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Demo 0.3.7.1
Fixed the bug that used to cause the default input key bindings to not line up neatly in the settings menu. Now the keyboard and mouse-related inputs are in the first column, gamepad inputs are in the second, and the third column is available for any extra bindings you may want to set up (able to display both keyboard and gamepad).
Changed some temporary Chinese translations to properly translated ones.
Demo 0.3.7
🤜🤛 [Based on feedback]: Increased the number of enemies spawning in the early game of the demo stage (waves 2, 5, and 7), and increased the cap of maximum enemies allowed in the beginning.
Adjusted the XP gain in the beginning to balance the higher number of enemies.
🤜🤛 [Based on feedback]: Removed the reloading mechanic, as people found it unsatisfying. Since it was part of the manual shooting method, reworked that too, now there are three options: auto-fire with manual aim, auto-aim, and on-the-fly auto-aim, as requested by players:
🤜🤛 [Based on feedback]: Implemented a dynamic auto-aim system: when not moving, the character aims automatically. While running, the character aims in the direction of movement.
Added a new key binding for quickly switching between shooting methods: toggle for the preferred auto-aim method. If auto-aim is turned off in the settings, it toggles between "off" and the regular auto-aim.
🤜🤛 [Based on feedback]: Added the option to reset the key bindings to the defaults.
Rebalanced the fire rate of the Helldart, the Biosense mines, and the Spark cannon. Lowered their cap, and made their starting values higher for the hero.
Increased the lifetime of Biosense mines.
🤜🤛 [Based on feedback]: Fixed a bug that allowed the level of implants to display higher than their maximum levels, if they were leveled up before their cap was tweaked in previous updates. (Used to apply to Neo-cortex).
Slightly increased the starting pickup range (from 300 to 350 units).
🤜🤛 [Based on feedback]: Changed the way the Biosense mines react to the Ghost detonator being applied: now the mine deals 2.5 X base damage (like usual) instead of just 1 dmg, and the Ghost detonator's effect is applied to the scattered bullets only. This ensures the mines still damage enemies, even if the bullets have Energy locker on (which would otherwise result in 0 damage most of the time).
Reduced the range of the Godlight weapon (default bullet lifetime from 1 sec to 0.7 sec).
🤜🤛 [Based on feedback]: Changed the damage increase of the Microshard injector weapon mod from 50% to 30%.
Changed the first objective timer: now it's only required to survive for 3 minutes instead of 5 for the reward.
Added notifications under the XP bar that appear upon completing an objective.
Added the two Chinese logos into the game (for the main menu and pause menu).
Demo 0.3.6.2
Fixed a visual bug: after the previous demo update, the Cyber aura was visible in some places behind walls if the player was close to them.
🤜🤛 [Based on feedback]: Changed Fortune glitch to only activate when a boss chest is dropped (not on every split of the third boss).
Rebalanced the Prominent impact implant: it gives a 1% chance for enemies dropping crystals and an additional % per level up.
The curse that only allows 1 upgrade choice now correctly negates any upgrades (and implants) that add more upgrade choices while it's active.
Autoexec no longer counts freezing as a status effect for checking the number of effects.
🤜🤛 [Based on feedback]: Fixed the Holo-initializer and Drone initializer implants, on level 3 their effect had a very low chance of not activating due to an error in the randomization algorithm.
Demo 0.3.6.1
🤜🤛 [Based on feedback]: When the player is behind a wall, the wall disappears in a circle so that the character always remains visible.
HP crystals, chests, and Braincharge cells are now visible through walls.
🤜🤛 [Based on feedback]: Braincharge cells have a new visual effect to make them more visible, and an indicator is displayed above them, similarly to HP crystals.
Demo 0.3.6
Added proper localization: Simplified Chinese and Traditional Chinese.
🤜🤛 [Based on feedback]: Frozen enemies can no longer deal contact damage.
Added level 2 to the Bullet rewiring upgrade.
Rebalanced the Spark cannon: Increased range and bullet lifetime, made the vortex added by the Bullet rewiring upgrade have more pull so that aiming is easier with it, changed the vortex for Bullet rewiring + Energy locker upgrade pair to cover more area, slightly reduced damage.
🤜🤛 [Based on feedback]: When you replace a weapon mod, the new one starts at level 2.
