Major Evoplasm Update: Rare & Wild


Our first post-demo-launch version is live! I'm calling it "Rare and Wild". Check out this Let's Play action. Try the demo now on Itch.io here!

We’ve got tons of new features, balance updates, and bug fixes for you this week!

  • New Stuff
    • Creatures look cooler now! Hexagons are smoothed out, and the creatures have better lightning
    • Wild start option! Sick of your starter creature? Love chaos? Give it all up and embrace randomness. Get a funny(?) random name, random color and font too!
    • Creatures wiggle in battle! No more staring at static shapes while you pray for a win.
    • New mutations
      • Fins are an additional movement option
      • Secretion cannons are slow but beefy. Try pairing with a reflex arc!
    • New rare mutations – get them by beating elites or graveyards maybe
      • Double all of your projectiles with the cluster nucleus
      • Migrate over-healing to damaged cells with the healing transport
      • More to come, this is just a start while I get working on act 2
  • Balance Stuff
    • New enemy pool for fight number two. The difficulty was way too spikey between fight one and fight two. Now fight two has a new enemy pool with some creatures old and new!
    • More loot! Some battles will provide an extra booster vial! Elite and graveyard battles always provide an extra booster vial, and half of the time
  • Bug Fixes
    • Background shader performance should be better, especially on limited graphics hardware
    • Web audio should be less crackly and laggy on lower end CPUs

Did you read all that! But you haven’t wishlisted Evoplasm on Steam. Well you should like fix that immediately.

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