Today we’re excited to announce the introduction of a new “Campaign mode” for Whisker Squadron: Survivor, launching on June 19th.
This is the most significant update to the game so far, and touches basically every aspect of the game’s design. I’m going to give an overview of what’s changed and why, and talk a bit about what’s next.
[h2]Campaign Mode Overview[/h2]
Ever since the game’s launch in Early Access last August, there’s been one throughline in the feedback we’ve seen: You all like what’s here, but want *more*. More variety in the environments, more choices, more enemies.
So first and foremost, we’re combining the existing level content into one unified campaign. This campaign spans (currently) 3 acts, each consisting of a generated map like the one below:
[img]{STEAM_CLAN_IMAGE}/43364174/af60b0f36176254faaf7d4c71809a65b086a275d.png[/img]
This map contains “Action Zones” as well as upgrade shops, story moments, and “cursed choices”. Each act ends with an epic miniboss fight.
Act 1 takes place in Nexus Station. Act 2 is the area formerly called Neonfall (more on that later!), and Act 3 is in Translink City.
Additionally, each of these areas has a *lot* more variety within it.
[h2]The Game Has A Story Now![/h2]
We’ve been busy writing the underpinnings of a story for the Whisker Squadron universe, and it’s finally represented in the game with this update. You’ll learn about the origin story for Whisker Squadron, Olivia, and the other characters.
This is still an action game at heart, but this update will give some context to why you’re fighting these bugs, and the corporation (A.R.E.S) that created them.
[img]{STEAM_CLAN_IMAGE}/43364174/db50f8bfd690936982bdd1b8df4c4b5df62ec1d8.png[/img]
[h2]Other Major Features and Changes[/h2]
We’ve made a myriad of other gameplay changes both large and small with this update - here’s an overview of the biggest ones:
[h3]Cursed Choices[/h3][img]{STEAM_CLAN_IMAGE}/43364174/330247db0097ed6d76cfef1ed85ab8d49153457f.gif[/img]
Cursed choices were previously a “mandatory” feature that happened when you leveled up 10 times. We heard your feedback on this design loud and clear! In this update, Cursed Choices are an optional node on the map. Additionally we’re in the process of redesigning these to feel more rewarding. These should feel like an interesting “push your luck” choice, and not a punishment.
[h3]New Enemies[/h3]
We’ve nearly doubled the number of enemies in the game with this update. Each act features its own unique enemies, adding a lot of new gameplay variety that will take you awhile to master!
[h3]Blocking As A Default Mechanic[/h3]
In the current version of the game, it’s possible to tilt your ship (which makes you turn a bit faster), and a double-tap of the tilt button actives a spin, which by default does nothing.
With this update, we’ve replaced the ability to tilt your ship with a built in spin-block, which activates with a single click. This might take a bit of getting used to, but it’s allowed us to design a much more interesting and varied set of enemy mechanics, and we feel makes the game’s controls more accessible and intuitive.
[h3]Other Changes[/h3]
We've also redesigned the main menu and hangar screens to help support this campaign change, and made a myriad of other quality of life changes, which we'll list in full on the June 19th release.
[h3]We need Beta Testers![/h3]
Want to get an early peek at this update? Jump in the public beta branch, and then [url=discord.gg/flippfly]join the Discord [/url]or use the in-game feedback form to let us know what you think!