List of updates

As Object Apocalypse: Recovery Quest is a game in development, the game has received many updates. Official patch notes are written by YoyleSpartan in the development log on itch.io. Updates can add new stages, enemies, features, quality of life changes, and bug fixes.

0.1.0
The game was initially released on November 30, 2020. A release trailer was uploaded to YoyleSpartan's channel along with it.

itch.io description
It's like an object show, but a video game. Object Apocalypse: Recovery Quest is a 2D side-scrolling platformer with bullet hell elements, and you can PLAY IT RIGHT NOW! More content will be coming in the next few weeks.

Release
A community post on YoyleSpartan's YouTube channel announced the game would release the following day.

Going to be finally putting the game out tomorrow. Not that many levels yet, but more will be added after release

0.1.1
0.1.1, the first update, was on November 30, 2020, about 3 hours after the initial release on the same day.

Official notes
Very small update to improve two things.

0.1.1


 * Made Graphics Card’s last attack a bit easier
 * Fixed being able to see through the bounds of level 6

0.1.2
0.1.2 was released on December 14, 2020.

Official notes
0.1.2


 * New control options: in addition to the existing keybinds, you can now press E to start/continue dialog or use a Screen Refresh, and press Shift to dash
 * Ideally, this sort of thing would’ve been done through customizable keybinds, but Unity’s new input system makes it hard to save them unfortunately, and I don’t know enough about how to make my own solution :/
 * You can set up an AutoHotkey script if you really want to change those keybinds

0.1.3
0.1.3 was released on January 23, 2021. The update was made after a large influx of players came in due to carykh's playthrough of the game on his Humany YouTube channel earlier that day. carykh was the main developer of BFDIA 5b, which heavily inspired Object Apocalypse: Recovery Quest.

Official notes
0.1.3


 * Added extra max health on level ups: gain 1 HP for every 3 levels you have
 * Made some levels and attacks easier
 * Added a tiny lore secret to one of the first levels
 * Fixed a bug where you could fall through semisolids when not pressing down, and one where you could fall off the end of level 1 and not die

Specific/unlisted changes

 * The springs on the stage after beating Stage 28 have been removed.

0.1.4
0.1.4 was released on February 3, 2021.

Official notes
0.1.4


 * Added rebindable keybinds!
 * Some dialog instructions have been modified accordingly
 * Renamed levels to stages to avoid confusion with XP levels
 * A few other miscellaneous changes that were originally going to go in 0.2.0, but I already had in the current build (E.g. Ruler’s battle now has helpful audio cues, some more stage polishing)
 * This is almost the last batch of stage polishing for this first area. For 0.2.0, I’m planning one last change, but then that should be it.
 * Actually fixed a bug where you could fall through semisolids when not pressing down, and one that made crates drift off triggers

The remappable keybinds might make this update more unstable than usual, so as always, please leave any bugs in the feedback form accessed through the pause menu. Thanks!

Specific/unlisted changes

 * Levels can be restarted by pressing R.
 * On Stage 18, the second pair of springs have been moved to the right.
 * On Stage 20, the spikes surrounding the red lever have been removed.
 * At the end of Stage 26, the top horizontal moving spike is removed.
 * On Stage 27, Processor’s face and arms are no longer layered in front of the gate at the end.
 * A new bug has been introduced where where Processor will stick slightly under a semisolid, unable to walk onto even ground.

Release
A community post on YoyleSpartan's YouTube channel was made alongside the update.

https://yoylespartan.itch.io/oarq/devlog/219032/update-014 Update time! It adds remappable keybinds, renames levels to stages, and some more minor stuff. (The forest area will be coming in later)

0.1.5
0.1.5 was released on February 6, 2021.

Official notes
Will hopefully be the last 0.1.x update. I aim to have 0.2.0 out within about a month.

0.1.5


 * Fixed a bug where the player could get caught on the bottom part of semisolids
 * Fixed a bug where enemies could get caught on edges of tiles
 * Fixed some layering issues
 * Made a secret accessible again

Specific/unlisted changes

 * The text overflow in the inventory has been fixed.

0.2.0
0.2.0 was the first major update of the game and was released on March 26, 2021. New stages and enemies were added for the first time, along with in-game timers.

