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Secrets?Dec 13, 2021 - Community AnnouncementsHey everyone! We want to thank you all for the love and attention you’ve shown Beat Blast. It’s been an amazing journey for the team releasing our first game on Steam. A big part of that is the support we’ve gotten from our awesome community that’s been with us for nearly two years of public builds, QA and testing. For those of you that haven’t picked up the game since launch, we encourage you to come give it another try. You might be surprised just how much it’s changed from feedback from players like you! Today, we are providing Beat Blast’s final feature update. If critical bugs appear, we will of course provide hotfixes and we will still be around on our discord to chat with players. After nearly two and a half years of updates, our team is really happy with the state of the game and excited about the next project we’ll be working on. We’re a ways away from an announcement, but keep an eye out for us! Without any further ado, let’s get to the update! The MIDIverse has begun coming apart at the seams. Those of you who have found a certain golden portal may be familiar these sorts of rare occurrences. Keep your eyes peeled for anything unusual. You might just be able to use it to your advantage! Aside from the glitches mentioned above, we are also introducing two new room types, a large collection of bug fixes and a visual update in level 1 to prevent it getting too stale. Chest rooms offer you a bunch of chests to choose from. One has amazing loot and one will explode...are you feeling lucky? The second room type is a Slot Machine room, which lets you spend your hard earned blops for some extra loot in your current run. Those of you that have already unlocked everything can finally put your extra blops to good use! Neither of these new rooms will appear in choice rooms, you will simply stumble on them from time to time. There will now be a 10% chance upon entering an enemy room that you’ll get different variations of the original level 1 enemies. These newer versions behave in exactly the same way; they just provide some visual variety to the most commonly seen enemies. Lastly, we want to let you know there will be a big 60% off winter holiday sale on Beat Blast, so if you are waiting on buying the game or you know a friend waiting, the holidays would be the best time to get Beat Blast. Happy holidays and new years! Patch notes below: Visuals Level 1 is getting some visual variety! Every now and then level 1 enemies will get a fresh new look {STEAM_CLAN_IMAGE}/35582740/004ee70218bda87903cffd1cc73c9cf578e7e95d.gif Features The MIDIverse has begun coming apart at the seams. Those of you who have found a certain golden portal may be familiar these sorts of rare occurances. Keep a sharp eye out for anything unusual Two new rooms types are in the game, Chest and Slot Machine! Chest rooms will offer you a bunch of chests, but you can only choose one and not all have the same awesome loot hiding within Slot Machine rooms allow you to spend excess blo...Balance, Bugs & Chips?Sep 13, 2021 - Community AnnouncementsThank you to everyone that supported us during 1.0 launch and Early Access! Seeing so many Beat Blast streams and videos come out has been amazing these last few weeks, but it also highlighted a few pesky bugs and difficulty valleys we wanted to address. Most notably, we felt level 3 was a bit easy compared to level 2 and we've amped up the difficulty with one new enemy and tweaks to several existing enemies. {STEAM_CLAN_IMAGE}/35582740/a0815f5528dc114c065fdcdc281bd5ef2941ade4.gif We've also made some minor tweaks to level 4, specifically the Seed, which was far less challenging than we had hoped. It is much sturdier now and will take more than a few hits from a legendary power note to take down. Lastly we've made Meg a bit more predictable in her second phase and amped up the difficulty on the Giant Snake and Sentinel when enraged. We've also already begun work on our next update! We don't want to say too much yet, but we're aiming to add some more rare events to the game to spice up your runs. Those of you that have found a certain golden portal will have a good idea of what we're talking about... Enjoy the full patch notes below! Art Sniper laser visuals refined to make it more clear when they're aiming vs shooting Features Chippers have been reworked. They are also sturdier and less common Balance Blasters' second set of shots are faster Snipers shoot one beat sooner after finishing aiming Level 3 and 4 background colours tweaked to make enemies more readable Basic enemies will drop fewer bits than before Machine Gunners fire a completely new attack Mine explosion projectiles fly faster Weaklings can no longer spawn above level 1 Snakes can no longer spawn above level 1 (Hive Worms still can) Yellow elite bombs are more red so they don't look collectible Meg's mines bounce off walls instead of exploding Meg's second phase bullet ring attack fires slower and spaces out its gaps more The seed health boosted 100% The seed is more resistant to direct attacks and now takes more damage from its 'petals' being destroyed The seed shoots out far more bouncing bullets than before Enraged Sentinel fires more homing missile shots Enraged Sentinel's bullets spread out after they travel, meaning the typical strategy of sitting back is less viable Enraged Giant Snake now fires homing missiles from certain nodes Enraged Giant Snake is now much longer Ball and Chain speed malus reduced by 50% Poison bomb explosion radius increased by 50% Black Hole waits a half second before pulling in enemies Accelerating shot max damage lowered Shrines are much more common Plagued modifier will no longer swap curses if you have every curse Bug Fixes Don't Touch the Sides should unlock as intended now Sacred Geometry can only be unlocked by killing the seed, as