Nova Drift



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Nova Drift distills the mechanical depth and strategy of an ARPG into classic arcade space combat. Control an endlessly evolving bio-mechanical ship, face legions of strange and deadly foes, and ride the wake of a dying star across the void. Nova Drift A fluid and frenetic arcade shooter. Control an endlessly adaptable bio-mechanical ship, survive enemy onslaughts, and cross the void. Nova Drift is a big, endless, beautiful universe of arcade combat, fusing the modern indie gaming style with the deepest roots of gaming history. Wild Metamorphosis Evolutionary Niche 1 Stats. Your body gear unique powers are improved by 10%; Adds THE VOID mod to the random mod pool, which cannot be removed. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

Hitting beta March 20, and launching on March 25th, this update adds long awaited gear and mods to the game, many of which were suggested by our community. As always, a bunch of bug fixes and balance changes are included. Here are the highlights:

Changelog Updated

New Gear

Weapon: Thermal Lance

  • Charge up and sustain a focused lance of heat to burn targets and make them vulnerable to further damage
  • While sustaining Thermal Lance, you also fire twisting sparks that are affected by your projectile mods
  • Thermal Lance and its sparks ignite targets for 120 burning damage /s
  • Damage from Thermal Lance and its sparks apply vulnerability to targets
  • Vulnerability increases the damage targets take from all sources. After targets stop receiving vulnerability for one second, the effect falls off over time
  • -35% thrust and -50% rotation speed while charging
  • Damage: Thermal Lance damage scales with its charge level
  • Spark damage: 8
  • Spark count: 1
  • Spark rate of fire: 7.5 /s

Shield: Shockwave

  • Shockwave releases waves that ebb and flow, pushing targets and projectiles around it
  • When your shields reset after its cooldown, Shockwave releases a forceful wave which deals 120 damage and applies +20% vulnerability to targets it hits
  • Shields: 60
  • Cooldown: 7 seconds

Body: Carrier

  • You automatically assemble and deploy Swarm Constructs, which apply vulnerability to targets
  • While a damaged shield protects you, a portion of your Swarm Constructs are assigned to recover your shields
  • While your shield is down or you have no shield, Swarm Constructs gain increased movement speed and rate of fire
  • -10% rate of fire
  • Hull: 110
  • Thrust: 75
  • Swarm Constructs: Type: Basic construct. Rarely created as standard or advanced constructs with improved abilities
  • Construct limit: 4 + 1 for every 2 of your levels
  • Hull: 8 Damage: 5. Applies 0.25% vulnerability
  • Rate of fire: 1.5 /s Assembly time: 1 second

New Super Mods

Charged Mines

  • Your mines charge your weapon at 100% of your charge rate
  • Charged Shot no longer applies to you
  • -25% mine trigger radius
  • Your mines constantly take 2 damage /s

Mortar

  • Your mines are deployed at high velocity, in your firing direction(s), when you fire
  • Your mines detonate at low velocity instead of detonating within a trigger radius
  • -20% mine damage and mine effect
  • If you fire with no mines assembled, a mine is deployed and 15% + 5 of your current hull and shields are removed. This removal cannot be mitigated, but also can not reduce hull or shields below 1

Reworked Mods

Loaded Mines

  • On detonation, your mines fire your weapon in a radial spread
  • The number of weapon instances produced by Loaded Mines is determined by your rate of fire and projectile count
  • For weapons that charge innately, your mines charge your weapon at 75% of your charge rate. Additionally, they constantly take 2 damage /s

Minefield

  • Your mines are deployed all at once in a cluster
  • +3 mine construct limit
  • +50% mine assembly speed
  • -50% mine maximum hull
  • -25% mine damage, total mine effect, and mine trigger radius
  • Your mines cause a chain reaction when they detonate

Other Notable Changes

  • Loaded Mines and Retribution have switched places on the tree, allowing mine builds to have access to this key mod earlier
  • Auto Mines has been replaced by Minefield
  • Interceptor Allies can now properly utilize innately charging weapons (Vortex and Thermal Lance)
  • New battle BGM added: Superlumen and Superlumen (Warped), for Endless and Wild Metamorphosis, respectively
  • Rancor has been reworked. It now has quite an explosive effect when triggered (roughly 5 times its previous magnitude), but wears off over time
  • Dozens of bug fixes and minor adjustments

Up Next: Enemies 2.0

The player character has outgrown its opponents. With nearly 200 upgrades in the game, it's time to turn the focus of developments to the enemies we face. It's time to bring enemies and their capabilities up to the standard of quality that has been given to the player character.

