- HYPERBALL TACHYON Out Now! - 19 November 2021
My superfast bouncy platformer HYPERBALL TACHYON is out now! Please check it out if you want to support me! https://store.steampowered.com/app/1696090/HYPERBALL_TACHYON/
- Hyperball Tachyon Demo Live Now! Rendah Games' Next Game! - 1 October 2021
I've been working on a couple of games since Berserker's Descent, and I put the first on a hiatus to work on this! So for this Steam Next Fest, try out the free demo of HYPERBALL TACHYON! Just like Berserker's Descent, you can play as casually as you want, or dig in and explore the depth I've tried to cram in there. If you like platformers at all, or just want to support me, give it a shot. You can also wishlist the full game, which would help me out immensely. Thank you. https://store.steampowered.com/app/1696090/HYPERBALL_TACHYON/
- Berserker’s Descent - Update 1.10 - 24 June 2021
Patch Notes: Added a new Trial section to almost every Layer, 8 in total. Also made it so every Trial from Layer 7 and 8 will show up in 9 (the post-game looping Layer), instead of just some, for increased variety. Made it so you lose style gauge half as fast while in a Trial. (Yeah it probably should have been like this from the beginning...) Lowered Boss Giant Amalgam’s health from 2,750 to 2,300 Fixed Eye Lazers so they won’t get randomly desynced from my timing design. Dynas Parasite now properly reduces max Stamina, by a flat 10 per Dynas Parasite instead of like, 1 for every 3 Dynas Parasites. Fixed the thing where more than 10 Lectus Cloaks or Robus Chestplates would start to reduce their stat instead of increasing it. Also changed their curves so they won’t stack as well at those absurdly high numbers, but it’s still noticeable. If you're curious what I've been up to, I recently…
- Berserker's Descent - Update 1.02 - 29 October 2020
Patch Notes I’m glad people are liking Berserker’s Descent, but the game is a LOT harder than I thought it was, and where I want it to be. so this update should smooth some of the edges out a bit. There’s no real “content” here, since I’ve been working on a new game, but I still might add stuff in the future! Made it much easier to jump over Rampage Phantom’s basic attack and “Phase Slash.” Made it much easier to jump over Giant Amalgam’s Triple Spikes attack. Triple Spikes damage down to 30 from 35. Giant Amalgam’s “homing orb” was made much slower and more predictable, but lasts twice as long. (This should be easier AND more interesting) Reduced the damage of environmental spikes to 20 from 30. Reduced the damage of Eye Lazers to 25 from 35. Reduced the damage of Magic Arrows (in platforming sections) to 20 from 30. Reduced the damage of Axes and Magic Axes to 30 from 35. Reduced the…
- Berserker's Descent - Update 1.01 - 20 September 2020
Patch Notes: Reduced starting acceleration when walking, and increased ground friction, so it’s much easier to move very small distances and be more precise with your movement. Removed/bugfixed the ability to “charge” your forward movement while attacking/guarding which let you start walking at full speed as soon as the attack ended. This should make movement more consistent, and easier to predict. You can still dash out of attacks to act faster, and start moving at full speed instantly Buffed Charged Slash damage. Made the Swamp (Layer 3) boss Arena much larger, to make the fight against Giant Axe Goo + Semisquatch easier. The “Magic Axes” that Mage Goos throw now move slightly faster, so they clog the screen less. (4 > 4.5). And their trail visual is a bit longer so it’s easier to tell their direction. Eye Lazer and Spike hitboxes reduced a bit to make platforming smoother. Fixed Broa…
- Berserker's Descent 1.0 Out Now! - 19 September 2020
Yes, the game is out on this wonderful day! What to expect in 1.0: Challenge Mode! (20 Events to work through, unlocking more as you go) Bugfixed Multiplayer! (There may still be problems, if so I'll keep working on it) Local and Steam leaderboards for Singleplayer, Turbo Singleplayer, Multiplayer, and Turbo Multiplayer! New Enemies! New Items! New Special Attacks! (Including "buffs" as an archetype, a few of which you can use on friends online) New "Hallway" Trials! New Layers! Revamped Boss encounters! A Final Boss! Revamped Extra Layers! New background visuals! New basic attacks and animations! Loads of balancing on everything in the game! I'll probably continue to add content every now and then, but I'm finally happy enough with the game to call it "done!" Thank you for playing, I hope you enjoy it! - Rendah Games
- FIXED TUTORIAL SOFTLOCK! - Update Notes: - 31 July 2019
