Today is a big day. Big size of update and big event.
NeuroVoider is now out of Beta and will fully release on Steam later today!
What a trip... 45 weekly updates to get there and 2 years of development for a team of 2! This has been quite of an adventure, and definitely not an end because NeuroVoider will continue to expand. We have already updated our roadmap to detail the future of the game, and of course, we're dedicated to hunt any bug and continue balancing and tweaking the game.
The game wouldn't be what it is today without your support and numerous feedback. We can't say thank enough to you all for that.
Now to the change log... What's new? Tons of items, weapons, and enemies! We hope that you will like the new stuff we've been holding for today! Steam Achievements are now active! Let's see who will score a 200% in Voider mode. :D We tweaked a lot the difficulty and the skills, everything should be way smoother now.
Thank you! We are now crossing our fingers in hope that you will enjoy this release.
Have fun! and see you soon for more updates!
4 new families of equipments! (that's about 72 Visions, 24 Cores, 20 Transports, and 96 Weapons skins)
4 new families of weapons! (16 totals)
All boss sprites have been updated
New words have been added to the item name generator
The Reboot RNG bonus limit is now 5 instead of 2
The free 25% repair feedback when arriving in the inventory has been enhanced
The "Enemies" level stats has been renamed to "Elites" and FAT.32 will explain you a bit more what it is during the tutorial
Grenades and Disks now explode on contact with Reactors and Chests
Furnace now has some heat particles
Changes to classes (mostly to make them more efficient):
Dash special EP consumption is now 25% of max EP (was a fixed 35 EP before; this should allow the Dash to Dash more often and get better boost from items)
Rampage special cooldown has been reduced down to 200ms (was 500ms)
Fortress special EP consumption has been increased so that a perfect build won't have infinite shield
Arcade: no railgun or close range enemies will spawn before the first boss
Rogue: no railgun enemies will spawn during the first level
All modes: railgun enemies will no more spawn during boss fights
All modes: boss HP have been reduced by 15% and the time to repair its armor has been increased to 14sec (was 12sec)
All modes: repair packs should now drop more often and starting from any amount of HP following a cubic curve; repair packs are also now limited to 4 at the same time
Changes to weapons:
Disk packer has been remade
Fat Shotgun has a better range
Long Flame Thrower has a small spread and fires more bullets
Hellfire has a lowered EP consumption
Mini-Nuke and Holy Grenade Launcher have a lowered EP consumption and a lowered cooldown
Grenade Launchers range and bullet speed has been increased
Plasma Bomb spread is now fixed and not random
Rocket Launchers have a lowered cooldown
Electrical weapons' arcs are more visible
Changes to skills:
All skills: it is now clearly shown in the inventory which properties of a skill Visor items should impact
Passive skills: most passive skills are now impacted by Visor stats (exception to Classy Loot & Blueprint)
Hardcore: HP is now limited to 25% of the max instead of 1 HP (also, repair not allowed)
Extreme Overheat: radius and power has been significantly increased
Bullet Wiper: crystal cost has been reduced to 15 (was 25)
Energy Surge: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)
Rampage: crystal cost has been increased to 30 (was 20) and duration has been increased to 6.0sec (was 4.0sec)
Fixes grenades physics sometimes feeling off
Fixes daily run indicator disappearing when a level is complete
Fixes blue player tube being glitched in the tutorial
Fixes first level always ending on a game over if the game has been finished just before with the non-looping ending
Fixes the background of the Station boss arena
Fixes some boss weak spot outlines being clamped
Fixes fragmentation weapons not showing all frag bullets