pre-Alpha v0.2 - The Rooms and Such Update!
Hello everyone! And thank you for following the developement of Cops & Shapes!
First, a few important mentions, the game is going to be updated every 30th of the month (unless I say otherwise) so that I can always improve and add stuff to it, this is only but the start, however this month is in fact a small update just to make the game more playable, less boring (for an alpha) and less buggy!
Every update is going to be accompanied with a Devlog with a pattern:
- Welcome
- Big update news/features
- (Some) Plans for next update
- Changelog
And that said, let's get onto the big news!
Big news
While this update was planned to be small, there is still some good mentions to talk about, and the most important one being...

New rooms!
Playing more of endless mode made me noticed how fun it actually was! And so the first thought was to make it more fun by adding more rooms!
There are now 5 different types of normal rooms, 4 different types of horizontal and vertical rooms, and 2 different types of huge rooms ! Why no different types of L-Shaped rooms ? Because they are long and tedious to deal with and so I want to figure out a slightly better system before doing them too, but more room types will be present next update.
Along with the new rooms, endless mode now doesn't show you the whole map directly but rather now acts as an actual Minimap that gets uncovered as you go!
Actual inventory system!
Turns out that on release, when you paused to see the inventory, nothing was visible, I spent at least multiple days to figure out the problem, and now...

It's fixed ! Crazy how a single line of code can mess everything up, huh? All it took was replacing ONE LINE, that only took at least 5 DAYS to find. But you can now rearrange your inventory (hopefully) both in Web and PC just like intended!
New items!
Items are the best part of the game, so I bet it's what you have been waiting for, huh? And while there's only 5 new upgrades, I think you will come to like them as they make the game more fair then before! And also, 2 new common weapons are here to make the enemies and playstyle more diverse!

From top to bottom, left to right we have:
- Fully Automatic Rifle - Shoots high speed piercing bullets!
- Revolver - Slow but shoot powerful single bullets!
- Push Force - Forcefully pushes you back 20% more for 20% longer reload time!
- Pocket Change - Two extra ammo ! (Not every upgrade can be exciting.)
- Law of Attraction - Homing projectiles ! (One of the things I am the most proud of, I hope you all have fun with this)
- Shapely Memories - Bigger projectiles but shorter lived by 20% each, it reminds me of something I can't seem to put my polygon on...
- Law of Sequence - For each floor beaten with this upgrade, go faster!
And that is it, I hope you enjoy them and have a use for them! And yes, sadly Glitch still isn't functional but will work for next update.
That is it for the big news!
Plans for the next update
Since I will still be busy next month, the next update will probably also be small HOWEVER that doesn't mean I have nothing planned.
I have gotten a lot of ideas on new upgrades as well as new ways to play including a character selection screen and thus, new playable characters other than the Square!

I already had a Circle character I kept since last update, and in next update, you will be able to select him before playing!
I have also been wanting to include damage numbers so you know how much damage you deal to enemies, while I gave enemies in-built health bars, I keep them hidden because they don't quite fit, but I'll make them togglable next update aswell.
And the last thing I'll share is a range value for you and enemies, it might not be fully implemented next update but I have been thinking about it. Enemies being able to see you from farther away and you also be able to see them from farther away or maybe even through walls, it sounds exciting ! And also since not all weapons would be long range, it will also detect how close an enemy would want to be from you, think about it!
And that is all I am willing to share but some bigger things are planned and this is just the first update, so I hope you enjoy it, see you next month!
Changelog
Added:
- Added key for manual reload, pressing R reloads the weapon manualy.
- Added throwing animation and "Style" for weapons, throwing weapons now have a designated animation based on cooldown speed.
- Added collection effect for collecting collectibles and gatherables such as health prisms.
- Added minimap mechanism, replacing the full map, where rooms get discovered as you explore them.
- Added 4 new room variations for 1 by 1 rooms.
- Added 3 new room variations for 1 by 2 rooms.
- Added 3 new room variations for 2 by 1 rooms.
- Added 1 new room variation for 2 by 2 rooms.
- Added 2 new common weapons, Semi-Automatic Rifle and revolver with both new bullets.
- Added 5 new upgrades:
- Law of Attraction
- Law of Sequence
- Pocket Change
- Push Force
- Shapely Memories
Changed:
- Fixed issue where inventory wouldn't appear
- Rotating projectiles now turn counter-clock wise
- Changed enemies spawning to happen after all rooms are loaded.
- Enemies now pick a random starter weapon from their choosing list.
- Player moves 20% faster by default for smoother game feel.
Files
Get Cops & Shapes
Cops & Shapes
(In Pre-Alpha) A top down roguelike where you face a bunch of shapes!
More posts
- pre-Alpha v0.5 - Patterns of Business Update!15 hours ago
- Update postponed to next month...31 days ago
- pre-Alpha v0.4 - Expected knowledge update!61 days ago
- pre-Alpha v0.3 - Balance and Tribulations update!92 days ago
- Welcome Shape Enthusiasts !Jun 30, 2025
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