Enemies, and the ways they spawn are some of the oldest and most outdated systems in the game (Nova Drift is 5 years old and grew from a small hobby project.) Many players have voiced concerns about enemy spawns, diversity, bullet-hellishness, and the relatively narrow build options for surviving past wave 200. With Draft Mode and Boss Rush coming up on the road map, I see this as an opportunity for a rework that satisfies these issues while also improving fun and choice.

I'll break it down:

  • Older enemies will get a new coat of paint, while new enemies will be introduced to the game, both early game and late game. The quality bar for how an enemy looks and behaves will be raised.
  • Enemies will spawn with 'roles' within formations, such as a protector or support of another unit.
  • Steps will be taken toward removing the need for a 'spammy' late game. Enemies will trend toward tactical, dangerous, and diverse instead of numerous. In other words, encounters will be deadly for reasons which are better than 'there were too many mines and bullets on the screen.' As a result, the rate of spawns and the speed scaling of enemies at high waves can be reduced without being made easier.
  • The above fits better with Nova Drift's upgrade system, which incentives builds that require set up and timing. Right now, 'area clear' strategies are overwhelmingly more important than intended, while dealing single target damage isn't as viable.
  • Enemy spawns will be revised. Instead of always entering from the edges without warning, enemies might fade in from the depths of space, warp in from a portal, or enter via the borders with a HUD warning.
  • The wave spawning system will become more dynamic and procedural, allowing greater variance while being easier for me to tweak.

Rather than one big update that attempts to fix all these issues at once, these changes will be rolled out over a series of updates, mixed in with the usual content updates (albeit less of them).

An Example of Enemies 2.0

A Peek At An Upcoming Enemy

In Other News: We're Now Using Feature Upvote for Feedback and Requests

This message is from V2Blast, our Community Manager:

We appreciate all the feedback and feature requests you've given us! As the community continues to expand across more and more platforms, though, it's becoming trickier to make sure all of your ideas get the attention they deserve. We want to make sure all of your ideas get seen. We'd also love a way for everyone to see which requests are the most popular and which are already planned or in progress.
We want to have one central place where we can gather feature requests from the whole community - Discord, Steam, itch.io, GOG, and any other platforms that the game may expand to in the future. As a result, we're moving to a single centralized platform for managing feature requests, called Feature Upvote: https://novadrift.featureupvote.com/
You can suggest your own ideas there, and upvote or comment on others' requests as well. In order to post, you only need to provide a name and email address (visible only to us) - no login required. New submissions require approval before becoming publicly visible, so don't despair if yours doesn't show up right away.
Some of the existing feature requests from the Discord and the Steam forums may be added to Feature Upvote over time, but feel free to resubmit your own ideas there if someone hasn't already suggested it there! There's a lot to sift through, and you probably understand your own ideas better than we do. Make sure to search whether someone has already suggested your idea before making a new post!

- V2Blast, Community Manager

Nova Drift

Supporting Nova Drift

Steam Reviews really help! Please do take a moment to fill out a short review, even if its just a few words. It just might make a big difference.

Why Steam Reviews Matter

Thanks to you guys, Nova Drift has 98% positive reviews. That's awesome! However, as the game is introduced to larger audiences, this will be increasingly difficult to maintain, especially once outside of early access. Indie games with little to no marketing budget like Nova Drift depend on positive reviews to convince content creators and streamers to spread the word about the game, as well as to entice larger businesses, like consoles, to work with us. This is good news for players, as small developers must rely on creating great games instead of paid advertising in order to succeed– but it only works if the community has our back!

Beyond that..

Thank you all for your continued support and enthusiasm. Please join our community and share your thoughts on Nova Drift on the Discord. Happy Drifting!

