Updated Demo | Best Design Nomination at Taipei Game Show

[img]{STEAM_CLAN_IMAGE}/45108428/359c6d32d3afd4baa46b1b520123157def58ed6d.png[/img] [b][h1]Demo update is live![/h1][/b] Temporal Titans has been nominated for Best Design at the Taipei Game Show Indie Game Awards, and in honor of the nomination, a new update to the demo is live now! Check out all the great games taking part in the event by clicking [url=https://store.steampowered.com/sale/taipeigameshow2025]here[/url]! You can leave your feedback about the demo on the [url=https://steamcommunity.com/app/3037800/discussions/]Steam Discussions forum[/url]. [b][h1]Changelog[/h1][/b] [b][h3]Mission Types[/h3][/b] [list] [*] [b]Salvage Mission:[/b] Power Ups are hidden in various buildings. Demolish buildings and collect them all to get the full rewards for the mission. [*] [b]Rescue Mission:[/b] Survivors will flee from buildings periodically. You are provided with a special "bunker" support asset that can hold 4 survivors. Build a bunker and survivors will run to it. But both survivors and bunkers can be killed if attacked. Survivors will attack from inside the bunker. [*] [b]Titan Sighted:[/b] Standard mission with a Titan at the end. [/list] [b][h3]Mech Upgrades and Power-ups[/h3][/b] [list] [*] Mech weapons are now only upgradable via weapon upgrade power-ups, which appear as blue boxes. [*] The other power-up is a Gunner Drone that follows the mech and attacks nearby enemies for light damage. [*] More power-ups will be added as development continues. [/list] [b][h3]Enemies and Mission Scaling[/h3][/b] [list] [*] New enemies appear depending on the challenge rating of a level. [*] The level of each zone determines what rating of levels becomes available. [*] As zones level up, resistant enemies and special enemy types will also appear (specific to each zone). [/list] [b][h3]New Enemies[/h3][/b] [list] [*] [b]Broodmother:[/b] Lays eggs that spawn swarms of small enemies [*] [b]Stinger:[/b] Fires a projectile at nearby targets when killed [*] [b]Armored Raptid:[/b] New visuals for armored enemy [/list] [b][h3]New Assets[/h3][/b] [list] [*] [b]Chem Factory:[/b] Adds chemical damage to explosive weapons (stacks with other factories). [/list] [b][h3]Damage System Changes[/h3][/b] [list] [*] Elemental damage now causes "buildup" which can apply status effects associated with that element. [list] [*] Repeated or high amounts of fire damage will "[b]ignite[/b]" an enemy, burning them for extra damage for a short duration. [*] Repeated or high amounts of chemical damage will "[b]poison[/b]" an enemy, damaging them a small amount over a long duration. [*] Repeated or high amounts of electric damage will "[b]shock[/b]" an enemy, causing them to damage themselves and nearby allies periodically for a duration. [/list] [*] Regular elemental damage is blocked by resistances and reduced somewhat by armor. [*] Status effect damage passes through armor, but is blocked by resistance. [*] Shields still block all damage and status effects, but are reduced with each hit. [*] Elemental damage types can stack onto the same impact. So a bullet can do physical, fire, chem, and electric damage in one hit if all are applied to it. The visuals should hint at this (multi-element attacks will have multiple colors). [*] All damage boosts are now a percent based off the base weapon's damage. [/list] [b][h3]Damage Numbers[/h3][/b] [list] [*] Better readability, optimized spawning, more interesting animation, now shows color of dominant damage type with each impact. [*] There will be an option to disable these numbers in the future. [/list] [b][h3]Other Polish[/h3][/b] [list] [*] Enemy death animations [*] Titan dissolve VFX [*] Calldowns are more responsive [*] New armor visuals (Golem enemy and Raptid - more armored and shielded enemies coming soon) [*] Shield Generator has VFX to show when it activates (each round) [*] New music system (each level picks a "non-combat" track and sticks with it for a session. It resumes playing after combat is finished. Combat music is still different each wave.) [*] Line of sight fixes for turrets and mechs [*] Range indicators for support assets [*] Various bug fixes [/list] [img]{STEAM_CLAN_IMAGE}/45108428/a79683c4897ca5580e240d15c6d0cceb8a7e920e.png[/img]