intended Plagued modifier will no longer swap curses after traveling through a portal Fixed a rare bug that could break screen transitions between floors with certain antivirus software Stack chests can no longer offe...Beat Blast 1.0 IS HERE!!!Aug 25, 2021 - Community Announcements1.0 is out now! It's been a pleasure growing our fan base and listening to all your great suggestions and bug reports. We couldn't have made Beat Blast without you all. Shout out to our Discord, and thank you to all our players! The game has grown so much over our year in early access. With how crazy the world has been in the last year it was a dream come true to release our first Steam game. We are pretty happy with where the game is now and are excited for you all to play it. This does not mean we’re done updating the game, but it does mean that we feel it has reached the level of quality we’re proud to present as a completed, fully-fledged game title. If you like the game and want to help us succeed, please join our discord, tell your friends and favorite content creators about Beat Blast. Word of mouth really helps. Here is a quick list of the major things added since early access last year. Level 4 arena, boss and mini boss Modifiers that completely change the game Equipment, curses, passives and powernotes Level 1 Giant Snake Boss End game and score screen Achievements Mac version Inventory system More room types Loot chests New music tracks Shrines Modifiers {STEAM_CLAN_IMAGE}/35582740/5399c9e81bd36f1e5f010694202f1a183987c2e1.gif Mini Boss 4 {STEAM_CLAN_IMAGE}/35582740/68fe3690235e47fab14040f12f11344748084dde.gif Story {STEAM_CLAN_IMAGE}/35582740/2d1253e00171e69a0004872caf91f503f17b7f28.gif Enraged Mini Bosses {STEAM_CLAN_IMAGE}/35582740/05e9a3a09debee8b6c2184bd2350f85dfdd6d8c5.gif Translations Russian, Chinese Simplified and Chinese Traditional translations have all been added to the game. {STEAM_CLAN_IMAGE}/35582740/e9a2ea3792971bdcbb799f3f61f010f116999a45.gif Achievements {STEAM_CLAN_IMAGE}/35582740/de8175099979bfb515fd9162d5e5c1fe61d82abc.jpg Here is the full list of updates and changes to 1.0. Audio New blue, green, purple and yellow sound set! New backing loops for boss fights Smart bomb pickup volume lowered New audio cues tied to menu navigation and interaction New backing tracks for boss encounters Visual Yellow elite projectiles more red Meg's mines have had their visuals adjusted to show when their hitboxes are active Equipment now has a distinct colour to make it clear it's a separate category of item New impact FX for Bazooka VFX on pickups adjusted for icon clarity Stinger projectiles come from their mouths Barrier animation adjusted when gaining/losing a shield Queen bee swarmling projectiles have more noticeable impact FX Slight tweaks to pickup tooltip world anchoring Binding Apply & Reset buttons coloured to draw attention Screen fades adjusted to always center Spot UI menu animations tweaked Tutorial prompt for new players replaced with a graphic change on the Play menu Coming soon panel replaced with a new welcome splash image Remove notes icon was not updating for rebound gamepad controls Cleaned up the highlight state on menus when using a gamepad UI selection boxes visuals fixed during UI transitions Features First o...Translations & StoryAug 20, 2021 - Community AnnouncementsBeat Blast 1.0 is less than a week away! After nearly two years as a web demo and one year in Early Access on Steam, it's quite surreal to see the release date approaching so quickly. Today we want to tease a little bit of the Beat Blast lore. While this isn't a central focus of the game, 1.0 will feature two new cinematics to give the game a bit of context: one at the start and one at the end of your journey. Enjoy the intro comic below! Comic {STEAM_CLAN_IMAGE}/35582740/2d1253e00171e69a0004872caf91f503f17b7f28.gif Translations We are also very excited to announce Russian, Chinese (Simplified) and Chinese (Traditional) translations for Beat Blast! We hope to have the full translations in and available on August 25th with the rest of 1.0. More Modifiers Here is another peek at the Modifiers coming to 1.0 We are extremely excited about these modifiers and believe they add a ton of re-playability to the game. {STEAM_CLAN_IMAGE}/35582740/beaa4a1e04bdbde00d7eba1c95842e23e03d15ac.gif Big 1.0 Balance Changes New players start with 100 blops We revisited Meg & Byte to make the two options feel more equal Shrines last longer across the board but are less effective Took a look at all the most effective strategies and nerfed some abilities that were far ahead of the pack: Fortify, Laser, Sprinkler Some of the weaker power notes got buffs. To make more builds viable. Score Screen & level 4 Mini BossAug 11, 2021 - Community Announcements1.0 is 2 weeks away! Today we are showing off the new level 4 miniboss and the new death loop and high score system. Level 4 Mini Boss We tried several designs for this miniboss before settling on something a little different. Most of our minibosses act as a sort of moving room obstacle that you take care of after you've cleared all the smaller enemies. Microbe (level 4 miniboss) presents a different sort of challenge; the longer they're left unchecked, the more dangerous the whole room becomes. While it's still completely viable to take out the minions first, you may find yourself drowning in lasers and bouncing bullets before too long. Experienced players may find it more effective to hunt down Microbe as soon as they realize they're in the room. Strafing won't save you here! {STEAM_CLAN_IMAGE}/35582740/9a102d42c123647e7ca0498cd0439347bac6e198.gif One More Run One particular point of focus in the 1.0 update has been the end of run experience. While we liked our quick defeat and restart loop, we felt it was a bit too quick, to the point of being a bit jarring. This transition has been smoothed out to make it more clear what hit you and just