Hey all, We finally fixed a issue with achievements that some new players were having on Windows. On opening Cryptark next time, any artifacts you already got will pop up as Steam achievements. Sorry for the delay, Thanks, - Lee
[ 2023-11-11 20:33:32 CET ] [ Original post ]
[previewyoutube=4B7P-HKDgT8;full][/previewyoutube] https://store.steampowered.com/app/704000/GUNHEAD/ Enjoy! Let us know any feedback or issues in the Steam forums or our Discord! - Lee
[ 2023-11-08 21:45:41 CET ] [ Original post ]
Hey everyone! We've made Cryptark free on Steam for the next 48 hours (free to own forever!): https://store.steampowered.com/app/344740/CRYPTARK/ Send to anyone you think would like complex roguelite shooters. We're releasing the 3d FPS sequel GUNHEAD next month on November 8th, so wanted to give more players a chance to check out Cryptark before then. Can wishlist Gunhead here: https://store.steampowered.com/app/704000/GUNHEAD Along with that we also updated Cryptark: adding a 'Easy Mode' option (asks for 'Easy Mode' on first time playing, and can be set in Settings). 'Easy Mode' reduces costs, and adds more player health. We also add a No Screenshake toggle. thanks! - Lee
[ 2023-10-19 17:04:46 CET ] [ Original post ]
Our FPS jetpack roguelite sequel to Cryptark finally comes out November 8th! Demo out now https://store.steampowered.com/app/704000/GUNHEAD/ Check out our release date trailer: [previewyoutube=5XqOpXSAkE8;full][/previewyoutube] Let us know any thoughts on the demo in the forums or our Discord! - Lee
[ 2023-09-30 19:10:31 CET ] [ Original post ]
[previewyoutube=jeJps5DY7ZY;full][/previewyoutube] GUNHEAD is alive! And coming out this year! Our FPS roguelite sequel to Cryptark is finally almost ready. After a long time of no news... We just released a gameplay overview video showing one of the Gunhead enemy ships, and a few of the large bosses. Wishlist: https://store.steampowered.com/app/704000/GUNHEAD We also created a Discord: https://discord.gg/4gB9JvsS78 We're looking for playtesters to try the game next month - so if interested join our Discord! Info on how to test the game will be posted there. Thanks for still following Gunhead! - Lee
[ 2023-03-17 19:20:48 CET ] [ Original post ]
Hey everyone! We've updated Steam page for Cryptark's FPS sequel Gunhead with a November dev log: https://steamcommunity.com/games/704000/announcements/detail/1702818230682589269 Let us know what you think of our changes! We're hoping to make Gunhead feel like a streamlined more action focused Cryptark, thanks, - Lee
[ 2018-11-06 16:12:41 CET ] [ Original post ]
Hello again!
For the past month we've been focused on getting Gunhead ready to show at PAX West, since it got accepted into the PAX10:
http://west.paxsite.com/indie
We were really surprised to get into this! We’ve always submitted our games to PAX10 and never got a game in so early in development (the build we sent them was a pretty old demo of the game). So we are happy to get some external validation that the game is actually very fun.
Some of the things we are working on include:
Refining how procedural generation algorithms work for adding enemies/systems to ships:
Ship Salaged UI for after a ship is beaten:
End stats shown after failing (similar stats shown after beating the campaign):
And we are working on bringing Cryptark’s Mission Objectives system to Gunhead. These are bonus objectives you can go for to get additional bonus money.
And finally completely unrelated to PAX, we spent a few hours trying out a VR version of Gunhead:
https://www.youtube.com/watch?v=XUM4d1rJedg&feature=youtu.be
It is definitely fun - and I think we know a good way to handle locomotion for this (not just teleporting). After testing this we decided that if we did make a VR version it would need to be its own tailored experience - a large amount of the game would need to be adjusted, and doing it now would negatively affect the desktop/non-VR version we want to focus on. So if we do make a VR version it will only be after the game is released.
If you haven’t yet you can wishlist Gunhead on Steam to keep up to date on development! It’ll also help us gauge interest in the game from players - and help with our release
http://store.steampowered.com/app/704000/GUNHEAD
thanks!
