描述

Nova Driftis a 'rogue-lite' space shooter that melds a classic arcade experience with modern action-RPG elements, emphasizing build-crafting and deep customization. Your ship rapidly evolves as you defeat enemies, allowing you to take a build from inception to execution in a single, captivating game session.
Build to play how you want, creating a unique build every game. Runs are quick, allowing for rapid experimentation and iteration.
DEFINE YOUR BUILD, combining dozens of choices of Weapon, Shield, and Body GEAR, including:
Weapon - Thermal Lance: Channel a focused lance of heat that makes targets vulnerable to further damage.
Weapon - Swords: Wield a pair of monomolecular double-edged swords that parry projectiles.
Shield - Warp: Teleport when your shield breaks, creating an entry and exit blast.
Shield - Halo: Burn targets within your shields radius.
Body - Carrier: Command a legion of Swarm Constructs.
Body - Leviathan: Become an ever-growing serpent that shreds with its body.
Body - Firefly: Sear targets with massive thrusters.
Unlock an arsenal of over 200 MODULAR UPGRADES:
Transform your build, choosing from dozens of SUPER MODS:
Charged Mines: Your mines charge, unleashing your weapon on detonation.
Dying Star: Take constant damage, but burn nearby targets based on proximity and how damaged you are.
Barrage: Transform any weapon into a bullet hose.
Singular Strike: Fuse all of your projectiles into one giant projectile.
Ataraxia: Gain powerful passive buffs for each unspent upgrade point.
Antimatter Rounds: Your weapon can punch through hostile projectiles.
Void Slice: Teleport, slicing through anything in your path.
Warp Strike: Your projectiles can screen-wrap.
Sanctuary: Convert your shield into a massive roving bubble and gain power while within it.
Enjoy varied GAME MODES:
Endless: Find out just how far you can push your build after victory.
Draft: Jump deep into enemy territory with a pre-constructed build.
Wild Metamorphosis: Enjoy a challenging "rogue-like" experience that offers powerful, transformative mods.
Unlock MODULAR CHALLENGE MODES as your skills grow. Greater risk means greater rewards!
EXAMPLE BUILD - Celestial Striker:
This unconventional build defeats enemies by slamming right through them, detonating its shields, and burning anything nearby.
Hullbreaker is the cornerstone of our build, fast, resilient, and able to deal massive crash damage based on its velocity.
Amp Shield increases our velocity and damage, which results in massive crash damage.
Volatile Shields ensures that when our Amp Shield breaks on impact, nearby enemies receive a devastating explosion.
Flash Shielding lets us get our shield back quickly.
Celestial Lance converts our speed into a burning aura, letting us crowd control as we soar.
Celestial Surge lets us convert our aura into a massive burning projectile on demand, igniting anything in its path.
Nova Drift is a decade-long labor of love developed by Jeffrey Nielson (Chimeric) in collaboration with its community, featuring music and audio by Miles Tilmann (Pixeljam).
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新功能
- 版本: Windows
- 發佈日期:
- Update 0.31.19 (13 April 2021)
Speedrun Mode has been added to the Settings menu. While this is toggled, you'll always see your game time and wave. Additionally, the game will display your splits for each boss you defeat and submit to the new leaderboard once Seraph is defeated (wave 100).
2 new music tracks have been added: Parallelism (in normal mode) and its remix Parallelism (Freed) (in Wild Meta mode)
Added a unique animation and sound effect for player death that scales in intensity as your level (for that run) increases. This is powered the shiny brand new Visual FX Engine that will be used in other parts of the game in future updates.
Major reworks for Singular Strike, Warp Shield, Salvo & Vortex.
Over 100 balance adjustments and bug fixes!
Update 0.31.15 (2 April 2021) Minor Features and Improvements
Speedrun Mode has been added to the Settings menu! While this is toggled, you'll always see your game time and wave. Additionally, the game will display your splits for each boss you defeat
Since we're supporting speedrunning, the game now uses "real time" instead of game time. As a result, your time at game end is accurate regardless of your hardware
Comets now shatter on enemies they can't one shot, creating a spray of rock and ice. This helps make comets less swingy on boss fights and more interesting during encounters
Added a unique FX and SFX for the player death! The higher your level when you die, the more spectacular it is (up to level 50). The SFX you hear will be a little different, each time, too
Added a new setting: Auto deploy Turrets
Added a new setting: Auto deploy Mines
Added a new BGM Track: "Parallelism"
Added a new BGM Track: "Parallelism Freed", the remix to Parallellism, that plays in Wild Metamorphosis
BGM Tracks: Zeroed, Recursor, and NoGrav now play in both Wild Metamorphosis and standard as they have no remix
Auto deploy will no longer behave differently for Architect. If you do not want architect to auto deploy, you can leave these settings off
Constructs will now attempt to avoid impending blasts, such as Celestial bombs
"Centering" enemies on screen now works better with various monitor aspect ratios
Grenades, Grenade submunitions, and Salvo missiles are no longer removed from the game if you level up while they are present
The player won't take damage from enemies or celestial hazards while touching a singularity until 3 seconds after they come out
Reroll drops in the Wild Metamorphosis challenge mode are consistent with the reroll penalty at game start, which is 50% fewer rerolls. Previously this rate was reduced, but not consistently
Improved the accuracy of measuring various shield radii
Balance and Mechanical Changes