how (un)impressive the run was. This is shown by a final score, which is assigned based on the level and room you reached and the challenge modifiers you had active. There's a local high score available too for those of you that like to compete against yourselves and track your best runs. From here, you can access the old unlock screen or start a new run again, as normal. {STEAM_CLAN_IMAGE}/35582740/7fbce6fb97e20cce1cfee9b72ff46ae67fba1770.gif {STEAM_CLAN_IMAGE}/35582740/68fe3690235e47fab14040f12f11344748084dde.gif New Tracks Coming in 1.0! Lastly, we're pleased to announce one new track of each colour being added in 1.0. The Accordion Drumb, Green Synthesizer, Chirp and Drum Shake tracks should spice up your songs and add some more variety for those of you that have been playing a while. We have also added several more backing tracks to high intensity moments like boss and miniboss fights. Be sure to keep your ears open for them! {STEAM_CLAN_IMAGE}/35582740/c185fe28b8b7df03b451b061f47e81b249c951df.gif Achievements & ModifiersAug 4, 2021 - Community AnnouncementsAchievements and Modifiers are coming to the full release of Beat Blast on Aug 25th. {STEAM_CLAN_IMAGE}/35582740/5399c9e81bd36f1e5f010694202f1a183987c2e1.gif Modifiers Menu The biggest new addition to Beat Blast 1.0 is the new Play menu! Before you start a new run, you can toggle challenge modifiers on or off. Most of the Compete mode's modifiers are available (with some exceptions). This is replacing the 'Chill' and 'Challenge' modes from Early Access, but we believe this gives you way more options to tailor the game to the way you want to play. There are 9 new modifiers available in this update that have never been seen before. 6 of them will also be available in Compete. Below is a sneak peak of some of these new modifiers: • Operation: The walls damage will damage you if you touch them! • Super Spot: Spot grows bigger or smaller based off how many hearts he has. The more hearts, the bigger a target you become! • Hot-Headed: All bosses and minibosses start off enraged. This one is not for the faint of heart! {STEAM_CLAN_IMAGE}/35582740/d0b31dca6a40749d956f59cd562fb1c110e8acf8.gif 50 Achievements The Modifiers will not all be available from the get-go though. Aside from two new modifiers, all of the others will unlock alongside one of our 50 new steam achievements. The modifiers you play with directly affect your endgame score. The harder you make the game, the higher your score multiplier will be when it ends! We'll have more information on the end game score in our next week's post. This will give you full control over how difficult you want the game to be. Do you want to cruise through the game and groove to the beat? Or would you rather take on the hardest mode you can manage in pursuit of the highest score? {STEAM_CLAN_IMAGE}/35582740/ebbbd8f725ecacdf77d44d9eb1ccdae1ed6d5c4a.jpg {STEAM_CLAN_IMAGE}/35582740/39bdb15f3d9a50339948d64e7dfc52ecda895523.gif Full Release Aug 25!Jul 28, 2021 - Community AnnouncementsAfter 12 months and 15 updates in Early Access, we are pleased to announce Beat Blast’s 1.0 update and full release will be coming on August 25th, 2021! This does not mean we’re done updating the game, but it does mean that we feel it has reached the level of quality we’re proud to present as a completed, fully-fledged game title. The Early Access process was a blast for us here on the team. Engaging with you, the players and getting regular feedback on each update has been a pleasure and the game is much better for it. To everybody that contributed from players to streamers and even their audiences, we want to thank you. Beat Blast has been a passion project for our team and it means the world to us to share it with all of you. In the month leading up to the full release, we plan on sharing a new preview of what’s to come each week. Our 1.0 update is about five times larger than our typical Early Access updates, so there’s a lot to talk about! Time to build up the hype train! Enraged Mini Bosses Today we’ll start by revealing a feature we’ve been talking about for a while: Enraged Minibosses! Just like the main bosses, each miniboss now has an ‘enraged’ version after level 4 to make those victory laps more deadly than ever. This also means the long awaited fourth floor miniboss will be entering the game with both regular and enraged forms! {STEAM_CLAN_IMAGE}/35582740/05e9a3a09debee8b6c2184bd2350f85dfdd6d8c5.gif {STEAM_CLAN_IMAGE}/35582740/907176e388a3f0a6389cc478f278e6e1c7ebc1bc.gif Mac Version Coming Aug 25! {STEAM_CLAN_IMAGE}/35582740/ef9465e416802cbd0e81d988eb796b2724a65741.jpg Stay tuned to our weekly updates to get more previews of what’s coming. We’re really excited about this update and can’t wait to share it with you all. Join us on August 25th for Beat Blast’s official 1.0 launch! Music Control UpdateJul 8, 2021 - Community AnnouncementsThis update we're focusing more on letting players personalize their song. We've received a lot of feedback in this area and definitely agreed that there was room for improvement! We've focused on giving more control and clarifying the existing control that players had so first time players can jump right in to sound mixing. Firstly, we've changed the look of the buttons that let you switch sound sets and added track names to help you better find the ones you like. Secondly, we've added volume sliders in the options menu for each row of the song and for power notes. This gives full control of sound mixing to you, the players! Finally, we've added one of the most requested features on our discord: A "Remove All Notes" button! This is rebindable, but will default to X on keyboard and A/X for Xbox/PlayStation controllers. An awesome new green sound set has also been added to the game. Below is the full change log. {STEAM_CLAN_IMAGE}/35582740/758e9ba34a9cf9b8f6015d50a906f077966b7529.jpg Audio Subtle audio FX changes now occur in