Version 0.7 Patch Notes - Achievements, Leaderboard, and Secret Boss Fight!!

Psyche Soldier VR

Got skill? Like dynamic action? Then Psyche Soldier VR is for you... and will take you to battles inside the psychedelic realm of your subconscious, tackling shadow creatures using five different Caster light-energy attacks, a channel ability, a spotlight, and an active Power Up. Challenge yourself!

Lots of awesome new stuff! Achievements, Endurance Leaderboard, Secret Boss Fight, and more! As well as many improvements, changes, and fixes. Whole list below. Additions: - NEW Secret Boss Fight!! The mission jar for it is a hidden object in the menu area.. good luck! - 60 Achievements! Some are straight forward, others offer interesting challenges ;) - Endurance finally has a Leaderboard! How high can you rank? (existing Endurance scores will be set back to 0 since scoring has been modified in the past without a reset) - Mission jars are now breakable! - Boss fights now have health bars - Endurance now has a trophy plaque similar to the other missions, except instead of showing the golden skull of the highest difficulty completed, it shows the high score ranking from the Leaderboard - Tough enemies now have a dazed effect when they become vulnerable to Energy Collect Channel and begin glowing - Created a pop up window on the Umbra Upgrades menu that shows upgrade details when the laser pointer is over the upgrade text. Hopefully this will help make your upgrade decisions more meaningful. - Perfection Triangley beam hits now apply an aesthetic debuff to the player - Saving is now through Steam Online Cloud Save files (Offline Mode currently not supported, and Cloud syncing must be enabled) - When gaining or losing an Energy Container, a visual representation of your Energy Containers will fly out so your health level is more easily seen as a temporary UI element - Regular mission spawns now have breather spaces between them that get longer further into the mission, and the breather spaces play shadow particle effects randomly around the area, but right before boss spawns, they are located only near where the boss will spawn - The menu hint system now displays "Missions" and "Difficulties" text according to what needs to be placed in the cauldron - There is now a gameplay relevant "Helpful Hint" panel on the side of the Subconscious Score panel - EULA screen for first time users now has directions at the bottom Improvements: - Caster hit effects now display in amount according to the damage dealt, roughly one particle effect for one point of damage - Largely replaced the existing UI text for a crisper and more performant text system that uses less memory and resources - Psyche Soldier logo now has a subtle pulsing shadow Changes: - Removed some enemies leading up to the bosses to help the flow of regular missions, and increased the amount of XP and Score points that bosses give to compensate - Reduced enemy health scaling for the first nine waves/rounds to help the flow of regular missions and to better ramp up in Endurance - Regular mission spawns no longer have a timed spawning system, however, time does still factor into Score - Increased Lucky Dog chance modifier during boss fights for Easy and Normal - Reduced Easy difficulty enemy health by 5%, enemy toward speed by 5%, and enemy projectile speed by 7.5%, to make it easier - Procrastination boss heal from eating skeleton bones now slowly tapers down after enrage, but retains a larger healing factor than pre-enrage - Perfection Boss now takes double damage when protected by the front Triangley - Slowed down Shame boss enraged shoot rate and Skeleton speed while enraged - Menu name plates for missions and difficulties are now larger and the text is larger and darker so its more readable - Moved the upgrade orb stand and achievement trophy stand closer to the shelf in the menu area so they are more easily seen, and moved the mushrooms to better fill in the space aesthetically - Moved the Tutorial example controllers up and out some so they are more easily seen - The final looping voice over in the Tutorial now spaces out further each time it's played so that it's less repetitive to players who are practicing Fixes: - Patched an issue where objects from the menu could persist into the game dome - Fixed a critical issue where the game would get stuck in the splash screen area if the player had hit the system button while the controllers were being initialized - Hitting the system button while the game is loading should no longer set audio volumes to 0 - Laser Charge Shot Caster, Energy Grenade Caster, and Energy Lightning Caster now have hit fx when they only hit the dome or floor - Caster hit fx now show when hitting the Stress boss's shield - Agency boss will now correctly do the vulnerable head hang phase when his beam is shielded at the last moment - First time players who hit pause before clicking the question mark will no longer experience dominate hand swapping while paused - Tutorial now always starts at Energy Level Yellow for consistency - Button click sounds associated with quitting the game are now in place - Cleaned up a graphics artifact at the back of the game dome - Fixed a rare issue where the controls panel failed to swap images when switching dominate hand - The Insight glossary no longer pops up inappropriately during the Subconscious Score panel - Subconscious Score "Continue" button now properly plays a clicking sound Tons of effort went into all of these additions, changes, improvements, and fixes. The game is really starting to shape up well. Next up is Oculus Touch support and the addition of Steam Trading Cards! Feedback always welcome. Have fun! MastaKwaa