Super Mod: Singular Strike has been reworked. New rules: Your weapon behaves as though your projectile count is 1. Your projectile count beyond 1 is fused into your single projectile, strengthening it. Up to 25 projectiles can be fused. +15% damage, size, and blast radius. Each projectile fused adds an additional 50% of its damage to your projectile. Each projectile fused further increases the size and blast radius of your projectile, with diminishing returns. +.1-second rate of fire delay
Warp Shield has been reworked, and given updated visuals. The warp destination no longer automatically rotates around you, and is instead forward facing. It has gained a new power: If your shield protects you when it breaks, you will be intangible for .75s while teleporting. In this state, you may steer the position of the destination point around your shield radius
Salvo has been reworked. Salvo now stockpiles 4 missiles per .5 second interval. Modifiers to projectile count affect the number of missiles stockpiled per interval while modifiers to rate of fire affect the interval duration. It still has diminishing returns as the stockpile becomes larger. Salvo is considered a 4-base-projectile weapon
As a result of the above changes, Salvo begins weaker, but scales much more powerfully from many weapon mods. Also, Salvo always fires 1 missile and ignores burst fire. However, for the purposes of barrage, it still behaves as it previously did
Salvo seeking begins to decay after being in existence for too long (this is only noticeable with really, really slow projectiles)
Salvo-Loaded Mines now calculate their projectile count based on a stockpile of one second
Vortex has been reworked, with the goal of making it easier to use at low levels, and less out of control when pushed to the maximum. Vortex charges faster at small sizes, and has a lower base cost of self-damage. However, to compensate, the self-damage costs scale more exponentially with the size of the vortex. You may need to release your Vortex sooner at very high sizes!
Vortex scaling has been made generally more sensible and consistent under the hood. Singular Strike now applies its size bonus during the charge rather than on release
Vortex has been given new visuals that are less blinding and occlusive. Also, the Vortex is held slightly farther away from the player so you are less likely to collide with your target
18 -> 12 base projectile count for Flak. Flak has gained a new power: Doubles added projectiles gained from upgrades. Slightly reduced Flak spread and projectile size
Made Grenade's cluster count less prolific at high size modifiers. Shouldn't affect much at low values
Blade used to deal "area" damage if it was in contact with a target. Blade now does this all the time, making it more reliable and generally more destructive, especially at larger sizes. Its area hitbox has been made more accurate
Blades have a new hidden ability: They now take -50% less total damage from all sources (except self-damage)
1.75s -> 1.5s Blade assembly time
Blades no longer trigger so much player self-damage from mods that scale with your rate of fire
Overseer will now only add additional blades from base construct count and added constructs, not from projectile mods
180 -> 220 base damage for Pulse
Pulse projectiles now work with all projectile mods!
50% -> 35% Pulse base damage for Pulse shards
Thermal Lance base beam damage has been increased by 15%
Cloak rate for Spectre is now 1% faster per your level
+200% -> +250% cloak max stealth bonus
Shockwave shield small pulses have a 22% longer delay between pulses. Shockwave shield now only releases its large shockwave on shield reset if the shield has broken
Orbital Shield now gains less magnitude based on how much magnitude it already has, resulting in a soft cap on size and damage. To compensate, the base magnitude gain from damage has been increased ~21%. (Orbital was reaching potentially screen-sized sizes, shutting down enemies completely)
Firefly thruster size now also scales with sources of "total" thrust, such as Amp and Ataraxia
25% -> 15% Firefly self-damage resistance
25% -> 15% Firefly crash damage resistance (Firefly was already the whole package with no drawbacks on top of being capable of massive area burn damage)
Body power multipliers now affect Battery projectile size modifier
600% -> 400% for Leviathan max crash damage bonus
Banishing any Wild Mod using the Research body gear now costs 2 rerolls, however Research now gains its defensive buff for spending rerolls by banishing, not for the amount of mods banished. (Research has become a staple of truly busted Wild Metamorphosis builds to the point of becoming practically mandatory in the highest scoring builds. Something had to be done)
Overseer has been reworked. It now provides +1 to advanced constructs instead of doubling them. It still doubles basic and standard construct assembly limits. Overseer's assembly speed buff has been increased 1% to 2% to match its thrust malus. (Overseer's explosive power when combined with Engineer was negatively impacting game balance. Without making this change, advanced constructs would need to be made weaker, which negatively impacts all other ship bodies). As a result of this change, some constructs have been adjusted to help compensate for the loss of power to Engineer via Overseer:
30 -> 25 second assembly time for Allies
35 -> 30 second assembly time for Turrets
125 -> 150 hull for Turrets
25 -> 30 damage for Drones
.04% -> .05% assembly speed per your level for Elegant Construction
-30% -> -40% drone rate of fire for Rocket Drones
+25% -> +60% damage for Rocket Drones
+30% -> +40% drone hull for Reinforced Drones
Weapon movement and turn rate modifiers now apply to Interceptor Ally
Interceptor Allies will not fire a number of Blade Drones exceeding your Blade assembly limit
Barrage will now only scale additional projectiles for Blades from projectile modifiers, not construct assembly limit modifiers