hallways and after accessing a new level Several tracks have had their default volume adjusted Visuals Changed the look of the audio change buttons to make it more clear what they're doing Tracks are now named to more easily find the ones you like Features A new green sound set has been added ("Space Funk") It's one of our favorites! Power Notes and Yellow, Green, Blue and Purple rows have individual music volume sliders in options Remove all notes option added as a rebindable action for both mouse + keyboard and gamepad New options toggle for whether row audio should change automatically when collecting a new sound Bug Fixes The Giant Snake's armored pieces will no longer be killable in the boss' second phase New Snake Boss!Jun 28, 2021 - Community AnnouncementsNew snake boss is here! We wanted to do another level one boss to add variety and to hopefully make it easier for new players. Two bosses means new users may find one easier than the other and have an easier time breaking through the first boss wall. Having multiple boss options for a single level adds some unpredictability that we think is exciting and prevents a single strategy from feeling strong for the entire floor. As an example, those fighting the Snake may find purple notes to be far more effective than they have been against the Sentinel. The Snake will spawn level 1 and enraged in level 5, just like the Sentinel. Which one shows up is completely up to chance! Unlike the Sentinel, which reinforces the use of the dodge, the Snake will test user's ability to simultaneously control movement and aim. Keep moving! Let us know what you think on the discord. Is he too hard or easy. Maybe you found a bug? Full list of updates and bug fixes below. {STEAM_CLAN_IMAGE}/35582740/228aae2bd7ff99a23487e855c2edc807f9a62293.gif {STEAM_CLAN_IMAGE}/35582740/b76d84b4158e76931b0ed1dfdf8218284cac41b3.gif Features - A new foe is slithering through the first level of the game. Proceed with caution Balance - Revenge stack cap lowered from 17 to 8 - Revenge now does a burst of bullets on beat instead of the constant spray - Speed Demon stack cap lowered from 20 to 7 - Dextrous stack cap lowered from 20 to 15 - The Sentinel and Queen Bee cannot take more than one phase's worth of damage in a single shot Bug Fixes - Minor optimizations throughout the game - Fixed rare bug that could occur when a snake enemy was killed as soon as the player entered a room - Fixed a bug that could cause pickup tooltips to not display in certain roomsBug fixes, Tweaks and PeeksMay 17, 2021 - Community AnnouncementsHey everyone, we have a small balance and bug squashing update for you! We've taken a few weeks to tackle some of the reported FPS issues later in the game and have tweaked boss loot rewards and enemy health scaling. At the same time, we have also been working on our next feature update, which will include a new level 1 boss. For those of you that love the Sentinel, never fear! They aren't going anywhere and will simply share the level 1 spotlight with our new sinister shape monster. We hope you're as excited as we are to spice up repeated plays of level 1 and hope you enjoy this early look at your newest nemesis (special thanks to discord user SlavaCat for the boss inspiration) {STEAM_CLAN_IMAGE}/35582740/c04b1d97562327e0afc60912090e49b4887718c6.jpg Visuals UI transitions look more appealing Control pop up at the start of a run fades in to match the rest of the UI Features Camera shake can now be disabled in the visual options Balance Adjusted player damage scaling and enemy health scaling to make longer runs more challenging Increased the drop rate of legendary passives from boss rooms Added cursed passive abilities as possible loot from boss rooms before level 5 Lunger health lowered by 20% Bug Fixes Fixed a rare soft lock that could occur later in the game Performance improvements for longer runs and in between combat encounters The Goliath challenge modifier now gives a regular stack of Barrier, as originally intended Seed backing track should no longer stick around after insta-killing its first phase Fortify no longer repositions if a barrier explodes near it UI elements resize more consistently when adapting to dynamic elements, like key binding text Power note inventory backdrop is now tinted to match the rarity of the currently equipped power note Switching between mouse and gamepad midway through the tutorial can no longer show the d-pad graphic unnecessarily Colour modes now correctly recolour the backing of the power note on the song UI instead of the icon Max FPS was not greyed out when first opening the options menu with vsync on Certain gamepad UI elements could be hidden until switching control schemes again Accessibility UpdateApr 19, 2021 - Community AnnouncementsHey blasters! We're proud to be launching our accessibility update! This will let more people get the full Beat Blast experience. This update includes a new inventory system, orange elite re-work, color modes and better controller support. First and foremost, we've taken a long look at the gamepad experience and improved it significantly. Aim assist is now a tunable setting in the controls menu and should make it easier to aim with a dual-stick setup. We've also added an inventory menu (accessible via the right bumper, Tab for keyboard) that lets users of any control scheme see all of the passive abilities they've collected in that run. Previously gamepad users needed to use the mouse to browse tooltips, which wasn't feeling great to us. {STEAM_CLAN_IMAGE}/35582740/afa948e2237eaf857dada0c1f37cba9564804d90.jpg We are also really happy to be including colour modes in the Visual menu! These colour modes will help people with protanopia, deuteranopia and tritanopa types of colour blindness see enemies against Beat Blast's many backgrounds. With any of these colour modes enabled elites will get icons on top of them to identify their