Dev Journal - Beacons and Mushrooms Oh My!


Hey folks, sorry for the silence lately! I had to take a bit of time to get another game over the finish line. With that taken care of, I can now give TOXICANT the attention it deserves!

And on that note, that Explorer Update is well underway! This update is all about adding new loot and expanding upon the beacons system.

New Loot

Initially, this is going to start with two new types of mushrooms. As with the existing mushroom, these offer a temporary buff in exchange for a slight hit to your health, though I may end up applying distinct debuffs for all three.

  • Red mushroom: boosts strength
  • White mushroom: boosts stealth

Along with this, I took the opportunity to buff the strength attack modifier; it was way too subtle. Now while under the influence of a red mushroom you can take down a mutant miner with a few swings of a melee weapon.

Oh yeah, plus a minor revamp to the VFX (added spores):


New Beacons

Next up: new beacons! I'll be adding three new beacon types:

  • Trap (mine) beacon: explodes on contact
  • Smoke beacon: obscures enemies visibility
  • Distraction beacon: creates noise for 30 seconds, drawing nearby enemies towards it

I'm also working on an overhaul of the beacon selection UI. Specifically, something more along the lines go a "weapon wheel". Moreover, you'll soon see updates to the existing beacon VFX, like an overhaul of the freeze beacons and beacon explosions.



Last but not least, the beacon launcher model is getting a revamp! My man JP--who modelled the fish and tentacle enemies--is helping with this. I think it's looking pretty good so far!



Stay tuned for more details--I'm hoping to put a new build up imminently!

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