2025-03-08 07:28 UTC · Community Announcements · RoySif
Challenge Mode: Skill Re-selection Reduce the luck factor of random skills in Challenge Mode. This allows players to focus on constructing builds that clear levels more quickly using a limited set of skills. Therefore, the skill re-selection feature has been added to Challenge Mode. {STEAM_CLAN_IMAGE}/44743925/bbd76755ced66da64031ac68f6a3da4ca1602e56.gif (In Normal Mode, skills are unlimited across multiple playthroughs, so this re-selection feature is not available.) Skip Tutorial Although in Normal Mode (from the second playthrough onward) and in Challenge Mode the tutorial is automatically
2025-02-18 15:17 UTC · Community Announcements · RoySif
Homing Arrows The "Homing Arrows" skill has limited usage scenarios. It excels at clearing small enemies on the battlefield, but is nearly useless when dueling against bosses. To compensate for its lack of damage in one-on-one fights, I have adjusted the mechanics of its two upgrades, making it significantly more functional than other skills. {STEAM_CLAN_IMAGE}/44743925/09ebdf566f8e3ceafed6dbc216f2adf73a099f71.gif Thunder Needle and Railgun can break the shields of Lightning Arrows and Explosive Arrows. 1. Homing Arrows: Thunder Needle After Thunder Needle is placed on the ground, it destroys
2025-02-17 15:02 UTC · Community Announcements · RoySif
Bug Fixes and Adjustments 1.Fixed an issue where certain monsters would not trigger "Homing Arrow: Thunder Needle" 2.Fixed an issue where legendary skills could not be reselected in the hideout 3.Adjusted Korean translations 4.Fixed a possible error when teleporting in the 2-3 Desert Arena map Skill Adjustments 1.Extra arrows from Triple Shot (Barrage Sweep/Beam Arrow) can now stack Ignite and Fireblast 2.Adjusted the visual effects of "Homing Arrow: Thunder Needle" to be more noticeable 3.Increased the duration and damage of "Homing Arrow: Thunder Needle" 4.Adjusted the damage of "Triple Shot
2025-02-14 01:14 UTC · Community Announcements · RoySif
BUG and BOSS Skill Adjustments 1.Fixed an issue where the first boss, ALVA, could launch the player into the air, causing them to get stuck 2.Adjusted the second-stage A-rank Psionic Hunting Knight: improved the lightning hammer’s projectile effects and speed for better readability 3.Adjusted the second-stage Demon Warrior: improved the fire gun projectile effects of the Desert Scarecrow for better readability 4.Adjusted the counter hit detection of ALVA’s ultimate attack in the first stage UI Fixes 1.Fixed the direction of the skill 3 icon displayed on enemy shields 2.Improved UI font clarity
2025-02-12 16:50 UTC · Community Announcements · RoySif
Initial Version Final Boss After several adjustments to the BOSS difficulty and player abilities, many players feel that the current version's difficulty is quite comfortable and allows for a smooth progression. However, some players believe the current version is too easy. To accommodate all players, I have decided to add the initial version of the final boss to the level for players to challenge, but players can choose which difficulty version they want to fight. {STEAM_CLAN_IMAGE}/44743925/32361345b6a5cc8c832debb8cc9678c10bf9ea11.jpg Choosing the route will directly adjust the BOSS difficul
2025-02-10 18:21 UTC · Community Announcements · RoySif
Bug Fixes and Game Adjustments TAB skill slots - Fixed the issue where players could not view skills beyond the second page in the skill tab When choosing one of three skills, players will be notified if the skill is max level Fixed the issue where the second level elite monster still dealt damage to the player after death (Clone Thunder skill) Fixed the issue where the second level boss still dealt damage to the player after death (Floor Dash skill) Adjusted descriptions in the settings options BUFF Thunder Chain series skills - Each time the lightning bounces, damage increases and it has a c
2025-02-09 02:04 UTC · Community Announcements · RoySif
Perfect Counter Adjusted the hit detection for all "ranged" attacks from all enemies in the game. Now, as long as a counter is successful, there will no longer be an instance where the player counterattacks but still takes damage (a "flawed counter" state). Additionally, counter timing has been made more lenient. {STEAM_CLAN_IMAGE}/44743925/580c7ec81affbc020ed80947e2ee2d3f1eb9d121.gif As shown in the image, even if the attack has completely passed through the player, they can still successfully counterattack without taking damage. Invincible Dodge Adjusted the hit detection for all "melee" and
2025-02-06 20:06 UTC · Community Announcements · RoySif
