About the Game

Neon Sundown is an extremely challenging arena-shooter where you mow down hundreds of enemies at a time in different unique arenas. Build a powerful arsenal of weapons using a variety of different upgrades unlocked through the in-game XP system, and try to take down the enemies that reside in each arena.
Game Features...
- A variety of unique and challenging arenas to take on
- A powerful arsenal of ships to unlock and choose from
- Numerous diverse upgrades and synergies to create
- Unlockable power modules to upgrade your ship
- An array of different enemies to go head-to-head with

A massive update to the game went live on August 20th, 2022, which brought with it a new in-game store called the Black Market. Through this store, you're now able to unlock a variety of new content (including ships, arenas, cards, and more) using the in-game currency.
New in the Black Market update...
- 3 new challenging arenas
- 8 new cards to unlock and master
- 5 new ships with unique abilities
- 3 new menu tracks to unlock
- New dynamic card upgrades
- New arena bosses and achievements
- Modern interfaced redesign
- And more!
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Hello again!
This is just a small subsequent patch following the winter update that fixes a couple minor bugs discovered in that version, along with finally buffing the projectile drone. (and some other minor visual changes to compliment the changes made in v2.2)
I'll continue to monitor feedback on this update, and release further patches if required. I also realise some people aren't a huge fan of the limited time arena due to the fact it wont be possible to 100% the game after the event ends, so I'm looking at options for addressing that.
BALANCE CHANGES:
- Buffed projectile drone (3 now spawn + better pathing)
- Slightly lowered crystal drop rate on Sub Zero
BUG FIXES:
- Fixed shielders not dropping shields on Dynamo
- Fixed being able to die in card-select screen
- Fixed sub-zero button not displaying event info
View on Steam
This is just a small subsequent patch following the winter update that fixes a couple minor bugs discovered in that version, along with finally buffing the projectile drone. (and some other minor visual changes to compliment the changes made in v2.2)
I'll continue to monitor feedback on this update, and release further patches if required. I also realise some people aren't a huge fan of the limited time arena due to the fact it wont be possible to 100% the game after the event ends, so I'm looking at options for addressing that.
BALANCE CHANGES:
- Buffed projectile drone (3 now spawn + better pathing)
- Slightly lowered crystal drop rate on Sub Zero
BUG FIXES:
- Fixed shielders not dropping shields on Dynamo
- Fixed being able to die in card-select screen
- Fixed sub-zero button not displaying event info
Hello all!
I hope you have been enjoying the update so far. I just wanted to push out a quick hotfix to address some of the initial bugs and balance changes discovered in the live release. This should hopefully fix the issues some people were having with saves not transferring to V2 properly.
If anyone experiences any sort of strange discrepancies on their save files, please let me know! I have tested this new approach many times and it seems to be working as intended.
- New in-game achievement tracking
- Increased difficulty ramping on The Abyss substantially
- Increased overall difficulty on The Vault substantially
- Reduced effect of Scythe grand blades upgrade
- Fixed cloud save discrepancies when loading into V2 for first time
- Fixed save auto-transferring improperly between devices
- Fixed projectile drone not moving and just rotating
- Fixed arenas not working after unlocking in the black market
View on Steam
I hope you have been enjoying the update so far. I just wanted to push out a quick hotfix to address some of the initial bugs and balance changes discovered in the live release. This should hopefully fix the issues some people were having with saves not transferring to V2 properly.
If anyone experiences any sort of strange discrepancies on their save files, please let me know! I have tested this new approach many times and it seems to be working as intended.
NEW ADDITIONS:
- New in-game achievement tracking
BALANCE CHANGES:
- Increased difficulty ramping on The Abyss substantially
- Increased overall difficulty on The Vault substantially
- Reduced effect of Scythe grand blades upgrade
BUG FIXES:
- Fixed cloud save discrepancies when loading into V2 for first time
- Fixed save auto-transferring improperly between devices
- Fixed projectile drone not moving and just rotating
- Fixed arenas not working after unlocking in the black market
Hello everyone!
The next experimental version is now available. This version adds in the remainder of the black market content for this initial release of V2, with the last bit of it being pushed to a later date.
