- World 8 Update - v. 14082026 - 14 August 2026
Finally, the first main pass on the World 8 is complete, and it's out now. Quite a few new features concerning enemy behaviour was added, allowing for fully new obstacle types centered on the environmental hazards, and hopefully one of the most annoying enemies in shmup history are now here. Please do enjoy!
- Update v30072026 - More fixes, minor changes - 30 July 2026
Fixed incorrect text in some locale files (including English) leading to the word"Route" not being printed on Route Reset screen Reduced the radius of default player bullet and added offset for player bullet spawn point Reworked shotgun bullets so that their damage would falloff from 3 (which is a lot) to 1 within the 0.4 seconds of bullet existing, encouraging getting very up close to melt bosses while risking taking more damage
- Achievements Update: Mini-fix 2 - v22072026 - 22 July 2026
Fixed the Secret on World 3 not being properly tagged as a Secret
- A slightly hot fix - v20072026b - 20 July 2026
Fixed incorrect font assignment for Achievements line in main menu for non-latin localesAdded achievement sync points to level startAdded more default bindings for controls (Z to shoot, X to use Special, C to rotate turret)
- Achievements update - v20072026 - 19 July 2026
An update is being pushed out of our shipyard to integrate the Steam Achievements into the game! As is usual in the Early Access state of the project, it's all highly experimental both on the side of how achievements work, as well as how they are implemented in-game Steam API -wise.Now, onto specific patchnotes:- Added internal and SteamAPI based achievements in game. Internal achievement integration will be an extended process. Currently each level has victory and perfect completion achievement, plus some specific challenge achievements for certain levels.- Improved behaviour of superweapons to properly destroy all bullet types but only for enemy-launched bullets- Added Penitent Mode powerup to some levels. Penitent Mode doubles your firepower at the cost of reducing your HP to 1- Added point bonus for picking up health pickups at full HP
- Update 21062026 - Localization update - 21 June 2026
Added localization support for English, Ukrainian, French, German and Japanese languages (Note: localizations to French, German and especially Japanese are experimental and created using machine translation; their verification are in priority, but not short-term; if you detect any significant issues please post about them on Steam forums)Additional decorations for World 7Unique death animation added for Boss of World 6
- Demo Parity Update - 7 June 2026
Pushed out an update for the Demo to reach feature parity with the current release. So the shop and second route are now accessible in the Demo build just like in the full release. Please enjoy! ːsteamhappyː
- Update 04062026 - Fix patch for World 7 update - 4 June 2026
After a solid set of internal feedback, an update is in order.Made Malxian Flower spores damageable by playerReduced Malxian Flower spore speed and increased decelerationReduced Malxian Flower HP to 2 (was erroneously set to 3)Reduced Malxian Flower reload rate from .45 to .65Fixed alignment of hitboxes on some Malxian creaturesFixed misaligned title card for World 6Reduced spamminess of some bullet patterns for Boss of World 6Increased Screamer respawn time for Boss 6 fightIncreased crane speed for Boss 6 fightImproved visual distinctiveness of some objects in World 7Added new decoration types to World 7Removed some unfair obstacles on World 7Increased aggression of World 7 boss, added secondary threat sources and additional aggression increase for lower Boss 7 HP
- World 7 update - 03062026. New level is finally here! - 3 June 2026
Finally the new world update has arrived! I was hoping back then to push it out by March, but here we are where we are :) In any case, here's what was added:Added World 7 with a bunch of new assets, 2 new enemy types and a boss (as per tradition)Added Route system support to Worlds 3 and 4 (currently Route 1 only, system is still in early stages of development)Further improved precision on some diagonal transitions (6th grade geometry is hard)Minor improvement to World 6 "Now entering" card
- Early Access update – 18032026. The Shop update! - 18 March 2026
This update adds the ingame Shop and the possibility to replay routes to gather more money for the shop. It also lays the groundwork to many future systems and mechanics.Added ingame Shop with a set of permanent bonus items at "reasonable" pricesFixed a persistent typo in level name declarationsAdded routing systems, allowing to replay levels on higher difficulty (only levels 1 and 2 currently supported)Improved elevator sequence behaviourImproved World 6 boss to punish corner sitting. Still needs tuning ^__^Added sound to crate hits in World 6Slight balance tweaks on World 2
