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It took slightly longer than I hoped for, but the update aptly named in tribute to one of the greatest games of all time, is now here and ready to move you to tears with how good it is.
I basically finished the entire game. But I'm not done yet, as I find myself coursing with power...
Here's the key points of what has changed.
-Everything
Thanks for reading!
Entire game has been overhauled and tons of content has been added
Every level is reworked both art and gameplay wise
Levels now follow the theme of the sector more closely
The world and the levels are more intuitive to explore and find the next place to go
You can complete levels in a more freeform order.
There's now 3 sectors, and each have new levels. (more will be added to neurotech later)
Needle of galgalim is now restored to its fully glory as a super hard post-game level
You now get the paradox boost before the blade.
The blade's damaging attack is now an aoe, making it easier to hit enemies while going fast
Going fast deals extra damage (you will one shot most enemies when going fast)
Blade has a new viewmodel and context sensitive animations
All guns are removed in favor of focusing on the blade
Enemies are less RNG heavy, making them more consistent to hit while at speed
You can now break the sound barrier by going over 1234 km/h
Less filler enemies
Added ending
Lots of more lore entries
New "genetic disc" lore collectibles, replacing health orbs
Overall increased effort put into storytelling
Massive performance optimizations, now runs on a phone at 60fps
Save system overhauled internally (all progress is reset, but you want to start from the beginning anyway)
Hi! I've been working hard on a brand new update that's going to overhaul a lot of of the levels and overall level structure. Currently it's too easy to get lost and some of the levels don't feel substantial enough, so I've been working on a major level rework and a content patch. Goal is to make the level order more freeform and encourage exploration. I'm also working on adding new weapons and enemies, but the level structure has the priority for now! You can expect the biggest update so far to hit the game sometime next month. If you want to see what I'm cooking, join the discord!
Added difficulty mode: EUROPEAN EXTREME -Unlock by clearing any challenge course -Activate from the start menu EUROPEAN EXTREME mirrors the world, reduces player HP significantly, increases gravity, changes player physics, color schemes and makes pits deadly All in all, extreme difficult enjoyment for any underground gamer -Removed keycard requirement from several secret areas -Polished the secret area containing THE HOLE
A case of vsync turning on in certain rooms has been fixed! -Updated hot floor material -Hot floors now damage through i-frames -Added heat distortion to baleen array and heat processing -Player view direction now resets on death -Airstrafing acceleration maximum increased to 1200 -Disabled framerate smoothing -Made the text on tutorial orbs smaller -Added a secret WIP preview location to logistics sector
-Grenades are now easier to reflect with the blade
-Grenades have a larger hitbox against enemies
-Going fast no longer grants free grenade crits
-Increased damage reflected grenades do to 300
-Simplified the layout near the fossil vault in logistics sector
-blade cooldown reduced to 0.6 from 0.8 seconds
-landing a blade hit while in the air pushes enemies equal to your speed
-enemy collision now disables as soon as their health hits 0
-blade base damage incrased to 270 from 150
-blade no longer knocks player back when attacking enemies
-grenade base speed increased to 10k from 6k
-canisters shut down less frequently
-added tutorial for perfect jump
Hotfix: Fixed canisters not dealing damage (oops)
Hi! Been hard at work improving the game based on your feedback! This update focuses on adding content and improving the pacing of the game. There's also a new movement ability which is really fun to use in combat and platforming. This is the biggest update to date, so bear with me if there's any issues or bugs! I'll make sure to provide fixes ASAP.
-Hub worlds added
-Overhauled level progression
-New movement ability
-New levels and cutscenes
-Enemies have new behaviour
-Combat has been upgraded to be more fast paced
-Significant performance upgrades
-Visual upgrades of some of the old levels
Join the Discord to let me know how you like the changes!
-Looking for the previous version? Check out the "Steam Betas" Also see you at the boomstock steam fest!
So, I've been hard at work making a model for the main character, I'm pretty happy with it and I made a little cutscene at the start of the game to show off a bit! Expect to see many more characters and cutscenes in the future! I've been holding off on making chapter 3 because it requires some character interactions to make more sense, so characters have been a high priority. As always, join the discord if you want to know exactly what is going on, with almost daily updates! -Reduced navigation mesh accuracy, should improve performance
-Grenades no longer affect navigation
-Rotating pillar removed from chapter 2, spruced up the room a bit
-transparent objects now are affected by fog
-Added loading screens
-Added speedrun timer to main game, activate from the chapter menu
-Made boss health bar slightly smaller
-Reduced number of enemies in chapter 1 and 2
-Reduced shadow pop in for some props
-Gehirn's animations have been updated
-Short intro cinematic added to chapter 0
-Updated visuals for tutorials
-Made menu transitions slightly smoother
-Updated depictions of Spirit
-Increased minimum ramp slide angle to 13 degrees
Combat changes:
It is now significantly easier to crit enemies
-Lowered speed required for crits for both blade and grenades down to 30 km/h from 60 km/h
-Colliding with an enemy will not take away your speed crits if you start the swing while moving
-Lowered the damage of all crits
-Lowered the damage of dummy grenades
-Lowered health of SERUM -Increased blade damage to 150 from 100
-Added "EASYMODE" in the options
Spawns new boostpads to aid in difficult parkour sections
-New intro level
-Increased player health to 100
-Replaced HP orbs with Skill orbs
-Level transitions are slightly smoother
-Added a new intro tutorial
-Slightly nerfed the firing speed of SERUM
-Changed the color gradient of "THE"
-Improved the lighting in "THE"
-Added new combat tips
-Added new b-hop tutorials
-Player now takes much less knockback from damage
-Added reload animation and sounds
Overhauled the game's combat system
Blade has multiple new combat functions
Replaced the battle rifle with a grenade launcher
Try new combat mechanics in the combat test section in the chapters menu
Screaming no longer deals damage
Added more enemy encounters in the main game
Fixed Field God sometimes cloning itself
Fixed keybinds list going out of order
Increased Dummy Grenade reflection hitbox
Replaced ammo upgrades with HP upgrades
Hi! Time for the first content update! The beginning of Chapter 3, Neurotech. The update contains 2 new B-HOP focused areas, as well as introduces 2 new enemies. Additionally, it contains fixes for Intel Laptop graphics cards which sometimes caused the sun to explode. As always, join the Discord to let me know what you think of the direction the game is heading! Next update will focus on things like chapter select, collectibles and speedrunning features.
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This page aggregates Steam news feeds, patch notes, and developer announcements for BAIONLENJA, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main BAIONLENJA statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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