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.
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[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.
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[h2][u][b]Thanks to everyone who played at TooManyGames![/b][/u][/h2]
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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!
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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
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