- Early Access update – 30122025. World 6 is here! - 30 December 2025
The World 6 update is here now! This is a relatively large update that ahs actually touched upon many systems “under the hood”, as during the development I actively stumbled on several severe edge cases that broke the way the game worked, and those never got triggered just because the game never called up on them before new World 6 elements.So, on to the changelog:Added World 6 first version (as it was with all levels before, it will get its fair share of reworks). Basic gameplay time of roughly 5 minutes, this is the largest level in the game.Added new behavior type for enemies and bullets – pathed (currently only used for bullets)Added 6 new enemy typesAdded new types of dynamic obstaclesFurther differentiated the pilots: speed difference is more prominent now, Cap got his speed decreased (and might get even slower down the line) while received 1 HP point over Lady, who retained her c…
- Developer Diary 1 - 1 December 2025
In this dev diary the process of making a bullet is shown, as well as the progress on systems being implemented for Level 6
- Early Access update 201125 - 20 November 2025
Added visual flair to Level 3 boss, because I cannot not agree that floating green head might call internal horrors of ....learning to fly Reworked some visuals on Levels 3 and 5 to reduce cases of problems with distinguishing damaging foreground and safe background. The process is ongoing and eternal. Made tiny tweaks to positions of some objects Added a few enemies to final stretch of Level 5 due to short segment getting far too relaxed for no reason
- The Early Access release time! - 17 November 2025
The time has come to actually launch the project in Early Access state! Both the game and the demo should be accessible to everyone after this point ːsteamhappyːCompact Plasma Gears has taken quite a lot of time and effort to develop to the state it is in now, and we're barely at halfway point in the process. Things going smooth, level 6 is to happen by the New Year time, with smoothing out and enhancing the rest of levels in parallel.I am extremely grateful to all the friends and family who helped and supported your humble servant on this path. It doesn't really matter whether this game is to take off, or remain in the deep bowels of Steam underground - this event actually happened, and it is already something to keep the tail up.Now - to continue on the project as if nothing happened!
- [internal update] Early Access update 161125 - 16 November 2025
Supposedly fixed session timer and campaign winstate for the gameFixed sprite UV looping on certain large sprites
- [internal update] Early access Update 151125 - 15 November 2025
Updated art assets and certain balancing on Mission 3Disabled additional functions and plugins to hopefully further offload engine
- [internal update] Early Access update 121125 - 12 November 2025
Main changesSome enemy projectiles can now be shot down by player (missiles, mostly)Added UI icons for better readability of current ship stateUpdated weapon powerup visuals for better readabilityAnother rework of Shotgun (projectiles are now faster, but less powerful and live much less)Changes in some art assets on levels for better visual readabilityImplemented second Secret tile type (so, now 2 secrets on Level 1)Assigned a boss-type explosion to Boss 5
- [internal update] Early Access Update 101125 - 10 November 2025
Main changesAdded framerate control to game SettingsAdded character selection to Level Select MenuBosses now produce points when hitReduced clamping on boss damageIon blast now also removes bullets in small radiusBosses now have correct points bonusWeapons are now not lost on death, only downgraded to 0Weapon switch now does not reduce weapon level to 0, but downgrades it 1 level downPicking the same weapon acts as weapon upgradeImplemented level secret systemAdditional ship control inputs:RB to swap gun directionKeyboard arrows to move the ship
- [internal update] Early Access update 081125 - 8 November 2025
New featuresPrimary implementation of Level Selector, currently without character switchBalanceProvided gun turrets with anger issues medicationReduced eagerness of the GondolaRestructured certain areas of Level 5OtherArt modifications on Level 5
- [internal update] Internal build update 051125 - 5 November 2025
ChangesModified Boss 1's behaviour to be more dynamicModified behaviour of Gondola on Level 5 to make the thing properly dodgeableMinor balance changes on Drone Gunships to reduce projectile spamOverall balance changes to levels 1, 5FixesFixed late arrival of in-menu audioFixed possibility of post-level stat icons coming out of boundsFixed incorrect boundary on some objects on level 5Modified launch segment of Cutscene 1 to remove wrong visual overlap on cablesExperimental change to axis input handling