Alpha 1.0 Released


Alpha 1.0 Release!

New Features:

Guns:

  • Guns now have Recoil and Control , that define respectively how much worse the precision can get and how long it takes to reach full recoil.
  • Guns also have Knockback , so you can push strong enemies away.
  • Guns Can Now Be modified with the new Gun Modification System . This modification system is experimental and we are planning on simplifying it in the next update
  • Added gun flash and sniper traces.

New guns:

GH CLAWSDeagle
Type: AutoShotgun 
Damage: 6
Pellets: 6
RPM: 240
DPS: 144
Penetration: 0
Max Ammo: 80
Amount From Ammo Boxes: 10
Spread: 15°
Recoil: 10°
Control: 1.7
Knockback: 4
Bullet Speed: 6±0.5
Scope Zoom: 1.5x
TypePistol
Damage32
Pellets1
RPM120
DPS64
Penetration2
Max Ammo45
Amount From Ammo Boxes7
Spread3°
Recoil15°
Control3
Knockback3
Bullet Speed12±4
Scope Zoom2x

New enemies:

  • Television: This unsuspicious home appliance is possessed by an monster and has the power to teleport and always stay close to its target once after it gets close enough. If you get too close it will fly around and attack you until you are dead.
  • Party Pooper: Don't let the balloon trick you, this isn't your common party clown. This monster is strong and will "shoot" party objects from it's own hand. It's recommended to stay away from them if possible.
  • Electric Skeleton: The strongest monster you'll encounter. it only manifests in the presence of high electric currents.

Buffs:

  • Firesalt: This Crystal can be used to temporarily improve your gun by making the bullets set any enemy on fire.
  • Xenon Marbles: These small marbles will replace your bullets, stunning any enemy on impact (editado)
  • Cursed Gold: This gold bar will make anyone who takes it turn everything into gold. It may sound like a blessing but be careful with what you wish. 
  • Stunned: Once you touch anything electrical you will be stunned for a few seconds, and may shoot some rounds.

Levels:

Limen Facilities

This is a level that will be used to customize your gear before entering the backrooms. for now you can change you weapon and add upgrades you found. To unlock these you need to complete the campaign while using them.

Level 3 - The Electric Station

This level will present you new challenges. Be careful when near to the machines you find here, otherwise, you may be stunned. Keep your flashlight on, you will need it.

Level 3 - The Electric Station Finale

You will finish the campaign while trying to turn on the elevator that takes you back to the Limen Facilities. It may be harder than you think.

General Additions:

  • Now the player stats are saved between levels, and recovered if you die.
  • Now there are popups showing how much damage, heal, ammo and essence.
  • Enemies now have colliders for shadows.
  • Now There is a new optimized prop spawn system, that will reutilize props that have despawned.
  • Projectiles will also be reutilized.
  • Level generation is now Multithreaded and may give less hiccup when loading new chunks (Some of the steps are still done without it but it will soon be changed)
  • level 2 now uses the same improved algorithm as level 3, and will not have some repeated patterns present before.
  • lots of new props were added for old and new levels
  • Now there is a new enemy spawn system that spawns enemies based on the distance you walked instead of spawning a fixed amount on each chunk. This will give you a breath room when entering a new level, having them spawn only after some steps.
  • This new spawn system will also have rarity for each enemy
  • Some levels now can generate doors.
  • Pixelated effect added on electric effects
  • Bullet particles on impact


Balance Changes

Player Powers:

The Medic

This update focuses on making the Medic heal much faster while trying to incentivize the player to use life steal more often.

  • Life Steal:
    • Heal Amount/Enemy: 4 -> 8
    • Cost: 4/s -> 8/s
    • Cooldown: 1s -> 8s
    • Radius: 4 -> 5
    • Target Limit: 3 -> 4
  • Auto Heal:
    • Heal Amount: 5 -> 8
    • Cost: 4/s -> 6/s
    • Cooldown: 1s -> 10s

The Firefighter

This one main ability was obfuscating the secondary and it was pretty easy to spam to restore all the life. Because of this, the way the heal works was changed so it is not instant and heals only half the total life. Besides this, the damage was reduced, so you can't instantly punch every single enemy.

  • Berserker:
    • Heal: full life -> 5/s (50 total)
    • Life Increase: 300 -> 200
    • Cost: 50 -> 70
    • Damage Increase: 5x -> 3x
  • Water Blast:
    • Damage 25 -> 40

Guns:

4K-7A

  • Damage: 10 -> 15
  • Penetration: 2 -> 1
  • Spread: 4° -> 3°
  • +Recoil: 22°
  • +Control: 1
  • +Knockback: 2

L69B1

  • +Recoil: 10°
  • +Control: 2
  • +Knockback: 3

VS16

  • Damage: 7 -> 9
  • RPM: 1500 -> 1200
  • Spread: 10° -> 6°
  • Bullet Speed:  8 -> 10
  • +Recoil: 20°
  • +Control: 1.5
  • +Knockback: 1

Meg-T

  • Spread: 25 -> 15°
  • +Recoil: 30°
  • +Control: 2.7
  • +Knockback: 5

Enemies:

All enemies had their hearing and sight reduced slightly.

Smiler

  • Attack Cooldown: 1.5s -> 1.4s
  • +KnockBack Resistance: 0.7

Bacteria

  • +KnockBack Resistance: 0.2
  • Hitbox Size Increased

Hazmat and Flamethrower Hazmat

  • +KnockBack Resistance: 0
  • Flee Speed Now Is 80% of The Full Speed

Aranea

  • Attack Cooldown: 1s -> 1.3s
  • Health: 150 -> 120
  • +KnockBack Resistance: 0.35
  • Hitbox Size Increased

Bug Fixes and Improvements

  • fixed overlay cameras applying post processing effects
  • major fix to game shadows
  • audio fix and other small code tweaks
  • fix to player and hazmat leg material and to smiler ai
  • fireman legs outline added
  • Improvement to scientist sounds pitch decrease
  • fix to Objects that snap to the wall
  • fix player being able to attack enemies through walls
  • fix physics making sprites blurry on the player camera
  • fix guns sprites drifting in animation
  • deactivated Destroy via particle system on certain props
  • bullet cases will not change on the ground after you change guns
  • fixed the FPS counter
  • fixed credits not playing
  • fixed problems with enemy patrol and attack
  • the scientist now have its own attack sprite
  • fixed knockback not working properly on enemies
  • fixed lots of other minor bugs
  • fixed a bug where the screen was resetting to windowed every time a level was loaded
  • UI was adjusted for consistency
  • Character selection now shows a picture for each one(Will be updated again in some future update)
  • Major change to the bloom so it is less exaggerated on some places.
  • tutorial now only plays the first time you play
  • Added a blinking outline around items that you can grab
  • Updated wall masks sprites and added an trail effect for each
  • Fixed Firefighter healing beyond max health when using beserker
  • Fixed Greasy marshmallows not improving player's stamina properly
  • Fixed Vsync, and now it comes along with an exclusive fullscreen option
  • Fixed a chance of the level start and exit spawning without doors on levels 0 an 1
  • Fixed an issue with sounds that could cause lag spikes when they were first played
  • Fixed a problem where enemies were receiving damage twice when they were attacking
  • Fixed objects interactions happening through walls
  • Fixed an issue that would occur when picking up a gun while attacking

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