Splinter Shot projectile count has been made less prolific at very high size values
Super Mod: Tempest Break now requires Deadly Wake and Flash Shielding instead of Streamline and Flash Shielding. (Shieldbreaker builds couldn't afford to be this fragile)
+8 -> +10 base damage for Super Mod: Barrage, which now grants base damage instead of flat damage
25% -> 30% maximum hull or shields converted for Conversion
Siege Weaponry now works with Charged Shot, Thermal Lance, and Vortex. This applies self-damage continuously while charging, and the rate of fire multiplier from Siege-Weaponry applies to the charge rate
Siege Weaponry + Charged Shot now boosts Salvo stockpile rate while charging
Siege Weaponry + Interceptor Ally now applies construct fire rate multiplier
Weapon total thrust while firing malus are now multiplicative with each other. Base maluses of this type have been adjusted: Thermal Lance, Torrent, and Vortex -35% -> -30%
-90% -> -80% total thrust while firing for Siege Weaponry. Siege Weaponry's ramping self damage has been made less severe
Charged Shot minimum bonus value is now +0%, instead of +15%
-80% -> -90% for Calibrate max spread reduction
Splinter shot velocity now has a floor. This helps things like Blade bursts stay relevant when the projectile is at the apex of boomeranging
Rare Wild Mod: Twin Strike spread reduction is now a "total" modifier to your spread
-15% -> -10% for rare Wild Mod: Twin Strike total spread modifier
-5% -> -7% for rare Wild Mod: Twin Strike cooldown and recovery
+10% -> +7% weapon damage and projectile size for Heavy Caliber
-10% -> -7% weapon velocity for Heavy Caliber
Wild Mod: Maelstrom scaling has been adjusted similarly to how Orbital Shield was
Wild Mod: Scorching Wake fireballs now offset more the more you have, causing them to be less clumped-up
Wild Mod: Solar Heart has been made more impactful. It's bonuses have been doubled and it's malus has been more than doubled
+50% -> +40% global damage for Hidden Power (This massive bonus was from an older time, where there were fewer ways to deal "secondary damage")
Firing Array has been reworked. New Rules: +15% total projectile damage and blast radius for your central projectile. Other projectiles also receive adjustments to projectile damage and blast radius, incrementally decreasing to 0% for your outermost projectiles. +30% total projectile size for your central projectile. Your other projectiles also receive adjustments to projectile size, incrementally decreasing to -30% for your outermost projectiles
Gemini Protocol now works for shielded constructs
Rare Wild Mod: Obsession has been reworked. It now only applies the malus for recursive mods added by Obsession, not for your total Wild Mods owned. As a result, the malus has been increased from 1 % to 3% of your total hull and shields
Wild Mod: Spontaneous Generation no longer self-destructs Architect's constructs.
+3% -> +2% maximum hull and shields for Wild Mod: Rampage
Hull threshold triggers have been reworked. This affects Retribution and Outrage Module. They now trigger based on the original damage dealt, and not the damage taken. Since this is more damage, the trigger threshold has been increased from 10% to 15% of your maximum hull (This change was primarily made so that "Minebreaker" builds could work again, now that Retribution has limitations)
Armor stack quantity gained by taking damage has been reduced by 37.5%. To compensate, Rebuke damage has been increased 60%. (Adaptive Armor was insane value for one point, and pretty much a mandate for any very high scoring build. It still provides a lot of defense when needed, but it's now more in line with other defensive mods)
Self damage "hits" no longer always give at least one armor stack, but Self-damage now generates armor stacks at a more favorable rate. 50% -> 75% efficiency
35 -> 40 base hull from Rapid Reconstruction
+80% -> +100% regeneration from Rapid Reconstruction
25 -> 100 damage for Blink (This change was primarily made so that the Super Mod: Displacement deals more relevant damage
Super Mod: Burnout Reactors + Gemini Protocol now behaves as you'd expect
Each type of damage resistance is now additive with other sources of the same type instead of either additive or multiplicative. Fixed several inconsistencies with how damage resistance is calculated
Stacking burn damage from enemy orbs, especially from Seraph, takes longer to ramp up to its full damage, starting from 0. This effect has been applied to enemy deadly wakes, as well. My hope is that these are less of a hard counter to Leviathan as a result, as well as making Seraph and Spitfire less of an "insta-kill" at very high waves
Regeneration and shield cooldown no longer occurs if the player is invulnerable (except during Emergency Systems)
Made knockback from the player less extreme at high values
Localization Changes
For strings that were changed this update, and new strings moving forward, tool-tip numbers now reflect in-game variables. This means that changes which only affect numbers will not require re-translation
Improved dozens of upgrade descriptions
Fixes and Under The Hood
Removed the requirement that you first orb come from an enemy if you're skipping waves using the Danger Zone challenge mod
Previously, "flat" damage and "base" damage behaved inconsistently, scaling from some things they should not, in order of operations different than what you'd expect. This has been corrected. All instances of flat damage are now base damage, and base damage is simply added to the weapon base damage before modifiers. This affects: Wild Mod: Solar Heart, Super Mod: Antimatter Rounds, and Super Mod: Barrage
Fixed some hitboxes that were slowly and invisibly rotating, causing some unintended behavior
Fixed Corrosion's wildly inaccurate tool tip damage
