasing some of the updates added to the game in the last month of development. All these updates and more to come are currently available in the public playtest, so be sure to check it out!
Item drops have been reworked to be more plentiful, but drop less ammo per drop to smooth out the ammo curve and provide for a more even distribution of ammo types and health pickups
More visual feedback has been added with enemies more visibly flinching from hits and a crosshair damage indicator appearing when dealing damage to enemies.
Explosive barrels have been added to build out the framework for room hazards.
You no longer start with an additional bonus ammo type right at the start of the run giving you more time to utilize your initial choices before mutating it into something new.
Movement has been reworked to have a melee shove, a snappier jump, and a smoother slide mechanic.
More particle and visual effects have been added for more impactful combat and projectiles.
Lighting has been reworked a bit.
The player's gun no longer clips through the environment.
The map generation logic has been updated to prevent clipping corners or unintended dead ends.
Enemies now draw agro based on vision and distance and ranged enemies should be a bit more aggressive as they trace line of sight to the player's eyes instead of their feet.
My current focus for the next set of updates is adding more variety to the room types and floor generation. Each floor would be broken into connector, general, hazard, treasure, and boss rooms with placement rules keeping too many of the same room type from appearing in a row.
Once the updated map generation is in place I would like to add the ability for you to select which floor to go to next at each elevator allowing for more control over your run and to have more control over difficulty, player build, and types of enemies and rooms to fight through.