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This repository was archived by the owner on Mar 19, 2026. It is now read-only.

Beta v0.1.0-3.0

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@mesoscopic mesoscopic released this 19 Aug 00:49
· 133 commits to main since this release

Welcome to a very nice beta! :)

Additions

  • Replaced healing rays with more visually appealing healing orbs
    • 3-6 orbs might pop out when a cache is broken and you're missing health
    • When entering the spawn building, enough orbs to heal you to full (plus some extra for fun) will pop out if you're missing health.
    • Orbs move toward you if you get close, moving faster as they get closer
    • When the orb touches you, you will be healed for 5% of your base health
    • Orbs despawn after 20 seconds. They will begin emitting particles after 17 seconds as a warning.
  • Completely revamped the bomb bullet
    • The bullet now explodes at a set position, and the bullet itself does not do damage.
    • A telegraph at the location indicates how many bullets the bomb will split into and what direction they will travel in.
  • Added a new enemy that makes use of the bombs
    • It spawns rarely >100 tiles out (this is a placeholder)
  • Added guiding light tiles
    • They start dim, but activate when approached, lighting up and emitting an aura of light.
    • They are intended to lead players to certain important locations.
    • Two trails of lights will now generate, each leading you to a starting trader and the trader miniboss beyond it.

Changes

  • Improved the spawning of the miniboss' trader
  • Anchors no longer generate in the peaceful biome, but one will always generate next to the miniboss arena in the direction of spawn.
  • Reworked the miniboss (again)
    • It no longer does anything on reaching certain health thresholds
    • It now always uses its special attacks in the same order
    • Timing of attacks has been generally balanced
    • Special attacks (in the order they are used):
      • A laser is aimed at the player and fired after a short delay (shorter if on the rematch).
        • If below 50% health, 5 lasers will be aimed in a spread.
      • 5 homing bullets will be fired in a wide spread.
      • Four bombs are fired onto the player in quick succession. Each splits into 4 bullets (6 if on the rematch).
        • If below 50% health, instead 4 bombs are fired in the cardinal directions with a random spin and higher velocity. (they are fired faster if on the rematch)

Fixes

  • Upgrades are now consistently named ("Reckless" is now "Recklessness")
  • Lasers can no longer pass through gate tiles
  • The miniboss now correctly uses special attacks more often in the rematch instead of less

Commit List: v0.1.0-2.0...v0.1.0-3.0