Rewrote Bastion code to try to be less of an error-prone special snowflake
Windowed Mode: For window sizes that fit vertically but not horizontally, we now clamp the width to the maximum and allow it to be used
Leviathan tries harder to keep its segments together
Leviathan, at extreme sizes, now doesn't show its seams while wrapping
Crates outside the edge of the screen are allowed to generate loot normally when destroyed
Charged Mines now correctly reduces your mine assembly limit, as it claims it does
Fixed Constructs using Siege Weaponry automatically having Saturation Fire
Fixed reflected projectiles not getting handled properly in a few places
Fixed recoil resistance not affecting player recoil from Heavy Caliber
Fixed Calibrate applying in a few cases it shouldn't have
Fixed some inconsistencies with Blade assembly limit being misreported
Fixed Turret Specialist not reducing Turret self-damage
Fixed the Construct Swarm rate of fire boost only applying to a single advanced Swarm Construct
Fixed Venom Strike not scaling with body power multipliers
Warp Strike now wraps wider, allowing the weapon to hit off-screen enemies more reliably
Railgun and crash damage now can't reach quite such extreme values of screen shake and has a cap
Fixed a silly bug where one half of Eclipse chassis had their rarity bonuses applied twice, and the other had none
Fixed the possibility of Retribution occurring if you can't assemble and deploy constructs
Fixed some strange scaling with some blast radii
Fixed several cases where weird things could apply Essense Sap
Fixed Hives being trapped off-screen
Dart projectiles now disable wrapping and destroy-outside behavior while lodged in something
Made the knockback modifier from Polar Inversion work on a case by case basis so things like enemy recoil and comets aren't affected
Things that worked in a circular range have been made more accurate, using real pixel values
Included some missing Simplified Chinese characters
Wild Mod: Winnow can no longer banish THE VOID and does not grant rerolls or size reduction for them
Update 0.30.8 (3 December 2020) FEATURES
Outrage Module fires in the direction of the incoming hit!
Evolutionary Niche & Bravado now scale Research's power-up duration bonus
Upgrades and Rerolls numbers are blue once again for visibility
Guardian Ally now wants to be further away from the player ship when it has Decoy Signal
With Leviathan: Deadly Wake emits from the tail body segment, 2/3 of Scorching Wake emits from random body segments
FIXES & UNDER THE HOOD
Continued making Bastion and Blades less of "special snowflakes", removing some bugs in the process
Fixed Bastion taking too little damage from Burnout Reactors
Fixed a strange interaction between Bastion and Stealth
Fixed Bastion triggering shield break effects when its down and you gain a level
Fixed Volatile Shields from triggering too many times with Bastion and Shielded Constructs
Homing Strike Blade projectiles now return to their launcher
Fixed a typo that was preventing the custom banish keybinding from being saved
Fixed many cases of upgrades not applying until your next upgrade
Fixed the formatting of end-of-game unlock messages
Fixed several problems with Interceptor Ally configurations
Adjusted position and size of construct count numbers so they're more legible (especially double-digit counts)
Reduced depth of player-related objects by 100 so they're less likely to get obscured
Fixed the level up notification not appearing under certain conditions
Hive continuously reduces emission rate as spawned count increases (This prevents the number of Hive Drones from growing as uncontrollably)
Optimized Hive swarms
Fixed Viper granting inconsistent damage reduction
The pause menu now considers Viper's bonus to ignite duration
Overseer now displays the Apex Machinery Supermod combo
Retribution now displays Apex Machinery and Vital Bond Supermod combos
Fixed an outdated appearance of the old interceptor icon
Fixed a depth sorting error with Blade & Shield artwork
Fixed Outrage Module not firing forward in cases where it should
You no longer recoil with no weapon, if something makes you fire without one
Small code optimizations
Fixed a few minor text issues
Improved translations: Japanese
Improved translations: Brazilian Portuguese
Improved translations: Simplified Chinese
Update 0.30.5 (17 November 2020) NEW LOCALIZATIONS
Brazilian Portuguese, Japanese, and Polish languages are now supported.
ENEMIES 2.0 STATUS UPDATE:
Over the last few months, we've been working on the exciting tech needed for Enemies 2.0, which includes enemy behaviors and formations. While the tech is finished, we haven't had the time to implement it yet. This will be a big design challenge, and any change to enemies this large is certain to incur a lot of rebalance needs. Additionally, it'd be nice to have new enemies and bosses ready to take full advantage of the tech. For these reasons, this will be included in a later update. That said, there are plenty of improvements in this update that are ready for you!
NEW FEATURES
Enemy Entrances
Certain enemies can now enter anywhere on the battlefield via emerging from the background or utilizing portal technology.
Enemy Overhaul: Celestials
These feared creatures now boast improved visuals and revamped attacks to match their ferocity!
Construct Improvements
Allies can now utilize Charged Shot and Siege Weaponry. Additionally, several constructs have refined movement.
BOOOOST!
-Rainbow cycling improves everything, right? Added about a dozen new instances of rainbow cycling for the BOOST power up and improved existing effects.
Update 0.29.8 Major Features
Added a new Body Gear: Leviathan (Nova Drift's most requested feature!)
Major rework: Helix Shield has been replaced with Orbital Shield, and has been given entirely new mechanics and visuals (Nova Drift's second most requested feature!)