Best,

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Build guide for becoming the most powerful force in the known universe: a supersonic, superheated, self-guided, nigh-indestructible kinetic energy penetrator.

Introduction: Become the Weapon

This build guide covers one of, if not the most, powerful builds currently possible in Nova Drift. The basic idea is to become incredibly fast and durable, then ram into things while also burning everything around you. You don’t need a weapon when the most powerful weapon is you! I didn’t invent this build, but I’ve tried to optimize it. Feel free to comment with suggestions.

My best run so far reached wave 2050 and 22.4 million score. It was previously #2 and is currently #4 on the Wild Metamorphosis leaderboard. Note that I accidentally took Streamline by pressing Spacebar twice, so that may have shortened my run.

Gear

Weapon: Flak
  • Flak is effective even without upgrades, so it makes a great early-game weapon.
  • You can choose a different weapon if you prefer, but in my experience this is the best option.
  • When you take Hidden Power, you’ll be refunded this point.

Shield: Standard

  • You’ll be taking Rapid Reconstruction, so there’s no point upgrading the shield.

Body: Hullbreaker

  • This is necessary for crashing through enemies and taking reduced crash damage.
  • The increased recovery rate is also very helpful.

Mods: Standard

Rapid Reconstruction
  • Necessary to sustain the self-damage from Celestial Lance and the constant crash damage.
  • Get this as soon as possible in order to banish the shield upgrades.

Force Armor

  • You want this entire tree, both for the durability and the crash-related buffs.

Core Shielding

  • This is important for reduced the self-damage from Celestial Lance, and it also provides good defense in general.
  • You want the whole tree. Rebuke is a great way to increase your damage output while transitioning into Hidden Power, after which it still gives a large bonus to armor stack duration.

Skirmish

  • You mainly want the +25% crash damage, although the other effects are useful before you transition to Hidden Power.

Celestial Lance

  • This deals good damage when moving at high speed. Although it’s dwarfed by your crash damage, it has a wider area of effect and will trigger the regen from Purification.

Deadly Wake

  • You move fast enough in the late game that this will leave fire trails over a good portion of the screen, further improving your area of effect.
  • It also triggers Purification regen and makes it easier to keep track of where your ship is while zooming across the screen.

Purification

  • This will scale your Celestial Lance and Deadly Wake damage, while also improving your regeneration.
  • Corrosion is basically useless for this build, so take Purge on your way to Purification.

Efficiency

Nova Drift Reddit

  • Once you take Hidden Power, this will provide a constant regen increase.

Agility

  • This is optional, but recommended in the late game. It improves your maneuverability significantly while traveling at insane speed.

Mods: Super

Hidden Power
  • Between crashing, Celestial Lance, and Burning Wake, you have all the damage you could want without needing a weapon.
  • Ideally, you want to get this around level 20 after your main mods.

Ataraxia

  • It’s probable that you’ll run out of rerolls in the late game and still have unspent upgrade points. With Ataraxia, those points will function like a weaker version of Rampage.
  • I tend to get this around level 30 when level-ups are still fairly fast, but I don’t leave points unspent unless I’m out of rerolls.

Mods: Wild

Hypermetabolism
  • I recommend getting this fairly early. You may want a second copy in the very late game.
  • Even with the hull strength penalty, you’ll have 200+ hull in the late game with proper mods.

Chaotic Ambition

Nova Drift Wiki

  • You’ll eventually want ~4 of these because you’ll take nothing but wild mods in the late game. The extra rerolls are also nice.
  • This is a rare mod, so take it whenever you find it unless you already have enough. Not having enough Chaotic Ambition can cause your run to stall out.

Bravado

  • This gives nice bonuses with no real downside for this build, since we easily overkill the vast majority of enemies.
  • Get this whenever it comes up, after your build feels competent.

Nova Drift Cheat Engine

Defiance

  • This is great for reducing self-damage from Celestial Lance and damage taken in general.
  • You want 10+ of these eventually. You should take them whenever they’re available.

