Curved Space is an intense arcade-style twin-stick shooter that takes the classic formula and plunges it into the weirdest reaches of space. Battle cosmic space-invading spiders across curved landscapes where bullets hug the terrain while the horizon drops sharply out of sight.
[b]Ok, big update has passed preliminary testing. This changes some core systems, but I am so happy to see these changes![/b]
[list]
[*] Dash is much more skill based and can be used to block and deflect damage.
[*] Weapons have Ammo (starting at normal difficulty), which changes the way ammo is used and encourages switching out.
[*] Weapons have multiple slots with a nice way to switch between.
[*] MANY small adjustments based on YOUR feedback. Thank you!
[/list]
[b]One of our players made one billion points![/b]
[img]{STEAM_CLAN_IMAGE}/37820045/961552cfb72bc97cff22e712af7be59c4a96fa66.png[/img]
[b]Here's more details:[/b]
- Adds "Ammo" challenge. Weapons (outside Blaster) have ammo depending on difficulty level. At Nightmare difficulty everything has ammo. Still working on ammo pickups, but I'm liking how this affects the gameplay. (Difficulty levels beta-only)
- Added level preview to launch config page
- Fixed the challenge 'fragile' from not doing anything
- Added level name, gametype, and portrait to pause screen
- Fixed missing story-upgrades in pause screen (not tutorial yet)
- Allowed story-upgrades to be picked up in Survival (beta only)
- Tried to make boss strike sound louder
- Add "extra weapon slot" upgrades, supporting up to 4
- Getting stuck in a Rift will cause you to teleport to safety after taking some damage
- Weapon pickups get destroyed by Rifts
- Upgrade pickups teleport to random safe position if they enter a rift
- Health pickups get destroyed by Rifts
- Pure-Energy pickups get teleported to random safe position on rift contact
- Weapons can be Discarded by holding prev/next weapon
- Weapon pickups (including discarded ones) can be blown up. Damage increased from previous
- Flamethrower deals more than zero damage to armored spiders. Overdrive flamethrower does a lot of damage to armored spiders
- Empty weapon slots will be visible on the HUD
- Survival starts with Blaster
- Game Over exit has a confirmation event
- Bleed power node tutorial no longer ends in an explosion
- Alt-tab should release mouse control
- Objectives that require you to go to a place will restart purple arrows if you move away from the target location
- Survival upgrades also include health
- Should no longer see non-stacking upgrades if you already have them
- Out of Ammo should show in the pause screen
- New primary / secondary weapon switching system. Should feel the same unless you have multiple slots
- Added option to turn off controller vibration
- Added motion sickness recommended camera settings
- Changed layout and structure of Controls option menu for larger sensitivity bar and new controller toggles (may break controller navigation)
- Prototype Arena / Challenge mode structure (includes Steve (demonstration of boss specific fights) and Sniper (weapon specific time challenges)
- Fixed issue with incomplete object pool (causing boss mortars among other things to not cause damage or play audio)
- Updated alt-tab behavior--should pause, but not conflict with the pause menu
- Added motion sickness quick settings button
- Entering a rift will cause you to teleport away after a second or so
- Pickups will teleport away if they enter a rift
- Pickups will be pushed away by rifts
- Turrets are no longer invisible on Disc
- Only a small amount of health from lashing spiders--and not on higher difficulty
- Moderate amount of health gained from killing lashing spiders--basically a % of damage they received while lashed (about 0.25-1 cell for a single spider on Nightmare)
- Vampiric Lash upgrade to increase both forms of health from lashing
- During peak dash, you don't take damage (not a new feature--confirmed this always worked this way)
- While this was there, if you block damage you almost always take more damage due to lines of bullets. So now blocking damage triggers a longer iframe
- Dash iframes cause the health cells to be white
- Fixed issues with Dash shockwave functionality
- Spider melee/spike damage during dash iframe results in a shockwave
- Any spider related damage during an iframe with the Reflector upgrade results in a shockwave
- Shockwaves no longer cause player damage on higher difficulties (whoops)
- Reduced the discard time for primary and secondary weapons
- Lethal Dash now causes dash to damage spiders. Restored as an upgrade, description updated
- Dashing a spider while lashed causes an explosion
- Dash now has a cooldown bar, because it was becoming an instant win button (spam lash, take no damage, kill enemies...)
- Added upgrade to reduce dash cooldown
- Nightmare damage not quuuuite as harsh
- Blaster bullet damage slightly higher, primarily in higher difficulties (weak vs entirely worthless)
- Tangle sunlight intensity reduced (you should be able to see bullets)
- Megablaster uses ammo in Normal
- Fixed a critical issue where picking up two weapons with ammo would just add more slots. Should be two slots unless you have upgrades, and then up to 4 slots
- Fixed controller support in Arena
- Minor internal fixes