Rework: Assault Body has been granted new power: There is an 8% chance for weapons fired by you to be "empowered", greatly increasing the stats of the attack. As with all unique body powers, certain mods can scale this power
Rework: Assault Body now resists mobility-reducing effects from weaponry by 15%
You gain additional gear choices at account level 25 and 50, to a maximum of 7. This means that with 7 choices, it will never cost more than 1 reroll to get the gear you want
Added the above "Empower" mechanic to a few Wild Mods: Outrage Module & Phantom Strike. More mods will gain this keyword later
Added a new BGM, "Recursor", to both Standard and Wild Metamorphosis modes
Added the game credits to the main menu. If I missed anyone, please don't hesitate to mention it
Wild Metamorphosis Adjusments
Added a new Wild Mod: Evolutionary Niche
Added a new Wild Mod: Grandeur
Added a new Wild Mod: Maelstrom
Added a new Wild Mod: Quantum Decoherence
Added a new Wild Mod: Spontaneous Generation
Rare Wild Mods are now slightly more common (1 in 4 -> 1 in 3.5)
If Chaotic Ambition increases your maximum Wild Mods per level by more than 7 it will begin to increase your minimum Wild Mods per level instead
Transmogrification now grants +1 level
Obsession penalties -1.25% / level -> -1% / level
Phantom Strike is now an empowered attack
Outrage Module is now an empowered attack
Improvements & Balance
Research hull 90 -> 85
Research shields -10% -> -15%
Research can no longer banish THE VOID (Void banishes you)
Research must now pay 2 rerolls in order to banish a rare Wild Mod
Rare Wild Mods now say "RARE" in their titles
Added shake and sound feedback for failing a Banish
110 -> 115 shields for Reflect Shield
There is now a hard level cap of 100. If you manage to somehow reach this, we've got a problem, please report it
Homing projectiles now seek enemies and targets equally
You can now toggle healing numbers in settings for you and your constructs, off by default
You can now toggle self-damage numbers in settings for you and your constructs, off by default
Drones now spread out their firing sequence evenly
If you have an old corrupted save file, the game will attempt to fix it
Experience orbs now scatter a bit from enemies
Experience orb probabilities change as waves progress, resulting in less but more valuable orbs for the same value. This reduces visual clutter
Increased base exp needed per level a touch. This only really impacts the first dozen waves or so
Increasing your level by a mod no longer affects the EXP curve at all. You will be treated as though you are your base level
Added a border and some breathing room to owned mod displays
Retribution gained a new rule: If Retribution causes your mines to exceed your mine construct limit, an existing mine is detonated
Charged Mines gained a new rule: -1 to mine construct limit
Antimatter Rounds is now stronger but only affects weapons fired by you. This change was made because it enabled insane shenanigans with mines, especially when charged. - Additionally, the game could use more incentives for self-firing builds Since it is now possible to achieve +50%, or even +100%, for unique body powers, Engineer's added construct limits now respects this modifier (rounded down)
Courser & Battery now scale their added projectiles with modifiers to body unique powers (rounded down)
Warp Strike total damage -35% -> -30%
Homing Strike has been given a more informative description
Homing Strike total projectile damage -80% -> -70%
Homing Strike total blast, velocity & size modifiers -70% -> -60%
Homing Strike grace degeneration time extended from .6667 -> 1 seconds
Changed how targeting affects various weapons. Most notably, very fast projectiles are now better at targeting
Modifiers to thrust now have a minimum value of 0%
Rampage now scales with modifiers to thrust, and the text has been changed to "You gain constant added thrust power"
The pause menu now reports your size modifier
The pause menu now reports your plating
Construct Improvements:
Interceptor allies with Salvo now build up stockpile count and fire a spray of missiles of at least 10
Improved construct targeting behavior, especially for Guardian Allies:
Guardian targets the objects closest to the player
Guardian tries to stay between the player and its combat target
Turret with Counter-Artillery tries to shoot down projectiles heading toward the player
Construct aiming rotation now has more damping so they don't overshoot
Swarm Constructs now deal 6 -> 7 damage
Swarm Constructs cap their firing range at 240 units so they don't fire out of range
Swarm Construct attack scaling based on their target's distance is now more likely to hit
Swarm Constructs consider the average of sprite width and height for the purpose of range, instead of the larger
Swarm Constructs are allowed to clump up a bit closer
Swarm Construct target range is now slightly shorter
Enemy Changes
Triangle mines, from Pulsars, now spray projectiles 3 at a time with wider spacing (Because triangles)
Enemy serpents use degrees for sinusoidal movement and reduce sinusoidal movement when near a screen edge to avoid leaving the screen. If they do leave the screen, they now wrap
Bolt-Throwers linger a bit longer after firing
Interceptor Champion charge speed ramps up more slowly, and they spend more time "charging". They drop mines less frequently for longer. As a result, mines are dropped farther apart, and you have more time to react to the charge
Saucers now require wave 10 to be elite and wave 15 to be champion
Saucers now screen-wrap more tightly
Spitfire grants you an extra half-second to react to its arrival and deal with other waves before charging its orb
Saucers give +25% orbs
Fixes
Fixed a silly bug where enemy knockback would apply twice from collisions, resulting in about +25% more effective knockback from all crashes than intended (I'm so sorry)
Interceptor Ally aim now takes firing direction modifier from Propulsive Munitions into account