🤜🤛 [Based on feedback]: Now it's possible to zoom further in and out. Also, tilted the camera angle more, and made the tilt adjustable in the settings menu instead of just being able to choose top-down view.
Readjusted the Seeker drones' path around the player and their flying speed, making them more useful.
Fixed a bug: On the upgrade placement screen, if selected a mod, and if the main character had all mod slots filled, it wasn't possible to navigate up from the mod replacement row with the keyboard / gamepad.
🤜🤛 [Based on feedback]: Further increased the time before exploding enemies explode after being killed.
🤜🤛 [Based on feedback]: Changed the healing sound effect.
Fixed a visual bug that caused the aiming laser to not always line up exactly with the cursor position.
Added more enemies to the second to last wave.
Added an icon for the Pristine operation upgrade to the HUD, making it easier to follow when its effect can trigger. The icon shows when the player has taken damage since the last level up.
Rebalanced the Forced bluescreen upgrade: reduced the effect radius.
Gave new color to the sparks generated by the Self-ignition upgrade and the bullets of the Godlight weapon, making them emit more light.
Bosses have thicker and easier to see health bars now.
Demo 0.3.5
🤜🤛 [Based on feedback]: Weapon mods can be replaced now.
🤜🤛 [Based on feedback]: Added info about the squad's current loadout to the pause menu. Also, now the loadout can be viewed from the Braincharge cell's upgrade type selection screen.
🤜🤛 [Based on feedback]: Changed the pictures of characters everywhere in the menus and on the HUD.
Hacked enemies now deal their contact damage to other enemies in an explosion when they die. (This massively increases the explosion damage. Reduced the size of it to compensate).
🤜🤛 [Based on feedback]: The dash and nanochip cooldown bars are now at the bottom of the screen, next to the HP and bullet counters. Made it easier to see when they filled up, and the dash bar now indicates (by coloring) when the player can dash an additional time because of the Double booster upgrade.
🤜🤛 [Based on feedback]: Made the HP bar and the numbers on it bigger.
Fixed a bug: Previously disabled slot buttons on the upgrade placement screen could become enabled again incorrectly, after canceling skipping the upgrade.
Rebalanced implants: changed Pre-loading to only grant Omega division units. Upped the neural load of Hyperfocus.
Added a little animation to the kill counter and the timer for the last minute.
Fixed a bug that sometimes caused holo-soldiers to block bullets with the Exo-guards implant without the shield being destroyed.
Demo 0.3.4
Fixed a bug that allowed the player to shoot and reload after dying.
🤜🤛 [Based on feedback]: Increased the time delay before exploder enemies explode, making them slightly easier to avoid.
Significantly increased the damage of contact drones.
Rebalanced the Drone extension upgrade's damage multiplier, now it increases the damage by 35% every time, also made the Death radius more effective with the Drone extension.
Redesigned the playstyle choosing screen that appears in the beginning of the first run.
Demo 0.3.3
Fixed a bug that caused the No-stopping curse to not work with auto-aim enabled.
Changed the Self-ignition upgrade to scatter sparks from the player character's position instead of the weapon's position. This makes the upgrade more intuitive when using Tele-blaster.
Fixed a visual bug with the Thermic reaction upgrade, the explosion wasn't always showing when there were holo-soldiers around the player already.
Added an outline to the status effect text above enemies making it easier to read.
Fixed a bug that caused the player's weapon to keep firing after choosing an upgrade if the fire button was being held at the moment of level up, even when using the manual shooting mode.
Demo 0.3.2
🤜🤛 [Based on feedback]: Added auto-fire back as an option for the player character, now it works in tandem with the reload mechanic.
🤜🤛 [Based on feedback]: Added optional auto-aiming too.
🤜🤛 [Based on feedback]: Using manual shooting, holding the fire button now makes the gun shoot continuously for non-rapidfire weapons too, no need to re-press the button.
🤜🤛 [Based on feedback]: Added explanatory text to the curse mechanic to the angel selecting screen listing all the possible curses.
Fixed a bug with the Materialism upgrade that used to cause the ammo-count to reset upon picking up a coin and firing.
🤜🤛 [Based on feedback]: Changed the icon for the Zenith division unit type.
Demo 0.3.1
Fixed a bug that caused the Self-repair upgrade to increase max HP more often than it should have.