There is no patch notes available for v2.1.0 yet, but there will be upon the release of V2 onto live. I am aiming to get V2 onto live asap here, so as soon as the current version on experimental is tested, I'll be releasing it to live with a new trailer and new Steam artwork.
Thanks to everyone who's been testing! It's a huge help, and I can't wait to see everyone get their hands on the finished update once it releases on live.
~ Ben
Hey all!
The next experimental patch is now available. This can be considered the "second part" of v2.0.3, and it fixes up most of the bugs present in that version, alongside improving the upgrade system slightly.
This patch does not add anything new to it other than the card re-design. If you want the specifics you can find the patch notes in-game, but there really isn't that much exciting about it. However this should make the upgrade system feel a bit more complete, and a good base to build on from here on out.
{STEAM_CLAN_IMAGE}/41926244/0133c5021686897a011cbfea56ff8baec3029da1.png
This will most likely be the last "Phase 1" update! The next patch will be phase 2, and it will introduce a LOT more of what's coming in the black market. After that, there may or may not be a phase 3 depending on the stability of the game. There's also a small chance I might hold back the trials feature, and release that as it's own separate update in the VERY near future. (to give myself more time to flesh it out) V2 is not reliant on Trials, and I can adjust black market prices to reflect that.
As per usual, if you have any feedback on V2 so far, the best place to contact me is on our Discord server. I've been working alongside the community there to continuously improve the experience in V2.
Discord: https://discord.gg/NHnR7zcaCc
View on Steam
The next experimental patch is now available. This can be considered the "second part" of v2.0.3, and it fixes up most of the bugs present in that version, alongside improving the upgrade system slightly.
This patch does not add anything new to it other than the card re-design. If you want the specifics you can find the patch notes in-game, but there really isn't that much exciting about it. However this should make the upgrade system feel a bit more complete, and a good base to build on from here on out.
{STEAM_CLAN_IMAGE}/41926244/0133c5021686897a011cbfea56ff8baec3029da1.png
Phase 1 is now complete!
This will most likely be the last "Phase 1" update! The next patch will be phase 2, and it will introduce a LOT more of what's coming in the black market. After that, there may or may not be a phase 3 depending on the stability of the game. There's also a small chance I might hold back the trials feature, and release that as it's own separate update in the VERY near future. (to give myself more time to flesh it out) V2 is not reliant on Trials, and I can adjust black market prices to reflect that.
As per usual, if you have any feedback on V2 so far, the best place to contact me is on our Discord server. I've been working alongside the community there to continuously improve the experience in V2.
Discord: https://discord.gg/NHnR7zcaCc
Hello again!
The next experimental patch is now available. This patch has changed the way card logic works, and it now supports extended card interactions, as well as dynamic card upgrades.
WARNING: There is a VERY HIGH CHANCE I've broken some cards, so I'll follow this patch with a hotfix to address any issues that arise. There's also MANY cards that don't have upgrades to them yet, so they'll say "Upgrade Available" but will not prompt the new upgrade screen.
This is an intermediary update which is meant to ensure the upgrade logic is working. It will be followed with a FULL upgrade patch in Phase 2 that'll contain more upgrades for all card types.
- Added dynamic card upgrades (early testing, many upgrades are disabled)
- Changed the way card values get calculated, enabling many new card interactions
- Re-introduced range stat card with increased effect
- Explosives card now has 3 levels (bullets -> projectiles -> weapons)
- Drones now receive stat updates from cards
NOTE: Due to amount of new card interactions, many cards have been HEAVILY nerfed as they have a much wider range of effect
- Increased Multishot negative damage effect from 15% to 25% per upgrade
- Changed Explosions negative effect from cooldown to damage (50%)
- Added negative cooldown effect to buckshot (10% per upgrade)
- Increased Splitshot negative cooldown effect from 15% to 25% per upgrade
- Lowered Atomic dagger base damage from 15 to 3
- Lowered Shuriken base damage from 3 to 2
- Lowered Torpedo base damage from 15 to 5
- Lowered Multi Missiles synergy damage from 100 to 15
- Lowered Blast Stars synergy damage from 100 to 10
- Lowered Razorclaw saw damage from 10 to 5
- Replaced Hornet gun sound with less sharp effect
- Fixed Power Shots synergy sometimes not having any effect
- Fixed Dual Harvester synergy from getting stuck on the player
View on Steam
The next experimental patch is now available. This patch has changed the way card logic works, and it now supports extended card interactions, as well as dynamic card upgrades.