Fixed a crash with Ally
Overseer's movement penalty now works properly
Blades created by allies can no longer take blast or beam damage to their non-existent shields
Made global damage calculations more sensible
Fixed a bug where Scion wouldn't drop its rewards
Fixed a bug where Settings would become stuck if you tried to go to the online leaderboards, but they aren't available on that game version
Having both Overseer, a construct that can use your weapon, and Rapid Reconstruction no longer results in no Weapon Gear being offered
Removed an exploit where you could enable Mayhem mode and disable the other modes by editing your save file
Fixed a bug that would cause certain effects and objects to be deleted if you pause while the player is in a black hole
Various performance optimizations
Update 0.28.12 (25 May 2020) Major Features
Added French, Russian, Traditional Chinese, and Simplified Chinese localization, which you can toggle between in the Settings menu. The game will attempt to detect your OS language settings and otherwise default to English
Added a menu to the pause screen. You can now resume, quit, change your settings, or view Super Mod requirements during a game. The pause menu has also been improved, displaying more stats about your build. Quitting from the pause menu now requires a confirmation Overhauled the Settings menu
"Mouse Mode" and "Keyboard Mode" have been consolidated into one mode. Both always work. The toggle for WASD or Arrow Keys has been removed, but you can reset to the defaults for either one in the customization menu. You can now assign two bindings to both thrust and fire, which accepts mouse or keyboard inputs. If you were previously using Mouse Mode, or Customized Mouse Mode, you may need to rebind your custom controls
Updated Gamepad and Keyboard / Mouse customization menus to be more intuitive and consistent
You can now choose which gamepad stick is used for steering, which works with all 3 aim styles
If you are already using directional aiming, it will default to the right stick, and otherwise default to the left stick
Gamepad Stabilize is now PRESSING the stick, because down doesn't make sense for the directional aim setting
Gamepad can now rebind Stabilize
There are now multiple toggles for windowed resolution. The game will also accept any resolutions that you manually input into your save file
Rewrote Nova Drift's system for handling audio. Music, SFX, and global volume can now all be adjusted separately from settings
The Challenge Modes you used are now displayed on your High Score list! However, this addition isn't retroactive for old scores
Added new BGM: the Infinitum remix, Infinitum (Genesis), now plays in Wild Metamorphosis
Improvements
Removed the delay when switching from mouse aim to keyboard/gamepad aim
Reduced the delay when switching from keyboard/gamepad aim to mouse aim (This delay exists so that accidentally brushing your trackpad or mouse doesn't interfere with keyboard controls)
More mouse buttons are now supported for customization
Whenever avoidable, text is no longer used in tutorials to increase the ease of localization
Collapsed a few tutorials into one
Framed tutorial buttons now have a few discrete sizes to make localization easier (There is a known bug with this where the button is larger than needed)
Added hue cycle offsets to Super Mods
Reworked sound effects for huge explosions, large explosions, Torrent, Saucer enemy shots, and several EMP blast sfx
Barrage variants have been added for Blade, Torrent, and Dart Addes SFX for Champion Beamcasters
Game Balance
Salvo can no longer stockpile while your weapon is on cooldown, but the base damage has been increased 60 -> 90
Salvo now unloads your stockpile faster for each stock you have remaining
Salvo's diminishing returns for high levels of stock are now more favorable
Thermal Lance base damage has been increased by 10%
Charged Shot now properly considers Rancor if benefiting from extra projectiles from Charged Shot
Constructs pursuing targets do so faster and more efficiently. This is especially meaningful for Swarm Constructs
Fixes
Fixed a bug where Singular Strike always considered you having one more pre-existing projectile than it should (so it does 10% more total damage now)
Added a very small cooldown to Player wrapping, to prevent a bug where Singularities could cause you to wrap dozens of times per second
Fixed Viper's burn duration not applying to Incendiary Strike
Fixed Incendiary Strike not benefiting properly by increased Burn Duration
Warden plasma shots generate smaller "splinters" after being degraded by Counter Artillery
Optimized trail performance
Optimized construct performance
Update 0.27.20 (1 May 2020) Visibility, Features, and QoL
Started improving the pause menu. It has a bit more info, and it is partially dynamic to your loadout
Asteroids now have a slight outline to differentiate them more from the background
Added a finder circle and a finder pointer for when you're near the edges of the screen
Grenade explosion artwork has been made less occlusive
Salvo explosion effects have been made smaller (the blast radius is the same)
When you screen wrap, the pulsing effect now moves with you, making the player object easier to locate
The volume and pitch of the crash sfx now changes depending on how hard you are knocked back
Added some pitch randomization to a few other sfx to try it out
More fonts are now retina friendly. All fonts now scale at 50% for non-retina to reduce distortion
Enemy missiles no longer screen flash if fired rapidly
Firing direction no longer modifies your forward-facing aim scope
Enemy and Wave Balance
Made the wave speed modifier from Danger Zone and Mayhem a little less crazy compared to the previous adjustment
Added considerably more wave time padding for early waves, before wave 30 (was 20), up to 8 seconds
Enemies now start becoming stronger at wave 100 instead of 120
Reduced the scaling value, and the maximum value, of enemy knockback dealt to the player based on their hull
