Skip to content

Version 0.0.015 (Mar. 14, 2025)

The Overhaul of Things That Really Should've Been Designed Properly in the First Place Update

I really need to plan things first!


After redesigning various systems and finalizing the first third of the game, the newest update for the hit 2025 video game Clippy Commando is out! This update is probably going to be the last major demo update (unless I redesign even more systems), and it's a good one!

Major updates include:

  • An overhaul of the GUI.
  • 7 additional bonus levels available in the demo.
  • A rework of Story Mode's weapon system.
  • Art improvements.

General

  • Completely reworked all of the GUI (please God for the last time).
    • Pretty much every menu in the game was reworked from scratch to be more readable and look nicer, along with improving FPS while in menus significantly. Infinite Mode and Story Mode now also have their own unique pause and game over menus.
    • During the game, pressing pause while in a submit of the pause menu now returns to the main pause menu for the current game mode rather than exiting the whole menu. Pressing pause on the main pause menu exits the menu.
  • Updated the implementation of specials, updated the special GUI, and special now regenerates twice as fast.
  • Added the following settings:
    • Reduce Motion: Prevents GUI motion that may make some users uncomfortable. Defaults to off.
    • Show Bullets Behind Walls: Shows transparent enemy bullets when they're behind other objects. Defaults to off.
  • Added the following stats:
    • Bonus Levels Entered: Self explanatory.
    • Bonus Levels Beaten: Also self explanatory. Fun fact, these stats have been in the game for who knows how long, I just found them hidden in the depths and added them properly.

Art

  • Updated game icon.
  • Updated Steam achievement art.
  • Updated tree and bush sprites to better fit the established art style.
  • Corn and wheat now sway like bushes and trees, and their sprites were updated.
  • Updated snow particles to include various snowflake sprites, improve performance, and make it easier to change the location that snow particles spawn.
  • Updated the taper particle system to actually include some semblance of tape rather than amorphous grayscale squares.
  • Explosions and corrector fluid now draw over everything, including darkness.
  • Notes are no longer visually messed up.
  • The bosses in chapter 32 now have their proper visual effects.

Infinite Mode

  • Improved the functionality and performance of the Infinite Mode manager.
  • Updated Infinite Mode's health purchasing prices.
    • Reduced base cost from $25 to $15.
    • Reduced cost scaling from 1.5x to 1.25x, making the cost scale at half the speed.
  • Reworked the modifier system to increase backend readability and scalability.
    • This mostly impacts how easy it is to add more modifiers, but it significantly streamlined how modifiers were handled on the backend. While changing the system, some modifier scores were rebalanced. This may cause errors due to a change in implementation.
  • Reworked the Infinite Mode weapon upgrade system.
    • Upgrades now have a unique "maximum stars" stat that can be changed for each weapon and upgrade individually, allowing for more unique combinations of upgrades and cost scaling. Upgrades are now easier to add to the shop menu, making it easier to add new upgrade categories in the future. This may cause errors due to a change in implementation.
  • Reworked the Infinite Mode level up system.
    • Level up options are now organized by categories, which are shown visually using the following colors:
      • Blue - Common
      • Green - Uncommon
      • Red - Rare
      • Purple - Legendary
    • Level up options were reorganized, and some options now have tiers that can repeat with better rewards (the ammo reward option gives more ammo when legendary than when common, but is much rarer). Option rarity uses a system where, when an option is chosen, there is a chance of being rerolled for another option, which is higher the rarer the option is (a legendary modifier may have a 75% chance of being rerolled before being selected).
  • Added a Modifier Shop to Infinite Mode.
    • Some modifiers can now be purchased, similarly to weapon upgrades. Purchasing modifiers is independent from the level up option system.
  • Updated the following maps:
    • Western Ruleria, Quillshire Prison, The Secluded Cabin, Inkwell Bridge, Papyrus Prairie, Meaureton, Measureton Sewers, Stationary Station Delta.

Story Mode

  • Updated some Story Mode specific GUI.
  • Various dialogue updates.
  • Player health is no longer tracked. When entering a level or the world map, player health is set to the maximum.
  • Reworked the Story Mode weapon system.
    • All Floor 1 weapons work with this system.
    • Weapons now automatically reload and have their maximum ammo refilled upon entering a level or the world map.
  • Reworked the Story Mode shop.
    • Purchasing health is no longer available.
    • Purchasing ammo is no longer available.
    • Various weapon stats can now be upgraded, similarly to Infinite Mode. All weapons have the option to upgrade Clip Size, Total Ammo, Reload Time, and Shot Cooldown, along with four additional stats that can be unlocked after purchasing a set number of upgrades of the previous four upgrades, which are unique for each weapon and aims to improve aspects associated with that weapon.
  • Updated the world map, and ensured the players are unable to spawn out of bounds.
  • Added the teleporter zone to the world map. Unlocked after beating the game.
    • Updated the following levels:
    • C-0 through C-32
    • C-5 Bronze Medal
      • Switched from not hitting WP for 30 seconds to not allowing him to switch to the revolver. Thanks for the idea, Zoe!
    • C-10 Silver Medal
      • Some enemies had their alert distance updated to make it easier to sneak past the checkpoint.
    • C-10 Gold Medal
      • The road is now unblocked so it's actually possible to get this one now.
    • C-11 Silver Medal
      • Changed from dealing to WP with a set amount of damage using explosions to just damaging him once. The source of the explosion and damage don't matter.
  • Updated and added the following bonus levels:
    • Updated Bullet Time (in demo)
    • Updated Ghost (in demo)
      • The staple removers are now 1.5x scale instead of 2x scale.
    • Updated Intelligent Teleport (in demo)
    • Oops, All Explosions Challenge (in demo)
    • One Shot, One Kill Challenge (in demo)
    • Bullet Hell Challenge (in demo)
    • Cratetastic Challenge (in demo)
    • Boogie Woogies (in demo)
    • Explode Enemies (in demo)
    • Kill Alterations (in demo)
    • Hidden Cursor
    • Zombies
    • Mirror Input
    • Experienced Challenge
    • Slippery Challenge