Rampage

  • This mod provides huge value to the build, increasing both damage and durability.
  • Since we are eventually moving nonstop anyway, there’s no real downside to this mod.
  • In the late game, you’ll want to take this anytime Defiance isn’t offered on level-up.
  • If you get too fast that Celestial Lance starts to overtake your regen, you can just stop manually thrusting and let the auto-thrust from Rampage take over while you recover health.

Slipstream

  • This is inferior to Rampage, but it’s a decent pick if you’re short on rerolls and there aren’t any better options being offered.

Revelation

  • Basically a free upgrade point, since you’re getting 3 mods for 2 points.
  • Ideally, you want to use this on Defiance, or Chaotic Ambition if you don’t already have several. Just make sure you don’t use it on Hypermetabolism.

Winnow

Nova Drift Reddit

  • This is worth taking for the bonus rerolls if it’s offered with mods you don’t need.
  • Banishing unwanted mods can also help the things you want show up more often.

Transmogrification Kids + plug & play download free.

  • Ideally, you don’t want to take this. But it’s decent if you’re low on both Chaotic Ambition and rerolls.
  • Don’t take this if you have more than a few rerolls left.

Other Tips

Rerolls are very valuable in this build, so don’t waste them in the early game.
  • If you aren’t offered the right weapon after killing the first enemy, restart until you get it.
  • If you aren’t offered the Hullbreaker body right away, use the standard body until you find Hullbreaker on level-up. If you don’t find it by level ~15, then you may want to start using rerolls.
  • In general, try to save rerolls for late game, where you’re going to be hunting for specific wild mods. Only reroll if there’s nothing being offered that you would eventually take for the build.

Obsession is a trap, in my opinion.

  • Even though Obsession + Rampage gives a net bonus to hull strength, you’re still giving up a lot of hull from all the Defiance and other wild mods.
  • You won’t need the extra damage and you’re typically losing 60+ total hull strength compared to a build without Obsession. I feel like Obsession is better in builds that aren’t taking 20+ wild mods.
  • With that said, Obsession does make your run less reliant on luck to find the right upgrades since you can get 2 for each 1 you find. If you want to go this route, take Hypermetabolism first and then avoid recursive mods until you get Obsession.

Lean on Skirmish and Rebuke for mid-game leveling.

  • There may be an awkward period where you’re not ready to take Hidden Power, but your Flak cannon with no upgrades and -30% attack speed from Hullbreaker is not enough to kill things at a decent pace.
  • If you crash into things while constantly firing your weapon, Skirmish will give you +50% to both weapon and crash damage.
  • The damage you take from crashing will fuel Rebuke, which will launch your armor stacks as Salvo-like homing projectiles that do pretty decent damage.

Screen wrap from top to bottom in the late game.

  • This takes advantage of the fact that monitors are wider than they are tall. You’ll wrap more often going top-to-bottom than side-to-side, making it harder for enemies to aim at you.
  • Once you get sufficiently fast, you may want to wrap at a 30-45 degree angle so you cover the whole screen after a few laps without having to constantly change direction.
Nova Drift

Avoid taking low-value mods.

  • There are many mods that provide little to no benefit to the build. If you just take whatever is offered, you will run out of points and gimp yourself.
  • This is why I recommend taking Ataraxia around level 30, so you can sit on unspent points until you have rerolls.
  • If you have a lot of unspent points and you’re out of rerolls, you might consider taking a weak-but-harmless mod just to see if it will open up some better options. It’s a gamble, but sometimes it helps.
  • Adrenal Module: In the late game, you’ll be at full health most of the time and you’ll also be one-shotting most bosses with crash damage. It does help in a pinch though.
  • Terminate: It’s unlikely that an enemy would survive with exactly 1-12% health given how much damage you deal.
  • Blitz: Things will rarely be at full health due to the burning everywhere.
  • Phantom Strike: Sounds good for the crash damage and resistance, but it’s more trouble than it’s worth since it makes you change direction if you crash something without killing it.
  • Scorching Wake: The extra damage is not needed. I guess it will trigger Purification more often?
  • Discord: Again, you don’t need the extra damage. You’re also moving too fast for this to really have effective targeting.

Written by Effigy

Nova Drift

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