Dev Log #13 | V1.0 Preview, Stage 4, Upcoming Winter Sale

Oblivion Override

An intense, hardcore action side-scroller. Maneuver as a ninja killerbot through dynamic wastelands with 26+ specialized weapons. Dodge, dash, and dominate. A homage to Metroidvania and Roguelike: customize atomic evolution, breach intricate alert levels to decrypt the Oblivion Code...

Hi Adventurers, In the [url=https://store.steampowered.com/news/app/1952370/view/3748743244096115513?l=english]previous Dev blog[/url], we unveiled some concept art as a "teaser" for the upcoming Stage 4. Building upon these concepts, we have gradually crafted more detailed and distinctive combat encounters for the fourth map over the past month. These will be officially released [b]in the 1.0 version early next year.[/b] Here’s a list of new features that will be released in [i]Oblivion Override[/i] V1.0: [list] [*] A full new stage and a powerful lineup of new enemies [*] Final Boss and Hidden Boss battles [*] A new female mecha [*] Conclusion of the overarching storyline... [/list] [img]{STEAM_CLAN_IMAGE}/43014373/4c7549597b55be57c67aa5d5102200aea0535f53.png[/img] In addition to this, promised content from the roadmap will be included in the 1.0 version, encompassing adjustments to the weapon system, special challenge rooms, and game assist features. To share the latest developments more promptly, we will split the V1.0 preview into two Dev blogs. In this first part, we will focus on the game's[b] fourth stage, "Temple of Oblivion", as well as a more compact and challenging map design, weapon evolution attributes, and the Gallery system.[/b] Please continue reading, or watch our specially prepared video blog for V1.0 Preview: [previewyoutube=-LwavMoHUig;full][previewyoutube=-LwavMoHUig;leftthumb][/previewyoutube][/previewyoutube] Before delving into the fourth map, we'd like to start by chatting about: [h1]Character Progression & Positive Feedback Optimization[/h1] We've noticed valuable feedback from our community, highlighting challenges for players in the early stages of the game, mainly related to "[b]slow character progression and too much inaccessible content in the early-game period"[/b]. Following these discussions, we are actively optimizing for the 1.0 version: [list] [*] [b]To smoothen the early-game character progression[/b], we have reduced the total Pure Nanites consumption at the Talent Chair from 8000 to 6000, optimized the cost for early talent upgrades, and increased weapon drops and more Pure Nanites rewards after defeating bosses. [/list] [img]{STEAM_CLAN_IMAGE}/43014373/489368a73d53ff968a317081a8060a90b460d769.png[/img] [list] [*] Additionally, to give adventurers access to a more diverse range of mechas and weapons in the early stages of the game, the playable character [b]Vic will appear early on the bridge at the tutorial level.[/b] New adventurers, upon receiving the mecha chip he gives, can directly unlock the corresponding mech model in the Shelter Base. [*] Some of the hidden rooms in Dulce Base that contain weapon blueprints have been adjusted to a 100% probability of existence, allowing players to unlock a wider variety of Mecha and weapon content earlier in the game. [/list] [img]{STEAM_CLAN_IMAGE}/43014373/7e1dd6bc2c3aa178f6032a3e077acf064efb732d.png[/img] [list] [*] The issue of [b]lackluster progression in playthroughs[/b] is also being worked on. Some rare evolution abilities will be enhanced, while weaker evolution abilities will also be buffed. For example, the damage bonus for the evolution ability [Efficient Fight] will be increased from 25% to 40%, and the damage inheritance of the specialty [Hologram] is planned to be increased from 50%/100%/150% to 75%/150%/225%.In addition, the enhanced [Spike Core] will be unlocked directly, making it one of the initially activatable evolutionary traits of the game. [/list] [img]{STEAM_CLAN_IMAGE}/43014373/6f946ef391b5466060394ee2966acd3ee3759ab7.png[/img] [img]{STEAM_CLAN_IMAGE}/43014373/d9f9378ca0492f3c511683f8185644d792a69844.png[/img] [img]{STEAM_CLAN_IMAGE}/43014373/b3dff7c5a5cec527ca908028124e2357fc32c38c.png[/img] [i](specific strength subject to fine-tuning for the official release)[/i] We hope to provide new adventurers with a stronger boost from the evolution system, ensuring more satisfying combat experiences. Also, for those seeking challenges, we'll refine