Weapon Hacker news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak2
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score95% positive
- Total reviews37
- Release dateJun 8, 2020
- DeveloperLuke Rissacher
- PublisherLuke Rissacher
Company pages: Developer: Luke RissacherPublisher: Luke Rissacher
Weapon Hacker Steam news
Weapon Hacker news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- New build - version 0066 - 20 November 2021
Just a small update: - Fixed problem where app stayed running in the background after closing with Alt-F4. - New LLVM build with 2-3x faster performance - total overkill, but the build system was available from another project so why not!
- New build - version 0065 - 7 October 2020
Just a few bug fixes and gameplay tweaks in this one: - Missiles now kill shielded enemies - Boss doors attach a little later in 1st area (otherwise tedious for newcomers when stumbling in with vanilla weapons) - Soft-lock fixes - spikey room and room respawner + switch combo (thanks Komeron) - Added in-game tip, that if you get stuck inside switch blocks they'll automatically unswitch - Fixed rare bug where gatling can appear multiple times - Added enemy auto-kill if they somehow get outside room bounds and prevent room clearing (shouldn't be possible but better safe than sorry)
- New build - version 0064 - 30 June 2020
OK! Larger batch of updates here - mostly first-impression type improvements for new players, as well as general game-feel stuff. Visuals: - Cooler-looking peashooter - Better animations & FX for air jump, high jump, sprint, grub abilities, etc. - Full-size title screen (no more black bar on right) - Easier-to-see animation when enemies emerge from loot Gameplay: - Facility seeds are picked to ensure some basic visual / powerup differences from the last facility - For noobs (who haven't reached sector 2 yet) the game substitutes flamethrower / tracer in place of fire / electric mod in sector 1-A; those high-cost mods can be a little confusing with no battery upgrades, and don't show off the shot type system & weapon possibilities very well - Removed shot speedup / knockback from sector 1-A (keeping it to essential mods early on) - Fewer enemy-spawn situations in 1-A and 1-B where the 8-…
- New build - version 0063 - 19 June 2020
Just a quick update here - there's now a Speedrun mode in the challenges screen with split times and personal-best tracking. Check out KKairos's nice 19:24 run below, the current world record - challengers welcome!
- New build - version 0061 - 15 June 2020
OK, first batch of post-release updates is live: * More sci-fi fonts (Blargh!) * Better fullscreen-window scaling / filtering (bicubic Catmull-Rom) * Health starts full now rather than 2/3 * Consumables (rushes, body shield, etc.) slightly more common, certain health/armor items slightly less * Closing the weapon screen now switches back to your last in-game weapon (preventing accidental missile wastage) * Room-clear drops no longer allowed in 1-block-high tunnels * A few room tweaks / potential soft-lock fixes Enjoy!
- Weapon Hacker is Released! - 9 June 2020
Proud to annouce the game is live as of this morning - have seen some nice reviews and playthroughs popping up on youtube etc. today, thanks to all who are playing it and sharing their experiences. It's been a long, fun, and challenging road getting the game to this point. If you're a longtime or new player, reviews are definitely welcome - it'll help the game not get buried too quickly by Steam's algorithm (there seem to be a lot of games on here :) Most of all, enjoy! And keep me posted on feedback & suggestions, I plan to keep adding extras & enhancements post-release as well. Cheers, -Luke
- New beta build - version 0060 - 1 June 2020
Just a few quick touchups: * Made up-door transitions more reliable (don't have to jump as high) * Added orb hint about running across 1-tile gaps * Player map icon is now flourescent yellow
- New beta build - version 0059 - 31 May 2020
* Hard Mode challenge - spicy but not quite as brutal as Masochist Mode * Some new room layouts in the Fleshy / 2nd sector * Items should no longer get hidden in out-of-reach walls (except intentionally where a later upgrade can give access) * Reduced HP a bit on the sector 3 super-tough enemies * Added a note on the controller config screen / diagonal-shot section, for keyboards with multi-key scan problems that prevent diagonal shots * Fixed some glitches with sector 3 "challenge pagoda" switch plates not reopening properly * Damage upgrades now increase missile splash damage too * Challenges now unlock whether you continue to the 2nd quest or not * Crawlers no longer get stuck and pile up in secret door exits I'm planning to submit the game to Steam for launch approval early next week, and shooting for a launch date of June 8th, so getting close! No idea how it'll do, the indie game…
- New beta build - version 0058 - 24 May 2020
Added six challenges / special game modes (unlockable by beating the vanilla game): * Penny Pincher * Explosive Phobia * Pacifist * Gatling Fanatic * Unhealthy Environment * Masochist Mode Also some room layout tweaks & fixes.
- New beta build - version 0057 - 18 May 2020
New beta build - 0057 * Added mouse-hover descriptions for HUD upgrade icons * Variable-height block physics for player, no longer floats above narrow ones * Gatling buff: now slows down rather than immobilizes * Guided shot buff: slows down shots for better control * Shot-slowdown part (dubious usefulness but was quick to add) * Fixed weapon bugs: clone+gatling, gatling+flamethrower, gatling+saw * Switch block improvements: no teleport to sealed areas, no annoying repeat-unswitching after expiration of sector 3 "challenge pagodas" * Removed VC redistributable (not needed, and caused some reinstall-on-launch problems) * Enemy projectiles no longer bounce on springs Thanks again to those who have been giving notes & feedback! The indie scene is obviously super crowded, so the game could use all the help it can get as far as promotion - if you're up for posting an early review, or if you…
- New beta build - version 0056 - 11 May 2020
* Fixed bug that made player slip off platform corners * Added smoother camera tracking / scrolling * Various "juicing" to improve movement / jump feel: - run / jump dust puffs - bubble effect on double jump - sprint particle trail - scenery contact jiggling - shrubs, fungus, etc. Thanks to all who provided feedback so far - keep it coming!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 20 November 2021 | New build - version 0066 | 4227186657146743316 |
| 2 | 7 October 2020 | New build - version 0065 | 3853351107544214097 |
| 3 | 19 June 2020 | New build - version 0063 | 3384966595874541724 |
| 4 | 1 June 2020 | New beta build - version 0060 | 3142896212104568279 |
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