WARNING: There is a VERY HIGH CHANCE I've broken some cards, so I'll follow this patch with a hotfix to address any issues that arise. There's also MANY cards that don't have upgrades to them yet, so they'll say "Upgrade Available" but will not prompt the new upgrade screen.
This is an intermediary update which is meant to ensure the upgrade logic is working. It will be followed with a FULL upgrade patch in Phase 2 that'll contain more upgrades for all card types.
NEW ADDITIONS:
- Added dynamic card upgrades (early testing, many upgrades are disabled)
- Changed the way card values get calculated, enabling many new card interactions
- Re-introduced range stat card with increased effect
- Explosives card now has 3 levels (bullets -> projectiles -> weapons)
- Drones now receive stat updates from cards
NOTE: Due to amount of new card interactions, many cards have been HEAVILY nerfed as they have a much wider range of effect
BALANCE CHANGES:
- Increased Multishot negative damage effect from 15% to 25% per upgrade
- Changed Explosions negative effect from cooldown to damage (50%)
- Added negative cooldown effect to buckshot (10% per upgrade)
- Increased Splitshot negative cooldown effect from 15% to 25% per upgrade
- Lowered Atomic dagger base damage from 15 to 3
- Lowered Shuriken base damage from 3 to 2
- Lowered Torpedo base damage from 15 to 5
- Lowered Multi Missiles synergy damage from 100 to 15
- Lowered Blast Stars synergy damage from 100 to 10
- Lowered Razorclaw saw damage from 10 to 5
OTHER CHANGES:
- Replaced Hornet gun sound with less sharp effect
BUG FIXES:
- Fixed Power Shots synergy sometimes not having any effect
- Fixed Dual Harvester synergy from getting stuck on the player
Hello again!
The next patch for V2 Experimental is now available. Same as before, this is mainly bug fixes and minor tweaks / other changes.
- Lowered the speed multiplier on Vanguard from 0.2x to 0.15x
- Increased the overall difficulty of Bloodlust
- Increased Torrent health from 50 to 80
- Enabled the wall arena modifier on Bloodlust
- Improved totem card audio pitching (uses own channel now)
- Further cleaned up the module selection screen
- Fixed burning a card you have previously picked from still appearing
- Fixed black market achievement not being given at level 50
- Fixed purchased black market items not showing as unlocked right away
- Fixed "Black Market" reward from not appearing properly in-game
- Fixed Black Market not properly taking away crystals when buying an item
- Fixed passive ability replacing wrong text component
- Fixed healing totem not detecting ship collisions
- Fixed decimal point rounding on ship stats
View on Steam
The next patch for V2 Experimental is now available. Same as before, this is mainly bug fixes and minor tweaks / other changes.
BALANCE CHANGES:
- Lowered the speed multiplier on Vanguard from 0.2x to 0.15x
- Increased the overall difficulty of Bloodlust
- Increased Torrent health from 50 to 80
- Enabled the wall arena modifier on Bloodlust
OTHER CHANGES:
- Improved totem card audio pitching (uses own channel now)
- Further cleaned up the module selection screen
BUG FIXES:
- Fixed burning a card you have previously picked from still appearing
- Fixed black market achievement not being given at level 50
- Fixed purchased black market items not showing as unlocked right away
- Fixed "Black Market" reward from not appearing properly in-game
- Fixed Black Market not properly taking away crystals when buying an item
- Fixed passive ability replacing wrong text component
- Fixed healing totem not detecting ship collisions
- Fixed decimal point rounding on ship stats
Hello again!
The first round of fixes is now available for download! This is a small hotfix that addresses some of the intial bugs discovered in V2, as well as cleans up some minor things with the UI.
