Dev journal - Lofty Goals, Getting Drunk, Lockers Loaded


(skipping a number to get back in sync with Steam, heh)

Lofty Goals
You'll soon start seeing some initial progress towards the "Lofty Update". (although the official update is launching at the end of the month, I'll be pushing out changes as they're ready)

This update will add a new type level layout for the fourth floor of each level. This layout uses larger modules, which means longer hallways (including longer underwater segments), and support for larger hand-crafted areas. Currently, there are four of these (with more to come).

Getting Drunk
I've added a post-processing effect for alcohol. This makes it slightly disorienting and also lets you know when the effect is active. I plan to add something similar for mushrooms in the future.

Lockers Loaded
Lockers now have stuff in them! This includes the same things as crates (beacons, alcohol, health), but also upgrade pills! In case you didn't know, there's an entire upgrade system in place, but until now it was difficult to access as the only way to get upgrade pills was to take down a mutant miner (not the blind kinds, but a regular one).

P.S. spawns are affected by luck, you'll want to figure out how to boost your luck before you go opening all the lockers and smashing all the crates. Hopefully it's obvious, but if not just let me know.

You can see most of the above in build 38, and build 39 will be out soon to address a few minor issues.

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