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

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

Blazing Ahead

Wow, has it really been two months since the last update? Sorry about that. I was working on the trailer again, but I ran into technical issues and had to abandon it… again. Sigh.

Time for what I did get accomplished: FIRE! AND SPACE! And ice. Let’s see what’s on today’s menu, shall we?

That Tuhrahkkkii guy just needs to... *puts on sunglasses* CHILL OUT. *is shot*
That Tuhrahkkkii guy just needs to…
*puts on sunglasses*
*is shot*

First up, an upgrade to the Polar Blades! They’ve been upgraded from mediocre to MAGICAL, with two new steps in their combo attack. As you can see above, these two new attacks shoot ice and fire waves respectively, so you can take down baddies from a distance without using up your ammo – or finish them off up close with an extra-long combo!

Second, we have a NEW LEVEL! Endless Space Battle is ready and waiting to make you hurt – once you’ve finished LVL8, that is. Can you kill enough to get the Ace Pilot achievement? Can you claw your way up the ranks to the top of the Endless Space highscores? Find out now!

And third… bugfixes and minor. You know the drill. That’s what the handy-dandy changelog is for!

And now: The final level is looming! A formidable pile of fixes and tweaks is waiting to be bolted on! The adventure is nearly at its end! Are you ready to face the final challenge? Find out next time, on CARNAGE IN SPACE! Preferably in less than 2 months.


== Major ==
[GAMEPLAY] Added new projectile moves to the Polar Blades combo attack
[LEVEL] Added Endless Space Battle

== Minor ==
[GAMEPLAY] The capsules in the LVL7 boss fight will spawn enemies less frequently
[GAMEPLAY] The LVL7 boss will not fire its beam all the way up to the top of the screen
[GAMEPLAY] Adjusted Desakh’s hitbox during his lunge animation
[MENU] Added “Reset tutorials” button to Settings | Gameplay

== Bugfix ==
[GAMEPLAY] Pressing Enter to skip text would also pause the game
[GRAPHICS] LVL8 enemies had the wrong shrapnel
[GRAPHICS] Guns would appear in the wrong place when shooting from a ladder
[LEVEL] It was possible to move while skydiving into LVL2

To the Stars

What? That was the most original post title I could come up with. Don’t look at me like that. After all, LEVEL 8 IS OUT! HUZZAH!

Those brave few of you who have beaten level 7 are probably wondering where on Earth in space the game’s gonna go from there. Can’t really tell you about the plot in this level, because spoilers and all, but the locale is, well, in the game’s title. Not the Ignition part. The other part. The place where the Carnage is.

It just might be in space.
It just might be in space.

In other news, I’ve made the game a bit more forgiving for people who struggle with its AGONIZING difficulty. If you die, the game will assume you’re not a quitter and take you right back to the last checkpoint without asking you if you want to throw in the towel first (you can still exit the level by pausing as usual). If you die 3 times in a row, you’ll get a little power-up (at no cost) that might help you survive a little longer. If you die 5 times in a row, the game will stop decreasing your score after subsequent deaths.

Oh, I almost forgot. There’s a brand-new OST track that plays in LVL4. You should go play that level again. And don’t forget to turn on the Replay Cutscenes setting if you still haven’t seen the new cutscenes added to levels 2 and 4.

Just 1 more level (and 2 more challenges) to go. Next up, I intend to finally get that trailer made, finish the Soulfire update, fix some more things, and generally get the game more ready for the final release.

Until then, suffer enjoy the new level (OF PAIN)!