- Increased difficulty of Phase 2 on Fear Factory
- Increased difficulty of Phase 6 on Fear Factory
- Changed the font of the module cost in the store
- Improved the design of the level reward notification
- Fixed some modules not being equippable
- Fixed incorrect module name indentation
- Fixed "burn" keybind from not binding automatically
- Fixed "burn" keybind from not saving when changed
- Fixed XP trails option not working
- Fixed ship and arena buttons overlapping bounds
- Fixed skip draw freezing the card draw panel
- Fixed next level name incorrect indentation
View on Steam
The first round of fixes is now available for download! This is a small hotfix that addresses some of the intial bugs discovered in V2, as well as cleans up some minor things with the UI.
BALANCE CHANGES:
- Increased difficulty of Phase 2 on Fear Factory
- Increased difficulty of Phase 6 on Fear Factory
OTHER CHANGES:
- Changed the font of the module cost in the store
- Improved the design of the level reward notification
BUG FIXES:
- Fixed some modules not being equippable
- Fixed incorrect module name indentation
- Fixed "burn" keybind from not binding automatically
- Fixed "burn" keybind from not saving when changed
- Fixed XP trails option not working
- Fixed ship and arena buttons overlapping bounds
- Fixed skip draw freezing the card draw panel
- Fixed next level name incorrect indentation
A new patch is now available for experimental!
For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. Once the update and any subsequent patches have been fully tested, it will be pushed to the release branch!
Do note experimental versions may be unstable, so if you don't want to risk running into bugs, it's recommend to wait until the update comes to the release branch!
NEW ADDITIONS:
- New Arena (unlocked at Rank 45), Noctorum
- Levels 41 - 45 added with new rewards
- New Tier I synergy card, Earthquake
- New Tier II synergy card, Laser Shots
- New Tier II synergy card, Projectile Drone
- New Tier II synergy card, Champion
- New Synergy progress tracker design
BALANCE CHANGES:
- Rank synergy rewards re-organization
- Increased XP cap from 25k to 50k
- Increased enemy health scaling
- Decreased crystal spawn rates in infinite stage
GRAPHICAL IMPROVEMENTS:
- Increased Fear Factory enemy visibility
- Changed Dynamo tank bullet material
BUG FIXES:
- Fix blast mines and EMP mines
View on Steam
For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. Once the update and any subsequent patches have been fully tested, it will be pushed to the release branch!
Want to opt into testing?
- Right click on Neon Sundown in your library
- Click on the "properties" option
- Navigate to the betas tab
- Select the "experimental" branch
Do note experimental versions may be unstable, so if you don't want to risk running into bugs, it's recommend to wait until the update comes to the release branch!
What's new in v1.1.2?
NEW ADDITIONS:
- New Arena (unlocked at Rank 45), Noctorum
- Levels 41 - 45 added with new rewards
- New Tier I synergy card, Earthquake
- New Tier II synergy card, Laser Shots
- New Tier II synergy card, Projectile Drone
- New Tier II synergy card, Champion
- New Synergy progress tracker design
BALANCE CHANGES:
- Rank synergy rewards re-organization
- Increased XP cap from 25k to 50k
- Increased enemy health scaling
- Decreased crystal spawn rates in infinite stage
GRAPHICAL IMPROVEMENTS:
- Increased Fear Factory enemy visibility
- Changed Dynamo tank bullet material
BUG FIXES:
- Fix blast mines and EMP mines
A new patch is now available for experimental!
For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. Once the update and any subsequent patches have been fully tested, it will be pushed to the release branch!
Do note experimental versions may be unstable, so if you don't want to risk running into bugs, it's recommend to wait until the update comes to the release branch!
NEW ADDITIONS:
- Added achievements for Warrior and Dual Harvester
- New card type added to the draw pool, "Helper"
- New helper card, Healing Totem (replaces level 9 reward)
- New helper card Barrier, blocks incoming fire
BALANCE CHANGES:
- Piercing can now work alongside explosives
- Make XP collect immediately after dropping
- XP level requirement now caps at 25000
- Nerfed regen card amount by 50% on all levels
- Nerfed syphon card amount from 0.05hp to 0.01hp
- Buff Shuriken damage, cooldown, and target tracking
- Buff Torpedo knockback and target tracking
- Enemies get 0.5s of stun immunity after being stunned
- Buffed mine starting damage from 10 to 15
- Increased Atomic dagger damage upgrades
- Removed Atomic dagger cooldown modifiers
- Bullet spread card now increases bullet spread
DYNAMO CHANGES:
- Shields now reflect bullets
- Shields shrink when damaged
View on Steam
For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. Once the update and any subsequent patches have been fully tested, it will be pushed to the release branch!