powers. This is something we've been wanting to add to the game for a long time and we're thrilled to finally be able to offer it. We'd like to ask that anybody making use of these features can reach out to us on our discord or the steam discussion forums if they want to report any additional colour issues that make the game difficult for them to play. Nobody on our team is directly affected by this, so we've had to simulate the effects to improve the experience. We're always happy to receive feedback. Orange elites have also been reworked. They will now give off light like all other units. When orange elites die they will leave behind a bomb that explodes into bullets several seconds later. Lastly, we've improved the motion graphics of nearly every menu in the game to help draw the eye and add that extra layer of polish. Enjoy the full changelog below! Features Improvements to the feel of gamepad controls, including a new Aim Assist feature that can be adjusted in the gamepad control menu A new inventory screen, which allows you to see information about your collected items so far in the run. This should be a welcome addition for gamepad users that couldn't hover over on-screen icons! To access it, use the right bumper on gamepads or Tab on your keyboard New menu transitions and smoothed UI motion graphics We've added colour adjustment options for people with varying types of colour blindness. Protanopia, deuteranopia and tritanopia colour changes are now available to help everybody see those pesky elite enemies. In these viewing modes, you will also see icons above elite enemies' heads to let you know what type of powers they have Yellow elite overhaul! Yellow elites used to not give off any light. We found this was a bit frustrating for players and not very well communicated, so we've changed the yellow elite bonus to b...Backgrounds UpdateMar 8, 2021 - Community AnnouncementsHello everyone, this update includes several new backgrounds for levels 1, 2 and 3. There is also a rework to the classic level 3 and 4 backgrounds. We changed them up a bit to make them nicer on the eyes. This will hopefully help players see all the enemies and bullets on screen a bit easier. The new backgrounds have an about 3/8 chance of spawning. So the classic backgrounds will be a bit more frequent. As of right now the different backgrounds don't change any gameplay. In total there are 4 new backgrounds, 2 updated backgrounds. You can see below some of the backgrounds, but you will have to play to see the rest. We have also been working on the Mac Version. It will be available once we launch out of early access, sometime this year. {STEAM_CLAN_IMAGE}/35582740/84b13ae12b0ed4a81ddf8353065975371f918a32.png {STEAM_CLAN_IMAGE}/35582740/41f8df2cfd47a282d6e048cff7350734091de671.jpg {STEAM_CLAN_IMAGE}/35582740/161e71eb5c045421a2fab0aee2d97e9bcd60b235.jpgRooms UpdateFeb 8, 2021 - Community AnnouncementsHey everyone! This update is coming a bit later than usual because we needed some time off during the holidays. For this update we wanted to give some more room variety. We have added timer rooms, shrines and different base room shapes. Timer rooms need to be completed in the allotted time. When completed they give you a better better items. It's a bit of risk for some reward. If the room is not completed in time you get no chest. We added in some rare shrine rooms. Shrines can give temporary boost ranging from extra movement speed to total invincibility. The buff timer goes down to the bottom right of the screen and will slowly ware off. Shrine rooms are very rare and can be found from choice rooms. 6 new base room types have been added to the game. We hope this will add a bit more variety. But we don't want to add too many rooms because we want the shapes to still feel familiar. {STEAM_CLAN_IMAGE}/35582740/134d41d5afa0fd2df27da070bc9e7af8fd6d6296.gif We plan on doing some more level art for our next update. Here is a quick preview. More details on this coming soon. {STEAM_CLAN_IMAGE}/35582740/0d5b17632d6e50855c8cedcb90cb5f48044448ca.png Audio Beat repeat bonuses (Gatling, Repeater, etc) should no longer repeat power note sounds Features Shrine rooms have been added to the game! You may now stumble across shrines that give temporary boost ranging from extra movement speed to total invincibility 6 new combat room shapes added Timer challenges added to Choice Rooms. Some combat room options in Choice Rooms will have a timer icon beside them. This means the room must be cleared within a time limit to give the player a reward, but is more likely to give more valuable loot Added new FPS options: 120, 144 and 240 Credits have been added to the Options menu when accessed in the Main menu Balance Ranged enemy attack range now increases for each cycle of levels the player has completed Sharpshooter limited to 10 stacks Bug Fixes Fixed a rare bug where purple ‘sub enemies’ could prevent a room from counting as cleared when killed in the same frame they’re spawned Status effects can no longer affect enemies before they are damageable (before the player enters the room) VSync limits the frame rate to the monitor refresh rate rather than uncapping the frame rate and letting the monitor frame rate do its thing without limits Compete mode could occasionally fail to start the run timer, resulting in 00:00 boss kill times in Compete leaderboards Elixirs should no longer display a misleading number of hearts in the in-game UI Fixed a rare bug that prevented players from proceeding to the Hive after defeating the Sentinel Chest and Choice Room UpdateDec 14, 2020 - Community AnnouncementsHey everybody! This update we've taken a look at how you, the player, choose your ideal build through room rewards. You will now find chests after clearing a miniboss room and choice rooms will give you a reward for choosing an combat room instead of an easier option. These chests can provide a variety of