== Major ==
[AUDIO] Added new OST to LVL4
[GAMEPLAY] On Easy or Normal difficulty, after dying 3 times a supply crate will drop with a health boost
[LEVEL] Added LVL8
[MENU] Health/ammo upgrades get more expensive with each successive purchase

== Minor ==
[GAMEPLAY] The game will automatically retry on death instead of pausing first
[GAMEPLAY] Deaths stop reducing your score after 5 deaths (67% penalty), instead of 10 (89% penalty)
[GAMEPLAY] Mortuus will no longer turn around while throwing fletchettes
[GAMEPLAY] The Mook Factory’s beam attack takes slightly longer to charge
[GRAPHICS] The Endless results screen is a little more entertaining
[GRAPHICS] Graphically updated the Rocket Launcher and Flamethrower
[GRAPHICS] Added some missing shooting jump animations
[GRAPHICS] The objective pass marker is cyan instead of green (to better show up against LVL1’s green background)
[LEVEL] Added a checkpoint to the middle of LVL1
[LEVEL] Mecha Pilots spawn less often in Endless Ground
[LEVEL] Choppers and Gun Choppers now spawn in Endless Ground

== Bugfix ==
[GRAPHICS] The blood particles that appear when you’re hurt would ignore the player’s direction
[GRAPHICS] Guns would lag behind you as you moved
[MENU] The menu cursor was not responding properly when navigating the level select menu

The Big One

It’s been over two months since the last update. Thanks for being patient, players! Your reward? Oh, nothing, just the biggest update EVER. Like really, I’m pretty sure no update to this game has been as HUGE as this one. Hold on to your hats, folks! You’re about to get blown away.


Not all weapons are created equal. Or maybe some weapons are more equal than others. Regardless, some weapons tend to collect dust while you play with more powerful/awesome/practical ones. But now, I’ve put some much-needed TLC into everyone’s least-favorite weapon to create this beauty!

Bet you don't even recognize this baby!
Bet you don’t even recognize this baby!

At long last, the Beam Flail has taken its place alongside its pointier brethren as a true force to be reckoned with. Try it out! You won’t be disappointed.


The Plot Thickens

No screenshot of this. Spoilers, ya know? This update adds two new flashback cutscenes after levels 2 and 4 which tell you just a little bit more about where Nightmare came from and what he’s like. And it’s about time, too. We’re almost to the game’s climax! Seriously, you should go enable Replay Cutscenes in Settings and go watch those.


Surprise! Ignition is getting its very own original soundtrack! To start it off, all of the game’s menus and once-silent cutscenes have been filled with some pretty fantastic tunes exclusive to this game. I’ve even got a glorious new theme that goes perfectly with the title screen. Be sure to give it a listen before mashing that Enter key!

Little Goodies and Those Darn Bugs

There’s a truckload of minor changes in here that I’m sure you’ll enjoy. First, the good news: Enemy drops are working again! They’ve been broken for so long you probably forgot enemies are supposed to give you items on death. Furthermore, I think I finally fixed the absentee Quadcopter glitch in LVL5… again.

Now, the other good news: Enemies (and you) flash white when hit, to make it more obvious damage is happening. The Vitreblade, Beam Flail, and Weapon Charger all have new SFX. All of the accessories have had their icons and detail images updated (especially the ones whose detail images were flat-out missing).


The Final Assault

You know what this is? Oh, just the title of the brand-new Level 7! I’ve pulled out all the stops to make this the biggest, deadliest, most awesome environment so far. You can expect traps and baddies galore, joined by the most dangerous non-boss enemy in the entire game. Yeah, that’s him down there.

Question: Am I about to die in this picture?
Question: Am I about to die in this picture?

With this new level, we’ve finally reached the bottom row. This is it. Nearly at the endgame. I wasn’t kidding when I said you should go replay levels 2 and 4 for the new cutscenes, mind you – the story is beginning to wrap up! And the world will never be the same.

What’s Next?

Hang on, the game’s not over yet! This may be the biggest update ever, but it’s certainly not the last! Before I add LVL8, my plan for the next update is to add another of those things you’ve all been waiting for: the first Challenge mode! Get ready to take on wave upon wave of unrelenting enemies, because the Endless Ground challenge is on its way. And, if I ever finalize its feature set, the dreaded INSANE mode. Be very afraid.


