[b]Greetings, Gatekeepers![/b]
Today I’m excited to dive into the [b]balance[/b] and [b]QoL[/b] changes we’ve been cooking up.
[i]Let’s start with the topic you’ve asked about all year.[/i]
[hr][/hr][b]Balance[/b]
[i]The entire balance sheet has been rebuilt.[/i]
[i]The 80 % difficulty tier is gone.[/i]
[i]The gaps between 100 %, 150 %, and 200 % are now much sharper—you’ll feel every step.[/i]
[b]Enemies[/b]
We rewired nearly every system that controls enemy spawns.
[b]Early-run behaviour:[/b]
[b]100%[/b] - Only specific enemy types and a limited set of Elites can appear at the start. The mix heats up with each loop.
[b]200%[/b] - Almost the full Elite roster and enemy pool are available from the very first second.
[img src="https://clan.fastly.steamstatic.com/images//42755050/9a9fe7b4978c373c5c34b8bcadfc4bccec72333e.gif"][/img]
[b]Sirens[/b]
Loop 1 is mostly unchanged.
Deeper runs raise the chance that Sirens spawn in packs of 2-3 (some may be Elite). Higher difficulty brings this forward.
From Loop 2 onward, Rampants spawn alongside Sirens, scaling with difficulty and run length.
[img src="https://clan.fastly.steamstatic.com/images//42755050/95d03ece3c4e9e5787a0aa76982bbf240356b58f.gif"][/img]
[b]Events[/b]
Two new global events enter the rota:
[olist][*]Shield Generators – every enemy spawns with a shield that must be broken before you can damage health.
[/*][*]Immortal Pursuit – each player is hunted by their own Immortal. Immortals die only under specific conditions or with certain artefacts; if they hit you, it’s a one-shot. Ouch.
[/*][/olist]These join the existing pool, so up to 3-4 events can now trigger simultaneously in late-game normal runs. Mind-blowing chaos.
[img src="https://clan.fastly.steamstatic.com/images//42755050/dc14e9a4e26d214729e3acdb2e2b52cc3846e759.gif"][/img]
[b]Artefacts[/b]
Some artefacts were rebuilt from scratch, others tweaked. Individually small, collectively run-shaping.
[b]For example:[/b]
Fractal now saves you from death once, then shatters. A spent Fractal can be smelted at the forge for 10 Scrap.
Enter the Triad of Fractal: assemble it and Fractal gains unlimited uses.
Result: artefacts matter more, smart planning matters most.
[b]Achievements[/b]
Unlocking an achievement now instantly unlocks the artefacts linked to it.
To preserve drop-pool control, ban slots jump from 4 → 10.
[b]Quality of Life Highlights[/b]
Hosts no longer disconnect from their own runs (ancient bug, finally gone).
Gatekeeper skill descriptions and evolutions rewritten: unified format, key stats up front, readability way up.
Quiet Bay remade—smaller, flatter, faster.
[list]Added Merchant’s Altar: trade Omni-Stones for Prisms when you’re just short of an artefact.
You can shove small enemies by walking into them (push strength scales with enemy size).
[/*][*]UI overhauled: cleaner visuals, far better controller navigation.
[/*][*]Optional crosshair backdrop for bright arenas and dense fights.
[/*][/list][img src="https://clan.fastly.steamstatic.com/images//42755050/047d4177a4f78c4bb4f12bdb8751c4decc499e6f.gif"][/img]
Plus a pile of other tweaks we’ll keep secret for launch.
[hr][/hr][dynamiclink href="https://store.steampowered.com/app/2106670/?snr=1_5_9__205"][/dynamiclink]
That’s all for today—thanks for the continuous feedback and ideas.
Playtest details land in the next few days.
[i]Until then…[/i]
[i]See you in the Throne Room.[/i] [i]— Gravity Lagoon[/i]
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