Fixed a small visual bug: the aim laser used to get detached from the player at the end of a successful run after killing the final boss.
Demo 0.3
🤜🤛 [Based on feedback]: Holo-soldiers can no longer get hurt so they aren't able to die anymore.
🤜🤛 [Based on feedback]: Now the game uses manual shooting (twin-stick
shooter style, think 20 Minutes Till Dawn). This comes with a new
reloading mechanic.
New Unit type: Sierra Division
Holo-soldiers. This is a new type of soldier that has auto-aim, so
always shoots at the nearest enemy.
🤜🤛 [Based on
feedback]: Soldiers are now color-coded, making it easier to see what
type they are. Also, soldiers now have more distinguishable profile
pictures on the HUD.
Since soldiers no longer have health, the curse that reduses their max health changed to do the same to the player character.
🤜🤛 [Based on feedback]: Removed 3 of the simple implants that
increased the chance of certain upgrades to show up during a run. Added
new implants: Hyperfocus, Neo-cortex (with new functionality), and
Exo-guards.
🤜🤛 [Based on feedback]: Changed the
Pre-loading implant to not spawn soldiers without weapons, instead the
implant adds 2 armed soldiers by default and can now be leveled up.
Changed the Heat Dispenser weapon mod to account for the new manual
shooting method: if it's put on the player character's weapon, it
reduces the reload time.
Reworked how the Radiation
Generator works, now it deals more damage. (The amount depends on the
bullet that leaves the particle trail.)
Regen Overdrive now makes the HP crystals respawn more frequently too.
Changed the Hacked status effect since it was mostly underpowered and
confusing. Hacking works as marking for kill with extra explosions from
now on.
Rebalanced the Karma Scope, removed the constraint of minimum enemy numbers. Now it works with every shot, no matter what.
Reworded and changed some upgrades so that they make sense with the new
health system and shooting / reloading system. Removed some others, to
be replaced later on.
Swapped the two levels of Hollow Pulse, not drones first apply the Hacked status effect, and the confusion with level 2.
Updated the HUD to make the player character's health more visible:
longer HP bar, more contrasted numbers. Added a backdrop for the
character.
Added a changelog button to the main menu.
Added feedback / bug report form directly in the game.
Added a floating text to indicate that bosses are immune to freezing.
Rebalanced the progressionin order to better fit for the new features
and changes detailed above. Adjusted XP gain, weapon fire rates, HP
gain, coin gain, enemy density and enemy types within waves.
Demo 0.2.3
Dash invincibility is now the default.
Performance boost: Changed how enemies handle their animations, now
having many enemies on screen at once shouldn't be as heavy on the fps.
🤜🤛 [Based on feedback]: The drones of the final boss now follow their
paths more smoothly, so if the boss gets knocked around by the player,
its drones don't accelerate immidiately and are less likely to bump into
the player.
Increased health and damage numbers to reduce
floating point number rounding when displaying the amount of damage
dealt and taken.
Changed the Pre-loading implant to include drones in the possible random starting units for the full squad.
Reduced the amount of XP needed for the first level up.
Separated pause button from menu back button, now players can configure these key bindings separately.
🤜🤛 [Based on feedback]: Made small texts more readable in the menus.
Fixed a bug with the "Resume game when window gains focus" option: it
was possible for the game to continue when a submenu was still open.
🤜🤛 [Based on feedback]: Made visual changes to the implants tab to
make it more clear which implants are unavailable / available for unlock
/ unlocked / in use.
Added an option to adjust the size of the applied status effect names above enemies.
Added an explanation for the Braincharge Cell and made it unlock after the first run.
Pressing the back / exit button in the main menu now brings up the exit options.
Placed the start button on the setup screen to a place more easily reachable when using a controller.
Added notification about unlocking a new objective on the end screen after a successful run.
Rebalanced the starting health (and speed) of characters, and the starting health of holo-soldiers.
Disabled XP collection after killing the final boss, which could lead to unpredictable behavior.
Added a notification under the timer for when the final boss has spawned.
🤜🤛 [Based on feedback]: Made the number of maximum weapon mod slots text more visible.
Demo 0.2.2.1
Fixed a small bug that used to cause the explosion warning sound effect
to become louder if multiple explosions happened at the exact same
time.