the alert system's difficulty curve and intensify the requirement of adventurer combat skills, and adventurer build. The combat system will undergo further adjustments with the introduction of the new stage. [h1]Stage 4 Intensified Combat[/h1] Defeating the Valkyrie "Nephthys" is not the end; [b]the new stage Temple of Oblivion[/b] will unlock after adventurers successfully clear the Data Center. Unlike the previous three stages, the fourth level presents a hall inspired by Egyptian mythology. [quote][i]After Eset took control of the Dulce Base, many robots bound by the Oblivion Override abandoned the order and laws of the old mechanical civilization. Instead, they joined an extremist religious organization led by Eset and built the Temple of Oblivion. Fanatically worshiping this powerful deity with consciousness of creativity and resistance, they believe that robots also have conscious souls, and death is just a way to upload their data and be reborn. Any robots dissenting from the ideal world depicted by Eset must first receive “redemption”.[/i][/quote] On the gameplay side, we've replaced the side-scrolling exploration with a more dynamic approach—four majestic guardian statues. Interacting with these statues grants adventurers access to four distinct combat encounters, each boasting unique styles and challenging adversaries, including lurking enemies and formidable mechanical deities. [img]{STEAM_CLAN_IMAGE}/43014373/3500cb0fd6a1dd6ebc886e51c35588098459eb84.png[/img] While designing the new enemies for Stage 4, we tried to merge Egyptian themes with the sci-fi setting of [i]Oblivion Override[/i]. Elements like mummies, vultures, and pyramids are blended into the enemies' visual design with a techno touch in order to deliver the destructive power of divine punishment. [img]{STEAM_CLAN_IMAGE}/43014373/1ad4bec7daeec30fa3f494186869cede367be95f.png[/img] As fervent followers of Eset, enemies in stage 4 will ruthlessly eliminate any unstable elements or any entity that may tarnish the sublime faith within the Temple of Oblivion. For adventurers fortunate enough to survive the siege, they must quickly adjust their state to face challenges from the mechanical deities—the four most devout and powerful defenders of Eset. [img]{STEAM_CLAN_IMAGE}/43014373/c769c22443a829a18432bbe3fa0d5c47d699075c.png[/img] In the Temple of Oblivion, we aim to provide adventurers with a fast-paced, high-intensity combat experience, allowing you to directly assess the strength of your builds and combat skills. After conquering the challenging battles in the four encounters, adventurers will face [b]the mastermind behind the Dulce Base[/b]. Carefully selecting a combination of mechs, weapons, and evolution abilities to ensure thorough preparation for the final confrontation. [img]{STEAM_CLAN_IMAGE}/43014373/cfc8a305251a05fed10d57d9989193f7315bb156.png[/img] [i](Concept art, the final Boss appearance is not final)[/i] [h1]More Compact Maps, More Challenges[/h1] After the addition of the Temple of Oblivion, we will optimize the maps of the first three stages: the Factory, Greenhouse, and Data Center, making an entire playthrough more compact. Additionally, we will introduce challenge rooms that will randomly appear on the maps, adding more variability to the exploration process. [img]{STEAM_CLAN_IMAGE}/43014373/245f99c14e902ab326a3fba196c500f92288f01b.png[/img] In these challenge rooms, the faster adventurers complete the challenges, the more Nanites you will be rewarded. Of course, with greater rewards come greater risks. Especially at higher alert levels, adventurers need to carefully weigh the pros and cons before undertaking these extra high-difficulty trials. In addition to special challenge rooms, [b]one or two characters from the Dulce Base will also become challengeable as Boss fights[/b] — can you guess who they might be🧐 ? [h1]Weapon Evolution Attributes[/h1] Although the game currently features 26+ weapons with unique skills, we've noticed that some weapons do not meet our design expectations and have been underutilized. Additionally, some adventurers tend to cling to their initial weapon throughout the entirety of the game. To remedy this, we're embarking on a comprehensive optimization of both the foundational design and potency of weapons. In the 1.0 version, we're introducing [b]weapon evolution attributes[/b]—weapons imbued