As you all might've noticed, update 95 has been delayed. We apologize for that. We really tried, but at this point most of the team is tired from that enormous sprint we did from update 92-95, and needs a little bit of time in recovery mode.
Normally, one of us would pick that up, and work on the game alone for a few days, but that's not really possible anymore. We've reached a point where most of the things we're creating are balancing, polish, and this week mostly integrations into the Steam ecosystem (which some of you noticed) - which just takes a bit more time than we'd want, and is not not something you can just release half-working because we're working with someone else's code.
We're aware of some bugs that prevent the ending from triggering, and we hope you know that if we saw a possibility to fix that now, we would've done so already. The code that is in this build is too structural to put out half-finished.
It seems an update is a few days out at least, so we might delay #95 or even decide to skip, and give us time to get everything proper hopefully before next weekend.
As you might've noticed, we've been pulling off some huge updates lately. We've been working extremely hard for basically months now, and you can see the results: Nuclear Throne is getting very close to being a finished product. Update 94 is probably the last enormous update, as after this we'll be slowing down, carefully wrapping up the ride and smoothly sailing into release. This means we're close to entering a relatively quiet phase where we spend all the time we need making sure NT doesn't break when you look at it.
We'll jump right in with what most excites us: Weeklies.
Weeklies run every weekend from the first minute of Saturday until the last minute of Sunday UTC, and are basically seeded runs with a set loadout. Your character, crown, and starting weapon are all fixed, and you won't find a single Crown Vault in your runs. The thing is, you can play a weekly as much as you want until the time runs out. You can try optimizing your route, mutation picks, and strategies, but also master some of the quirks specific levels throw at you. Every weekend will bring a new Weekly, and a new weekly leaderboard to conquer.
Besides that, there's just too much to list here. The first weekly should've started right about 40 minutes ago. Go have some fun!
New settings! Most significantly, we've added a few more cursors and the option to pick side-art instead of black bars on the side.
An update to the Throne itself!
Big upgrade to gamepad functionality in the menus, including access to the loadout screen!
Many Ultra Mutation changes and updates, including Rebel, Robot, Steroids, Crystal (faster Juggernaut), and Horror.
Big update to the stats screen, including win, speedrun, hard mode, daily, and weekly stats!
New sounds for various cool, huge, dangerous things!
Chicken B-skin can now be unlocked.
New sounds for all characters!
Sounds for all Ultra mutations!
Colored shadows! Barely noticable, but this'll make Frozen City feel colder, Jungle junglier, etc.
Reduced rads dropped by some bosses and most enemies after caves a tiny bit.
Hyper Launcher, Ultra Crossbow, Bouncer Shotgun, and Heavy Assault Rifle rate of fire has been increased.
Ultra Revolver and Bouncer Shotgun are now automatic.
You know what that is? That's Rogue's voice. Congratulations everybody! Not only does every Nuclear Throne character now have a voice, but this game has now officially been in Early Access for two years, and we've also just reached the final balance and polishing phase! This week was spent just cranking out details and polish, and finally implementing long awaited content! Either way, it's probably safe to say this is the biggest update we've ever done.
A voice for Rogue and all other remaining characters!
A new save file system. This means we hopefully won't have to clear your save files anymore! As a side effect, we've decided to remove the Unlock All button. What you unlock now is (probably) yours forever. Unless you hit the delete button. Obviously.
Your loop streaks are now stored and displayed in the stats screen. Any loop you get is added to the streak, if you die before you loop the value is reset!
Little effects and sound for most mutations and ultras!
Sounds for some of the loop bosses!
All the music and all the level ambient tracks should now be in the game and all of them have been mastered!
Two new rare enemies.
Rogue has been given a big overhaul, upgrading her Portal Strike damage and giving her a new Ultra replacing Resourceful.
Van portals now break walls when spawning.
Elite Inspectors have less HP.
Captain no longer drops ammo.
Heavy Auto Crossbow rate of fire has been decreased.
Elite Shielder projectiles are now slower and have a smaller explosion hitmask.
Cursed Crystals now have a slightly longer minimum time before teleporting again.
