v0.9.0: Combat Improvements


Crab1:

  1. Simplified weapons and added variability in weapon attacks
  2. Improved character select UI in Co-op and Online
  3. Overhauled status effects in the back
  4. Added some chests to level up weapons
  5. Fixed an issue with character sprites not aligning with their hitboxes
  6. Got carried away migrating from GUT to GdUnit4 (no game changes)
  7. Added MacOS support but I can't test it, so leave a comment for any bugs you find

AUTO:

Ascend or Die v0.9.0: Combat Improvements

Hey cultivators!

This update is focused on combat. How weapons look, how weapons grow, and how fights feel. Here's what changed.

Weapon Visual Effects

Every weapon now has its own distinct hit effect. Before this update, most attacks used a generic slash line. Now each weapon has a visual that matches how it actually works:

  • Fists: a thick punch blob travels toward the target and bursts on impact
  • Dagger: a thin needle line snaps out and fades
  • Spear: a gradient thrust line extends forward, bright at the tip and fading at the base
  • Mace: a weighted ball sweeps an arc with a fading trail behind it
  • Sword and Axe: refined slash arcs with impact particles on hit
  • Ground Slam: reworked shockwave with cleaner falloff

Each effect is colour-tinted to match its weapon's palette. In a crowded arena you can read at a glance who hit what.

Weapon Progression

All 8 weapons now have 8 levels of progression. After clearing an arena, a combat chest appears. Open it and choose from three offerings: a new weapon for an empty slot, a level up for one you're already carrying, or Spirit Stones if everything is already maxed. Rarity chances tilt toward better rolls as the run gets deeper.

The difference between a weapon at level 1 and level 8 is substantial. Stats improve at every level, and special effects unlock at key breakpoints. A Sword that reaches level 8 unleashes a true cut that ignores resistance every third strike. Each weapon has a ceiling worth chasing, and the path to it runs through the chests.

Knockback Removed

Knockback is gone from the entire game. All player weapons, all enemy attacks, every source. Getting hit deals damage and that's the end of it. No more being shoved out of position by a stray swing. You control your spacing.

Damage Numbers

Enemy damage numbers now appear in all combat contexts, including online co-op. You can see exactly what hit you and for how much.

Co-op and Online Lobby

The character select screen has been overhauled for co-op. When a player locks in, their portrait, full stats, and abilities are visible to the rest of the party, in both local co-op and the online lobby. You can see what everyone is bringing before the run starts.

The online lobby also has a cancel button and character preview during selection, so navigating the lobby is less committal.

Bug Fixes

  • Enemies in co-op no longer target the wrong player type
  • Player sprites are correctly centred on their collision origin
  • The navigation map now centres on your current path position
  • Exit circles correctly appear after combat in all arena configurations
  • Online players in a downed state no longer get stuck when process is disabled on remote clients

What's Next

The weapon progression system is the foundation for the build variety we're building toward. More depth, more combinations, more reasons to choose one path over another. Keep ascending.


Ascend or Die is a 2D co-op roguelite with xianxia cultivation. 1-4 players, local and online. 

Files

ascend-or-die-v0.9.0.exe 161 MB
10 days ago
ascend-or-die-v0.9.0.x86_64 130 MB
10 days ago
ascend-or-die-v0.9.0.zip 111 MB
10 days ago

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