== Major ==
[LEVEL] Added LVL7
[CUTSCENE] Added 2 additional cutscenes after the end of LVL2 and LVL4
[AUDIO] Added original music pieces to all the game’s menus and cutscenes
[GRAPHICS] Redesigned the Beam Flail
[GRAPHICS] Updated the icons and detail images for all accessories
[AUDIO] Replaced the SFX for the Beam Flail, Vitreblade, and Weapon Charger

== Minor ==
[UI] The health bar no longer blurs when you’re low on health (caused a graphical glitch)
[UI] The health bar shatters when you die
[AUDIO] The text sound is quieter
[GAMEPLAY] Double-jumps are slightly weaker
[MENU] The easter egg on the title screen appears sooner and more often
[GRAPHICS] Player and enemies flash white when hurt
[GAMEPLAY] The Lance dash attack does more damage and pushes you back more
[MENU] Levels after 7 are hidden until LVL7 is completed
[AUDIO] The text SFX doesn’t play when adding spaces
[WEAPONS] Sniper Rifle shots pierce through multiple enemies

== Bugfix ==
[GAMEPLAY] Fixed the Quadcopter not appearing in LVL5… for real this time?
[GAMEPLAY] It was possible to get stuck falling onto the ground at the start of LVL5
[GAMEPLAY] It was possible to deflect turret rockets in LVL5
[GAMEPLAY] Enemy drops were not working

Aaaaaand… we’re back!


It feels so good to type that again.

After over a month, I finally fixed the blog! Turns out all I had to do was get rid of the plugins folder. Heh. But that’s not all, folks! No, IT IS NOT.

Who gave that chopper a minigun?!
Who gave that chopper a minigun?!

That’s right, LEVEL 6 IS HERE! This latest level is filled to the brim with ferocious enemies, perilous traps, and one of the best bosses I’ve made yet.

In the meantime, the story’s really heating up! …But you’ll likely still have no idea what’s going on. In the next update, I plan to add a couple more cutscenes into the game – additions to existing levels’ cutscenes, plus an extra game introduction that will play before you reach the title screen for the first time. I promise, by the time the game is done you’ll have some idea what you’re doing, unless you just hammer on the pause button to skip ’em all.

Further news: For those who are wondering, there will still be 4 bonus challenges in addition to the 9 main levels. The first of these challenges will be released after LVL7, so stay patient and you’ll get your UNLIMITED CARNAGE all in good time!

BUT WAIT! That’s not all! I’ve shelled out some serious dough to buy a better license for Construct 2, which will allow me to release the game to more platforms. Keep an eye out in the near future for a downloadable version you can install on Windows, and eventually Mac (maybe Linux) too. And for any Windows 10 users out there, I’m going to release a version to the Windows Store as well! Stay tuned!

Level 5!


I told some people that LVL5 would be coming out in February (Feb 2015, to be specific). Well, I wasn’t lying! Here it is!

Don’t get too excited quite yet, though. This level is BRUTAL. One false step, and you’re dead, dead, DEAD. Don’t come whining to me because this level is broken or OP or toooo haaaaard. Really, getting to the boss is sort of a relief after the PAIN TRIP that is the rest of the level.

Well. I’d like to take a short break before starting on LVL6 to work on Solaris and my new job (that’s right, I got a new job!), but I can promise you that LVL6 will come out some time in 2015. Possibly before I graduate. Contrary to the (way to optimistic) roadmap, Endless Ground mode is not coming out with this level. It will come out with or after LVL7 instead, because it will need all of the game’s ground enemies to be built first. Duh!

Don’t stop being awesome, players!


== Major ==
[LEVEL] Level 5 is now available

== Minor ==
[GRAPHICS] Tweaked the boss death animation
[AUDIO] Background music restarts when you continue after death
[GAMEPLAY] Long message strings will automatically scroll the textbox instead of being broken up into multiple messages
[MENU] You can change the speed at which message strings play in Settings->Gameplay (the previous default is now “Fast”)
[MENU] Added a background to the Achievements screen
[GRAPHICS] Updated player health bar to be more consistent with the boss one, and look better with low health effects

== Bugfix ==
[CUTSCENE] The textbox in the LVL1 intro was not centered on the screen
[GAMEPLAY] Equipped item icons were missing during gameplay… again

At Long Last!

Something tells me this won’t be the last time I use this title.

But I don’t care! Level 4 is out! WOO!

