Version 1.05
Ctesiphon » Devlog
NEW FEATURES
- The boss healthbar now also shows the boss’s armor as a separate red bar with the regular health super-imposed over the top. Although guns like the SMG and Shotgun aren’t very powerful, it should now be more obvious that you’re at least chewing through armor.
- Like in Quake 4, the SMG is now semi-auto while using the scope. A new switch has been added to game settings to turn this off and keep it full-auto all the time. Though it’s harder to tell, this setting also applies to the railgun.
- MSAA is now configurable in Video settings instead of using whatever the OS defaults to. Given the intended way to play is without texture filtering, this will be left off by default. Leaving it off should also give a significant performance boost on really old hardware.
ADJUSTMENTS
- In an attempt to make the final boss a bit less boring, I’ve cut the health and armor in half.
- In return however, the jetgun now only does 1/4 the damage to the boss that it did before to encourage using the thing against other enemies and not just saving it up for the end.
- The boss also now starts to move and act faster and faster as its health goes down. The effect is magnified based on the current difficulty.
- Tweaked the navmesh in the boss fight level to make it less likely the boss gets stuck. It does still sometimes just decide to stand still for no reason though which I haven’t been able to fix.
- Enemies now take longer to spot you at extreme distance. On Extra Hard and at short range the behavior is unchanged but as the difficulty goes down enemies now take longer and longer to decide if they’ve actually seen something or not.
- The pushback from the plasma wave now uses the same code path as other knockback effects, but this does mean it is now less effective against mechs
FIXES
- Fixed a “Ctesihpon” typo in the level select
- A speedrunner on Steam managed to get Vega’s boss healthbar to show up in another level. I wasn’t able to reproduce this but I have put in a safeguard against a possible cause.
- Fixed up the boss’s movement logic so its animation controller shouldn’t get stuck as often and should always play an actual walking animation when repositioning at close range.
- Decals no longer spawn on doors. I haven’t set them up in a way where they can anchor to something and move so they were just getting stuck in the air anyway.
- Some doors weren’t making sounds correctly. Long story short there’s two types and one of them has an additional offset that wasn’t being accounted for during spatialization.
- Splash damage no longer goes through doors
Files
Ctesiphon-v1.05.zip 240 MB
9 days ago
CtesiphonDemo-v1.05.zip 202 MB
9 days ago
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Ctesiphon
Retrowave/Mecha-themed Boomer Shooter
| Status | Released |
| Author | stomygame |
| Genre | Shooter |
| Tags | boomer-shooter, Female Protagonist, First-Person, FPS, Futuristic, Low-poly, Retro, Sci-fi, Singleplayer |
| Languages | English |
More posts
- Version 1.05a: Weapon Switching Hotfix4 days ago
- v1.04e + Ctesiphon will be at AVCon!Jun 16, 2026
- Version 1.04d + Future PlansJun 06, 2026
- Patch Version 1.04cMar 11, 2026
- Version 1.04Dec 09, 2025
- Patch Version 1.03aNov 27, 2025
- CTESIPHON IS LIVE!Nov 27, 2025
- Patch update v1.02cOct 18, 2025
- Patch update v1.02bOct 02, 2025

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