Update Report - 2.10

Date: Fri, 24 Jan 2025
Game: Final Rush
Final Rush Game Banner
Genre: Action, Indie
Developer: Strike Games
Release Date: Fri, 21 Nov 2014

Hello gamers!



We’ve finally done it! A big update for you to enjoy, with many new features and improvements. This update also marks another important step:

FINAL RUSH NOW FULLY RELEASED


That’s right, Final Rush is no longer early access. Now would be a great time to get your friends into the game, as there’s a big %33 discount available just for the launch! We’re also running a charity promotion where %100 of the profits for the month of November will be given to Operation Underground Railroad. ( www.ourrescue.org )

We’ve also launched several dedicated servers for the new version of the game, which should allow some people to enjoy playing Final Rush multiplayer. There’s only a few servers at the moment, but if it proves popular, we’ll add a few more.

v2.10 Changelog:


  • NEW – Menu Section: COMBAT PROFILE, which is the hub for many new features:
  • NEW – ARMOR CUSTOMIZATION, now the rank and credits you could earn before have a purpose; you can buy and customize your character’s armor. There’s several sets, each made up of different components which you can swap.
  • NEW – SKILL SELECTION, now you can permanently buy new skills and abilities for your character; giving them damage resistance, grenade regeneration, health restoration fields, bullet penetration, store discounts and more!
  • NEW – WEAPON CUSTOMIZATION, now you can customize the four primary weapons with upgraded visuals and features, including new materials, barrels, scopes, and more. These mods have massive gameplay effects and gives your gun the punch it needs to take down the swarms of enemies.
  • NEW – STAT TRACKING, the combat profile now has a section for stat tracking, listing some interesting information about your gameplay habits. Some of this information was already recorded behind the scenes for achievement tracking, so if you’re a veteran player, don’t expect a blank slate.
  • NEW – COMBAT MARK TRACKING, all of those combat marks that appear on the left side of the screen? Yeah, we’ve been keeping count of those too. Now you get a nice screen that displays the total number of each mark you’ve earned. Cool stuff!
  • NEW FEATURE – Player Classes; each class has their own skills and starting weapon. Changed the spawn weapon select to be the spawn class select.
  • NEW LEVEL – Core, a large, vertically oriented map. This map is dominated by a massive reactor which periodically enters a cool down state, venting steam into the room.
  • NEW ENEMY – Taser Robot, this jerk will make you easy prey for other robots If you get too close. See if you can shoot him while he’s zapping you, and earn a reward!
  • NEW ENEMY – Super Charge Robot, this robot is very dangerous, he will buff nearby enemies, and super charge them when he's killed. You’re going to need to use tactics unless you want to be swarmed by a bunch of super charged robo-goons.
  • NEW WEAPON – Pulse Lobber, this experimental weapon launches explosive energy grenades.
  • NEW ACHIEVEMENTS – 8 New Achievements for you to unlock!
  • NEW –TIP MESSAGES for new players which pop up with useful information. These can be disabled in options menu.
  • OVERHAULED – New SHOOTING sounds for all the military weapons; they should feel more powerful and entertaining to use.
  • OVERHAULED – New ROBOT DEATH sounds and effects. Killing robots should now be more reactive and enjoyable.
  • OVERHAULED – New ROBOT HIT/SHOT sounds and effects. Shooting robots should now be more reactive, readable and enjoyable.
  • OVERHAULED – Updated Cargo, Mercury Switch, and Serial with updated graphics to match Frost and the new Core level.
  • OVERHAULED – Improved the Game Over screen to better reflect the end of the game.
  • OVERHAULED – Improved Intensity (The thing that gives you rush rewards, and makes the robots spawn faster) It’s now damage based, and recalibrated, making it easier/possible to earn rewards.
  • Weapon Selection wheel at the bottom of the HUD now disappears when not in use; making the screen less cluttered.
  • Reduced ammo station cost by 500 points.
  • Ammo Stations will now restore grenades to 1, if at 0.
  • Fixed a bug where the Crazy Robot would have strange blood colors.
  • Gave Crazy Robots red body lights to make them more obvious.
  • Decreased Crazy Robot Health by %20.
  • Improved Ranger Robot gun laser effects.
  • Ranger will delay firing if shot by player, giving skilled players a chance to kill them without taking damage.
  • Rangers no longer shoot through other robots.
  • Fixed the Heavy bot taunting with regular robot voice.
  • The Heavy now has lights and glow which represent his health. No more blindly waiting for him to die while shooting at him.
  • Tweaked the Heavies health to feel more reasonable.
  • Tweaked the way the icon appears above the remaining robots, so it isn't as obstructive.
  • Raised the icons for support stations.
  • Added a screen message for last life.
  • Crosshairs now have a critical shot state when aiming at robot heads.
  • Weapon Select now appears after death animation to make things easier to view.
  • Main Store now properly plays its closing animation.
  • Store items are now listed as red when the player cannot afford them.
  • Added a screen bob when landing from jumps and falls. (Increased bob strength with distance)
  • Added falling damage. (because you can now fall pretty far on Core)
  • Added spawn invincibility for 5 seconds, with 10 seconds of Taser invincibility to prevent the robots from spawn camping you.
  • MkII Weapon cost decreased by ~%25.
  • All shotgun damage increased by %15.
  • Made the Military Battle Rifle a single shot weapon.
  • Sprint Speed increased by %15.
  • Sprint Duration decreased by %20.
  • Sprint recharges faster, after a shorter delay.
  • Decreased all weapon ammunition, due to new perks.
  • Significant improvement to HP ammo visuals; elements of the gun now glow red hot when HP ammo is active.
  • HP Ammo now slows down enemies more, and does more damage.
  • Added scopes to the corporate weapons to make them more useful and less ugly.
  • Corporate weapons are now Tertiary Weapons (meaning they don't replace your new customized primary weapon. They now use the same slot as the experimental weapons)
  • Corporate Carbine has been made into a slower firing, single shot heavy rifle. (Pretty much the exact opposite of a carbine, even though it’s still called a carbine.)
  • Added Brawler Melee Function. (More weapon damage shortly after melee attack, and more melee damage shortly after being shot)
  • Improved Melee Gamefeel. (New sounds and effects)
  • Increased robot slowdown when shoot.
  • Grenades now drop straight to the ground after hitting an enemy; making it easier to plant grenades at the feet of enemies.
  • New Robot decapitation effect. Robot heads now pop off more enjoyably.
  • Improved explosive barrel and grenade explosion effects.
  • Made explosive barrels a bit more obvious, so you can remember to use them more often.
  • Many game code optimizations and tiny bug fixes to help offset the new effects. Game should be a bit smoother and lot less buggy.
  • Probably a handful of other small tweaks and changes that we forgot to record.

Once again, the people here at Strike Games want to take this opportunity to thank all of you that supported the game during our tenure in Greenlight and Early Access. Without your support none of this would be possible! It’s a bit of a cliché line, but it really is true.

Stay tuned for more information on future Final Rush updates, and information on our next game project.

- Luke, Strike Games

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