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Orbital Bullet Early Access: The Holiday Update has arrived!

Fraggers!

A new major update has been released for our Orbital Bullet Early Access! Be excited as the brand-new 'Holiday Season Update' will come up with new weapons to increase your combat-effectiveness ("More DAKKA!"), new skins that you can frag in style, and, most importantly: new Hard Mode in the Eternity Tower, for the trigger-happy fraggers amongst you, who are really serious about looking for trouble and a challenge!

Watch the Orbital Bullet: Holiday Season Trailer

Additions

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New Eternity Tower Hard Mode

  • Added Stage 51-100.

  • Improved Ending of Eternity Tower with interactable & run overview.

  • Removed the ammo system from Eternity Tower.

4 New Weapons - Fragging Fun

  • Hover Shotgun – Shell type weapon that fires downwards. [
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  • Eternity Gun – Energy type weapon that fires instant long- and short-range projectiles.

  • Crossfire Gun – Bullet type weapon that fires bullets on the horizontal as well as the vertical axis. [

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  • Smart Rocket Launcher – Explosive type weapon, where rockets dodge the first collision with terrain.

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Skin System - Fragging Fashion

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  • Added a building to your base to change your shoulder skin & trail.

  • Added changeable shoulders and trails for characters.

  • New skins can be unlocked in the Eternity Tower Hard Mode.

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Quality of Life

  • Improved the DPS weapon calculation to make them more comparable and fixed wrong values that could happen due to scaling.

  • We made it apparent to the player (visually) that on higher Overcharge Levels, Heal pillars would not be accessible due to the difficulty scaling.

  • Weapon re-rolls now give at least the same weapon tier and level back in return.

  • Added player animation when using zip-line transitions.

  • Added SFX to the Overcharge Selection and fixed the existing audio glitch.

  • Improved enemy placement to prevent spawning in objects.

  • Eternity Tower Endless Mode has displayed your highest stage you have reached (highscore).

  • Players now have a red flash when getting damaged while having shield to improve the feedback on receiving damage.

  • Revamped the Gatling Enemy in the Harvest Fields to make him more fair and predictable

    • Is now standing still while shooting.

    • Does no longer shoot while jumping.

    • Always fires 2x 3 bullets with a bigger delay in-between, instead of 2x a random amount of 2-5 bullets.

  • Increased time it takes for the Shield Crawler Rider to rotate, so you have a bigger timely window to deal damage to him.

  • Improved the hitbox of the Shield Crawler & Shield Crawler Rider, when performing a charge attack.

  • Changed the color of the water on Dyatus to make it more obvious that it is harmful.

  • Increased the Hitbox of the Hook Shooter in the Meat Factory, to hit the player while he crouches.

  • Removed unused UI Currency info from the Skill trees.

  • Removed self damage from the Dodge-Roll Bomb Upgrade.

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Bugfixes

  • Fixed a bug where you could get stuck in half blocks when dodging through them.

  • Fixed a bug where the Overlord would not recover and stay at the bottom after getting stomped.

  • Adjusted hitboxes of elite enemies, which could get stuck inside floors / blocks and no longer move.

  • Fixed a bug where the player could move backwards in the Meat Factory Level transition.

  • Fixed a bug where the shield enemies could charge through the wall in the Elite floor.

  • Fixed a bug where enemies would spawn in the water and spikes.

  • Fixed a bug where the electric ball emitter in the Harvest Fields could have the wrong rotation.

  • Fixed a camera positioning issue when fighting against the Inquisitor in the Eternity Tower.

  • Fixed that the stage & time counter do no longer overlay other elements in the HUD.

  • The Pause screen is now always overlaying all elements of the game, and enemies will not pop through anymore.

  • Fixed render issue of glass objects which could get invisible at certain rotation values.

  • Fixed a bug where you could get attacked on Miro Level 2 while you are in the elevator transition.

  • Fixed a bug where the Pattern Console in the Meat Factory would intersect with the Walls and would be hard to find.

  • Fixed a bug where glass shards would no longer render on Miro when breaking through glass.

  • Fixed a bug where the Grenade Thrower Enemy on Miro would have his split grenades create grenades on the wrong circle.

  • Fixed an issue where the Time Rift Mission would get played every time you complete the mission requirements.

  • Fixed a bug where enemies in rifts & wave spawning templates could give 0 XP.

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Future plans for the next update

Besides a lot of new content including a new planet, enemies and a boss, we want to rework some older systems that we think are currently lacking and received feedback from your side that they need some adjustments. This will include the following things:

  • Combo System – how it works in general, the time tracking / pausing.

  • Time Chests – time tracking and rewards.

  • Shops – additional possibilities for the player to spend money e.g. gambling, re-rolls and further upgrades.

New development roadmap

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https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/

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