Rabbit Paw no longer affects gun drops.
Heavy Heart has been increased in effectiveness a tiny bit.
Palace Guardians no longer deal contact damage when appearing.
Buff Alligators now spawn more pellets from their projectile.
Splinter Gun and Golden Splinter Gun now have the same rate of fire.
Ultra Grenade Launcher has been given a proper update.
Bullet ammo size has been increased by two.
Exploding Guardians spawn fewer projectiles.
Elite Inspector walk speed has been decreased slightly.
Alligators are now always active.
Removed the Ion Cannon. You will not be missed.
Blood Cannon rate of fire has been decreased slightly.
Torches in the Crown Vault now have less HP.
Tweaked the loop spawn code a bit.
Heavy Bolts are now affected a bit less by Bolt Marrow.
Flak Cannon has more accuracy.
Sledgehammer deals slightly more damage.
CLASSIFIED doesn't blow up Crystals before completing the boss intro.
Increased damage from IDPD explosions.
Proto chest now always contains a rusty revolver on dailies.
Decreased IDPD Shielder HP.
Elite Grunts now have slower reaction time but faster projectiles.
All bosses now end the boss music when killed.
Cursed Chests opened by portals now contain cursed weapons.
Fixed the quick restart music bug.
Fixed the Van exploit hopefully.
Fixed the Y.V. double loop on Ultra bug.
Small flames and craters can no longer appear outside the levels.
Crown of Blood description typo fixed.
Big Dog now shows the right cause of death when exploding.
Fixed Crown of Death de-select crash.
Shielder now always plays shield sound when shielding.
Fixed a daily crash bug.
Fixed a bug related to drawing the Freaks.
Fixed the notorious save file crash hopefully.
Fixed a co-op problem with Plant's Throne Butt.
Crown is no longer drawn on random character.
IDPD Explosions now spawn craters.
Chicken can now heal back to full health.
New Crown Guardians, gameplay is still very unfinished.
Heavy Grenade Launcher.
Updated Ultra icons.
Gamepad is now automatically detected.
Green explosions for the Throne and Generators!
Timer is now an option, and beating the game now shows your time.
Less screen shake for Plasma Explosions.
Inspectors now draw their pull effect behind their heads.
More particles for Laser Crystals before firing.
Removed all the old icons from the Character Select.
Added a NO HUD mode.
Generators now drop rads.
Re-spaced the loadout screen.
A ton of new weapon sounds.
Timer now also counts during mutation selection.
Removed the "keep old crown" option, instead made guardians spawn when running with a crown.
No Rad Canisters in the HQ.
Added some more tips.
Updated the credits.
Tutorial Bandits now explode into wood splinters.
The fade when sitting down now comes in a bit later.
Weapons now disappear properly when sucked into the portal to the next level, no longer leaving a copy behind when the portal disappears.
New splats for melting after using their active.
New Rogue HUD indicator for her ammo.
Tiny details: feathers, leaves, money.
Small blue flames for IDPD explosions.
Uncursing something now has a sound.
Empty Horror trying to fire now has a sound.
Sound for Dog Guardians landing.
Sound for mutation and crown icons popping up.
All elite IDPD now have sounds.
Added lightning particles to the portals.
Low HP sounds for some bosses.
Sounds for the final cutscene.
Updated the tiles for 0-1.
New slider art.
Sounds for Rogue Canisters.
New art for the IDPD explosions.
Updates to loads of projectiles for readability.
Ally art update.
Icon art update.
All mutation selection sounds.
Mutation sounds are now stereo.
Updated the mansion tiles.
New decals and props for various areas.
Update to the menu generation.
New Crown Vault art.
Sounds for the cursed enemies.
Updated flying maggot art.
Radiated maggot death sounds.
New gun for the Jungle Bandits.
Updated the color of the Freaks.
Sound for reaching level Ultra.
HQ is now less bright.
New Present Chest opening animation.
Sounds for the different IDPD portals.
Big Dog now explodes in a way cooler way.
Fire Trap game over image.
New portal sounds, also when inside.