Want to opt into testing?
- Right click on Neon Sundown in your library
- Click on the "properties" option
- Navigate to the betas tab
- Select the "experimental" branch
Do note experimental versions may be unstable, so if you don't want to risk running into bugs, it's recommend to wait until the update comes to the release branch!
What's new in v1.1.1?
NEW ADDITIONS:
- Added achievements for Warrior and Dual Harvester
- New card type added to the draw pool, "Helper"
- New helper card, Healing Totem (replaces level 9 reward)
- New helper card Barrier, blocks incoming fire
BALANCE CHANGES:
- Piercing can now work alongside explosives
- Make XP collect immediately after dropping
- XP level requirement now caps at 25000
- Nerfed regen card amount by 50% on all levels
- Nerfed syphon card amount from 0.05hp to 0.01hp
- Buff Shuriken damage, cooldown, and target tracking
- Buff Torpedo knockback and target tracking
- Enemies get 0.5s of stun immunity after being stunned
- Buffed mine starting damage from 10 to 15
- Increased Atomic dagger damage upgrades
- Removed Atomic dagger cooldown modifiers
- Bullet spread card now increases bullet spread
DYNAMO CHANGES:
- Shields now reflect bullets
- Shields shrink when damaged
The first content update is now available on the experimental branch!
For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.
Do note experimental versions may be unstable, so if you don't want to risk running into bugs, it's recommend to wait until the update comes to the release branch!
ADDITIONS:
- Added Steam cloud support
- Add level 4 module upgrades to the shop
- Add levels 36 - 40, along with new level rewards
- New Tier II synergy weapon, Dual Harvester
- New card Eagle Eyes, replaces level 34 reward
- New card XP Auto Collect, replaces XP range
- New module Critical Chance, replaces XP range
BALANCE CHANGES:
- Reduce blaster cooldown from 0.5s to 0.4s
BUG FIXES:
- Fixed criticals card not applying to all weapons
- Fixed end game bomber blitz being all Fighters
DYNAMO CHANGES:
- Lower tank damage from 5 to 3
- Increase tank cooldown from 3s to 5s
View on Steam
For those that are unaware of how I roll out updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.
Want to opt into testing?
- Right click on Neon Sundown in your library
- Click on the "properties" option
- Navigate to the betas tab
- Select the "experimental" branch
Do note experimental versions may be unstable, so if you don't want to risk running into bugs, it's recommend to wait until the update comes to the release branch!
What's new in v1.1.0?
ADDITIONS:
- Added Steam cloud support
- Add level 4 module upgrades to the shop
- Add levels 36 - 40, along with new level rewards
- New Tier II synergy weapon, Dual Harvester
- New card Eagle Eyes, replaces level 34 reward
- New card XP Auto Collect, replaces XP range
- New module Critical Chance, replaces XP range
BALANCE CHANGES:
- Reduce blaster cooldown from 0.5s to 0.4s
BUG FIXES:
- Fixed criticals card not applying to all weapons
- Fixed end game bomber blitz being all Fighters
DYNAMO CHANGES:
- Lower tank damage from 5 to 3
- Increase tank cooldown from 3s to 5s
{STEAM_CLAN_IMAGE}/41926244/b85303eecec8f9ac04209914e83bef0d44f48bbb.png
The first minor update is now available for everyone! I've done fairly extensive testing on this version to ensure it's stable, but as always sometimes bugs manage to get by me and my testers, so if you notice one shoot me a message on here or on Discord so I can get it patched up ASAP!