loot, including bits, blops, notes, abilities and more. One of these new chests will grant you a passive stack, allowing you to level up a passive you've already acquired earlier in the run. This will help you double down on a few abilities that you feel are more central to your desired playstyle. This is a pretty exciting update that will hopefully give you all a lot more power to tailor your experience to whatever playstyle you want to try for the given run. In upcoming updates, we will be adding more room types and more opportunities to earn chests. {STEAM_CLAN_IMAGE}/35582740/1d30c00bfe33e2001dacd0162c9555e18176034e.gif Features Reward rework: Chests are now replacing Boss and Loot room rewards. Additionally, Choice rooms can grant chest rewards to Enemy and Miniboss rooms Choice rooms now show the reward for their ‘branch’ rather than the obstacle in the room. Miniboss rooms retain a warning beside the reward icon Cheat detection for memory management exploits Audio Sound levels adjusted on several note sounds, including all of the note sounds added in the last update Balance Sword damage doubled Sword now swipes in addition to firing a power note so you don't unexpectedly lose your defenses Sword no longer makes purple notes less effective for Power Notes Minibosses can drop hearts when the player is down to 1 heart, even in challenge mode The above change means that Challenge Mode is now identical to the standard Play mode before our last update, except that the player receives more blops Loot rooms can no longer give notes, bits or blops. We may add this back in the future depending on the state of balance Loot rooms appear significantly more often in Choice rooms Boss rooms are less likely to appear in Choice rooms All item drop rates have been adjusted Smart Bomb drop rates nerfed to be far less common with a single stack Bug Fixes Several decelerating power notes have been optimized, with Black Hole in particular seeing a significant performance improvement Sword was applying projectile duration bonuses twice Scatter Shot’s buck shot wasn’t shooting straight {STEAM_CLAN_IMAGE}/35582740/e9032d33151cd67d5c34c048ab9fc3607f35d224.jpg {STEAM_CLAN_IMAGE}/35582740/60de8d7c242632968301173c6f7ca2a57635167d.jpgSword and Powernote UpdateNov 29, 2020 - Community AnnouncementsHey everybody! This update brings four new power notes and new offensive passive, which we feel rounds out player build options nicely for the near future. We think this brings an end to the 'player ability' chapter of updates (at least for now). Alongside the abilities, we have a new set of sounds (one for each colour) and a new difficulty mode for those of you that want to make beats, but don't necessarily want the tough-as-nails adventure to go along with it. We are excited to see your feedback on the new "Chill" mode and will likely be tweaking it in the future to provide a fun, relaxing experience. So what's next now that the player abilities are in a good spot? We want to give you more rewarding ways to find and combine them! Our next few updates will be focusing on the MIDIverse itself, bringing new room types, rewards and enemy balance. Features 1 new Offensive Equipment: Sword! The Sword equipment will finally provide a viable melee build that can clear the entire game. Best of all, it’s unlocked by default for all players! 4 new Power Notes: Black Hole, Sprinkler, Starstruck and Power Saw! These must be unlocked with blops in the death screen store Play mode now has two difficulties players can choose between. The more difficult option, “Challenge”, is similar to balance from previous versions. “Chill” makes health more abundant {STEAM_CLAN_IMAGE}/35582740/c69f59a7de9ae1091a98813499e46bf552874992.png Chill Mode! {STEAM_CLAN_IMAGE}/35582740/0dbae9998294cda4cd5480417faf09ab23ddb0b8.png New Music Set! {STEAM_CLAN_IMAGE}/35582740/e492626c04fe827d894602e517e4ec456b96069e.png Visual Bazooka has a new icon and bullet shape Ricochet has new FX to make the bounces more obvious Audio Fourth sound set added Balance “Pulls all bits” power note modifier has had its range substantially reduced Gatling no longer extends the range/speed of your attacks Gatling, Barrage and other damage modifiers now affect Scatter Shot projectiles The Seed’s second phase has less health and shares a portion of its health pool with it’s ‘petals’ The Seed moves around the arena a bit during certain attacks, similar to the Sentinel Bug Fixes Lungers were no longer looking at players for a short time before lunging, but still jumped right at players after the last update. This has been fixed Queen bee and Beetles clear poison and slow status from themselves when they fly into the air Fortify was hiding the player’s health in certain situations Fortify could occasionally block multiple shots Loot bugs will no longer run into hallways The Seed no longer has armoured petals in it’s final phase Boss homing missiles can now be destroyed by Riot Shields One green sound set was accidentally disabled Loot rooms can no longer spawn enough notes to exceed the note limit Loot bugs no longer drop bits when damaged Restarting a run was not resetting certain parameters, like the random seed in compete mode Several passive abilities were not being offered to the player. This has been res...What's coming?Nov 3, 2020 - Community AnnouncementsHey everyone, we just wanted to give an update on what we are working on and what to expect. We are currently working on new power notes! Currently 4 new power notes are in the works. Here is a sneak peek at one of them, the sprinkler. {STEAM_CLAN_IMAGE}/35582740/b9c9368f3cdcdd3634cbda090b3f6cca41ecac7c.gif While we were working on the power notes we tried making a melee sword ability, but found it worked best as an equipment. So that's what we are doing. Making the sword a melee offensive equipment item. So players can have fun with a truly melee build. We are going to try to