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Hello! I hope 2026 is going well for you all. This update reinstates the ould Automobile enemy, and brings a number of miscellaneous fixes and improvements to the game.
The Automobile is a derpy car enemy that roams the hillside out past Monster Level 10. It was an important part of Juice Galaxy back when it was still called Juice World, and just fell by the wayside as I focused on other areas of the game. I'm happy it's back, and I have some pretty funky ideas for it in the future.In addition, I did some GUI work and random bugfixes that had been bothering me for a while. There is still plenty more to polish, but I will probably focus on doing something more flashy for next update!## \ ### Added - Reinstated Automobile monster, gave it funky colors - 'Continue' button has been added to main menu - Loading Screen now displays random tips while loading ### Changed - Items use continuous collision, to avoid falling through ground - GUI crosshair now hides when you are in dialog or cutscenes ### Fixed - Hats now scale properly on head when head size != 1 - Gator mouth self-intersection during chomp - Player camera clips through walls much less - Stats window lag when stats are absurdly high - Swirly D now makes proper eye-contact during his scene - Harsh clicking noise removed from GUI soundsThe Boltergeist
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Hi everyone! In light of the recently discovered Unity vulnerability, this is a quick rebuild of the game using the latest 2021 LTS version of Unity, which has been patched to fix the vulnerability. The demo and Itch.io version has also been rebuilt.
Thanks to those of you who reached out and brought this to my attention ^^ glad we could get on top of it quickly.
Read more about it here: Unity Security Vulnerability: Developer Remediation Guide
Yay! We have destructible mesh physics now! We can use this for a ton of interesting destructible things, but for starters I'm scattering some planetoids around in the sky. After the dust settles, I have some more interesting ideas for this mechanic. We definitely need some kind of mini-boss in the sky!
These are destructible islands in the sky, made of semi-solid juice that crumbles under your touch. Destroying terrain will produce juice, and spawn items/monsters. Any collision of sufficient force will damage the planetoid, releasing rock/dust particles and updating the mesh collider/renderer to take damage. Planetoids spawn pretty high up so you can barely see any from the ground. As you gain altitude, they get bigger until you reach the plywood.
The upper sky hasn't been updated since version 0.0.1! Since I was already working on the planetoids, it was a good time to make it more menacing! It is now difficult to climb, as gravity increases up to 20x, and I've adjusted the lighting to get really freaky up there. Stewart Keller also provided a new music track, Zenith, to play in the upper atmosphere. I asked him for something gigantic, industrial, and ominous and he did not disappoint!
Changelog:
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### Added - Destructible planetoids that drop items and monsters - Exponentially increasing gravity, up to 20x near the ceiling - New audio track in sky: Zenith by Stewart Keller
### Changed - More vibrant / freaky sky appearance in upper atmosphere - Decreased Fleach cannibalism population threshold 16 => 10
Hello! I hope everyone has been well!
I ended up taking a pretty long break since the last update, and now I'm gearing up for the next wave of updates. For this one, we are starting small just to make sure I still know what I am doing.
A brand new monster! The Fleach is a leech-like creature that latches onto living things and drinks their Juice. It will also seek out and gobble up corpses on the ground. Once it latches on, it deals continuous damage and sucks Juice based on the damage done. You can get your juice back by killing and eating it. It spawns in the wilderness and from Rocks that are destroyed.
Finally you can see how much damage you are doing. Enable them in Visual settings tab. Next up I'll try and add health bars!
I took some time to polish up the electrical system, making its animation and sound more dynamic while also improving its chaining capabilities, visuals, audio, and level scaling.
Added a proper animation. Lightning arcs now take time to travel through the air, instead of all happening instantaneously.
Arcs now deal slightly reduced damage (75%) with each bounce.
Chain range increased 60 => 100, and chain logic fixed so it can hit more targets if they’re close together.
Arc width and pitch now depends on the amount of damage it’s doing. Massive zaps sound pretty crazy.
For the Grimoire: Arc spell, # of chain bounces now scales with item level
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This page aggregates Steam news feeds, patch notes, and developer announcements for Juice Galaxy, 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 Juice Galaxy statistics page.
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