First and most important, there’s a new level! And now you can get your score up to 400! But that’s assuming you can make your way past the latest boss! He’s fast, tough, and brutal. You’re probably not gonna beat him on your first try. But if you do, then wow. Good for you.

Also, wondering whatever happened to the game’s story after that one cutscene after the beginning? Well, now there are 7 more cutscenes – one at the beginning and end of every level. Now you can be slightly less confused about what the heck is even going on here! Don’t worry. The game will keep making slightly more sense as the story continues.

Oh, and one more thing… WEAPONS! The third row weapons have been unlocked! Once you beat this level, you’ll have 6 new items to try out and beat enemies with! Have fun.

I’ll try to get LVL5 out by the end of November, but I can’t make any promises.

Until next time, players! Thanks for playing my game!

The welcoming committee
The welcoming committee



[LEVEL] Added Level 4
[GAMEPLAY] Re-worked wall sliding and double-jumping from scratch
[CUTSCENE] Added all missing cutscenes (will need to enable “Replay cutscenes” to view missed ones)


[WEAPONS] The shield now has a larger hitbox
[MENU] Changed menu selector to be more visible on Level Select screen


[LEVEL] Level 3 would end prematurely when playing it more than once in a session

Level 3 is out!

Well, here it is, folks. The third level of PAIN in my wonderfully CHAOTIC game. This level contrasts the previous one by focusing less on combat and more on platforming. Also it’s a water level, but I tried to make it non-horrible for all of you (water levels are a common pitfall in many genres of video games). It’s kind of short, but should have plenty of interesting things in store.

Also, on the website end, I’ve added seniority badges that display next to your name on the highscores. These shiny badges show how long you’ve been playing my game (assuming you have an online account and not an offline save). In addition, I’ve whipped up a currently-barebones profile page that displays your score breakdown and your equipped items. In the future, I plan to add your account display name (in case you have multiple save files), all unlocked items, and most importantly, your achievements (once they’re implemented in-game).

Have fun blowing stuff up! Thanks for your interest in my little endeavor!

Totally not about to be creamed by a submarine.
Totally not about to be creamed by a submarine.

All changes:

== Major ==
[LEVEL] Added Level 3
[WEBSITE] Added user profile pages (visible from account or highscores); more content to be added later
[MENU] Moved some functionality from level select to Title screen
[MENU] Title screen options can be navigated from keyboard (level select will be in the future)

== Minor ==
[MENU] Added current profile name to title screen
[MENU] Title screen animation will not play when returning to it

== Bugfix ==
[MENU] Locked items could still be purchased
[WEBSITE] The Show/Hide Menu button on the game page would not work

Level 2 at last!

Here it is, at long last! The game now has move than one level!

The new chapter, entitled “Into the Fray” has our hero entering a conflict that’s sprung up in some city. Exactly what is going on here will be explained when I add its opening/closing cutscenes later. Also, this level has no backdrop like the last. This will likewise be added later.

This level puts a greater emphasis on combat than the last, so prepare yourself for a whole lot of PAIN and SUFFERING in this one. Also, the boss can be kind of nasty.

Found a bug? Post it on the site bugs page! Have a comment/compliment/complaint? Leave it in the comments here!


== Major ==
[LEVEL] Added level 2
[WEAPONS] 2nd-row items are locked until level 2 is completed; 3rd-row items are locked until level 4 (unreleased)

== Minor ==
[WEAPONS] Increased the firing rate and shot speed of the Sniper Rifle
[WEAPONS] Slightly increased the damage of the Grenade Launcher, and Flamethrower
[WEAPONS] Greatly increased the damage and reduced the capacity of the Rocket Launcher
[MENU] Added a Challenges screen to the Level Select menu for later use
[GRAPHICS] Changed the level fade-out animation
[GAMEPLAY] Dying and returning to level beginning will not re-play objective text
[MENU] Altered the cash bonus formula for a perfect score
[GRAPHICS] Added visual feedback for fullfilling or failing a level objective

== Bugfix ==
[GAMEPLAY] Dying and returning to level beginning would not subtract remaining lives or increase score penalty