Gamepads and Early Game Cleanup

Huzzah! Here’s the first update after releasing on Steam! This update is responding to some player feedback. And yes, if you have feedback of your own, don’t hesitate to let me know on the Steam community page! Or, if you’ve got the game on GameJolt or instead, you can leave a comment there or email me at support (at) carnageinspace (dot) com.

Things of note:

1. Better gamepad support! By this point you should be able to navigate the entire game (barring login) using just the gamepad.

2. LVL1 is less likely to get you lost and/or fallen down to earlier in the level.

This is of course not the end of maintenance – I’m still planning to add Steam achievements at the very least.



== Major ==
[MENU] The “Talk” button is now called “Confirm/Select” and can be used to navigate menus

== Minor ==
[CUTSCENE] Tweaked some text in the LVL4 outro
[GAMEPLAY] The Rotoblaster is more precise
[LEVEL] Some sections of LVL1 are less confusing and it’s less easy to fall down to the beginning
[LEVEL] Bombs in LVL4 will appear immediately, rather than as soon as they’re announced
[MENU] There’s a quit button on the title screen
[MENU] Gamepads can be used to skip cutscenes and the loading/title screens
[MENU] Toggling fullscreen and integer fullscreen modes takes effect immediately
[SYSTEM] The game opens in a maximized window

== Bugfix ==
[MENU] Pressing Pause or Confirm on the gamepad in the gamepad settings would set that key to pause/confirm


Carnage in Space: Ignition

This is it.

I know I’ve said it before, but this is it. As of October 31st, Carnage in Space: Ignition is officially released! If you’re reading this post on the 30th, then just sit tight until morning. The game is out on GameJolt, so if you’re a dedicated Carnage in Space fan, why don’t you go buy it now? If you’re a new visitor and don’t know what all the fuss is about, you can still play the free demo right here.

And speaking of which. The copy of the game has now gone into demo mode. Not one, but the first three levels of the game are still available to play for free. If you log in with your account, you can still carry over your save file from the demo version to the full game.

Thank you to everyone who’s been following the game! Heck, thanks to everyone who just visited for the first time! I’ve had a great time developing Ignition and I’m really looking forward to starting on the sequel!

Until next time,

~John AKA MoscowModder

== Major ==
[AUDIO] Added Tuhrahkkkii battle theme
[AUDIO] Added ??? battle theme
[LEVEL] Spiced up the boss room (and anywhere you fail to stop a bomb) in LVL4
[MENU] Added Character Bios
[MENU] Significantly increased the prices of most items in the Armory
[MENU] Removed Kongregate sign-in

== Minor ==
[AUDIO] Small change to the music in the Game Intro
[AUDIO] Added new SFX for shots hitting your shield
[CUTSCENE] Added some more exposition in LVL6Intro
[CUTSCENE] Changed some dialogue in several cutscenes
[GAMEPLAY] You can’t move while the screen is black after you die and respawn
[GAMEPLAY] Made ??? boss ever so slightly more challenging
[GAMEPLAY] The final boss no longer tolerates players standing beneath him
[GAMEPLAY] Redesigned space rockets to better home in on their targets
[GAMEPLAY] Enemies in INSANE mode have higher drop rates to compensate for missing health/ammo drops
[GAMEPLAY] Destroying the final boss’s shield generator will break the shield if it’s up
[GRAPHICS] Updated a few item icons that were using too many colors
[GRAPHICS] Added hitflashes to enemy shots
[LEVEL] The level objective in LVL6 is explained at a more relevant time
[LEVEL] Added more subs in LVL3
[MENU] The items in the armory unlock more gradually
[MENU] It is now possible to delete your profile in Settings -> Account
[MENU] Removed the Debug tab from Settings

== Bugfix ==
[GAMEPLAY] Collected Easter Eggs would re-appear
[GAMEPLAY] The Item Magnet didn’t actually increase drop rates
[GRAPHICS] Characters in the post-credits scene jumped a bit at the beginning
[LEVEL] The kill count in LVL3 was 1 too low
[LEVEL] It was possible to fly over the boss room in LVL7 and skip the fight entirely
[LEVEL] Dying in LVL7 in INSANE mode would freeze the level timer
[LEVEL] Your controls were not properly disabled at the start of LVL5
[MENU] Taking a fraction of a hitpoint too much damage will no longer penalize your score
[MENU] It was possible to click on disabled menu items
[MENU] The mouse wouldn’t work on the title screen
[WEBSITE] Deleting your profile didn’t work

The REAL End

Here it is, folks. The FINAL content update. The Level Select screen is finally all filled in!