Modifiers

  • Added the following modifiers:
    • Level Up Option Number: Changes the amount of level up reward options that are available. Defaults to 3, can be between 1 and 6 (inclusive).
    • Level Up Reward Rarity: Changes the percent of a level up option being rerolled before being selected for the level up screen.
    • Hidden Cursor: During gameplay, the cursor is not visible.
    • Patient Zero: Every time the player is damaged, spawn a reanimator.
    • Cool Dinosaur: A cool dinosaur gif sometimes appears.

Challenges

  • Added unlock methods to challenges, requiring players to unlock them before playing.
  • Literally Unplayable
    • Player health and stamina are now minimized.
    • Added heavy bullets, zombie apocalypse, glue filled, corrector fluid filled, its burstin time, I'm gonna spore, level up reward option number, level up reward option rarity, weapons make no points, volatile bullets, pinpoint bullets, and mirror input.
  • Turtle
    • Player damage, health drop rate, ammo drop rate, critical hit chance, and enemy critical hit chance are now default.
    • Enemy movement speed reduced from 1.75x to 1.5x.
  • Bullet Hell
    • Player bullet size and speed and ammo drop chance are now default.
    • Reduced player special from 10 seconds to 5 seconds.
  • Bee Challenge
    • Health drop rate, ammo drop rate, and player critical chance are now default.
    • Enemy movement speed reduced from 1.5x to 1.25x.
    • Enemy critical chance reduced from 50% to 25%.
  • Poor Challenge
    • Pickup radius and speed, player critical chance, and one weapon are now default.
    • Weapon upgrades and availability are now randomized.
  • Pinata Challenge
    • Enemies now spawn confetti when they die.
  • Experienced Challenge
    • Removed random level up rewards.
    • Set level up option number to max.
    • Made level up rewards 15% rarer.

Bug Fixes

  • General Bug Fixes:
    • Attempting to shoot while a weapon is inside of a damaged environmental object (crates mostly) no longer prevents shooting.
    • Damage over time no longer applies all damage at the same time, but rather works on a first-in-first-out basis and does each damage one at a time.
    • Quick swapping weapons now updates the current weapon index to the correct index for swapping with the scroll wheel.
    • It is now possible to quick swap to the fourth weapon slot.
    • Enemies no longer teleport when moving through environmental objects with a 0% impact.
    • Fixed various bugs regarding the GUI not loading properly, unloading before it should, and staying loaded while playing a map.
    • Improved the Bouncy Bullets modifier.
    • Mouths are now only tinted black when looking up.
    • The Shoot Deafen modifier now resets the volume to normal when the object is destroyed.
    • Freddy Fazbear Clippy or whatever his in-universe name is now has all of his associated sprites instead of just the paper clip part.
    • Enemies with "charging" attacks now trigger trees to drop leaves if they hit a tree while charging.
    • Fixed faulty implementation of dynamic text effects that made it impossible to add new effects that contained commas or periods.
    • Crates can no longer spawn inside of the player when using the Ally of the Crates modifier (I think that's the right one).
    • When flying through the air after being spawned, enemies now use their correct sprites rather than their defaults.
    • Fixed various errors that caused the camera to bug out pretty often.
  • Infinite Mode Bug Fixes:
    • The game no longer crashes when beating wave 25 (why does this always happen, I am so sorry Zoe).
  • Story Mode Bug Fixes:
    • It is no longer possible to select both options when leaving the tutorial.
    • The currently held weapon now updates when changing weapons in the inventory.
    • Enemies are now able to spawn from crates when the Enemy of the Crates modifier is active outside of Infinite Mode.
    • Updated gluer AI to reduce the amount they never move when idle.
    • The gold medal for bonus levels now appears in the "save slot medals" menu.
    • The completion percent on every save slot is now dynamic, depending on how many levels and weapons have been added to the game.
    • The fade now works properly after dying in the tutorial.
    • Murdery Dave no longer explodes when starting C-1 with cutscenes off.
    • It's no longer possible to return to the world map before obtaining the world map.
    • Temporary save slot data can now no longer overwrite more recently saved data when loading Story Mode.