Serpent Elites fire their spines a little less frequently
Serpent Elites won't appear in the wild before wave 25 now, up from 20
Wardens and Interceptors now allow a little more time to defeat them
Pulsars now chase you somewhat less quickly
Normal and elite Pulsar shots have a little less targeting
Spitfires now won't introduce more Pulsars if there are already 2 or more
Spitfire is now a little harder to trick into not firing
Eclipse champions won't spawn randomly before wave 45 (was 40)
Eclipse shield retaliation cooldown 2 frames -> 3 frames
Small asteroids now push less hard
Small asteroids are more likely to contain orbs
Small Asteroids deal 10 -> 5 damage
Game Balance
Grenade's knockback has been halved, making it easier to hit with clusters
Grenade base damage: 75 -> 85
Salvo base damage: 50 -> 60
Salvo's stockpile rate from projectile count now works consistently with other sources of rate of fire, and also has been improved from 5% -> 15% per projectile (If you go this route, I recommend Convergence over Fusillade)
A previous buff to Salvo's stockpile diminishing returns was accidentally a nerf. I have inverted this and buffed it further
Barrage now properly affects projectile count for the purposes of Loaded Mines (with all projectile-based weapons) and Stockpile
Mine hull 30 -> 25
Charged Mines now prevents mines from using a trigger radius. They will still detonate on impact (This is a huge buff for this mod in most set ups)
Mine trigger radius decreased by 25%
Loaded mines now take 2 -> 4 damage for innately charging weapons
Swarm Construct damage 5 -> 6
Interceptor Ally now uses a larger cone angle for targeting integrated weaponry. It is now more likely to start charging Vortex, more likely to start or keep firing Thermal Lance, and more likely to fire other weapons near enemies
Vortex base damage 4 -> 3.4 (-15% base damage)
Loaded Mines last rule has been modified: "For weapons that charge innately, your mines charge your weapon at 75% of your charge rate. Additionally, they constantly take 4 damage /s and pay +100% charge costs" (Note that Thermal Lance does not have a "charge cost", only Vortex does)
Mine effect, for innately charging weapons, has been made consistent with other forms of charge rate scaling instead of being multiplicative
Explanation: Vortex is most fun when it has a high risk vs reward element. Recent changes to its scaling allowed it to become monstrous without ever really putting you at much risk, due to increased levels of crowd control and charge rate. This reduction in damage will require that you spend longer charging and taking damage to reach those huge damage numbers from huge vortexes. As for the mine changes, Architect was on another level, with Vortex Mines being substantially better than any other kind of mine (or maybe even any other Architect choice). This was because of both mine hull being disposable, unlike the hull of the player or allies, as well as some explosive scaling with Architect's mine effect. Combined, these changes affect Vortex considerably, and Thermal Lance mines only a little.
Fixes
Fixed Adrenal Module setting a value where it should be adding a value, overwriting the global damage gained from Masochism
Homing Strike now works properly with Burst Fire for Allies
Construct formations no longer flip out if the player teleports or is schlorped into a singularity -The finder no longer activates if the player does the above
Fixed some description formatting
Gemini + Shielded Drones + Discharge now properly ignores Gemini
Architect charging a blade doesn't detonate other constructs until it actually fires
Prevented the Ludicrous Speed achievement from being earned in debug mode
Phantom Strike and Outrage module now work with Homing Strike
Fixed a crash with Outrage module
Square Drift no longer crashes (perfectly square aspect ratios)
Grenades with Hyperboost are now less occlusive
Fixed Grenade's damage being misreported
Gemini Protocol now indicates that your shield must protect you, as was the case
Allies using Thermal Lance no longer discontinue the charge if a valid target exists
Ally burst fire homing strike no longer breaks projectile count
Halo + Gemini no longer works with Shielded Constructs, as intended
Prevented Bastion + Architect from detonating mines when it is assembled but not deployed (using Shielded Constructs)
Fixed Shockwave not creating a shockwave when your shield cooldown completes, but your shield capacity is full
Fixed Echo Strike misreporting that it hits twice
Fixed Carrier text colors
Blade now informs you that its construct limit is equal to your projectile count
Fixed Shockwave depth sorting
Stabilize now works while thrusting if Thrust and Up are bound to the same input
Defensive Drones prioritize hazards in Orbit formation
Orbit and Rampart formations prefer targets in the direction they're facing
Vortex charge and Thermal Lance beam now take directional offset from Propulsive Munitions into account
Antimatter Rounds proced with Salvo's stockpile now divides its added self-damage by your burst fire count, preventing unintentional massive self-damage from burst fire
Antimatter rounds with Salvo's Stockpile was additionally being applied a second time at a value far greater than intended. This has been removed
Clamped Bastion Shield's sprite index to prevent a crash when it gets too high
Prevented a crash involving enemy beam charges being unable to find their leader (when its cleaned up for being off-screen for too long)
Prevented Sanctuary from (improperly) working with Shielded Constructs
Fixed cases of Gemini Protocol (improperly) working with Bastion Shield when you have Shielded Constructs
Fixed some cases of Bastion using base damage instead of current damage to trigger hull-threshold-based mods
Prevented hull-damage-threshold-triggered mods (that they themselves trigger self-damage) from overwriting the original hull damage you were intended to take (?!)