balance the fourth boss to make this item viable. {STEAM_CLAN_IMAGE}/35582740/56a927d044c87afd379185cc2251d1f123be5a18.gif Lastly, we wanted to give an update on how we will be rolling out new content. We are really happy with where the game is at and all the new stuff added since launch. However, we are going to be slowing down the rate of content updates. This allows us to thoroughly test, balance and build hype for the new content. Also we are currently working on this game on top of our full time jobs so we don’t want to get burnt out. The previous pace of updates since launch was difficult, but necessary for us to bring the game further towards our ideal vision of 1.0 and we’re really proud of its current state. We are still working really hard on new stuff. Below is a sneak peek at our priorities going into the next few updates As stated above, our next update will add some new power notes and melee builds via the sword equipment Recent patches have added a lot of power to the player and we’re going to be taking a look at the current state of the game’s balance throughout and addressing any major power spikes Reformatting some level design to give the player a lot more control over their builds An alternate level 1 to add some variety to each run Adding in some new music tracks A Mac version is in the works We have more planned but this is all we want to reveal for now. We just had our first sale and it went well. Thanks for supporting us! We are looking forward to growing the game and the community. We really believe Beat Blast can be something special and we look forward to developing it alongside our awesome community in the coming months. Equipment and Status EffectsOct 18, 2020 - Community AnnouncementsWow this is a big update, maybe the largest so far! New offensive/defensive equipment and on hit items. The goal of this update was to add a ton of build variety. So each run will feel different and players can experiment with different combos. New on-hit and status affects. These status affects can be activated by finding the right passive. The on-hit affects have also have the chance of being on powernotes. We think this will give a lot more build options. Yellow notes can stun Green notes can poison Blue notes can crit Purple notes can slow {STEAM_CLAN_IMAGE}/35582740/affb2af05f04972323d0c9b6bb998aca861261de.gif We have added 4 new offensive and 3 defensive equipment items. Blink and comet have also been reworked and buffed. These are all going to add a ton of variety. The drop chance in the first level has also been increased for equipment so you can get a build going earlier. A new legendary that lets you chain an extra dodge has also been added. So the player can chain together the new saw and mine dodge equipments. Features Status effects have now been added to the game! Stun, Critical, Slow and Poison are new options for players to make builds around 14 new passive abilities have been added to the game, each tied to the new features 4 new Offensive Equipment options have been added to the game 3 new Defensive Equipment options have been added to the game 10 new power note modifiers have been added to the game Blink and Comet have been completely reworked to feel more rewarding Spin Shot and Domino have been disabled. Spin Shot may return in the future, but Domino will be replaced soon with a new power note. Visual All player projectiles have been made less intense and smaller to help players not lose sight of Spot later in the game Offensive equipment slot is now a diamond, defensive is a circle Equipment slot UI adjusted Mines have been returned to their original, darker appearance Pickup FX could be rendered on top of the pickup’s icon Smart bomb is smaller Balance Bazooka with purple notes has had its projectile count increased from 2 to 3 Pickup and scatter shot bullets will no longer be affected by offensive passives Echo no longer needs to be unlocked Blop cost adjustments made for a few unlockables Revenge and Smart Bomb are now Common rarity Smart bomb fires twice as many blue projectiles (previously, purple projectiles) Smart bomb is three times more likely to drop from a single passive stack. Additional stacks increase the chance at the same rate as before Equipment is more common in stores, especially in the first level Lungers are smaller and stop tracking the player one beat before they actually lunge Ringers are smaller Ringer projectiles are smaller and have had their movement speed reduced by 17% Bug Fixes Inspiration now correctly affects your maximum note count Scatter shot was chaining into itself after the last update Note shop tooltips should now update after a purchase to reflect the number of notes you have availabl...Upgrades & CursesSep 28, 2020 - Community AnnouncementsHey everyone! This update completely reworks power note upgrades to feel more rewarding, varied and exciting. Instead of the flat damage boost offered previously, each power note tier will come with a unique boost to your stats during the power note shot. Additionally, we're introducing a new item classification: Cursed. Cursed items can only be collected once and are tremendously powerful, but bear a heavy cost. Finding them is the first challenge, but adapting to overcome their weaknesses will prove far more difficult... Lastly, we've made some changes to some of the new passive abilities added in the last patch to improve performance and keep the player's power fun and varied, but in check. There was also a noteworthy bug that's been squashed that was giving some of you much more bits than intended from most enemies. While this was a bug fix and not a balance patch, it should have a significant impact on the number of bits you can get in each level! {STEAM_CLAN_IMAGE}/35582740/5af037d20b761e6df32aa7efc2a7252812f77c6c.png Features - Power notes now grant randomized stat bonuses based on their rarity. This will be expanded more