- Dev Update: Combo System Added - 1 September 2026
The main idea of this system is to recognize skilled gameplay and to give extra points for that.When main actions are performed within a short timeframe it's considered a combo. The timeframe is 3 seconds - after an action you get 3 seconds to do the next one. Every action resets the timer, so the combo can continue as long as you keep acting within the timeframe of the last action. If no action is performed in that timeframe, the combo is concluded. A combo needs a minimum of 2 actions. Here is an example of combos that are performed during a level:Vertical lines are combos, so the first one is M(melee) -> R(ranged kill) -> M(melee) -> C(close call). The total value of that specific combo is 577. The total value of all combos during this round is 9790.How combo is calculated?Every action has its base score value and 1 extra (bonus) value called Switch bonus. Both are fixed per action t…
- Beta update 5.0.4 - 2 April 2026
Added:Tutorial has now 2 extra steps. One to show around about Energy gathering system and one about alternative fire mode.Fixed:Game over menu soft locks the game in some edge cases.Navigation buttons (Retry, To main menu, Next) can be pressed repeatedly on slower machines causing scene to be reloaded multiple times.Power up particles not cleaned after scene reload.Transition from one inactive state to another is no longer possible (can't be stunned when using pilot ability for example).HUD being visible in pause menu.Evolve also adds energy (issue with energy resetting every time).Polished:Game over screen reworked. Loading indicator and screen fade.UI messages now look different. Much more visible.HUD indicators are now interactive. Picking/using/recharging has now visual feedback.Danger zones are now prompted to the player (Notify when in danger).Info tooltip added on + button hover…
- Beta update 0.5.3 - 16 March 2026
What`s added:When you’re destroyed, a tiny ghost pops up at the same spot. The ghost stays visible for 30 seconds before it disappears. If you can return and grab the ghost during that time, you’ll get one of two rewards:100 Energy (60% chance) refills your power meter. +1 Life (40% chance) gives you an extra life. The amount of ghosts is unlimited. When played coop the second player can also pick up "your" ghost. This system gives a way to recover a bit.What`s polished:Klaus is a bit faster. Shotgun spread tweaked. It also destroys a walls faster when bumped into it.Visuals tweaked a bit. Mechs are more visible.Energy is now also gathered from power ups/downs. Particles are "sticky".What`s next:Leaderboards system (Competitive ranking). Starting a next playtest round.
- Beta update - 2 March 2026
Controller support & UI cleanupFull controller navigation for all UI screens (main menu + sub‑menus).Support for two gamepads in couch co‑op.Audio cues added to every controller selection and click action.Resolved “controller not visible” bug after Windows startup or USB port change.Fixed layout glitches: quit‑confirmation focus, 2P continue button enable/disable, UI handling in Level 0 & language screen.Added bullet icon to indicate usable shots for the alternative fire mode.GameplayEnemy hit feedback reworked - lights dim on kills. Destroy particles tweaked.Small time delays added to melee kicks and dash kills for clearer feedback.Laser‑beam ability fixed. Now shoots from player to a single marked point (much quicker, usable).Airstrike capped at 2 shots even in mech’s third form.Power‑up appearance redesigned. No more hexagons.Blue power‑ups to differentiate +1 AP / Life boosts.Brief…
- Playtest Update - 22 September 2025
Here’s what’s added in this version:LevelsAdded levels 6 through 10, each with proper anomalies and balance.Here’s how the levels look:Level6Level 7Level 8Level 9 Level 10 Player gets a free save after beating Level 3.Power-ups/downsPower downs: Displace base and disable player weapon added. The first one changes the player base position. The second one disables the player weapon for 10 seconds.. Player can still do melee or use mech/pilot abilities.Power up: Base mega shield added. Replaces the normal shield with one that can absorb 3 hits.Obstacles & EnvironmentRigged obstacles added and optimized.Improved wall destruction logic (prevents getting stuck, better particles, thresholds).Nozomi ghost can now walk through obstacles.HUD, UI & SoundsCleaned up HUD (removed shake/scale animations, fixed layouts).Added new sounds: power-ups/downs, enemy shooting, melee, footsteps, mech abilitie…
- Playtest Update: New version is playable - 10 August 2025
Things that are added in this version:Added save/load system. Run progress can be saved and restored now. To save, player has to have enough Save points. Those can be exchanged for scorepoints (7K for each save point). 1 save point = 1 save. Once saved, player can always restart the run from that save point.Freeplay is available again. All levels discovered in Run mode are playable here.5th level added and glide terrain added. Looks like this. When stepped on, the player gets some inertia. Simulates glidable surface. Affects only player at this moment.Enabled ReMaze anomaly. Only enabled in 5th level for now. This one randomly repositions level obstacles. Added "Synergy" concept. +1 pilot ability use (for September and Meg) for every mech upgrade. So a mech that is evolved to the first state can mark up to 2 targets for rocket and landmine. Second state 3 marks, third state 4 marks. The…
- Playtest Update – Nozomi is Added! - 7 July 2025
This update is about the last of the three mechs, Nozomi.In terms of mobility, it's between Agamemnon and Klaus.Main weapon is the Revolver. Alternative weapon – Piercing Shot. This one goes through regular obstacles and enemies.Action – Ghost: It summons a projection for 10 seconds that can move and shoot (can’t use any ability). During these 10 seconds, the player controls the Ghost instead of Nozomi (who goes into an idle state). After 10 seconds, the Ghost is auto-destroyed and Nozomi resumes control. If the Ghost is destroyed, control resumes immediately. The player can’t cancel the Ghost to resume control.That’s it for this update. All 3 mechs are now available in the Playtest, so feel free to join if you like what you see.
