Collect food to evolve and fight for your life against enemy cells in this deep underwater, survivor-like, roguelite experience. Unlock parts to customize your character and become your own unique cell.
Hi :)
After the release of Cellfish I received a bunch of wonderful feedback about the game; enough that I thought: “I should add some of these things”.
So I did.
I’ve been hard at work adding more content to the game which you can read more about in these patchnotes.
[b]Abilities[/b]
[list]
[*] Added Orbit ability
[*] Added Orbit evolutions to all other abilities
[*] Reworked Dash upgrades.
[*] Reworked Heal. Heal is now on a cooldown that you can affect with various upgrades
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[b]Split projectile ability[/b]
[list]
[*] Removed projectile size upgrade
[*] Added projectile lifetime upgrade
[*] Now starts with 1 piercing to make up for early weakness
[*] Boomerang evolution is now not affected by framerate anymore
[/list]
[b]Explosion ability[/b]
[list]
[*] Reworked ability. When activated you fire a chain of explosions in front of you
[*] Chain zap evolution now makes killed enemies zap other nearby enemies
[*] Mines evolution, lesser explosions now have improved targetting
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[b]Boomerang ability[/b]
[list]
[*] Updated upgrade sprite colors
[*] Projectile now keeps hitting enemies that spawn inside it
[*] Decreased ability cooldown
[*] Removed catch cooldown decrease
[*] Removed distance upgrade
[*] Added linger upgrade, allowing the projectile to linger at its maximum distance before returning
[/list]
[b]Chain zap ability[/b]
[list]
[*] Boomerang evolution now adds more, and faster, chains
[/list]
[b]Mines ability[/b]
[list]
[*] Chain zap evolution now makes the first set of shells explode into more shells, which then turn into fragments. This is now compatible with the Boomerang evolution
[*] Tweaked the angle of which shells are shot from
[/list]
[b]Player Customization[/b]
[list]
[*] Added Jelly player body
[*] Added Roots player body
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[b]Gamemodes[/b]
[list]
[*] Reworked difficulties into gamemodes
[*] Added new Double Boss gamemode
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[b]Upgrades[/b]
[list]
[*] Global cooldown multiplier upgrade now shows as a percentage
[*] Chance to avoid damage upgrade now shows as a percentage
[/list]
[b]Areas[/b]
[list]
[*] Added background objects to the Abyss area
[*] Changed background objects in the Roots area
[/list]
[b]Enemies[/b]
[list]
[*] Reworked how common and special enemies are spawned. Each area now has a common, and a special, enemy type.
[*] Added a new special enemy to the Leaves area
[*] Added a new special enemy to the Crystal area
[*] Added a new special enemy to the Jelly area
[*] Added a new special enemy to the Kelp area
[*] Added a new common enemy to the Roots area
[*] Added a new common enemy to the Abyss area
[*] Updated the Kelp boss to work in the new gamemode
[*] Updated the Abyss boss to work in the new gamemode
[*] Increased the Eye Shooter enemy cooldown
[*] Increased the radius of the Volatile enemy explosion
[*] Removed shaking from the Puff enemy
[*] Fixed an issue where the Puff enemy would be at max radius before it finished animating
[*] Tweaked the weak points of the Leaves boss (Eye boss)
[*] Reworked the Jelly boss and increased its difficulty
[*] Added shield visual effect to Jelly boss
[*] Decreased the volume of Crystal enemies when they are farther away
[*] Decreased time cells are invincible when spawning from a multicell
[*] Added animation to boss health duds for better visibility
[*] Bosses that create arenas now destroy obstacles inside
[/list]
[b]Tweaks and bugfixes[/b]
[list]
[*] Added a button rebind category for keyboard players in the Options menu
[*] Fixed an issue where dashing into obstacles would leave you stuck until the dash was fully completed
[*] Fixed an issue where the game would crash if upgrading the radius of the Zap ability
[*] Fixed an issue where the player would be pushed back way farther than intended
[*] Improved the radial menu selection when using keyboard
[*] Improved camera follow logic
[*] Mouse now hides if no input is received from it
[*] Ability and player stats are now shown in the pause menu
[*] Changed ‘Main Menu’ button in pause menu to ‘End Run’
[*] Updated Credits
[*] Tutorial input now does not show ability input if ability does not use input
[*] Improved performance of various sound effects
[/list]
[b]Achievements[/b]
[list]
[*] Added new achievements for winning in the new gamemode
[*] Added new achievements for unlocking new player bodies
[*] Added new achievements for the new Orbit ability
[/list]
I had a lot of feedback regarding an Endless mode, and I attempted to implement a version of it, but it became apparent that the game, as it is, does not mesh well with an endless mode.
So, instead of including a half-working mode, I decided against it.
I'm sorry if you were looking forward to this. I hope you can still enjoy the game as it is with the new gamemode :)
If you encounter any bugs or unintended behaviour, please create a new thread on the message board here on Steam, and I will try to make sure it is fixed