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[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]
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[*] [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.
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[b][h3]Mech Upgrades and Power-ups[/h3][/b]
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[*] 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.
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[b][h3]Enemies and Mission Scaling[/h3][/b]
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[*] 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).
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[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
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[b][h3]New Assets[/h3][/b]
[list]
[*] [b]Chem Factory:[/b] Adds chemical damage to explosive weapons (stacks with other factories).
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[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.
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[*] 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.
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[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.
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[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
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