A game about solving labyrinths with puzzles and battles in order to test your skills.
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Big updates:
*Smoother on screen animations.
*Added more variations to the borders of maps for a better look.
°Added a new fun collectable that gives 1+ tech-gear.
Standard Updates:
*Super Polish to the Main Menu Interface, from smoother inputs and secondary menus improvements to the most correct parallax picture based on the stage.
*Added new translations for the spanish-latinoamerica version.
°The space probe random encounters have been polished, with animations and better flow.
°Better effects of the defeat states in combat.
°Polished the evader zone minigame.
°Polished the vendors npcs.
°Polished the effects when items are taken.
°Added a visual hint that tells if a player has crossed a specific road to avoid unnecessary backtracking on the stages that need it the most.
°A new skill related to golden gears that triggers during combat. It gives a second change to keep the fight going instead of going directly to game over, when defeated.
°The visual effect of a battle triggering is smoother, it has variations of time and zoom.
Corrections and small updates:
°Fixed some skills that were able to be activated from the menu, but they were useful only during battle.
°Fixed a mistake in a skill description in the english version.
°The message of the Mainframe DECA used to repeat constantly when entering an artificial space, that is now fixed.
°There were cases in which the golden meter was not called when it should, now it is fixed.
°A small retouch to the base menu window for the english version.
°Aded a more reactive solution if the player runs out of fuel in the main zone of the stage 25.
°Added a teleport portal to the main zone of Stage 2 if a clue was skiped, directly towards it. Also for the Main zone of Stage 1.
°Polished the sprite of the portal teleporter.
°Now it shows where the Hyper Jump is Located on the stage 1, main zone. (For when that portal can't be activated.)
°Added a cinematic cover picture for when the camera moves to showcase a location.
°The "removed weakness status" message that is displayed on the map, ends automatically now. And the incidence has been reduced drastically near 0 of happening.
°Added an evasion shield to the sprite of the blue comets and other asteroids, to indicate better its gameplay type.
°The fade to black and white transitions are now more dynamic and short on time.
°A more smooth end of the weather hazard that happens in the Stage 10 main zone.
°Removed the evasion shield of a collision object, that is found on stage 16, onwards.
°The main zone of the stage 13 has more polish and balance.
°A more consistent pattern for the omega speed tokens, on the stages 11 and 22.
°The TG Metter is now called when coming back from main menu.
°Retouched the weather effects.
°Added a message of golden gears lost, when losing by fuel.
°The Energetic propulsors give +1hp if the player would end on 0 HP due an attack.
°Added a new visual hint for stage 15.
°The fuel gauge has been polished.
°The tg gauge has now a darker background to stand out better.
°Some polish to the stage main zone of stage 18.
°Invisible points can give now more tech-gears when collected.
°Darkened the background of stage 19.
°The message of the arcader 3000 to play is faster and it avoids auto-selecting when the option menu shows up.
°Preveting the slow entities to close the path too much, in the area 2 of stage 20.
°Placement polish to the main zone of stage 23.
°More polish to the main zone of stage 21.
°Placement polish to area 2 of stage 25.
°Polished the sprite that appear on the stage 8 area 2.
°Polished the "you are here" effect, after a respawn.
Thanks for your support!
Have nice adventures on the sidereal space!