- v0.31 - Balance changes, bug fixes, and background improvements - 27 December 2022
Hey all, not a ton of new content to see this update besides some bug fixes that appeared after the release of v0.3. I also did some tweaking to general difficulty scaling, scoring, weapons, and weapon drops: Changelog Fixes: Issue where enemies would sometimes keep shooting even after dying and triggering a bullet cancel Fixed a bug where the Bit upgrade would still deal damage even if invisible Stage end warps were being miscounted No Miss Bonus was always being applied at the end of each stage even if the player died Issue where Vakterns missiles weren't dealing damage Issue where Vakterns missiles would sometimes disappear Fixed a bug where weapon capsules would sometimes hang around after starting the next level Balance Changes: Increased energy weapon strength Increased scores at which players receive extra lives (now 80000, 250000, and 500000) Slightly increased all enemy base he…
- v0.3 - New enemies, weapons, and scoring system - 1 December 2022
Hey all, this update has been in the works for a while now and while there's still a ton of work to do I'm happy to finally share it with everyone. First off, let me say that this update drastically changes the base game. I recognize that these changes might not be everyone's cup of tea, so I've made some of the more recent builds available for free on the game's itch.io page (the builds are listed as demos). Changelog Updates: Levels 1 - 3 are now playable New enemies Certain enemies will now trigger bullet cancels Gold bars now drop as a pick up and contribute to score Added a proper loading screen New weapons and items Updated the player's hitbox sprite Added the ability to continue once you've run out of lives Redid Vaktern's artwork (for the 3rd and final time) Added a Stage End screen Added an extend item (grants the player an additional life) Score-based extends (grants the playe…
- Going Rogue Sale and v0.3 Preview - 2 May 2022
Hey all, Super Crome is 40% off for Steam's Going Rogue event! I originally intended to pair this sale with a substantial update, but I soon realized that more work needed to be done before it could go live. While I can't push the latest changes just yet, I can however preview some of the features to come in update v0.3: - Revamped random wave system (streamlined levels removing any lulls in gameplay unless intended) - Redid enemies to more closely fit newer bosses - Normal and Hard difficulty is now reflected during the levels and not just the boss fights - New scoring system for both Normal and Hard modes (the current leaderboard will be archived, but forever immortalized as an in-game menu) - Weapons and Passive Abilities: While not finalized, the player will obtain new weapons and passives (e.g. Charge Shot, Homing Missiles, Drones, etc.) by defeating enemies/bosses. Most weapons wi…
- v.026 - Practice Mode - 5 April 2022
Hey all, the new Practice mode is now live on Steam! This update doesn't include too much new content outside of this additional mode, but it should make replaying bosses much easier. One thing I'd like to point out is that the older bosses (Calamaro, Fel, The Hive, and Death Comet) are still in line to be remade and are subject to change. Changelog Updates: - New Practice Mode - New Level 3 background art - Slightly increased the player's maximum and minimum warp distance (by roughly 20%) - Revamped player's warp missiles In the pipeline: - Boss Rush - New enemy designs - Normal mode leaderboard - Brand new Level 1 boss (still in the works) - Revamp Player Red homing missiles attack Discord
- v.025 - Normal Mode - 21 March 2022
Hey all, the menu redesign and Normal difficulty mode are now live on Steam! This update took much longer than expected (due to rewriting the entire menu from scratch), but should make the addition of Boss Rush and Practice modes relatively painless! One thing I'd like to point out: custom controller/keyboard bindings have most likely been reset. Unfortunately during this update I ran into a bunch of issues that required me to throw out old logic which means that a lot of custom settings (if not all) have been reset to default. Sorry for the inconvenience here, this shouldn't change again in the future. Changelog Updates: - Redesigned main menu to accommodate future Boss Rush and Practice modes - Added Arcade Normal difficulty (note: this currently only effects Boss fights, but will apply to enemies waves in the near future) Fixes: - Fixed an issue where one of Gojin's masks were playin…
- v0.24 - Gojin Redux - 13 February 2022