Boss Rush

You’ve proven you have what it takes to face each of Ignition’s varied bosses individually – now how about all in a row? Can you stay alive long enough to reach the end, and irrefutably prove yourself the greatest warrior in the galaxy?

Either way, it will be entertaining to watch.

Gun Hitflashes

Remember when I added hitflashes to melee weapons? Weren’t they such a satisfying addition?

No? Well, whatever. Now guns have them too.

Blaster hit flash
Also known as Bubbles of Pain.

Don’t think that’s exciting enough? Then try shooting the Gunship in LVL8 with your beam cannon. OR… look at the screenshot below.

Beam cannon hitflash
Otherwise known as the Bubble Barrage of Even More Pain. Looks better animated!


Lots of stuff got polished up this update in anticipation of the impending 1.0 release. This includes, but is not limited to:

  • New SFX that plays when you buy and equip gear in the Armory.
  • At long last, a new big explosion sprite. At long last, every sprite in the game has been updated to fit the game’s style.
  • Fixed using the mouse to select things in the Armory
  • So much more – see below!

Well, that’s it for now. The next update, barring minor bugfix updates, will be the final release. The big one point oh. The golden master.

Big thanks to all of you beta players for sticking with me! Hope to see you again on the other side of the upcoming release!

Until then,


== Major ==
[LEVEL] Added Boss Rush
[GRAPHICS] Added hitflashes for bullets
[MENU] All achievements are obtainable

== Minor ==
[AUDIO] Added new SFX for purchasing/equipping items in the Armory
[CUTSCENE] Made some graphical and wording changes to the LVL5 intro cutscene
[CUTSCENE] Made a graphical to the LVL8 outro cutscene
[LEVEL] Added the two remaining Easter Eggs
[GAMEPLAY] The Gunship in LVL8 takes twice as much damage from the Silencer’s beam cannon
[GAMEPLAY] Reduced the Flamethrower’s rate of fire
[GAMEPLAY] Reduced the Flamethrower’s ammo from 300 to 250
[GAMEPLAY] The Clawblade’s dash attack can hit multiple enemies
[GAMEPLAY] Truck turrets no longer deal contact damage
[GRAPHICS] Re-shaded the Golem’s rock to be more noticeable
[GRAPHICS] The HUD is no longer obscured in the underwater segment in LVL3
[GRAPHICS] Re-designed the big explosion sprite
[GRAPHICS] Re-colored the flamethrower flame sprite
[MENU] The money counter will count down after purchasing something in the Armory

== Bugfix ==
[GAMEPLAY] The Clawblade’s dash attack could pass through cutscene points and prevent cutscenes from playing
[MENU] Pressing up/down in a level or during the title screen animation would move the menu cursor and play a sound
[MENU] The mouse did not select items to buy/equip in the Armory

Feedback Time!

Since releasing on GameJolt, Ignition has got a lot more players! Rejoice! And with that new batch of players, I’ve got a new handful of player feedback! And that’s what this update is about. Well, that and the login menus.

Login Redesign

Less is more.

The Login, New Save, and Select Profile menus have all been redesigned to be cleaner, visually more in line with the rest of the game’s menus, and more keyboard-friendly. Now you don’t have to use the mouse to get into the game before you start playing with the keyboard!

Player Feedback

I’ve made a few tweaks/bugfixes in response to things that some new players have complained about:

  • You can now hold the jump button to jump higher (or tap for a short jump) while wall-jumping or double-jumping, just like you already could when jumping from the ground.
  • The mouse cursor will appear as soon as you move the mouse, regardless of whether or not there’s a menu you can click on.
  • Dying while fighting the LVL7 boss would not make its spawned mooks go away when you continue.


