Update Alpha 0.2.1

ARCOSTATE - DEVLOG 01
Hello all, thank you to everyone that has played the game and shared their feedback and helped squash bugs.
A large mixed update: an implemented endgame, new content, new systems, a melee vs ranged combat rebalance, a batch of UI/UX additions,
bug fixes, and world generation hardening.
ENDGAME
- Destroy the temporal reactors inside each sin vault to unlock the ending at the vortex center.
- Final boss, the Moon Mother, added into the game.
- Secret end game mechanic.
NEW SYSTEMS
- Player-placed chests + crate ownership
- A deployable "flat-pack chest": unfold your own empty personal storage on a free tile beside you. Sold by the general shopkeeper.
- Items you stash in someone else's crate stay yours, taking them back is not counted as theft.
- Crates around the world can now belong to specific named NPCs; looting an owned crate is theft against that NPC's faction.
- Floating combat damage numbers, damage numbers fly off the player and enemies on each hit, drift up, and fade. Toggleable in Settings; on by default.
COMBAT / SKILLS REBALANCE
- Marksmanship: a universal ranged skill
-- A new Marksmanship skill improves accuracy with any gun and carries the general gunnery maneuvers (Aimed Shot, Crippling Shot),
which now work with any single-shot weapon, kinetic or energy. Overcharge and Searing Shot stay energy-only.
- Melee vs ranged rebalance
-- Lunge's reach trimmed so early melee can't gap-close quite as freely.
-- Early ranged weapons hold their distance better, so they aren't immediately dragged into melee.
-- Crushing Blow cooldown reduced.
-- Melee gains armor penetration at high Strength, and Execute now shreds armor on every strike.
-- Berserk drug lasts a little longer.
-- Alien packs now include a melee brute for encounter variety.
- Earlier balance pass
-- Meateaters softened so the jump up from scavengers is not as harsh.
-- Quest rewards now grant XP scaled to the payout.
-- The in-combat regeneration cybernetic is interrupted when you take damage.
-- Vault guardians are now a real boss-level fight, with more vault floors to reach them.
-- Hireable mercenaries ages capped so they could not spawn too old that they could not carry their own gear.
-- Ambushes reworked: a cooldown between them, no free opening shot on the player, and escape gated by distance.
UI / UX
- Inspect the highlighted item with 'i' in both the trade and loot menus (loot gained an inspect overlay), so trade, compare, and loot all read the
same way.
- Item inspect descriptions close on Enter as well as Esc.
- Cybernetic install requirements now show in item details, tooltips, and trade inspect ("Install: Cybernetic Torso rank 2"), so you see the gate
before buying.
- The cyberneticist's surgery fee is charged only when you actually install or uninstall.
- Character creation's "Step X/6" label is now a row of clickable step tabs.
- Shops with a crafting bench now mention it in dialogue (drug crafting, weapon upgrades).
- Auto-explore is now a proper toggle: pressing the key again stops it.
- Keybinding now accepts capital letters (a held modifier no longer binds to Shift by mistake).
- Fixed the help text advertising the wrong default movement keys.
- Playtime tracking now counts time spent in menus and loading.
WORLD GENERATION
- Fixed settlements sometimes overwriting terrain you had already explored (a patch of woods getting replaced by farm road on a return visit).
- The same fix covers bandit and meateater camps and crash sites.
- Bunkers and vaults keep the same layout across reloads (they were reshuffling).
- Cleaner edge transitions into mountain-biome locations, and a fix for a shallow-water landing hazard.
BUG FIXES
- Fixed the Game Over "Load Last Save" / F9 option failing to load.
- Fixed character creation granting a free Telepathy rank, which threw off the skill-point count.
- Fixed merchants refusing sales they could afford, the spending cap now counts the scrap from the same trade.
- Fixed infinite corpse-looting: cybernetics no longer regrow on reload or area change, and corpses no longer snap back to where they
spawned.
- Fixed weightless / empty rifle magazines.
- Fixed magazines generating over capacity.
- Berserk creatures can now reach and attack turrets, and no longer turn on their own allies.
- Fixed NPCs standing on top of the arcology merchant.
- Reduced stutter at the shooting ranges.
There are still many additions I want to add to the game, so please keep an eye out for future updates!
Get Arcostate
Arcostate
Arcostate is a sci-fi roguelike set in a post-post cataclysmic earth still bearing the scars that lead to its ruin.
| Status | In development |
| Author | Rubychoco |
| Genre | Role Playing, Simulation |
| Tags | 2D, Pixel Art, Procedural Generation, Retro, Roguelike, Sci-fi |
| Languages | English |
More posts
- Alpha 0.3.1 Patch2 days ago
- Update Alpha 0.3.03 days ago

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