Fixed a horrible game-breaking bug where players without the old save data folder couldn’t progress past the tutorial. Deeply sorry to anyone this effected. Since I’m pushing this out anyway, here’s some minor new stuff that made it into the build: New music for the swamp Layer, pushing the other 3 songs back. Gave Marchosias their “attack trigger” range back from the last update. Guarding their attack got tricky because it felt like they were waiting longer than they realistically should. Instead, they now do a quick dash backwards before charging. This gives you much more time to react to their aggression, and lets you do riskier attacks while they’re close and not aggro’d, but sometimes they’ll dodge your attacks. Also gave the two Cube-Heads expanded “attack trigger” range, for a similar reason. Now their trigger box more accurately matches when you’d think that monster CAN attack y…
- Wasteland Rampage no more! Update 0.970 Patch Notes - 23 July 2019
PATCH NOTES: Massive visual overhaul, implementing real “perspective” camera 2.5D. These maximum settings are now much more demanding than the old maximum. Minimum settings are much faster, but worse looking than before (my netbook FPS went from 24->40 in combat!) Turning “High Spec” and “Full World” off sets the camera back to 2D, which is a MASSIVE performance boost. And also, the name of the game is changing from Wasteland Rampage to Berserker's Descent Gameplay: Remade loads of unfun Trials and added 4 completely new ones. Increased the time it takes for enemy stun meters to begin “healing.” When you see the white flash that means they’re close to being stunned, now they’ll stay like that for 3.33 seconds instead of 1.66 Marchosias (4-legged guys) will get closer before lunging now, so it’s easier to interrupt them. Also very slightly reduced their running speed. Stone Mask wasn’t v…
- Update 0.940 Patch Notes - 3 March 2019
Patch Notes: 5 new items. 6 new Hallways. 2 and a half new Special Attacks. 1 new Layer with a new tileset. Gave Magus a completely new Neutral-X where he throws a spinning Magic Blade that lingers in the air. Berserker and Rampage's Air-Down-Z is now a mult-hit. New Mechanic: Special Combos. Using different Special attacks in sequence will cost much less Stamina than using the same one repeatedly. Now you care much more about all your slots instead of your one favorite Special! Spaced out the Giant Axe Goo’s axes so they’re more easily readable and it’s easier to stand where you don’t need to guard. Made the Giant Amalgam’s homing orbs faster so there won’t be as many on the screen at once. (This should make the end-game more fair and less about stunlocking or killing before they can attack) Reworked Shining Spiral: Now throws two Magic Blades outward. The Speed is the same, the damage…
- Update 0.930 Patch Notes - 28 January 2019
New Enemy: Marchosias - (Very fast, lots of health and isn’t stunned for very long. Won’t be 1-hit stunned by normal attacks, only Strongs) New legendary item: Zweihander - (Whenever you kill an enemy with a melee attack, you can cancel that attack immediately. Since strong attacks have the most recovery, this works with them well) Added neat soul particles to better visualize how much you’re earning I spent a LOT of time optimizing, so there are some nice performance boosts all around Two new options that both use that extra CPU power: Turbo Mode - Game runs at 1.2x speed. Works online, based off the host’s setting. Queue Frames - Queuing frames helps performance a lot, but adds 1 frame of input lag in high spec, and 3 in low spec. Now you can turn it off to minimize input lag but maybe cause stuttering. Changed that troublesome Layer 2 Hallway so Knight can jump across like everyone e…
- Update 0.920 Patch Notes - 13 January 2019
Sorry for the delay! Added Input Remapping Added achievements Added a new Layer to the early game Added several new trials to run through Added “Duo” items New boss encounter near the end of the game Increased stun resistance of Giant Amalgam Added a homing orb attack to the Giant Amalgam Made it easier and safer to counter-hit an Armor Malphas in the air (reduced hitbox, expanded hurtbox) Slash Combination can now juggle properly, instead of bouncing them out early Arenas with bosses are larger now, giving you more room to work with Added the second-to-last Layer’s trials to the pool for the last Layer. (Trials are more varied when you’re looping or about to beat the game) Moved the “tips” section from the options menu into the main menu, and added buttons to cycle through them Rounded the price of all items to the hundreds so the math is easier And I'm probably missing a bunch of othe…
- First update almost complete! - 3 January 2019
Hey there everyone! Just wanted to make sure you guys know I'm getting work done over here. I'm almost done with an update that should smooth over some problems and make the game feel fresh. Aside from "content" I'm also adding achievements and input rebinding! I underestimated how important that was, so thanks for letting me know. This update should be done in less than a week, but if I think of something I really want to add, I might delay by a couple days. I see a lot of posts in here that I completely missed, due to some stupid stuff on my part. So I'm going to go through and reply to everyone thus far, and actively participate in the future. Please continue to post feedback and criticism, especially if it's something I can fix before I ship this update!