Boss rush is nearly done! I just need to make some cutscenes and one new attack for a boss before I can get it out the door. I can’t wait!

Until next time,


== Major ==
[MENU] Redesigned the Login menu to be cleaner and less noisy
[MENU] Improved the New Save menu to describe the difficulty levels, be more keyboard-friendly, and look more in-line with the rest of the game
[MENU] Redesigned the Profile select menu to give you a fixed number of save slots and be more keyboard-friendly

== Minor ==
[GAMEPLAY] You can now hold down the jump button to jump higher while wall-jumping or double-jumping (same as jumping from the ground)
[GRAPHICS] Background foilage in LVL1 is darker
[MENU] The mouse cursor will appear when you move the mouse, even if the menu is disabled/hidden
[MENU] More text in the Settings menu is in the game’s custom font
[MENU] The login page remembers your email address (but not your password)

== Bugfix ==
[AUDIO] The cursor move SFX would not play while moving the mouse over LevelSelect
[GAMEPLAY] Escaping and re-entering Desakh’s boss arena would cause you to get stuck skydiving
[GAMEPLAY] Spawned mooks would not go away when restarting after dying to the LVL7 boss
[MENU] Some text in the Settings menu was displaying “null”

Spit and Polish

Boss Rush is nearly done! That bonus boss is starting to look pretty horrifying! But before I toss the next (and FINAL) major release out the door, I figure it’s about time to hand you my very large pile of bugfixes and minor updates.

First off: Desktop versions!
You can now download Ignition for Windows or Mac OS to play from the comfort of your desktop/laptop. It even gets its own neat little icon in the taskbar/dock!

This may not seem like much, but this will be the key to figuring out my monetization strategy. Who knows? You may someday see this game on Steam.

Next up: Hit flashes!
Every melee weapon (and eventually, every bullet) has a unique flash that appears over an enemy when you hit it. Just a little more flavor shaken into the game, I guess.

Tag. You’re it.

Let’s see. What else is there? Oh, yes. Better confirmation dialogs (before you log out of your offline save and delete it forever), the very last updated shop image (for the Polar Blades), some more Easter Eggs, and a slightly grumpier Quadcopter (in LVL5). I’d mention bugfixes, but that’s what the changelog is for.


Until next time,

~ MM

== Major ==
[SYSTEM] Added downloadable versions for Windows & Mac (available on the home page)

== Minor ==
[CUTSCENE] The camera shows you what’s going on elsewhere during the LVL9 post-boss cutscene
[GAMEPLAY] The Grenade Launcher’s grenades travel farther
[GAMEPLAY] Added two more Easter eggs
[GAMEPLAY] The transition in the LVL5 boss fight from turret to on-foot battle is more dynamic
[GRAPHICS] Added hit flashes for all melee weapons
[GRAPHICS] Redesigned the detail image for the Polar Blades
[MENU] Redesigned confirmation dialogs (when logging out of an offline save, for example) to be less obnoxious
[WEBSITE] Added recent achievements to the Profile page

== Bugfix ==
[GAMEPLAY] The Grenade Launcher would do nothing if it touches an enemy as you fire it
[GAMEPLAY] Some of the trucks in LVL5 would cause you to constantly rise and fall while standing on them
[GAMEPLAY] The usable turret in the LVL5 boss fight would occasionally drop items when destroyed
[GRAPHICS] The LVL5 background had a faint seam between the background image and the solid blue sky

End of the Line

This is it. The moment you’ve all been waiting for. It’s been a long time coming, but here it is at last.


LVL9 is out! And the galaxy will never be the same again.

Get out of my way. NOW.

In other news:

  • The Vibrosword Vitreblade redesign is finished
  • The Weapon Charger accessory is no longer absolutely useless.
  • There are some new UI sounds for navigating menus
  • A bunch of bugfixes

I’ve had an awesome time developing this update for you guys, so I hope you enjoy it! Development on Ignition has been long and rocky, but totally worth it.

