The Silly Performance Update
Hi everyone,
Performance
Today we have a performance update for you guys! We've been working on the console versions for months and this meant that we've had to work hard to improve the performance in the game. I've brought back all the good changes into the PC version.
There are general improvements all over the game and it should affect performance on every PC setup, but the biggest gains will be for people with less powerful PCs (or the Steam Deck wink wink). The game now runs on real potatoes. More powerful PCs will see improvements, but it shouldn't be too dramatic. The experience will be smoother with less spikes. The biggest change is the new added "Simulation depth" quality setting. This will tone down some systems and simplify others in order to make the game run better by limiting or removing systems that don't really affect gameplay. For example, at the lowest setting, things don't float in water anymore, some things don't leave decals and the amount of performance-heavy projectiles is limited. Don't hesitate to lower your quality settings if you want the game to run better on your PC.
The silly (random projectiles)
Performance is boring, so we wanted to add a little something fun to this update. There are 16 new random projectiles that are more on the silly side. Not only that, random projectile has a higher chance of appearing on weapons. This should spice up your next playthrough of the game!
Video proof: https://youtu.be/j2rvZK6j13s
Literal pizzas: https://twitter.com/NightmareReape4/status/1649790159146340353
Patch notes
Of course, new update means various extra fixes!
- Added performance improvements across the board.
- Added Simulation Depth quality setting.
- Added 16 new random projectiles.
- Changed random projectile chance to make it more likely.
- Fixed issue where key items could be thrown into unreachable cubes.
- Fixed issue where bosses could be nailed to walls.
- Fixed issue where jade and topaz HUD icons would have wrong animation speed.
- Fixed issue where overload wouldn't reset between levels.
- Fixed issue where changing burst fire on a weapon with a modified magazine size reset the size to default.
- Fixed issue where removing automatic from a weapon with a secondary attack that was automatic would make it non-automatic.
- Fixed issue where adding burst fire to the smart gun would remove +attack for the secondary attack.
- Fixed issue where you could ledge grab from under blue elevator platforms.
- Fixed issue where animations would be wrong with burst fire and accessibility auto fire.
- Fixed issue where rarely, only one weapon could be kept when keep 2 weapons was unlocked.
- Fixed issue where friendly enemies with homing projectiles would target friendly enemies.
- Fixed issue where there was a minor level issue in the city hub.
- Fixed issue where gold tree nodes could be cheaper or give you money.
- Fixed issue where overload could give you the blood ammo achievement.
- Fixed issue where you could die during the last jade fall in the arena.
- Fixed issue where water electrocution particles wouldn't be located on the water.
- Fixed issue where treasure could be on top of a cube's ceiling.
- Fixed issue where thorn parasite could have automatic.
- Fixed issue where you could get the topaz achievements with the no topaz mod.
- Fixed issue where switches could be hidden by decals like windows.
- Fixed issue where rarely, wall cracks or dynamite walls could be hidden by decals like doors.
- Fixed issue where camera would be locked if changing savegame while going to bed.
- Fixed issue where cancelling resolution change wouldn't reset the resolution.
- Fixed issue where changing resolution would set sound sliders to 1.0.
- Fixed issue where entering arena portal while zoomed would cause weapon to have wrong animation.
- Fixed issue where the enter key would do the activate function outside of menus.
- Fixed issue where you could enter a bad state by activating a doctor and a minigame at the same time.
- Fixed issue where thrown object damage upgrades would cause thrown objects to keep damaging even after stopping moving.
- Fixed issue where flesh explosive barrels wouldn't have the explosive barrel damage multiplier.
What are we up to?
The console versions are coming out on May 18th! Hopefully everything goes right for the release and a bunch of new players can get access to the game.
The next step will be to support the console versions with any issues they might have. We also need to work on game translations to further push the game's reach.
We're also working on a little treat that should be out soon. Steam trading cards and a bunch of shop items. They're actually really cool and I'll definitely be using them.
THEN we can start working on actual cool content for Nightmare Reaper. We're talking huge game-changing updates. We don't currently plan on adding new chapters or traditional DLC updates though. More news on that later.
Cool stuff that happened since the last update
- We have a bundle with Hyperstrange's Ghostware: https://store.steampowered.com/bundle/31828/Ghosts_and_Nightmares/
- We were part of the "Best of boomer shooters" Humble bundle and we raised 40K for charity!
- Andrew did a sweet commentary on one of the NR tracks! https://twitter.com/AndrewHulshult/status/1653764615149428745
- We have a speedrun.com page and times. You can run the game in under two hours, and it's really fun. Try it or watch the runs!
https://www.speedrun.com/nightmare_reaper
How to get more frequent updates
Follow @NightmareReape4 on Twitter for up-to-date news and previews.
Join the Discord channel for minute-to-minute updates and to chat directly with the devs.
- ItBurn