Hey all, this update is coming out waaaay later than I would've liked but you have all been patient and I truly appreciate that! This update features a bunch of new music, an updated Gojin boss fight, and a couple other minor changes to the player. The new Gojin fight can be found on level 3 and has a 100% spawn rate for the time being. Bosses are most definitely going to be shuffled around as more are implemented, but I'll talk about that more when we're closer to being boss complete! I also wanted to address something that's been bugging me lately, which is difficulty. I know some people have complained that the latest additions have made the game far more challenging than it's ever been before. This is especially true for players that just want to see the new content being added with each update. I tend to try to balance to my own skill level, but that can be unfair as I'm the one de…
- v0.23 - Vaktern Redux - 22 December 2021
Hey all, the new Vaktern fight is now live! If you want to check it out, it's the first and only boss you'll encounter in Level 1. I plan on adding a few more Level 1 bosses so this should be short lived. I also fixed quite a few bugs with this update. Mainly an issue with the pause menu that was impacting performance and a nasty exploit. Hope you all stay safe and have a happy holidays! PS: Thank you to Swords and Shiki for pointing out some of the bugs that got fixed this update! Changelog Updates: - Reworked the balance on the Triclops - Completely redid the Vaktern boss fight (100% chance to spawn in Level 1 for now) Fixes: - Fixed an exploit that allowed players to warp forever - More performance fixes (one explosion related and another pause menu related) - Fixed an issue where the player would lose all lives after resetting from the menu In the pipeline: - Redo the Gojin boss fig…
- v0.22 - Brand new Triclops - 14 December 2021
Hey all, another quick update here! This time we're doing the Triclops boss fight. I left a lot of his original moves intact, but ended up removing some of the slower/more boring attacks. Let me know what you think, hope he's not too tough! Changelog Updates: - Brand new Triclops boss fight (50% chance of spawning in Level 2) - Added a dark backing to bullets to improve visibility - Added a new diamond-shaped bullet type (featured in the Triclops and Buddy boss fights) Fixes: - Fixed an issue where enemies would sometimes be invincible after starting a new run - Fixed an issue where bullets wouldn't de-spawn after killing a boss (thus getting the player killed) In the pipeline: - Revamp Vaktern boss fight (Level 1) - Brand new Level 1 boss - Revamp Player Red homing missiles attack - New Level 3 background art + music (in the works) - New Boss tracks (also in the works) Twitch Discord
- v0.21 - A small explosive update - 2 December 2021
Changelog Updates: - New explosions added to the game - Minor update to the screen shake system (shouldn't be any noticeable change from a gameplay perspective) Fixes: - Fixed an issue where players wouldn't receive any points after defeating Buddy Just a few items I needed to get out of the way before moving on to the next major release. Expect an update soon for the Triclops boss fight! Twitch Discord
- Super Crome v0.2 is out now! - 23 November 2021
Super Crome v0.2 is out now! Changelog Updates: - New Buddy boss fight (50% chance of spawning in Level 2) - New Level 2 background art - New player shot pattern + level progression - Updated most bosses to use new bullets (Fel and the Death Comet updates in the pipeline) - New screen swipe transition between levels - Started pooling explosions (performance boost -- should see a bigger bump next update) Fixes: - Fixed a bug where player would lose energy when trying to activate drones beyond the max Almost exactly a month from the last update, v0.2 brings a new boss fight, a new player shot, new background art, and a bunch of small attack updates to existing bosses! There's still a lot to do and I definitely have my work cut out for me when it comes to balancing, but I think things are headed in the right direction. The next update should feature changes to both Triclops and Vaktern. I…
- v0.19 is live on Windows! - 21 October 2021
Super Crome v0.19 is out now on Windows! (Mac version should be out later this week) Changelog Updates: - Updated the player sprite and reduced the player hit box to 1 pixel big - New background art - Revamped player drones ability (max of 2 drones, 1 drone costs a full energy bar) - Increased energy drop rate (1 per enemy) and redid player level progression - Implemented new bullets for all enemies (this update coming to bosses next) - Completely revamped 3 of the green enemies (Flayer, Bat, and Star Burst) - Added the first mid-boss, currently appears halfway through the first level (he's currently pretty simple, I'll probably make some changes to him in the near future) - New wave manager and level progression (should reduce some downtime between waves) Fixes: - Fixed an issue with player i-frames sometimes getting out of sync causing unfair deaths - Fixed some older enemy movement c…
- What’s happening to Super Crome - 19 September 2021