Siege Weaponry self-damage now reports in the combat log
Outrage Module trigger now reports in the proper place in the combat log
Architect now properly triggers detonate on your constructs when a blade is produced by Phantom Strike or Outrage Module
The pause menu now properly reports ignite duration modifiers from body gear
The singularity doesn't blot out the pause menu anymore
The singularity doesn't draw in front of the darkness anymore
Fixed excessive Volatile Shield / Tempest Break with Blade + Bastion + Shielded Constructs + Burnout Reactors
Blade + Burst Fire + Courser / Battery can no longer cheat blade count and fire extra projectiles
Blades with Shielded Constructs no longer do less damage after taking damage
Visual Warp Shield radius now works with shield radius modifiers
Essense Sap can no longer leech from Asteroids and such using Force Armor's blast
Thermal Lance beam now resets its color after Hyperboost ends
The Blink reticle no longer disappears if you pause during a blink
Champion Juggernaut displays its hull bar
Fixed cargo train box hull bars
Hidden Power now prevents Mortar
Rancor charge slow down no longer persists with Mortar
Swarm Constructs will now attack Eclipses properly. When targeting, they have more accurate ranging (it was using square hitboxes, so oddly shaped enemies were an issue)
GENESIS UPDATE (24 March 2020) New Features:
Weapon gear: Thermal Lance
Shield gear: Shockwave
Body gear: Carrier
Added a new super mod: Mortar
Added a new super mod: Charged Mines
The mine tree has been reworked and mines have been adjusted
Auto Mines has been replaced by a new mod: Minefield
Loaded Mines and Retribution have switched places
Two new BGM tracks have been added to the game: Superlumen (and its Wild Metamorphosis remix, Superlumen (Warped)), and Infinitum
Large or dangerous enemies are now announced with a HUD warning, similar to what comets use. This feature will be further iterated on in the future as enemies 2.0 progresses
Allies that can fire your weapon can now utilize innately charging weapons (Vortex and Thermal Lance)
Mines that can fire your weapon can now utilize innately charging weapons (Vortex and Thermal Lance) while deployed
Mechanical Changes:
Vortex uses new, more sensible logic to calculate its damage and charge rate
Vortex charge rate now additionally scales with weapon blast radius mods
Power Reserves now reduces the malus from turn rate penalties (presently only Thermal Lance while firing)
Rancor now works differently. Instead of the increased charge level gained being permanent, it now falls off over time. The charge level gained is ~5x greater than before
Retribution now has a 0.5-second internal cooldown
Mines now have a shorter fuse, which no longer resets when you upgrade
Mines check their proximity detonation more often
Architect now detonates all constructs if there are more than one when you switch to it
Blades not produced by the player no longer screen-wrap Firefly + Rampage now combos as you'd expect
Mayhem and Danger Zone have been adjusted, along with small aspects of the difficulty curve. The first 20 waves grant additional, but decrementing, bonus time per wave instead of only the first 10 waves. Danger Zone now affects wave speed by a factor of 0.65 again, down from 0.70. As a result, Mayhem is fast and more hardcore again, but the very early waves are a little less overwhelming
Balance Adjustments
Drones in Predator formation move 33.33% faster than they previously did -5% -> -7% recovery and shield cooldown on Twin Strike +70% -> +80% regeneration rate on Rapid Reconstruction +30 -> +35 base hull on Rapid Reconstruction +15% -> +10% hull damage resistance on Shielded Constructs
Galvanic Outburst does considerably less damage
Pulsar's blast attack now has far less knockback
Temporal Shield's effect has been made ~11% stronger
Bug Fixes and Optimizations:
Fixed a case where Gemini + Absorption actually creates lethal damage with shields up by splitting a damage value less than 0 and then increasing it to 1
Made many major improvements to game terminology and text descriptions
Streamlined the player upgrade script and removed a lot of redundancies
Blades now use "dynamic trails" which is far more performant, especially in extreme cases
Medicharge takes Hypermetabolism-reserved shield and hull into account
Fixed a crash with Priority Zero
Vortex + Gemini now properly soft-triggers shield cooldown
Having no weapon now prevents any mobility-reducing effects from your weaponry
Fixed a problem where shielded constructs would be counted at the wrong moment
Temporal shield now properly slows Pulsar enemy dashes
Fixed many instances of things apply Corrosion but shouldn't. Player constructs, their abilities, and even some enemies self-inflicting
Fixed some cases where Corrosion would last forever
Fixed a mistake with how mine projectiles / Thermal Lance mines are calculated.
You should see a smooth progression of projectiles, thermal lances, or pulses as your rate of fire and mine effect increases
價錢
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- 最大值: $17.99
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其他資訊
- 版本: Windows
- 類別 :
GOG 遊戲
›動作與冒險
- OS:
Windows
- 大小:
398 Mb
- 可用的功能:
Action
,Arcade
,Roguelike
,game_feature_achievements
,game_feature_cloud_saves
,game_feature_controller_support
,game_feature_overlay
,game_feature_single_player
- 支援的語言 :
Deutsch
,English
,Português do Brasil
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,français
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- GOG Store 評分:
4.6
(37) - 發佈日期:
- 發行日期:
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