Final Major Update for this Demo
Hello again!
It's here, the final update for this demo before any Steam builds.
It’s been a long journey, but it’s finally time to leave this demo behind and focus on the Steam version. I’ve been pretty reflective over the past five months. Honestly, I wish the first release had been the 1.1 version, I am a bit embarrassed of that initial launch that was far more buggy than I expected but hey, I'm still learning how to make these things right.
IMPORTANT: The dialog still reflects missing mechanics and placeholders, so expect those to change in future builds. 1.2C save files are compatible with this update.
Enough talk, here are the patch notes!
New Content:
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NPCs to converse with! That’s right—you can finally talk to some aliens.
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A compass!
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Certain enemies' heads can now be blown to pieces, complete with crunching SFX and a massive spray of blood.
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Gibs leave blood splats when they collide with level geometry.
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New props.
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New rooms.
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Some enemies will twitch when shot, giving you a clear sign that you're hurting them.
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More varied enemy movement. Projectile-firing enemies, for example, now strafe.
Fixes & Features:
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Enemy aggro now works properly. It was a mess before, so I rewrote the code from the ground up.
Fixed enemies hitboxes. They now work as intended which mean headshots are a real thing that matter(if your aim is good).
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Added an option to invert the Y-axis.
FOV can be lowered to 60 now.
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You can hide the compass... if you hate fun.
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The purple sun in the surface world has been toned down. It was starting to feel like an eyesore. Believe it or not, I’m not trying to make an eye-searing game (cue that one game getting mentioned all the time). Remember, if the visuals are still too intense, you can tone them down in the settings.
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Boss attack sounds are now regulated. Some SFX were causing clipping on certain speakers—this should fix it.
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The mech boss fight has been reworked to be trickier:
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Bombs now linger longer.
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Purple laser beams are slower, which means you'll have to dodge more carefully.
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All projectile-firing enemies now have slower projectiles. This change encourages more active dodging instead of relying on luck.
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Bolt projectiles now have an orange emission to make them easier to spot in darker areas.
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Various level geometry tweaks.
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Rain now works as intended—Godot 4.4 messed with it a bit.
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Trash Lickers (those creatures that cause gas) have been rebalanced. They no longer rush you instantly.
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Enemies now avoid each other when moving, based on faction.
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The “ammo is running out” notification is now more noticeable and no longer clashes with the HUD.
And that’s that. Thank you to everyone who’s supported me so far or who’s just now discovering this project. It means the world to me.
It feels a little surreal to finally move on from this demo, but I think it's in a great place while I work on the next big step.
I’ve already started work on the Steam demo, so hopefully I won’t keep you waiting too long.
Until then, happy hunting, rangers.
Files
Get Neon Rain Alpha Demo
Neon Rain Alpha Demo
Evolve or die
Status | In development |
Author | Neon Brain |
Genre | Shooter, Adventure |
Tags | 3D, Aliens, Atmospheric, Exploration, First-Person, FPS, Metroidvania, Sci-fi, Singleplayer |
Languages | English |
More posts
- Last Content Update for the Demo is "completed"19 days ago
- Proper UI and HUD scaling52 days ago
- Engine Update = various fixes56 days ago
- Omg so many new people. Also an update soon.58 days ago
- Minor fix69 days ago
- Lore terminals and bug fixes69 days ago
- Bug Fixes & Balance Changes89 days ago
- 1.2 Update(it is Wednesday somewhere)Jan 21, 2025
- Version 1.2 this WednesdayJan 18, 2025
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