NEW ADDITIONS:
- Added a custom cursor that replaces the default cursor
- Added keybind to toggle auto primary weapon firing
- Crystal amount can now show up to 999 instead of 99
- Added ability to view stats without pausing using tab
- Added option for turning the health bar permanently on
- Added keybind to show stats while playing
- Added option to enable or disable vertical sync
BALANCE CHANGES:
- Lowered Dual Reaper base damage from 80 to 60
- Lowered Blast Shuriken cooldown from 0.25s to 0.2s
- Increase levels 20-25 xp requirement from 20,000 to 25,000
- Increase levels 25-30 xp requirement from 25,000 to 30,000
- Nerfed Stun module (0.1 0.2 0.3 0.4 -> 0.05 0.1 0.15 0.2)
- Nerfed Syphon module (0.05 0.1 0.15 0.2 -> 0.01 0.02 0.03 0.04)
NOTE: Will continue monitoring these changes
THE ABYSS CHANGES:
- Lowered Fighter health from 8 to 7
- Lowered Hammerhead crystal drop chance from 10% to 5%
- Stage 2 Sawblade cooldown lowered from 1.5s to 1.25s
- Stage 3 Sawblade cooldown lowered from 1.25s to 1s
- Stage 4 Fighter cooldown lowered from 2s to 1.5s
- Stage 5 Fighter group cooldown lowered from 5s to 4s
- Stage 6 Fighter cooldown lowered from 1.5s to 1s
- Stage 7 Fighter cooldown lowered from 1.25s to 1s
- Stage 8 Fighter group cooldown increased from 3s to 4s
- Stage 9 Hammerhead cooldown increased from 3s to 5s
BOMBER BLITZ CHANGES:
- Lowered bomber crystal drop chance from 15% to 10%
- Increased Fighter health from 8 to 10
- Increased Fighter damage from 3 to 5
- Increased Fighter speed from 20 to 25
- Lowered bomb damage from 50 to 20
DYNAMO CHANGES:
- Lowered bomb damage from 50 to 20
WASTELAND CHANGES:
- Lowered Cocoon crystal drop chance from 25% to 20%
View on Steam
The first minor update is now available for everyone! I've done fairly extensive testing on this version to ensure it's stable, but as always sometimes bugs manage to get by me and my testers, so if you notice one shoot me a message on here or on Discord so I can get it patched up ASAP!
What's new in v1.0.1?
NEW ADDITIONS:
- Added a custom cursor that replaces the default cursor
- Added keybind to toggle auto primary weapon firing
- Crystal amount can now show up to 999 instead of 99
- Added ability to view stats without pausing using tab
- Added option for turning the health bar permanently on
- Added keybind to show stats while playing
- Added option to enable or disable vertical sync
BALANCE CHANGES:
- Lowered Dual Reaper base damage from 80 to 60
- Lowered Blast Shuriken cooldown from 0.25s to 0.2s
- Increase levels 20-25 xp requirement from 20,000 to 25,000
- Increase levels 25-30 xp requirement from 25,000 to 30,000
- Nerfed Stun module (0.1 0.2 0.3 0.4 -> 0.05 0.1 0.15 0.2)
- Nerfed Syphon module (0.05 0.1 0.15 0.2 -> 0.01 0.02 0.03 0.04)
NOTE: Will continue monitoring these changes
THE ABYSS CHANGES:
- Lowered Fighter health from 8 to 7
- Lowered Hammerhead crystal drop chance from 10% to 5%
- Stage 2 Sawblade cooldown lowered from 1.5s to 1.25s
- Stage 3 Sawblade cooldown lowered from 1.25s to 1s
- Stage 4 Fighter cooldown lowered from 2s to 1.5s
- Stage 5 Fighter group cooldown lowered from 5s to 4s
- Stage 6 Fighter cooldown lowered from 1.5s to 1s
- Stage 7 Fighter cooldown lowered from 1.25s to 1s
- Stage 8 Fighter group cooldown increased from 3s to 4s
- Stage 9 Hammerhead cooldown increased from 3s to 5s
BOMBER BLITZ CHANGES:
- Lowered bomber crystal drop chance from 15% to 10%
- Increased Fighter health from 8 to 10
- Increased Fighter damage from 3 to 5
- Increased Fighter speed from 20 to 25
- Lowered bomb damage from 50 to 20
DYNAMO CHANGES:
- Lowered bomb damage from 50 to 20
WASTELAND CHANGES:
- Lowered Cocoon crystal drop chance from 25% to 20%
The first minor update is now available on the experimental branch!
For those that are wondering how I will be doing updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.