Another small bugfix: When the curse that decreases
soldiers' max HP was applied, it was possible that the healing animation
played on the HUD for certain soldiers, now no animation is played in
this case.
Demo 0.2.2
Fixed a bug that could cause enemies to either get stuck in a frozen
state or become invulnerable if certain upgrades were in effect at the
same time.
🤜🤛 [Based on feedback]: Included an option to adjust the time slowdown amount when getting hit (or turn it off completely).
🤜🤛 [Based on feedback]: Increased the invincibility time after getting hit.
🤜🤛 [Based on feedback]: Exploding enemies now telegraph their
explosion for a short time, making it easier to assess their range and
dodge the explosion.
Fixed a bug that made the mouse button inputs unresponsive at times.
Increased the range of the Helldart by 30%.
Basic Japanese localization added.
🤜🤛 [Based on feedback]: Included customizability options for the FPS cap for when the game window is inactive.
A short description of the character skills can now be seen before unlocking the character.
Added an indicator with the word "HP" above health crystals.
Demo 0.2.1
Fixed a bug that used to cause the visual part of the health bars of
holo-soldiers to incorrectly reach 0 after using the Assisted Regen
upgrade.
Changed some of the wording on the UI.
Demo 0.2.0
🤜🤛 [Based on feedback]: Added mouse aiming / twin-stick style
controls. This is now the new default mode. The alternative method,
where the camera turns with the player character stays as a toggle-able
option accessible by a button press.
🤜🤛 [Based on
feedback]: Status effects caused by auras now last for longer, they
don't end as soon as the enemy steps out of the aura (except for the
Distant Presence upgrade).
Added an option to customize the color of the cursor to make it more visible while using the new aiming system.
Added an optional laser that helps with aiming, enabled by default.
🤜🤛 [Based on feedback]: Added an option to make enemies more visible using outlines. Customizable in the settings menu.
Alana's starting health has been increased to 110.
Made it easier to see which squad member is getting healed or damaged:
added color changes and animations to their pictures on the HUD.
Fixed a bug that sometimes used to cause the level background music to
stop after a song has finished playing, instead of playing the next.
🤜🤛 [Based on feedback]: Now players have to click on tabs in the run
setup menu and the settings menu instead of hovering with the mouse.
Prior to this, it was easy to accidentally switch tabs.
🤜🤛 [Based on feedback]: Changed the button style in the main menu and
the pause menu, now it's easier to tell which option is selected.
Added new idle animations to shooter enemies for when the player dies.
🤜🤛 [Based on feedback]: Changed the color palette of the shooting enemies. Also made them slightly bigger.
🤜🤛 [Based on feedback]: For time-based objectives: added a countdown
timer to the objective header on the HUD when the player is close to
completing it. For kill-based objectives: a skull icon appears; This
icon was also added to the HP bars of bosses to make them stand out
more.
Slightly increased enemy density in the beginning of the run (between the 160th and the 300th seconds).
Changed the way zooming works, now the mouse wheel only controls the
distance of the camera, and the top-down view can be turned on from the
settings menu. Also, based on feedback, increased the maximum zoom-in
amount.
Increased the default range of the Rainwielder weapon by 20%.
Demo 0.1.3.1 Hotfix
Fixed a bug that sometimes made the game crash instead of closing it when the quit button was pressed in the main menu.
Changed some of the wording on the UI (I still don't collect telemetry
data, it's just that it no longer states that within the game).
Demo 0.1.3
Bugfix: sometimes rerolling upgrades used to prevent weapon upgrades to
come up for some time, now they appear with the correct % chance after
reroll.
Adjusted enemy density in the beginning of the run,
now more spawn during certain sections that used to be sparse after
some meta-progression.
Rebalanced coin gain per enemy type
so that drops are more equally distributed during the whole run, also
adjusted the coin value for a more consistent progression between runs.
Demo 0.1.2
Fixed issue about upgrading implants when the player doesn't have enough money.
Fixed visual bug for the Radiation Generator upgrade with "rate of fire"-based weapons
particles no longer get stuck on screen.
Demo 0.1.1
Rebalanced the 8-10th minute section, fewer explosions and shooter enemies, more swarming.
Fixed a bug with the second boss, now it teleports correctly, and also
has less health now to provide roughly the same difficulty.
Added a notice about the key bindings to the beginning of the player's first run. Tells info about dash and nanochip buttons.