Well, enough sentimentality. Time to get to work on Boss Rush!

As always, HUZZAH!

== Major ==
[GRAPHICS] Redesigned the Vitreblade’s remaining attacks
[LEVEL] Added LVL9: End of the Line

== Minor ==
[CUTSCENE] Retconned the name of planet Iota to Itikon. Deal with it.
[GAMEPLAY] The Vitreblade can now deflect any number of shots at once
[GAMEPLAY] The Vitreblade’s thrust attack has had its damage reduced from 6 to 5
[GAMEPLAY] The Weapon Charger now does double damage instead of a small (read: useless) damage boost
[GAMEPLAY] Shrunk Nightmare’s hitbox during the Vibrosword’s attacks
[GRAPHICS] Removed the shadows from LVL2 and LVL5
[MENU] The Replay Cutscenes setting is enabled by default on new save files
[MENU] Added new sound effects: Menu move, Menu select
[MENU] Names of locked achievements are now hidden
[MENU] The Easter Egg achievement tells you how many are left (NOTE: NOT ALL OF THESE ARE IN THE GAME YET)

== Bugfix ==
[CUTSCENE] The LVL5 Outro cutscene would sometimes skip most of the dialogue
[GAMEPLAY] LVL7 would freeze after retrying in INSANE mode
[GAMEPLAY] You could fire your gun while using the turret in LVL5
[GAMEPLAY] Pulling out the Particle Blaster while it’s touching an enemy could freeze Nightmare’s controls
[GAMEPLAY] Firing the Particle Blaster while the shot is touching an enemy would not hurt that enemy

Not a Lightsaber

No really, it isn’t.

Not pictured: a lightsaber

As you can probably tell, today’s update features some big changes to the mighty Vitreblade!

  1. The combo attack is redesigned and looks awesome (other attacks to come later)
  2. It’s a bit harder to block shots with, but more effective when you pull it off
  3. The combo attack does more damage

Also in today’s update: INSANE bugfixes! There were points in LVL2 and 6 (the entire level, in the case of the latter) where dying and retrying would freeze the game or render the level unbeatable. Well, no more!

In other news, I intend to release LVL9 late next month and I expect you to hold me to that.

== Major ==
[GRAPHICS] Redesigned the Vitreblade combo attack
[GAMEPLAY] The Vitreblade can deflect up to 5 shots in a row (up from 3)
[GAMEPLAY] The Vitreblade’s third combo attack does 6 damage (up from 4)
[GAMEPLAY] Shots deflected by the Vitreblade no longer have their damage halved
[GAMEPLAY] Deflected shots will be scattered randomly (depending on which attack you used)

== Minor ==
[GAMEPLAY] The fragments from the LVL8 boss’ mines move more quickly
[GAMEPLAY] Explosions won’t linger on-screen after finishing their animation
[GAMEPLAY] Soulfire’s second combo attack does more damage (8 -> 9)
[GAMEPLAY] Slightly shrunk Nightmare’s hitbox in some common animations
[GRAPHICS] Reduced the screen height by 2 pixels to remove some thin white bars at the bottom of some cutscenes
[GRAPHICS] The rocket launcher makes non-damaging explosions with each hit
[UI] Equipped items are centered on the pause screen

== Bugfix ==
[GAMEPLAY] Desakh’s boss fight wouldn’t properly restart after a retry
[GAMEPLAY] In INSANE mode, LVL6 would freeze after a retry

Technical Difficulties

Dang. Sometimes I feel like this project is more bug than game. So, the last update or two (and especially my work on LVL9 and Boss Rush) may have made the game more awful, but fear not! I made made strides to make the game less awful too!

Besides bugfixes, there are a couple of noticeable changes. First, ladders control differently. It’s now harder to get on a ladder by accident in mid-air, and it’s easier (automatic, actually) to get off at the top or bottom. Second, the OST for LVL7 is here! Why don’t you go back and replay it to hear the new tunes?

