Augmentations

A core part of Matterfall's gameplay involves the use of Augmentations in order approach the levels in different ways. Augmentations are basically perks which allow the player to have either a reusable Seconday Weapon or a passive ability, depending on what the player chooses. One can have up to 3 Augmentations at once and assign each to any of the 3 Augmentation slots. Secondary Weapons, being highlighted yellow rather than white, are able to be used in combat by pressing the corresponding d-pad button depending on which Augmentation slot it was assigned to. Passive abilities on the other hand, are automatically active so long as they are still assigned to an Augmentation slot. In total, there are 16 Augmentations which consist of 4 Secondary Weapons and 12 passive abilities. These are listed below in detail.

Seeker: "Fires projectiles that home in on enemy targets"
The seeker is a Secondary Weapon which allows the player to shoot a large quantity of purple homing missiles for a short period of time. Unlike the other Secondary Weapons, the Seeker's duration of use is able to be manipulated by the player by choosing to either hold down the assigned d-pad button to prolong its use or release it early for a faster cooldown. The full cooldown lasts for about 4 seconds.

Shotgun: "Fires a wide energy pulse. Powerful, but with a limited range"
The shotgun is quite self-explanatory, It allows the player to do a great deal of damage to enemies in close proximity. This is done in a cone-like area of effect with 8 energy-based pellets. These 8 pellets only travel for a limited range before they disappear.

Railgun: "Fires a fast and powerful projectile that deals damage at long range"
The railgun is a Secondary Weapon with the primary function of dealing damage at longer ranges. Most importantly, the projectile has the ability to ricochete up to 3 times off of a target.