Demo Version 1.0.200

Quantum Cortex

Quantum Cortex is a fast-paced, physics-based metroidvania. Tear through a dark, atmospheric environment at lightning speeds and battle terrifying creatures. Discover the eldritch mystery behind civilization’s fall, and rise up against the transhumanist dystopia that took its place.

Hi everyone! I am a solo developer, and this is my pet project. You can call me QCDev :) This update addresses feedback and concerns gathered from a number of different players at TooManyGames. --- [u][b][h1]v. 1.0.200 Patch notes:[/h1][/b][/u] [b][u][h2]Additions:[/h2][/u][/b] - Shift can now be used to dash, as an alternative for double-tapping. - Weapons and abilities are now compared to an internal database when added to your inventory, including when loading an existing save. This means that players no longer need to start a new save file for balance changes to take effect. - The [u][b]PHYSGUN[/b][/u] secret ability now works on flying enemies. - Revised settings menu with room for more options to be added in the future. - Adjusted and re-implemented the level 1 map to be accurate to the new layout. - Added support for borderless windowed mode. - Controls tab in the settings menu now displays the keyboard controls for the game. These will become rebind-able in a future patch. [b]- New hazard type: Destructible Platform[/b] [i]*Players tended to forget or not notice that they have access to a bounce move using the middle mouse button. This hazard type simply serves as a tutorial mechanic and periodic reminder. It must be bounced on to be destroyed.*[/i] [u][b][h2]Adjustments:[/h2][/b][/u] - Level design adjustments. - Bullet-time power moved to Left Ctrl - Updated item descriptions. - Tutorial text adjustments. - Dialogue adjustments. [b]- Removed the ability to bind items from the inventory to slots the weapon or ability wheels.[/b] [i]*The plan instead is to have only 8 weapons and 8 abilities that can each be upgraded through upgrade trees. *[/i] [u][h3][b]PLASMA TETHER:[/b][/h3][/u] - Range: 4,000 -> 6,000 [u][h3][b]ROCKET LAUNCHER:[/b][/h3][/u] - Max ammo: 1 -> 2. - Direct hit damage: 1000 -> 500 - Explosion Damage: 2000 -> 1000 - Knockback increased from 4000 to 8000 - Self-damage increased from 1% to 5% - Explosion radius: .5 -> .6 [u][h3][b]BETA PLASMA GATLING:[/b][/h3][/u] [b]- The projectiles now slowly build up speed. - The projectiles now pass through up to 5 enemies. - The projectiles now bounce off of surfaces up to 3 times.[/b] *This weapon was boring and needed some spice! It's got it now* [u][h3][b]AVATAR OF ANGER:[/b][/h3][/u] - Pushed back the active frames for the [b]AVATAR OF ANGER's[/b] melee hitboxes. The hitboxes came out too early, leading to players dying to seemingly nothing. - Raised the origin of projectile attacks so that players wouldn't instantly die when near the center of the head. - Added an additional platform - Lowered the respawn time of the health pickup from 60 seconds to 45 seconds. [b]- Projectile damage (Easy): 10 -> 2.5 - Projectile damage (Recommended): 15 -> 5 [/b] [i]*These projectiles were meant to be tiny pings that delay shield regeneration. They shouldn't be nearly killing the player on their own.*[/i] [h2][u][b]Fixes:[/b][/u][/h2] - Fixed an issue where the weapon and ability wheels were not tinted when hovered. - Fixed an issue where checkpoints were not always set properly when walking into their radius. - Removed some geometry which let players break a trigger sequence in Level 2. - Removed the bind menu, eliminating all of the various problems it caused. - Fixed an issue with one particular cutscene in level 2 that wouldn't let the player progress using the space bar. [h2][u][b]Optimizations:[/b][/u][/h2] - Removed unused geometry and objects from the first level. [h2][u][b]Attempted Fixes:[/b][/u][/h2] - Seemingly removed a race condition which caused save files to sometimes not load properly. This requires further testing. [u][h2][b]Known issues:[/b][/h2][/u] - Certain graphical issues such as flashing lights or excessive bloom may occur, depending on the player's graphics settings and hardware. - The UI is ugly. - Tutorials for ammo and reloading are not effective - On rare occasions, when the player dies, they are unable to respawn. - The player can sometimes remain grabbed by a zombie after passing through a door. - The [b]BETA PLASMA GATLING's [/b]projectiles can become stuck bouncing around inside certain enemies, leading to ridiculous damage. --- [h2][u][b]Thanks to everyone who played at TooManyGames![/b][/u][/h2] --- The fastest way to reach me is through the community discord! https://discord.gg/qaRcDCEDDj Right now, there are only about 70 members-- the most active one being myself. If you're interested in sharing feedback, suggestions, or getting a sneak-peak at upcoming content, feel free to jump aboard! --- Follow me on my socials! https://twitter.com/CortexQuantum - My Twitter https://www.youtube.com/@qcdev - My Youtube https://www.patreon.com/QCDev - My Patreon MORE ABOUT THIS GAME