Sundered Spaces Free DLC #2 OUT NOW! Take control of your parallel selves and explore dark, Sci-Fi worlds. Slash, bash and shoot your way through this unique rogue-lite metroidvania where the only way to save the multiverse is to end it.
[h1]Hello, Hitchhiker.[/h1]
[h2]Major Update #1 is now available.[/h2]
It’s been a little while since Trinity Fusion’s launch into Early Access, and we’ve been a quiet since then. That ends now. Major Update #1 has been released. Let’s go over some of what’s included.
[h2]New Location: The In-Between[/h2]
The instability of the multiverse has given shape to a tumultuous place that sits outside of ‘normal’ space and time, intersecting with and connecting what still remains of the various branches of the multiverse. [b]The Engineers don’t know what to make of it. The Ewer call it “The In-Between”.[/b]
[img]{STEAM_CLAN_IMAGE}/42971343/9442bd0139f5bce3c2a63317cd4c73c7c11130c4.png[/img]
Gameplay-wise, the [b]In-Between is a gauntlet of small arenas and a handful of platforming challenges with rewards for completing each one.[/b] At the end of each challenge, you’ll be given a choice of what challenge you’ll face next, with a hint as to how difficult each option is. Greater challenges offer greater rewards, but just may end your run if you don’t have the skill to complete it.
[b]Maya and her counterselves can reach the In-Between through the doors with red spatial tears found in each level.[/b]
[h2]Reworked core game loop and mid-run progression[/h2]
[img]{STEAM_CLAN_IMAGE}/42971343/64feff6ffff16e0ce3fc88f466c5ae2cd1e7b834.png[/img]
We received a lot of feedback on our initial implementation of mid-run perks, which we are now calling Amplifiers to avoid confusion with other mechanics. People wanted to collect more of them, with more drastic and obvious effects. We’re approaching these requests in four ways:
[list]
[*] Adding 50 new Amplifiers to the game and removing some of the less interesting ones from the drop pool.
[*] Removing the limit on the number of Amplifiers that a player can carry at once.
[*] Removing the limit on the number of Powerups the player can carry at once.
[*] Changing Powerups so that they are acquired by collecting enough Amplifiers of the same category, giving players something to work towards mid-run and another thing to consider when selecting Amplifiers.
[/list]
When selecting Amplifiers, you’ll be able to see which Powerups you will be making progress towards on the top of the selection screen. Powerups have drastic, sometimes game-changing effects, such as Glass Cannon’s doubling of incoming and outgoing damage, Vampire’s HP regeneration, or Mirror Dash’s ability to reflect enemy projectiles back at the caster.
[h2]New Combat Features[/h2]
Per community request, [b]several Primary Weapons now have directional attacks while in the air, allowing players to attack targets above and below them[/b]. Attacking airborne units below the player will even bounce the player higher into the air!
On the ground, [b]some weapons have all new moves activated by holding the control stick or movement keys in a specific direction during the weapon’s normal combo[/b]. The Double Axes for instance can perform a knockback-dealing final blow, or transition into a spin attack that lasts for as long as the player continues to press the attack button.
Thrown weapons have received a rework. [b]Tapping the attack button will perform close-range strikes, while holding the button will throw the weapon[/b].
[img]{STEAM_CLAN_IMAGE}/42971343/298e74fe1c89d32b45ac3e64b8c45d1e8f3714d2.png[/img]
To make this all more manageable, [b]weapons now feature a move list on their descriptions[/b], located above the list of perks the weapon possesses.
[h2]New and reworked Status Effects[/h2]
[h3]New Status Effect: Shocked[/h3]
Enemies that are hit with Electric attacks will have a chance to be afflicted with the [b]Shocked[/b] debuff, indicated by electrical sparks crackling across enemy bodies.
[img]{STEAM_CLAN_IMAGE}/42971343/4ab65b99c0f128fafe6cffeee0ac389961f2f21f.gif[/img]
[b]Shocked enemies will take a small amount of damage and be briefly paralyzed when they attempt to attack[/b], giving players more time to dodge and evade.
[h3]Reworked Status Effect: Burning[/h3]
Before, there wasn’t much to differentiate Acid and Fire damage. Now, Fire damage stacks. When an enemy reaches five stacks, or when they die while burning, they will combust, setting the ground around them on fire and potentially spreading the effect to nearby units.
[img]{STEAM_CLAN_IMAGE}/42971343/5c7168f74dc8dc3f243f4c7464a09f1b5c5fbe60.gif[/img]
[h3]New Ability: Glitch Dash[/h3]
A new ability for Naira, the Glitch Dash temporarily replaces Naira’s slide and air dash with a wildly fast, fully invulnerable burst of movement in whatever direction she is facing. The Glitch Dash deals minor damage to any enemies that Naira passes through while it is active.
[img]{STEAM_CLAN_IMAGE}/42971343/7507543b42b6343baf44c4ef49c56bd5ee1d3d1d.gif[/img]
[h3]New Passive Ability: Ground Smash[/h3]
A new passive for Altara, the Ground Smash is exactly what it sounds like, allowing Altara and her Fusions to drop out of the sky and deal damage to enemies below. It's activated by pressing down and the jump button simultaneously.
[img]{STEAM_CLAN_IMAGE}/42971343/29fc5722a648eeae2b47df23767aa55993fc8e65.gif[/img]
[h2]New Difficulty Settings[/h2]
We want players to be able to tailor the game’s difficulty to their liking, and the first step we are taking in making the game more accessible is the introduction of three new Difficulty settings that players can select or change when making a new save file, after dying, or in the Citadel by talking to Relan.
[img]{STEAM_CLAN_IMAGE}/42971343/b00dc714f327858480282712d4077c8878cdbf89.gif[/img]
[h3]Casual[/h3]
Intended for players who are more interested in seeing the game’s eventual story through, rather than a nail-biting challenge.
[list]
[*] Enemies are less aggressive, attacking less often.
[*] Arena encounters use alternate enemy formations that are slightly easier.
[*] Players start with a Health Restore already in their inventory.
[*] Players are healed to full health before the start of a boss encounter.
[*] Bosses use modified attack patterns that are easier to deal with.[/list]
[h3]Standard[/h3]
The “normal” difficulty. Intended to be challenging, but fair. This is the difficulty that we balance the game around.
[h3]Hardcore[/h3]
More than just a higher difficulty option, Hardcore adds all new gameplay mechanics to contend with.
[list]
[*] Arenas spawn more Waves, Minibosses and Elites than normal.
[*] [b]Enemy units get stronger, move faster and gain more damage resistance the longer you stay in the same level.[/b]
[*] Elites are more plentiful and may be shielded.
[*] Incoming damage is increased by 25%
[*] More support units spawn per level
[*] Maya’s psychic link to her counterselves can be disrupted by enemy attacks. [b]If the link’s integrity hits zero, you will be sent back to the citadel regardless of your remaining HP[/b]. Strengthen the link by defeating enemies.
[/list]
We plan on expanding these options in the future, including adding the ability to enable and disable any of these modifiers individually to tune the game more to your personal tastes.
[h2]The wrapup[/h2]
With the reworked upgrade system, new weapon moves, new location and new status effects, the game's core loop has substantially changed, and we can't wait to hear what you think of the update here on Steam and on our Discord server once you've had some time to get a feel for it.
As always, we’ll do our best to respond directly to your feedback as we start work on Major Update #2. Until then, have fun exploring the Multiverse!
[b]Join our Discord server:[/b] https://discord.gg/TrinityFusion
[b]Follow us on Twitter:[/b] https://twitter.com/trinitythegame