Official notes
0.2.0: The Overton Forest, Part I

The big stuff:


 * 11* new stages! (stages 29–39)
 * *The contents of stage 19 were moved to stage 37 because it required too much platforming precision for so early on. A new stage layout has been put in its place, meaning I really made 12 new stages.
 * Also, there is a new cutscene at the end of stage 28, so I recommend you replay through it again to not miss out on that small snippet of story!
 * 4 new recommended character enemies!
 * Includes characters recommended by: The Low-par Animator65, Animation Noah, Josh does gaming, and Bio Crash
 * 1 new miniboss!
 * Some new (friendly?) NPCs to meet!
 * Added timers, useful for speedrunning!
 * There are total time and individual best time timers shown in the stage select screen. A stage’s current and best times can also be viewed in the pause menu.
 * Miniboss balance changes!
 * Minibosses now feel more imposing. Before, minibosses were just normal enemies with slightly more health than average. Minibosses are are still added to the normal enemy pools after defeating them, but now, only on the stages they first spawn, there are these changes:
 * Minibosses have 50% more health (the health bar is longer to signify this)
 * Minibosses give 50% more XP on kill (these new XP multipliers are multiplicative, so it’s a total of 87.5% extra when done flawlessly!)
 * Added some music to miniboss encounters
 * There are minor HP/XP changes that accompany this (see below)

The little stuff:


 * Some enemy HP changes:
 * 1st miniboss: 160 → 140 HP (210 as miniboss)
 * 2nd miniboss: 260 → 240 HP (360 as miniboss)
 * Some enemy XP changes:
 * Car Battery: 5 → 6 XP on kill
 * 2nd miniboss: 9 → 10 XP on kill (15 as miniboss)
 * 1st boss: 20 → 30 XP on kill as boss
 * If the player can one-hit an enemy, they only drop 10% as much XP on kill, and no consumables (So don’t waste your time! This is to encourage fighting harder enemies and disincentivize endless grinding.)
 * Slightly modified the attacks of the 2nd miniboss battle and 1st boss battle to make them work better with the new changes (made easier and attacks are spread out better)
 * Added vines in caves and underneath floating islands for visual variety (no gameplay functionality)
 * Added a turn counter to battles
 * Made new talk sounds for some characters (including all the new ones)
 * Minor dialog changes and typo fixes
 * Updated assets for: 2nd miniboss, teleporters, checkpoints
 * Fixed a load of bugs, including:
 * The crate zoom glitch
 * Being able to use too many consumables at once
 * The keyboard navigation setting being stubborn
 * Being able to activate teleporters more than once
 * Jump inputs being read during your turn in a battle
 * Dialog not terminating properly if it was skipped

The miniboss, HP, and XP changes are not final and I might still change them in a later update if there are problems.

Specific/unlisted changes

 * The trails of Magic Crystal's arrow attacks were changed to look jagged instead of solid.
 * Due to minibosses giving 50% more HP on kill, the Bone miniboss on Stage 13 was changed from 8 XP to 12 XP on kill. This changed the XP rewarded without taking damage from 10 XP to 15 XP.
 * On Stage 18, more blocks were added on top of the cave's exit so the background tiles wouldn't be abruptly cut off.
 * On Stage 28, the sign to next to the checkpoint has been moved from being right of the checkpoint to being left of the checkpoint, possibly to not interfere with Remote's dialogue trigger.

Release
On January 30, 2021, the forest theme of the new area was first teased in a community post on YoyleSpartan's YouTube channel. It showed Stage 29 and revealed Measuring Tape, but without the vines in the background in the underpass.

On March 21, 2021, a preview of Stage 37 was uploaded to YoyleSpartan's alternate channel ySpartan, also implying Stages 29-36 would be added in the update.

On March 24, 2021, a community post from YoyleSpartan announced the release date as March 25, if all went well, or on the 26th if not. (The update ended up releasing on March 26.) He said March 25 was also the date of his first data visualization video one year prior. The post had a picture revealing Gemstone Rock as a new character inside a cage. However, the picture can't be replicated in the final release because Processor can't reach Gemstone Rock while they are in the cage, and the background is different.

On March 26, 2021, there was a community post for the release of the update. It includes an image with Processor, Abiu, Hand Drum, and Gemstone Rock. Hand Drum erroneously has no arms in the image because YoyleSpartan was in a rush to make it last-minute.

0.2.1
0.2.1 was released on March 27, 2021. It was released 13 hours after 0.2.0 the following day to fix a game-breaking bug on Stage 13 where Bone gets stuck on the conveyer belt when the red lever is flipped, making the stage softlocked and impossible to proceed in the game.

Official notes
0.2.1


 * Fixed collision of cutscene colliders (caused a game-breaking bug on stage 13, sorry about that!)