Game
Carnage in Space: Crucible
7 months ago

Come on In, the Water's Fine! (v2.2.1)

This update brings loads of fixes, some new codex pages, improved water, and a new piece of music!


Turns out the quality of the last update was not as assured as the title made it out to be. Whoops.

To make it up to you, this update brings not only a long list of fixes and improvements, but a new piece of music for Chapter 2!

And not to worry; we are still making headway towards the final content release. But in the meantime, enjoy another round of refinement to the content we've already got!

== New Content ==

* Added a few new codex pages. Some can be collected now; others will be obtainable during Kodon's story.

== Audio ==

* Added new music for Chapter 2

== Cutscenes ==

* Fixed a typo in Chapter 6

* Fixed Tuhrahkkkii's position in Chapter 7 Intro B

* Fixed several NPCs not talking to you in the epilogue

* Fixed a typo in Chapter 4 (T) outro

* Fixed the dropship's landing gear coming down too early in Tuhrahkkkii's hub intro cutscene

== Graphics ==

* Made the cave exit brighter in Chapter 6 intro

* Redesigned the effects for water & acid to make them look even cleaner and more jank-free than the previous update

* Removed a duplicate geyser in Chapter 7

== Player/Weapons ==

* Drastically reduced Kodon's hover time after accidentally making it too powerful in the previous update

* Kodon's animation now changes when his hover fuel runs out

* Slowed down the horizontal fire rate and sped up the vertical fire rate to match on Kodon's pistols

* Removed the double-shot feature, added some start-up lag, and adjusted the animation for the basic shot of Kodon's cannon

* Increased the duration (and total damage) of the beam shot of Kodon's cannon

* When using a gamepad, with the default controls, the player will not jump while closing the shop menu

== Level ==

* Added new obstacles and setpieces to Chapter 2

* Fixed enemies getting stuck in the ceiling and walls in the arena

* Fixed the Chapter 4 (N) falling sequence not triggering properly in free/challenge mode

* Removed a spike in Chapter 4 (N) that an enemy would always die on

* Fixed the "Deadly Deadline" challenge in Chapter 8 causing an infinite instant-death loop

* Regi will once more animate when spoken to in the shop

* Regi does not appear in the shop until after Chapter 1; Bea's dialogue reflects this if asked

* The shopkeepers' dialogue upon breaking a dummy is now non-interrupting

* Fixed the Death's Door challenge not applying in Prologue (T)

== Enemies ==

* Fixed Flyboy flying off to the top of the screen during battle

* Fixed Berserker drones not attacking

* Fixed robot enemies dropping the wrong shrapnel

* Fixed Aquatic Workers getting stuck in the air after getting hit

* Slightly reduced the velocity of Bursters when they bounce off of a wall

== Interface ==

* The melee/gun selector in the pause screen now selects the currently-equipped weapon when you open it

* Added glyphs for arrow keys, in case they are used as keybinds

== System ==

* Fixed custom keybinds not being applied at the title screen



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HEEEEEE'S BAAAAAAAAAAAACK!!!!!!!!!!!!!!!!!

For those who don't know him, this is Crimson. Nightmare's darker side. The most powerful being in the setting.

If you want to fight him, you're going to have a very, very bad time.

I've been retouching several things in the game that could use a little more love before release.

Among these is the nanotech system! You now get a flashy popup (with confetti and everything) when you unlock one, and the icons are also resigned.

Some new background elements in Chapter 4 (N). The sky's a little less barren now that there are more floating rocks off in the background.

These also use 3D depth for accurate scaling, parallax scrolling, and distance fog.

There's more!

Crimson doesn't know the meaning of overkill! Just how many attacks does he have at his disposal?

I'll give you a hint: More than this.

We haven't even seen his specials in play yet...

Wait, there's MORE???

...

Oh yeah, there's more. Once you annoy Crimson enough, he starts busting out the specials. This one, Flechette Storm, is just one of those screen-engulfing special moves you'll have to contend with!

But even that isn't the end...

I updated the character select screen again!

I ditched the blurred overlay background for a stylish color-changing gradient, and added a spotlight to justify the players' shadows.

I also combined player & difficulty onto 1 screen for efficiency.

Oodles of options!

Accessibility aids aplenty!

I added some more settings lately to toggle distorted graphics, fine-tune the audio mixing, and other stuff. Hopefully this should make the game accessible to more kinds of players.

Chapter 4 (K) is DONE! And about time too - that's my longest level to date.

With that, Phase 3 (of 3) Milestone 2 (of 4) is now done! The end of this 7+ year project is finally nearing completion, and I can't wait to share it with you all.

Presented without comment.

Chapter 6 (K) is DONE! Kodon's story is nearly at a close.

A lot of work has gone into the game in since my last post, but we're deep into SPOILER territory, so all you get is a single out-of-context screenshot.

I'm not sorry.

(So close to release! AAAH!)