[h1]Hello, Adrenaline Survivors! [/h1] In Update 3, we focused on improving the gameplay. We developed a new system for notifications about important in-game events, significantly enhanced the visual quality of the levels, and expanded the functionality of the level generator. [h2]Special Thanks [/h2] A special shoutout to players [b]Swank [/b]and [b]Aztek [/b]for their help with suggestions, ideas, and feedback! Some of the improvements are based on their input. [img]https://clan.cloudflare.steamstatic.com/images//44269951/bcb02adc52a828489ee2494fe8d417085d78fddf.png[/img] [h2]Gameplay[/h2] [list] [*] Freezing now affects not only zombies but also their projectiles. [*] Frozen zombies no longer block the movement of other zombies. [*] Plasma charge now fires in the direction the character is moving, rather than where they are looking. [*] Portals can now appear in any section of the map. Previously, they only appeared in the start and finish sections. [*] Balance changes: Location 1, Difficulty level 5, Stages: 12, 13, 15, 16, 18. [*] Fixed zombie behavior bugs. Enemies are now a little smarter. [*] Some level elements have been modified to improve character movement. [*] Tutorial – gravity settings have been fixed to match those of the main game. [/list] [h2]Bugs[/h2] [list] [*] Shield-bearer enemy: After freezing, their shield no longer blocks attacks. [*] Gravity Trap skill: The visual effect now disappears as soon as the trap's effect ends. [*] Fixed enemy spawning bugs through portals in certain rooms. [*] Kamikaze enemy: No longer explodes when frozen. [*] Frozen enemies no longer teleport. [*] Damage and invincibility boosters do not carry over to the next stage. [*] Character renaming: Axeman is now called Berserk. This name better suits his combat style. [/list] [h2]Visuals[/h2] [img]https://clan.cloudflare.steamstatic.com/images//44269951/7171d748c37bf64629e0bffee7c32cbe05c59a90.png[/img] [list] [*] Created a new illustration for the loading screen. [*] Increased the variety of elements in level generation. [*] Performed color correction to improve object readability. [*] Modified and improved many visual effects for different skills and weapons. [*] The zombie hit effect now triggers earlier, at the start of their swing. [/list] [h2]Optimization & Interface [/h2] [list] [*] Redesigned the notification system. Added alerts for leveling up, portal openings, boosters, resources, and crates. [*] Optimized object collision on the map. Now ladders, platforms, and crates won’t grab your leg at the worst moment. [*] Optimized all level elements to consume fewer resources from the GPU and CPU. [*] Significantly improved controls in the location and difficulty selection screens for both keyboard and controllers. [*] Improved the transition between the loading screen and the level. [*] Pause now exits with a single press of the Esc button (previously it required two presses). [/list] [h2]In Progress [/h2] [list] [*] Development of a new character. [*] New weapons, skills, and evolutions are in the works. [*] Combat mechanics for enemies are being developed and tested. [*] And much more ))) [/list] [b]Best regards[/b] The Midhard Games Team