Version 1.1.0
Void Descent » Devlog
Void Descent v1.1.0 Patch Notes
This update introduces a complete ground-up rework of the armor, ultimate ability, and luck systems to provide more consistent mechanical depth and strategy. It also delivers critical performance and quality-of-life optimizations, including the elimination of the initial 3D mode stutter and a rebalanced economy for Void Descent checkpoints.
Armor & Armor Shred
- Reworked the armor system from the ground up into a single, unified framework utilized by both the player and enemies for damage mitigation.
- Enemy armor now scales with each level, making targets tougher as the run progresses.
- Armor shred now builds up to a designated cap (with tougher enemies possessing higher resistance), lowering that enemy's damage mitigation against all incoming weapon damage.
- A new armor shred icon now appears to the left of the damage numbers when an enemy's armor is compromised. Upon reaching the shred cap, "ARMOR BREAK" text will display.
- Titans and Nexus Prime no longer utilize flat damage reduction; they now operate on the unified armor system, making armor shred more viable and important.
- Player armor no longer features a hard cap, shifting instead to diminishing returns as the stat increases.
Luck System
- Reworked the luck system. Instead of strictly increasing the flat probability of dropping a legendary upgrade, luck now progressively shifts the entire distribution curve upward across all rarities, making luck investments consistently rewarding rather than purely lottery-dependent.
- Fixed a bug that caused luck to increase the drop rates of magnets and health pickups more aggressively than intended. Stacking luck will still increase these drop chances, but the effect is now a subtle modification rather than the constant drops seen in previous builds.
Ultimate Abilities
- Reworked ultimate abilities based on community feedback. The cinematic camera pan during multiple ultimates has been removed to improve tactical feel, and the targeting system has been adjusted to accommodate this change.
- Updated the underlying damage model for all ultimates to ensure each ability feels punchier while maintaining its identity as utility, raw AOE damage, or single-target melting power.
- Added an ultimate ability leveling system. A new Overcharge card can now appear in the reward offerings after a Titan fight (provided an ultimate is already equipped). This card upgrades your ultimate ability slot by 1 level and increases its damage by 25%. Swapping abilities retains the current slot level. The level cap is set to 3 for normal and Ascension runs, while Void Descent mode has no cap.
- Titan reward pools now offer a choice of 3 options instead of 2.
- Tweaked ultimate charge rates to align more accurately with individual ability profiles and damage metrics. Active combat participation now contributes more weight, allowing heavy battles to supercharge your abilities faster.
Weapon & Combat Updates
- Removed all fire rate caps across all weapons; there is no longer a limit on how fast a weapon can complete its cooldown loop.
- Reworked the Plasma Beam into a dedicated anti-tank weapon. It now applies armor shred to targets, and multiple active beams will converge onto high-threat targets within range to deal an additional 25% damage per beam.
- Updated the Railgun to pierce 50% of enemy armor while automatically prioritizing high-threat enemies within range to solidify its role as a single-target weapon.
- Increased the base fire rate for the Gravity Lens.
- Slightly increased Pyro damage to reinforce its role as the primary option for direct damage-over-time (DOT).
- Reduced the direct damage of Bio weapons to balance its expanded utility from universal armor shredding.
- Enabled hacking on Nexus Prime turrets; hacked turrets will actively attack other boss turrets, shields, and the boss core.
- Buffed the base damage and scaling of Titans and Nexus Prime to ensure they function as dangerous, evolving threats on screen.
- Adjusted tank damage to scale more proportionally with level progression during a run, making them more punishing than splitters in the late game as originally intended.
- Fixed a bug with the Flak Cannon that extended its burst radius significantly further than designed.
- Fixed a bug preventing the Flak Cannon and Railgun from properly applying damage scaling; both weapons will now feel much stronger.
- Fixed a bug where the Nexus Prime core failed to inflict collision damage if the player made direct physical contact with it.
- Fixed a bug where dying during the Nexus Prime fight and starting a new run could occasionally cause the 4 Nexus Prime shields to persist on the battlefield.
Void Descent Checkpoints
- Significantly increased checkpoint pricing. Recent adjustments to checkpoint frequency disrupted the economy, often allowing players to purchase high-quality augments and direct actions at every stop while maintaining a shard surplus.
- These adjusted costs turn resource allocation into deliberate strategic choices: deciding whether to exhaust your shards on a dropped legendary augment, purchase a common option while removing a debuff, or save resources to acquire the remaining Nexus Cores or Singularities required for your next progression unlock.
Performance / UI / Quality of Life
- Reworked the timing structure of the prewarming system, eliminating the 2–4 second lock-up experienced during the first run of a session in 3D mode. Once your ship is visible, you can get into the action immediately with no stuttering or freezing.
- Hovering over weapon or ultimate slots on the desktop mode HUD now displays detailed cards for at-a-glance information.
- A new info icon has been added to the armor stat in the pause menu; clicking it opens a modal showing your current damage mitigation.
- A new info icon has been added to the luck stat in the pause menu; clicking it opens a modal displaying your current drop chance for each upgrade rarity.
- All secondary modals (such as the drop chance display and the death recap) can now be closed using the Esc key on keyboards.
- Fortified the save file system to ensure player stats and settings persist accurately when a save is loaded, keeping your configuration exactly as you left it.
- Slimmed down the 3D visuals of Bladestorm's orbiting blades to remain clear and less distracting after upgrading the orbit radius.
Huge thank you to the community as always, all the playtesting and feedback has been amazing. As I reach the point where I feel that all the major systems are in a stable and fun state, I can set my sights on the next priority:
Void Descent is coming to Steam! Keep an eye out for a store page so you can add to your wishlist!
Void Descent
A Browser Survivor-Like for Mobile & Desktop
| Status | Released |
| Author | BRaiNDED Games |
| Genre | Action, Shooter |
| Tags | Arcade, Bullet Hell, Casual, Roguelite, Space, Survivor-like, Top-Down, Touch-Friendly |
| Languages | English |
| Accessibility | One button |
More posts
- Version 1.0.114 days ago
- Official v1.0 Release - 3D Graphics Mode, Widescreen Support + More!20 days ago
- Version 0.9.1 - Upgrade Balancing, Audio Tweaks + More30 days ago
- Version 0.9.0 - Elemental Masteries & Synergies + New Music38 days ago
- Version 0.8.1 - Optimization and Balance42 days ago
- Version 0.8.0 - UI Overhaul46 days ago
- Version 0.7.0 - Major Balance Update56 days ago
- Balance Update (Kite Killer)60 days ago
- Reworked Launch Sequence62 days ago

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