Final Boss Overall skill action speed adjustment Reduced flight speed of all projectiles, including sword energy and scythes Adjusted all damage values Reduced the hit stun effect on players from all damage sources Increased the interval between skill moves (With the fourth change, players will no longer be unable to react—such as counterattacking or dodging—after being hit) Greatly reduced the tracking ability of Whirlwind Slash Adjusted skill execution order for some BOSS attacks Adjusted BOSS HP Reduced the frequency of BOSS shield activation Reduced damage of the BOSS chain-binding skill S
2025-02-05 19:32 UTC · Community Announcements · RoySif
English: Knockdown Protection Due to the fast-paced continuous attacks from late-game BOSSes, if a player misses a counter, subsequent attacks are typically unreactable due to the stagger effect. This update primarily addresses this issue. Currently, there are 3 types of damage situations for players in the game: 0.2-second and 0.6-second light hits (character staggers briefly in place) 1-second knockback (character staggers with larger movements and longer stagger duration) 2-second knock-up + knockdown (character is thrown back and knocked down, with a total 2-second stagger) Knockback and k
2025-02-03 18:08 UTC · Community Announcements · RoySif
2-5 BOSS Mavis Adjusted the double throwing dagger counterattack to fix an issue where one dagger would hit the other. Now, both daggers will be judged for counterattack simultaneously. Removed the lingering lightning damage effect on the ground after the Phase 2 dash. Adjusted the overall combat rhythm by slowing down the pace and skill transitions, especially before using "Teleporting Dagger" and the start of "Lightning Dash." Reduced HP: Phase 1 from 30,000 to 25,000, Phase 2 from 40,000 to 30,000. 3-1 Elite Enemies & Final Boss Adjusted the visual effects, timing, and damage of the inner a
2025-02-02 17:25 UTC · Community Announcements · RoySif
This game has been in development for quite a while, and it's finally ready for you to play! Psionic Sentry: Infinite is an action-shooter + rogue-like game centered around counterattack combat. Counterattacking is the core of the gameplay, and the timing for counters is intentionally forgiving, ensuring that all players, whether newcomers or seasoned action game veterans, can find their own rhythm in battle. A huge thank you to everyone who tested, provided feedback, or even just showed interest in the game. Although I developed this game alone, your support has made it what it is today. The
2025-02-02 09:29 UTC · Community Announcements · RoySif
"Psionic Sentry: Infinite" is launching its Early Access version soon! The latest DEMO update includes the following changes: Controller Button Layout Adjustments Based on feedback from the demo version and multiple exhibitions, we have temporarily adjusted the button layout to better match player preferences. Invincibility During Skill Casting Normal attacks can be canceled with counters/dodges, preventing situations where players "see" an enemy attack but are unable to react due to attack animations. However, skill casting has unavoidable end-lag, often causing such issues. To address this,
2024-07-03 12:45 UTC · Community Announcements · RoySif
1. After death, players can continue the game from the level where they died, and death will not remove previously selected skills. 2. Add health bars to elite monsters and bosses. 3. Add a logo and gameplay tips before the TITLE MENU. 4. Change the color of the skill icons (when charging is incomplete). 5. Optimize various remaining effects and event detection in the game. 6. Optimize the loading method of small monsters in the game. 7. Modify the selection method of random elite monsters.
2024-06-24 11:52 UTC · Community Announcements · RoySif
1. Change the skill button to direct casting 2. Adjust the normal attack firing position / normal attack sound effect / normal attack hit vibration, etc. 3. Reduce the probability of small monsters having shields 4. Extend the shield duration for elite monsters from 12.5 seconds to 20 seconds 5. Adjust the final frames of counterattack detection 6. Adjust the animation for counterattack and hit detection 7. Background music for small monster battles / 1-3 great sword skeleton background music / hideout background music / TITLE background music 8. Remove the level time limit 9. Optimize the sce
2024-06-12 06:26 UTC · Community Announcements · RoySif
Now you can see the setting option on the menu Then select LANGUAGE, and you will see ENGLISH
Full appinfo as delivered by Steam PICS, changenumber 38793200. Also at /api/app/2598800/raw.
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