- Playtest Update: Klaus is Added! - 13 June 2025
In this update, I’ll introduce the second Mech currently available in the playtest version - Klaus.Playstyle-wise, Klaus is slower than Agamemnon, with less mobility. It's more durable though because of its Action, and thus it's better at holding positions.Action – InvincibilityBecomes immune to all damage for 2 seconds. While invincible, all projectile damage received is directly converted into Energy.Klaus can thus engage in heavy combat or disengage when overwhelmed.Alternative Fire – ShotgunOne-shots multiple enemies. Especially effective in close combat and against large groups.The playtest - it's currently open and contains all three pilots and two mechs, including Klaus.I'm always looking for feedback, so if you're interested - join the playtest and share your opinion.
- Classic vs. Free Movement - 5 June 2025
This update is a bit experimental and based on feedback received from players. One thing that keeps coming up in feedback is the missing diagonal movement. The game was designed with 4-way movement in mind, due to its maze-like environment, tactical pacing, and focus on precision shooting. However, many players have said this system can feel a bit limiting. To test whether an alternative system could be fun—and possibly fit into the gameplay—an optional free movement system has now been added. It might still be rough around the edges, so keep that in mind. How does it work? At the start of each run, the player can choose to switch to the alternative movement system. This enables mouse control, strafing, and diagonal movement. The gameplay changes drastically—it becomes much more action-based. Still fun, but very different from the core experience. If the player doesn’t select this optio…
- Playtest Update: Second Anomaly Added! - 30 May 2025
It was finished some time ago but needed polishing and balancing. Now it’s complete and has been added to the beta version of the game. It works as follows: A warning appears. The anomaly is activated. It remains active for 8 seconds, during which most of the light sources in the level are disabled. The player's flashlight is automatically enabled, allowing for limited visibility. Chance to appear: 30%. The anomaly is deactivated. It starts appearing from level 3 onward. So level 3 has two anomaly types that can occur multiple times per level, with a 30-second interval between them.I'm always looking for feedback, so if you're interested - join the playtest and share your opinion.
- Beta Update: Meet Bebek! - 16 May 2025
Meet Bebek! The third enemy type (of five) is now added. Here is some details about him. He is surrounded by a total of 3 energy shields, so the player has to take them out to kill him. Each shield is disabled on every collision, so the player doesn’t need to attack them directly. Pilot abilities like airstrike or trap ignore energy shields. Bek`s main attack: Hammer throw — a piercing attack. AOE attack: Triggers when Bebek enters its guarding state. Bebek first appears starting from level 3. Destroying him will give you a total of 300 points — the highest so far. I'm always looking for feedback, so if you're interested - join the playtest and share your opinion.
- Dev Update: Playtest Release Announcement. - 10 May 2025
Why Playtest version? This version was created to introduce new functionality to people who are interested in the project and want to try out the latest features. It will continue to diverge from the Demo and will receive regular updates (unlike the Demo). That’s the main reason this version exists. Here’s a quick overview of what’s been added in this update. Version b0.3.0. It’s released today and it contains all 3 pilots. They are playable only in singleplayer, but I will unlock them in coop as well in the next update. I'm always looking for feedback, so if you're interested - join the playtest and share your opinion.