Do note experimental versions may be unstable, so if you don't want to risk running into possible bugs, it's recommend to wait until the update comes to the main branch!
NEW ADDITIONS:
- Added a custom cursor that replaces the default cursor
- Crystal amount can now show up to 999 instead of 99
BALANCE CHANGES:
- Increase Module prices (10 15 25 50 -> 10 25 50 100)
- Nerfed Dual Reaper base damage from 80 to 60
- Nerfed Stun module (0.1 0.2 0.3 0.4 -> 0.05 0.1 0.15 0.2)
- Nerfed Syphon module (0.05 0.1 0.15 0.2 -> 0.01 0.02 0.03 0.04)
THE ABYSS CHANGES:
- Lowered Fighter health from 8 to 7
- Stage 2 Sawblade cooldown lowered from 1.5s to 1.25s
- Stage 3 Sawblade cooldown lowered from 1.25s to 1s
- Stage 4 Fighter cooldown lowered from 2s to 1.5s
- Stage 5 Fighter group cooldown lowered from 5s to 4s
- Stage 6 Fighter cooldown lowered from 1.5s to 1s
- Stage 7 Fighter cooldown lowered from 1.25s to 1s
- Stage 8 Fighter group cooldown increased from 3s to 4s
- Stage 9 Hammerhead cooldown increased from 3s to 5s
BOMBER BLITZ CHANGES:
- Increased Fighter health from 8 to 10
- Increased Fighter damage from 3 to 5
- Increased Fighter speed from 20 to 25
- Lowered bomb damage from 50 to 20
DYNAMO CHANGES:
- Lowered bomb damage from 50 to 20
View on Steam
For those that are wondering how I will be doing updates, I will ALWAYS upload an update on the experimental branch BEFORE uploading it on the main branch. This gives both myself and anyone interested in testing the ability to test new updates before they go live for everyone else.
Want to opt into testing?
- Right click on Neon Sundown in your library
- Click on the "properties" option
- Navigate to the betas tab
- Select the "experimental" branch
Do note experimental versions may be unstable, so if you don't want to risk running into possible bugs, it's recommend to wait until the update comes to the main branch!
What's new in v1.0.1?
NEW ADDITIONS:
- Added a custom cursor that replaces the default cursor
- Crystal amount can now show up to 999 instead of 99
BALANCE CHANGES:
- Increase Module prices (10 15 25 50 -> 10 25 50 100)
- Nerfed Dual Reaper base damage from 80 to 60
- Nerfed Stun module (0.1 0.2 0.3 0.4 -> 0.05 0.1 0.15 0.2)
- Nerfed Syphon module (0.05 0.1 0.15 0.2 -> 0.01 0.02 0.03 0.04)
THE ABYSS CHANGES:
- Lowered Fighter health from 8 to 7
- Stage 2 Sawblade cooldown lowered from 1.5s to 1.25s
- Stage 3 Sawblade cooldown lowered from 1.25s to 1s
- Stage 4 Fighter cooldown lowered from 2s to 1.5s
- Stage 5 Fighter group cooldown lowered from 5s to 4s
- Stage 6 Fighter cooldown lowered from 1.5s to 1s
- Stage 7 Fighter cooldown lowered from 1.25s to 1s
- Stage 8 Fighter group cooldown increased from 3s to 4s
- Stage 9 Hammerhead cooldown increased from 3s to 5s
BOMBER BLITZ CHANGES:
- Increased Fighter health from 8 to 10
- Increased Fighter damage from 3 to 5
- Increased Fighter speed from 20 to 25
- Lowered bomb damage from 50 to 20
DYNAMO CHANGES:
- Lowered bomb damage from 50 to 20
Current Release
Not available
System Requirements
OS
N/A
CPU
Dual Core 2.00GHz
RAM
2 GB RAM
GPU
Intel HD 620
How to Install
1
Download all files
2
Extract the .RAR file to a folder (use WinRAR or 7-Zip)
3
Run Neon Sundown.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
126 MB
Password: cracked-games.org or 123
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View AllDownload Neon Sundown for PC with a direct link or via torrent. Get the full version of Neon Sundown for free. Neon Sundown is a Action released by Ben Nichols.