Early Access Feature Update #5.1

BRUTALISTICK VR

The golden age of violent flash games now in your VR headset. Fully physics based combat with melee and firearms featuring copious amounts of blood, gore and destruction.

This should've been a quick hotfix but I wound up getting sidetracked with future content. [h1]Changelog:[/h1] [list] [h3][b][Additions][/b][/h3] [*]Added damage overlay to the player to let you know you've been damaged without having to look at the health bar. - I'll probably have to add a directional damage overlay eventually but this is definitely better than nothing. [h3][b][Fixes][/b][/h3] [*]Removed the Start Wave button from the breach missions which caused the wave not to start after killing all enemies in the breach part of the mission. - I did manage to get the wave part to break again after changing the Enemies Alive setting after starting the breach mission but otherwise it seemed to work reliably. If you do encounter issues, try restarting the mission and if the issue still persists, let me know. [h3][b][Graphics Fixes][/b][/h3] [*]Fixed weird shadows on edges of some textures - This fix required changing the way some shaders work so there might be a few places where the change caused lower quality textures to appear. If you find any, please let me know on the Discord channel. [/list] Now, for the future content I got sidetracked with. I started working on adding a roguelite mode. It's still in early stages but there's functional level generation in place already and a few other features that I'll showcase once they're further along. I don't have a good timeline for this yet but judging by how quickly the first stages have gone, it should be fairly realistic to expect an early version by the end of the summer. [img]{STEAM_CLAN_IMAGE}/44752448/a7ee256217bdb2421d9d874ba8cac95980af4e9d.png[/img] [i]A corridor that will link two rooms in the roguelite mode. A tiny teaser showing what the general art direction will look like.[/i]