- Dev Update: Combat Roles Explained - 17 April 2025
What to Choose, and Why? Before starting any run, the player chooses a Mech and a Pilot. The default combo is Agamemnon (Mech) and September (Pilot). You're free to choose any Mech and pair it with any Pilot. So—how are they different, and how does your choice affect the game? Mechs and Pilots Every Mech and Pilot has a unique ability that defines the playstyle of the unit. In addition, each Mech comes with its own alternative fire mode. Here is the default combo as an example. Agamemnon (Mech) Ability: Dash Agamemnon can dash for 3 seconds, significantly increasing speed and destroying everything it touches (except enemy projectiles). It’s highly agile—great for repositioning on the grid, quick retreats, grabbing power-ups, getting to the base, or digging into the environment. And of course, it can chain killstreaks easily by wiping out enemies mid-dash. Simple to use and fast-paced. S…
- Dev Update: Environment Mechanics Explained - 9 April 2025
Environmental Gameplay – What to Do About It? The environment in every level is interactable - it's one of the game’s core features. Here's a quick overview of the current state and what the player can do with it. Grid First, there's the tile grid, which has a fixed size of 15x13 tiles. The player can move freely in all four directions (up, down, left, right), but not diagonally. Enemies, however, can move diagonally under certain circumstances. The grid always fits the screen, giving the player a full view of what’s going on at every moment Obstacles Obstacles form the core of the level environment. They're blocks of different heights placed on the grid to create a maze-like layout. The player must use this maze to their advantage whether it's for cover, flanking, or escaping danger. Most of these blocks can be destroyed by the player, enemies, or external factors. Currently, there are…
- Demo Updated to v0.2.3 - 6 April 2025
Changes: Alt fire works differently now — it’s no longer time-bound. Each enemy and power-up drops 20 energy, which can be collected for points and used to switch to alt fire mode. The player can switch to alt fire mode when 100 energy is available. Once activated, each shot consumes 10 energy. When energy reaches 0, the player is automatically switched back to normal fire mode. The player can also return to normal mode at any time, but 100 energy is required to activate alt fire again. Added the option to buy Lives / Mech AP / Pilot AP between levels. Added visual feedback when switching to alt fire mode — the weapon now has a distinct visual appearance. Added feedback for the following events: Attempting to use Mech/Pilot abilities without enough AP Trying to use the Shield while it’s recharging Attempting to shoot while reloading Trying to perform a melee attack when it's not ready M…
- What is Decurion about? - 12 March 2025
Decurion is a top-down score attack shooter with a strong arcade element. The game revolves around player skill - movement, assessing situations, and acting accordingly. What makes it distinctive is its environmental gameplay. Players must use level elements strategically while balancing offense and defense. This game is thus not chill or cozy - it's an old-school hard game that will require attention and focus. There are no experience points - only the experience you naturally gain by playing. The more you play, the more you lose, the more you learn, the better you get. How the game goes There are multiple levels, each with the same goals but different challenges. Before starting, the player picks a mech and a pilot. Each comes with a unique ability. The mech ability affects how the player interacts with the environment. For example, the mech might be able to sprint, become invincible,…
- Demo updated to v0.2.2 - 6 March 2025
Improvements and fixes in this version Added best score to the level summary screen. Players can now reflect on and compare their previous and current results. Added a visual cue to the operator ability. The operator ability is activated by holding the button for 1 second. I often noticed, however, that players tend to press the ability button briefly, get confused when nothing happens, and then stop using it altogether. To prevent this, I added visual feedback to indicate that the ability is available and that the button must be held to activate it. Refactored the code responsible for the speed debuff while an anomaly is active. The behavior is now more stable and expandable. This refactoring also helped fix and reorganize certain enemy states (specifically when an enemy is disabled by a player power-up).
- Version 0.2.1 is out! - 22 February 2025
Added countdowns for all power-ups. It’s now much easier to assess the risk of running across the battlefield to grab them. Changed how the operator ability works: The player holds E (1 second). A marker is spawned. The player selects a point on the battlefield and presses E. Projectiles strike the selected location. It’s now much more usable. The player has unlimited time to choose the target, allowing them to find an optimal spot and 'snipe' multiple enemies at once. However, the player remains fully vulnerable during targeting since movement is disabled, making pacing and timing crucial. Added support for multiple new languages. Implemented custom font-per-language mapping. The built-in fallback system was insufficient, especially for seven languages. Fixed a bug where the player's speed was constantly decreasing in an edge case (when just revived while an anomaly was activated). Fix…
- Decurion on Steam – Couch Co-Op Fest! - 10 February 2025
Hi everyone! Just wanted to quickly share some news with you! Decurion will be part of the event, bringing its hardcore, skill-based experience to the spotlight. Grab a friend, and put your teamwork to the test! I'll be sharing some new footage and gameplay—should be interesting! The free demo is available—stop by anytime!
- Visuals and Co-op Preparations - 27 January 2025
This is what was changed in this version: Level Color Palette The color palette is now more cohesive. Each level has been redesigned to improve how the visuals work together. The goal was to finalize the intended look of the levels. Below are comparisons of each level in their old and new appearances. Level1 OLD Level1 NEW Level2 OLD Level2 NEW Level3 OLD Level3 NEW Level4 OLD Level4 NEW New Main Menu. Redesigned Level Summary Screen for Co-op Mode The level summary screen for co-op mode has been reworked. Co-op Mode Bug Fixes Player stats were displayed in the wrong order. Restarting a level after the second player is destroyed now correctly resets stats. Power-ups are no longer dropped on the base. Add buttons now properly apply stats to the correct player. Returning to the main menu now resets stats correctly, even if one of the players is destroyed.