in the future! - New item classification: Cursed - Cursed items grant tremendous powers…at tremendous costs. You’ll need to strategize to offset some of their devastating consequences! - 3 New passive abilities: Ball and Chain (Cursed - starts unlocked), Inspiration (Legendary - unlockable) and Quick Learner (Common - unlockable) - 3 New challenge modifiers: Muse (Positive), Plagued (Mixed) and Cover (Negative) Visual - Pickup tooltips have been reformatted for pickups with rarity - Rare, Legendary and Cursed pickups have had their particles altered Balance - Power notes no longer receive guaranteed damage boosts per tier - Players can once again find two power notes in the same shop - Note shops will have more varied prices for various abilities - Power notes are limited to 4 rarity tiers, matching the new passive rarity tiers (Common, Uncommon, Rare and Legendary) - Power notes have had all purchase and upgrade costs adjusted - Lasers have had their duration (range) reduced by 50% - Shops can no longer place items on sale - The Black Market is less likely to offer common and uncommon items and now stock cursed items very frequently - Heavy Bullets, Spray 'n' Pray and Repeater are now classified as cursed and have been rebalanced accordingly - Heavy Bullets, Spray 'n' Pray and Repeater are capped at 1 stack (with all other curses) - Barrier shields will no longer lag behind the player while moving - Blop drops are no longer affected by bit bonuses - Bits will always be stacked into larger pickups if more than 70 are dropped at once - Bit shops are less likely to stock legendaries - Frenemies proc chance massively increased - Enemies are less likely to randomly drop passives - Projectiles produced by pickups are now affected by the player’s passive abilities - Treasure levels are capped to a max of 4 rooms - Treasure leve...Passives are Here!Sep 14, 2020 - Community AnnouncementsThis is a big update. Tons of new passives that can all be stacked. Each passive has a rarity rating that affects its drop rate and power. We added 2 new shops, one where you spend notes and the other costs hearts. We are focusing on making each run feel different right away in level one. This build adds a ton of new combos and synergies to experiment with. We are listening to player feedback on item balance for this update. We are super excited about this update and will be adding more passives down the line. More details on this update below. {STEAM_CLAN_IMAGE}/35582740/dbad458caabd2af34d21ea9cbb2edad849a4c368.png Visual Level 4 background darkened and made more purple to help enemies and pickups stand out more Features 15 new passive abilities have been added to the game Passive abilities now have rarities All old passive abilities and stat boosts have been reworked to have more interesting names, no visible numerical values and stackable bonuses Two new rooms added: the Note Shop and Black Market Note Shop: offers desirable items in exchange for notes Black Market: The rarest room to date. This shop only deals in the rarest of rare items, but the cost may be more than you’re willing to accept… VSync is now enabled by default Balance Sweetheart can no longer drop hearts if the player already has 3 or more Sharpshooter no longer affects bullet speed or duration Comet's damage reduced by 60%, but is now affected by passive damage boosts All old stat boosts and basic passives have been rebalanced Stingers are more common in the Hive Power note upgrades cost fewer notes than they used to Enemies can now drop passives Barrier is now unlocked by default Bug Fixes Minibosses will always drop a note when the Goliath challenge modifier is active Rat Race will no longer make the player faster when they spend bits Scatter Shot bullets are now affected by more of the players' stats and passives, including Echo Treasure portals can no longer stick around if they aren’t entered The level 4 boss will no longer hide in other rooms after level 4 VSync settings were not being remembered between game sessions New Passive SystemSep 8, 2020 - Community AnnouncementsHey everyone, we are turning our attention to a new batch of updates that will focus on run variety. Part of these updates will include major overhauls to existing systems, so we wanted to reach out to you, the players and give a heads up about what’s on the horizon and what changes you can expect! First and foremost, passive abilities and stat boosts (now referred to under the umbrella term ‘passives’) are all going to be stackable. This means Barrier, Sharpshooter, Heat Seeking Missiles, Echo and Heavy Bullets can all be acquired multiple times and will become stronger each time you acquire them. {STEAM_CLAN_IMAGE}/35582740/a9a372e646606d3fb7d468c54d6f88321829b7a7.jpg Secondly, we are introducing rarity tiers to these passives: basic, uncommon, rare and legendary. Basic bonuses are items that you could stack many times (damage boosts are a good example of this). Legendaries are the opposite end of the spectrum: if you get even one of them, they’re going to have a profound impact. This gives us more room to give interesting, powerful abilities without compromising the general power level of the player. Most of these new passives will be auto unlocked from the start to give more variety before beating the first boss. Also we are removing exact stat numbers from passive descriptions, similar to how Risk of Rain 2 does it. We felt having the exact numbers on all passives limited the player experimenting and made runs feel the same. This may be a bit disruptive to your favorite play styles, but we are very excited about the possibilities this opens us up. These system changes (and the first batch of 10+ new passives) will be coming late Sept. While passives will be the first priority, expect some news about Power Notes and Equipment in the near future. {STEAM_CLAN_IMAGE}/35582740/346e15e06d20eb736fc4588924166c171500516d.gif