Hey all! It’s been nearly a year since my last post about what’s going on with Super Crome’s development (this is entirely my bad), but I wanted to give you all a much needed update. During the past 9 months of development, Super Crome’s story mode has taken on a life of its own and at this point it’s hardly comparable to its Steam predecessor. For this reason I’ve decided to release it separately as a different game. I don’t want to ruin the existing experience that is Super Crome. This means 2 things: 1. The new game (name TBD), will be free to everyone that has purchased Super Crome Bullet Purgatory and supported me on this journey. I have no idea when it’ll be done, but it’s been my primary focus for the past few months. The completed version of this game is ideally 5 - 6 levels of classic arcade shmup action. I currently have ~2 levels complete so take that as you will. You can get…
- The State of the Game - 8 December 2020
It’s been a while since we’ve made any sort of official announcement here, but I just wanted to make a quick post to let everyone know what is going on. First off, we are still working on Super Crome! So what’s going on? To sum it up, we had to rebuild a lot of our codebase from the ground up when we started working on the story mode. The old project was far too difficult to work with, causing a lot of headaches when adding new content. This also spurred some design changes to the base gameplay, but it more or less plays the exact same as the current Steam build. We also want to apologize for the silence on our end. Working on this game is a part-time endeavor and lately life + work have just gotten in the way of that (we would work full-time on this if we could)! The exciting news is that we have a demo on the way to showcase one of the levels coming to Super Crome. This demo is decked…
- v0.18.1 - Volume Slider - 23 April 2020
v0.18.1 - Volume Slider Additions: - Added a Music and Sound volume slider to the options menu (Start > Options > Audio). Bug fixes and balance: - Fixed an issue where the bats would hang around after the end of the Fel boss fight. Join us on Discord!
- New Boss - The Hive - v0.18 - 18 April 2020
v0.18 - The Hive Additions: - Added a new boss, The Hive - Added a new enemy, The Wasp Bug fixes and balance: - Removed Player Drone colliders (now they only die when you die) - Fixed a bug with Fel where his legs wouldn't disappear Join us on Discord!
- New Boss - Fel - v0.17 - 31 March 2020
v0.17 - Fel Additions: - Added a new boss, Fel - Added a new enemy type with 4 new waves Bug fixes and balance: - Slightly increased Player movement speed - Fixed a bug with Calamaro's final form - Updated Reserve Energy sprite - Boss waves now come every 4 waves instead of every 5 (the player can fight up to 6 bosses in any given run). Join us on Discord!
- New Boss - Vaktern - v0.16 - 30 September 2019
v0.16 - Vaktern Additions: - Added a new boss, Vaktern - Some small bug fixes (particularly one with the small squid leaving the play area) - Some UI updates Chargeshot balance changes: - Now deals 2 more damage - Splash damage radius is slightly bigger - Removes any nearby bullets on hit Join us on Discord
- Hotfix - v0.15.3.1 - 18 July 2019
- Fixed a bug where player's bullets would become invisible at level 3 in v0.15.3. Please post here or in the discussions group if you encounter any more bugs and I'll do my best to resolve them as quickly as possible! You can also join us on Discord: here - Stumphead Games
- Player Levels Overhaul - v0.15.3 - 17 July 2019
Player Levels This is a bit overdue, but I finally took another pass at the player's levels. I think it turned out pretty well considering there's a lot to balance here especially since energy drops are random. There's still a bunch more work that needs to be done before I'll be completely satisfied with it though. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33950013%2F35c39b3f7e2dcc8a9c495396c14e641400ce62eb.png Some things to note: - Players can now level up their ship 8 times by gathering energy. - The player's progress to the next level can be found underneath the energy bar (highlighted in the picture above). - Each level requires a bit more energy than the last. - Levels 9 and 10 are in the pipeline. What else is new: - Added a new lightspeed background (this will randomly swap between the previous background). - Added some mote variation to player's bullet hi…
- Energy Reserves and Price Increase - v0.15.2 - 24 June 2019
v0.15.2 is a very small update, but needs some explanation. Some players have addressed the question "What should happen when I pick up energy but I'm already full on that color?" The answer is Reserve Energy: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33950013%2F541c83eb1e728beef1d0ea6736b7e9ef5463c069.png Reserve Energy is a tiny capsule that sits above the player's energy gauge and can be used to restore 25% of energy to whichever color the player currently has selected. The idea behind this is to help promote player weapon preference. For instance, if you enjoy using the drones and dislike the chargeshot, you can divert half of that chargeshot energy back into your drone ability using your reserves. It requires 10 energy pickups to fill your reserve and you can currently only store 1 reserve capsule at a time. This may require some balance in the future as more…