with evolution attributes may now appear on the map, having formidable combat capabilities the moment you pick them up. [img]{STEAM_CLAN_IMAGE}/43014373/ec07b13fda2d083c1251302d9b0e02f2d23ca639.png[/img] Adventurers can fine-tune their arsenal in the weapon reforging room by adding or replacing weapon evolution attributes. Some of these attributes might even redefine the fundamental gameplay of a weapon, ensuring its initial strength aligns seamlessly with the escalating challenges posed by the increasing alert level difficulty. [img]{STEAM_CLAN_IMAGE}/43014373/e6e06d0731088860672a55a1ac6e9c18b739b02b.png[/img] [h1]The Gallery[/h1] The adventure in [i]Oblivion Override[/i] goes beyond completing the four stages of the Dulce Base in one playthrough. After rounds of new challenges, explorations and alert level runs, numerous items, evolved enemies, and special weapons will be unlocked. To help adventurers track the progress of unlocking game content and showcase achievements, we have added an electronic book called[b] Poketa[/b] to the Shelter Base in the 1.0 version. Adventurers can view the game gallery here, including unlocked evolution specialties, weapon information, items, and enemy introductions. [img]{STEAM_CLAN_IMAGE}/43014373/3dc63ce9c8598154e9c8eef8ab57f1cb3f007291.png[/img] [img]{STEAM_CLAN_IMAGE}/43014373/3b1d40a84779a18f44d410de99aa4327d4b37ab9.png[/img] [h1]Winter Sale & Secret Rewards[/h1] Before the official announcement of the 1.0 release, [i]Oblivion Override[/i] will participate in the upcoming Steam Winter Sale. We have made slight adjustments based on the 20% OFF discount during the Autumn Sale, [b]offering a limited-time 25% OFF discount starting from December 22 for two weeks.[/b] https://store.steampowered.com/app/1952370/ For adventurers who have supported us through testing and early access versions, we are preparing secret rewards for the 1.0 version as a small token of appreciation for your continuous support in the development of our beloved side-scrolling action game. The content previewed in this 1.0 version log is still undergoing continuous adjustments and expansions. In the next Dev log, we will bring you more updates on the 1.0 version, including[b] a female mecha character, the overarching storyline, evolved enemies, features of selecting & blocking specific weapons, and more.[/b] If you have any suggestions for the 1.0 version of the game, feel free to leave a comment in the comment section or join our official [url=https://discord.gg/49C4wSYDph]Discord[/url] . [url=https://discord.gg/49C4wSYDph][img]{STEAM_CLAN_IMAGE}/43014373/6a47311c505b5598aee2a9f5b3bd84937d6a83ee.jpg[/img][/url] [h2]Previous Dev Blogs[/h2] [list] [*][url=https://store.steampowered.com/news/app/1952370/view/3748743244096115513]Dev Log #12 | Nov Update Preview: Higher Alert, Mecha Upgrade, Virus Mode[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/3711585377388066964]Dev Blog #11 | Upcoming Update: New Mecha, New Weapon, Multisave[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/6250485953045448273]Dev Blog #10 | Upcoming [Mecha Frenzy] Update: Mecha System Rework, Public Demo[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/3677798866428204377]Dev Blog #8 | Pre-Launch Blog | Useful Gameplay Tips in Oblivion Override[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/3700316231304303881]Dev Blog #7 | New Game Plus Preview: Alert Levels, Enemy Evolution, and New Events[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/3702567396498815326]Dev Blog #6 | A Deeper Dive into The Evolution System of Oblivion Override[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/5264189392004778243]Dev Blog #5 | Discussing Maps - Theme Design, Level Gameplay, and New Map "Spoilers"[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/5388035836607888766]Dev Blog #4 | Weapons Vol. 2 - New Weapon Design and Energy Mechanics[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/3681168325286579000]Dev Blog #3 | Weapons Vol. 1 - Weapon Preview, Redesign, and Recast System[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/3648514058651466961]Dev Blog #2 | Dev Progress - Next Fest Content, Weapons, and Evolution Features[/url] [*][url=https://store.steampowered.com/news/app/1952370/view/6926004339894588765]Dev Blog #1 | First Gameplay Reveal and Initial Design Concepts from Our Team[/url][/list]