In the meantime, I’m still working on Boss Rush, and I’ve had to go back and re-do a lot of it when my setup wasn’t working properly. But it will all be worth it when it’s finished. Just gotta keep telling myself that.

Until next time, woo bugs!

== Major ==
[AUDIO] Replaced the music for LVL7

== Minor ==
[GAMEPLAY] You need to tap the up/down button to get on a ladder, not hold it
[GAMEPLAY] You’ll automatically get off a ladder when you climb to the top/bottom
[GAMEPLAY] Ladder climbing speed is slightly faster
[GAMEPLAY] Your grenades explode after 3 seconds, not 6
[GAMEPLAY] Desakh’s spearwall attack will only interrupt your dash if you touch his weapon, not his body
[GRAPHICS] Your grenades glow blue instead of red

== Bugfix ==
[CUTSCENE] A “Next” character would briefly appear before interrupting text plays
[CUTSCENE] Fixed a handful of broken cutscenes that wouldn’t finish
[GAMEPLAY] Dying on LVL2 or LVL5 in Insane mode would freeze the game
[GAMEPLAY] The Grenade Launcher did no damage
[GAMEPLAY] Interrupting Tuhrahkkkii’s fire breath attack would permanently disable him
[MENU] The email field in the Settings menu displayed “@” incorrectly

Nearing the End

Wow, has it really been over a month since the last update? Sorry ’bout that. I have been alternating between being really de-motivated/uninspired, and working feverishly on LVL9.

The good news is, LVL9 is almost finished! The game is almost complete! The bad news is, of course, that it’s not finished now. All that remains now is the final boss and finishing touches on the level, and then the ending cutscenes, and the credits, and thorough testing… you know.

In the meantime, I have a handful of goodies for you players, in the form of graphical fixes, a new sound effect, and some slightly better cutscenes. It’s not much, but I hope that will help tide you over until the next major update. And considering it’s the final level, it’s gonna be really major.

If these updates don’t tide you over, maybe this screenshot will!
Woah, what’s with that crazy weapon and WHERE CAN I GET ONE?!

Until then, Merry Christmas!
(And huzzah.)

== Minor ==
[AUDIO] Replaced the Vibrosword’s SFX with one that’s not copyrighted
[CUTSCENE] Added interrupting text to some cutscenes
[CUTSCENE] Re-wrote a few lines of text in a few cutscenes
[GAMEPLAY] Tuhrahkkkii’s fire breath reaches farther
[GRAPHICS] Changed the Heavy Mook’s minigun to match the Gun Copter
[GRAPHICS] Collectibles are visible as you’re collecting them
[GRAPHICS] The backdrop in the LVL8 intro loops better

== Bugfix ==
[CUTSCENE] Fixed a SFX and camera positioning on the Silencer in the LVL8 intro
[GRAPHICS] Beginning or ending a wall slide while shooting would mess up Nightmare’s shooting animations

Polishing Rough Edges, November Edition

Hey, have you seen the new trailer yet? No? Well, here it is. Not that you needed to see it if you’re already reading, but hey! I put effort into it!

Meanwhile, update time! I made a bunch of minor tweaks, added some new achievements, and made enemy knockback better. This update is really best explained in changelog format.

Plans for next update: Vitreblade redesign! More work on LVL9! But not a release yet. It’s a rather large undertaking, donchaknow!

== Minor ==
[AUDIO] Added an SFX when Moledozer charges
[GAMEPLAY] Removed 3 old achievements and added 5 new ones
[GAMEPLAY] Reduced the probability of higher-value item drops
[GAMEPLAY] Slightly reduced the value of money drops
[GAMEPLAY] Manhole mooks no longer do contact damage
[GAMEPLAY] Walking enemies accelerate more slowly
[GAMEPLAY] More enemies can be interrupted by damage
[GAMEPLAY] Slightly increased knockback taken by walking enemies
[LEVEL] Added another easter egg somewhere

== Bugfix ==
[GAMEPLAY] Elite Mooks walked much faster than intended
[GRAPHICS] Shrapnel from space enemies would constantly change graphics