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No Safe Block devlog | v0.59: The block remembers you

A topic by OG Loc created 7 days ago Views: 417 Replies: 2
Viewing posts 1 to 2
(2 edits)

No Safe Block cover artwork

The block remembers you.

v0.59: Personal Business gives the neighbourhood some unfinished business. Rivals carry a history between runs, characters have clearer cues, and the standard run pushes harder as time passes.

Windows v0.59 is live. Free, single-player and in development.
The Run game button still launches browser v0.42.

Download Windows v0.59 · Full release notes · Play browser v0.42

1. Rivals with unfinished business

Redline Ray. Collections Carl. Bad Credit Lou. Their meetings and results persist, unfinished business brings the same rival back, and first victories earn a permanent DEBT CLEARED record. Threat memory is capped so rematches have weight without endless scaling.

2. Know when your character is ready

  • Rook: visible focus lock, gold charged rounds and a clearer charged hit.
  • Velvet: decoy readiness and attacks that commit to the decoy enemies are following.
  • Uncle Smoke: clearer pull/push and pulse timing, with a stronger opening bass hit.

3. Tougher streets. Clearer hits.

Warned enemy introductions and short tips ease you into the opening. Fresh standard runs then bring more pressure, earlier threatening enemy mixes, sturdier crew bosses and shorter breaks. New impact sounds and material-matched effects give attacks a stronger response.

Results > Details > Run review shows hits, damage, dodges, character actions and upgrade timing. Start a new v0.59 run for the new balance; continued v0.58 runs keep their original tuning.

No Safe Block browser v0.42 gameplay

Browser v0.42 gameplay. This earlier version remains playable without installing anything.

The question behind this update

Can I give a run more personality and pressure while keeping deaths readable? I want a scrappy loadout to turn into Rottweiler stampedes and traffic-light shockwaves, with enough room left to spot the next hit.

If you try v0.59: does the opening teach enough, do rivals make you want a rematch, and can you tell what killed you? Include your character, weapons and survival time.

No Safe Block: three characters, four-weapon builds and 15 minutes before the final boss. Desktop keyboard and mouse. The game page has controls and the full content notice.

v0.42 — making the music part of the run

The new browser build is live: https://denpuzzle.itch.io/no-safe-block

The main song is still the foundation. I built thirteen layers around it so the arrangement can gain weight as a crowd closes in, thin out during an upgrade choice, and change character for each boss without throwing away the groove. Rick's three phases get an escalating arrangement, with a more restrained lead-in before he arrives.

The design challenge is that the player decides when things happen. A stash or boss entrance cannot wait for a musical cue, so the game keeps moving while the arrangement catches the next musical boundary. I want the score to make pressure and relief feel stronger throughout a run.

Rewards got a related pass: cash starts counting quickly, upgrades reveal one at a time while the total keeps climbing, and the final haul stays uncertain until it settles. Larger payouts are paired with higher Hideout prices. The upgrade cards, reveal effects and mechanical selection sounds have also been refined.

Boss difficulty went up too. Kev has longer rush chains and more staying power; Rick has denser volleys with shifting gaps, heavier mortar pressure and stronger final-phase attacks. The aim is to demand better movement while keeping warnings and recovery windows readable.

The public build now goes straight into one main survival mode, with the older Practice/showcase menus removed. The game page has three fresh screenshots from regular gameplay.

Full update: https://denpuzzle.itch.io/no-safe-block/devlog/1736097/v042-the-sound-of-ash-str...

If you give it a run, where does the music help the action, and where does it feel too busy or too flat? I'm also interested in whether the stash reveal builds anticipation without holding you up.

Keeping the game moving while the music catches up is an interesting choice. If a boss dies before the next musical boundary, do you cancel its queued arrangement? Goblin wonders whether a late transition could bring back tension after the fight is over.