Improved controller icon handling for many controllers.Added a cooldown for Spiked Boots' effect on bosses and tightened up the hit detection (now requires you to land near the head of the enemy).Wax Wings now give the player the ability to slow down time temporarily by pressing the Jump button. (For detailed patch notes, please see this post!)Ģ.0.6 Patch Notes Gameplay Changes / Improvements On a related note, this entire post had to be written in advance so that we could have it localized, so there may be some minor changes to implementation that have happened since writing this as a draft. To that end please use the feedback submission form accessible at to submit any oddities or feedback and please call out that you are using the beta in the version, or somewhere else in the submission.Īlso, some of the related text may not be fully localized yet, but we are working on it. When it is done, run the game and check it out.įor those of you brave/eager/curious enough to try this, please understand that this is a “beta” in the truest sense, and we need help hammering out bugs and integrating feedback so that everyone else can have the best experience possible when it goes live for all players. From there, use the drop-down to choose the beta branch titled “HelloToArmsBeta.” Close the window and XTG should start auto-updating on Steam (if you have that turned on). You can access it by right-clicking on Exit the Gungeon in your Steam Library, and going to Properties. An important note: this beta does not include everything we will be releasing with Hello to Arms, but it does include the biggest, systemic changes that require the most testing. Because of this, we have opened up a beta branch on Steam for those of you who are interested to try it out, right now. Having said all of that, these are major changes and while we have done our best to balance and debug them thus far, we want to make sure that they are very solid before we unleash them upon every Exit the Gungeon player. I’ll still be following it through its post-launch journey, however, and Gungeon fanatics will find plenty of references to smile at.Hopefully these new features result in a more fun game for everyone. Later on levels get more unique, like a series of challenge rooms that just happens to be connected by an elevator hub, but getting to that point can be plodding.Įxit the Gungeon is an interesting experiment and a clever way to keep the series going without copying what’s already been done but along the path to mobile, some crucial elements of the DNA of the franchise were lost. Unlike other roguelikes where you can rush ahead and avoid the slow start if you know what you’re doing, you’re at the mercy of the elevator ride. Rinse and repeat until you…exit the gungeon. The flow involves taking an elevator up a shaft, battling waves of enemies along the way, stopping at an occasional trap-filled room, fighting the odd boss at the end of a sequence, then buying items at a shop. If possible, go for the latter approach, though note that full button binding is coming in a later patch, so you’re at the mercy of the default settings. By connecting a controller you’ll unlock the full real-time experience, which operates like a 2D twin-stick shooter. If you opt for the touch control scheme Exit will take care of most of the heavy lifting: auto-shooting and pausing the game with a sort of bullet time effect when you dodge (complete with a little aiming reticle). It’s very arcadey, good for a breezy half-hour-or-less run, and lacking some of the depth inherent in Gungeon‘s debut by design. The “blessed” mechanic in which you’re granted a new gun periodically is permanent, preventing the need to swap weapons. Both jumping and falling down platforms is considered “dodging,” on top of the existing horizontal roll. It’s endearing until it isn’t, which in this case is a little more often than its predecessor due to some repeating enemy models. If you’re not familiar with it, this is an irreverent world full of snappy, sarcastic NPCs, enemies shaped like bullets, and tons of cute things that want to eat your face off. While Enter proper could have been very much playable on mobile thanks to the new controller update, Exit is more like a bite-sized version with the same aesthetic, and part of the same charm. What was once a roguelike is now a Super Crate Box…like. MSRP: Part of Apple Arcade ($4.99 a month), $9.99 (Switch, PC) Uniquely, Exit is actually part of the initial launch offering for Apple’s new Arcade subscription model, but it probably could have stood up on its own. I mean it pretty much cemented itself as one once the arcade cabinet was unveiled at E3 this year, but now it’s officially official with a cleverly named mobile follow-up: Exit the Gungeon. It’s hard to believe, but the relatively recent Enter the Gungeon is now officially a franchise.
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