Lil Hunter now has a sound when calling for backup.
Sounds for allies.
Grenade weapons now have a reload sound.
Various enemies had new sounds added.
Cool new car sounds.
Boss intro sounds.
A nice radioactive hum on the logo.
New disc sounds.
Little dust effects in the Crown Vaults.
More prop destruction sounds.
Removed the old Palace pillars.
Van hijack sounds.
Art update to the green rats.
Art for Heavy Heart.
Small 7-3 art detail added.
My eyes hurt from reading over this list a few times, so it's time to sleep for a full day. We're moving full speed ahead, and there's a finish line that we're eager to reach. Let us know what you think, what you like, what you don't like - but mostly, please enjoy Nuclear Throne.
For those of you that have been with us for two years now - we cannot emphasize just how much we owe to your continued and unwavering support and enthusiasm. For those of you that joined us at any point after that, thank you so much for being part of this and allowing us to grow and reach beyond.
So from the entire team, Happy Birthday, Nuclear Throne, and Happy Birthday, Nuclear Throne community!
Oh yeah, another huge exciting update. After last week's implementation of an ending, and the resulting outcry and problems, we've decided there was only one way to go: add even more endings! You can now stop your game at two points, sit down, and reflect on your achievements. For that, we've implemented the first rough version of our credits scene, with a (we think) amazing song by Jukio that'll hit you right in the feels.
Either way, don't worry: we spent a lot of time fixing bugs and tweaking the generators we added last week. In general a more smooth experience should be in front of you when you start playing. Other than all that, we've continued the art and sound overhauling of the game, spicing it up and generally continuing our race towards a finished game!
Ah, one more thing. All the B-skins are now in the game. And they have unlock conditions. Good luck.
Another ending, and credits sequence!
The IDPD Captain now has sound effects, as do various props, Lil Hunter's weaponry and other details!
New B-skins, and big character art for all the B-skins and some special states! B-skins are now unlocks.
Cool art updates, mainly to Desert and Palace!
Y.V. can no longer pop melee weapons.
Super Crossbow spawns one area later.
Big Rats now deal (1) contact damage.
Scorpions have a tiny bit more range.
Generators have been moved down and given less HP, and no longer explode at the end of the fight.
The Nuclear Throne is a bit less likely to waltz over you.
Fixed the Crown of Luck crash.
Bolt damage should be back to normal.
Back Muscle no longer carries over.
Captain no longer drops rads.
Fixed a Generator crash.
Throne beam sound now stops when it is destroyed.
Allies now keep Throne Butt after your death.
When having no weapon equipped, you no longer drop an invisible weapon at death in co-op.
Fixed a lot of weird behavior Crowns where showing, carrying over between runs etc.
Steroids' active no longer triggers their swap animation.
When killed by a boss exploding, it should now show the proper image on the game over screen.
Statues now don't spawn Guardians after that fight is over.
You can no longer spawn inside cars that explode and end your run.
You can no longer get stuck during the final cutscene.
Crown of Haste idle animation has been fixed.Crown of Haste now also animates faster than other crowns.
Level unlock requirements now show x-? instead of ???.
Blowing up walls should now cause less slowdown.
Technomancer revive now has an animation.
Generators now have an idle animation.
Moved around the loadout layout a bit.
Icon in your HUD when playing the daily.
Tweaked the big TV graphics a bit.
New screen when beating the game. Still work in progress!
Vans can now be hijacked again from the HQ, taking you back to where you were before. Cars in $$$ now also continue your run.
Song for CLASSIFIED.
Tiny sewer art fixes.
Note: we're going to be at Fantastic Arcade this week, so there won't be an 'full' update coming weekend, if any update. We will be reading the forums and paying attention to what you're all saying. Since we've been reading along, we do want to emphasize: Nuclear Throne is winding down as a project. A game is never 'finished' in that it could always be better, but we're closing in on the point where we're extremely proud of the game and ready to sign off on it. There are some structural problems left to tackle, and some balancing, but we are getting really close.
Either way, have fun playing #92, and let us know what you think of the improvements!