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Fireball 2 — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Version 1.0.06 Changelist2025-06-05Made enemy spawning location more obvious prior to spawn Added some dark backgrounds to a couple UI elements (mode matrix and leaderboard) Increased brightness of sliders in option menu Made menu background not get quite so bright Updated background/music flashing to ignore volume of music Updated achievement destroyed count to count enemies being destroyed on wall deaths too Also added 3x bonus for killing enemies with bombs, 5x (+2x more) for kills that create a nova Fixed arena size in very high waves (30+) being too tall vertically (enemies couldn't reach player)
Version 1.0.0.52025-05-13* Fixed some issues with inputs, particularly with no controller plugged in. * Added support for WASD to control the Fireball.
Version 1.0.0.42025-05-08Changed main menu particles logic so they are a lot faster. Tweaked end of blackhole to slow down game a bit less. Added Game Stats to the options menu (might move it later). Fixed (I think) Steam not connecting/working, aka achievements hopefully work now.
Version 1.0.0.3 changes2025-05-08Optimized the game a bunch, with one compromise as a result. - Reduced max particles on non-Low GPU Mode - Reduced linear color buffers from 64 to 32 bit - Made sure MSAA is disabled by default - Removed distortion pass from enemies (only with MSAA and 64bit buffers) The distortion pass may come back at a later date, but console versions already don't have it due to performance. The overall performance improvement (2-3x in some cases) seems more important.
Fireball 2 Launches to Celebrate 15-year Radiangames Anniversary!2025-05-06Back in May of 2010, Radiangames released its first title, a twin-stick shooter called JoyJoy, on the Xbox Live Indie Games service. It was the start of a small series of games, with 7 small games releasing over the next 11 months. In the 15 years since JoyJoy, Radiangames has released over 20 games on a number of platforms. Today we’re going to focus a bit on the 4th game released on XBLIG: Fireball. Fireball was based on my favorite Geometry Wars 2 mode, Pacifism. Dodge a ton of enemies without firing, and lure them into an explosion. Despite Fireball not being that popular compared to my other early titles like Inferno or Super Crossfire,
Fireball 2 Demo Now Available!2024-10-01The demo for Fireball 2 is now available on Steam! The demo will be in the upcoming Steam Next Fest, and it's releasing a little early to allow for press preview access, and to get additional feedback before even more people take a look at it. Aside from the fairly recent name change, a couple other things have been updated recently. The visuals of the game have evolved a bit, and the options menu also received a bit of an overhaul to make it less cluttered. On the visual side of things, the lens flares have been made more prominent and more visually pleasing. Overall bloom was turned down a little to compensate for this change. On the option
Goodbye DodgeBomb, Hello Fireball 22024-09-12As mentioned in my previous post/video, when I was working on this game early on, I had 4 main contenders for the final name: RKDN one - The original name, with Arcade + Radian combined into four letters, with the intention of making RKDN two/three/etc in the future. SuperNova - Named for the (then) biggest explosion in the game, and the generally celestial-ish theme. But not particularly specific or descriptive. DodgeBomb - I thought it was a clever way of describing the game mechanics, but it was also confusing because you don't dodge the bombs, and is nothing like dodgeball. Fireball 2 - I created Fireball in 2010 for XBLIG, and ported it
New Video DevLog: The Making Of DodgeBomb, and What Comes Next2024-08-23I just finished my first devlog about DodgeBomb, and what's coming next (and why I keep working on it even though the wishlist numbers are not good). Steam Next Fest in October will see the launch of the game, though the full game release date is less certain. The release depends on how easy/hard it is to port the game to other platforms, and how busy I am with other projects. For now, check out the full devlog right here: Feel free to comment directly on Steam, or on the YouTube video. Feedback on both the devlog and the game itself is welcome. I plan to do more devlogs in the future, as making it was more enjoyable to do than other promotio