- Lee
[ 2018-07-21 16:39:00 CET ] [ Original post ]
Updated Cryptark to version 1.22 fixing a long standing issue where rogue mode saves were sometimes being deleted when exiting the game with the Exit button in the main menu. Edit: Also fixed bug where inventory wasn't being properly saved for Rogue mode - fixed and updated to 1.23 Sorry this took so long to get to! Thanks to Photon on the Steam forums for pointing out the fix, - Lee
[ 2018-07-11 02:31:21 CET ] [ Original post ]
Hey! We've posted a update on the sequel to Cryptark on the Gunhead Steam page: https://steamcommunity.com/games/704000/announcements/detail/3428810198737136806 Detailing some of our plans for Gunhead's campaign and how it will be different from Cryptark. Let us know your thoughts! You can wishlist Gunhead on Steam to keep to date with development https://store.steampowered.com/app/704000/GUNHEAD/ Also - all our games are on sale this week. If you liked Cryptark, you might also enjoy Apotheon: https://store.steampowered.com/bundle/565/Alientrap_Collection/ thanks! - Lee
[ 2018-06-14 16:34:58 CET ] [ Original post ]
Trailer: https://www.youtube.com/watch?v=vy6iAEi7Ym0 Steam page: http://store.steampowered.com/app/704000/GUNHEAD/ Announcement tweet: https://twitter.com/Alientrap/status/931566405547446272 We love the world of Cryptark, and the design, and wanted to make a sequel that took the game in a completely different direction. Check out the store page for more info and to wishlist! Thanks! - Lee & Jesse
[ 2017-11-17 17:30:14 CET ] [ Original post ]
Trailer: https://www.youtube.com/watch?v=vy6iAEi7Ym0 Steam page: http://store.steampowered.com/app/704000/GUNHEAD/ Announcement tweet: https://twitter.com/Alientrap/status/931566405547446272 We love the world of Cryptark, and the design, and wanted to make a sequel that took the game in a completely different direction. Check out the store page for more info and to wishlist! Thanks! - Lee & Jesse
[ 2017-11-17 17:30:14 CET ] [ Original post ]
We will have something Cryptark-related we are working on to announce next month! In the mean time check out the first teaser for a new game we are working on called Wytchwood - from the same artist as Cryptark https://www.youtube.com/watch?v=h3dZgMx6Ymg Steam page: http://store.steampowered.com/app/729000/Wytchwood
[ 2017-10-31 16:27:30 CET ] [ Original post ]
We will have something Cryptark-related we are working on to announce next month! In the mean time check out the first teaser for a new game we are working on called Wytchwood - from the same artist as Cryptark https://www.youtube.com/watch?v=h3dZgMx6Ymg Steam page: http://store.steampowered.com/app/729000/Wytchwood
[ 2017-10-31 16:27:30 CET ] [ Original post ]
Cryptark is 50% off this week - along with all of our games in a 'Alientrap Collection' bundle http://store.steampowered.com/bundle/565/Alientrap_Collection/ This update adds rogue mode saving. When in rogue mode, you can 'save & exit' before breaching the enemy ship, 'continue rogue' will then show as a option alongside the campaigns in the 'continue' menu Other fixes: - Fixed any reported level generation issues - Fixed exploits with Weevil (allowing player to teleport out of ship without going into space mode) - Now shows mouse cursor when in spacemode - Fixed possible crash after hitting a nuke pod, then reflecting it with a reflection shield Update will be live on Mac/Linux today, and GOG/Humble within a few days, thanks, - Lee
[ 2017-09-20 12:13:11 CET ] [ Original post ]
Cryptark is 50% off this week - along with all of our games in a 'Alientrap Collection' bundle http://store.steampowered.com/bundle/565/Alientrap_Collection/ This update adds rogue mode saving. When in rogue mode, you can 'save & exit' before breaching the enemy ship, 'continue rogue' will then show as a option alongside the campaigns in the 'continue' menu Other fixes: - Fixed any reported level generation issues - Fixed exploits with Weevil (allowing player to teleport out of ship without going into space mode) - Now shows mouse cursor when in spacemode - Fixed possible crash after hitting a nuke pod, then reflecting it with a reflection shield Update will be live on Mac/Linux today, and GOG/Humble within a few days, thanks, - Lee
[ 2017-09-20 12:13:11 CET ] [ Original post ]
For those interested in how the art for Cryptark was produced (getting that 2d mixed with 3d look took a lot of work) - we posted an Imgur album explaining the process:
http://imgur.com/gallery/5Yr0U
And for a more indepth piece, a Gamasutra article that just came out today:
http://www.gamasutra.com/view/news/300214/Game_Design_Deep_Dive_Visualizing_Cryptarks_2D_scifi_world.php
thanks!
- Lee & Jesse
[ 2017-06-27 16:38:17 CET ] [ Original post ]
For those interested in how the art for Cryptark was produced (getting that 2d mixed with 3d look took a lot of work) - we posted an Imgur album explaining the process:
http://imgur.com/gallery/5Yr0U
And for a more indepth piece, a Gamasutra article that just came out today:
http://www.gamasutra.com/view/news/300214/Game_Design_Deep_Dive_Visualizing_Cryptarks_2D_scifi_world.php
thanks!
- Lee & Jesse
[ 2017-06-27 16:37:31 CET ] [ Original post ]
Thank you to everyone who picked up Cryptark! This update fixes some issues with higher resolution (invisible walls / misaligned yes/no dialog), COOP playing, and a error that caused some rogue mode artifacts to not show up.
- Fixed rogue mode artifacts that required other artifacts not showing up (3 of them). Thanks Stovich for the error report
- Fixed invisble wall issue with higher resolutions. Higher resolutions are now slightly zoomed out also
- Fixed dont trip alarms and dont destroy alarm system bonus conflict
- Added new resolution option (1280x800)
- Fixed game exiting so quick in Steam Big Picture mode it would reselect Play for some players
- Cloak now happens on both players
- REPSI now heals if either player picks up key
- Fixed Rooks shield not working on second player after second player teleported
- Fixed Intruders teleport beacon only working for player 1
[ 2017-06-25 20:32:40 CET ] [ Original post ]
Thank you to everyone who picked up Cryptark! This update fixes some issues with higher resolution (invisible walls / misaligned yes/no dialog), COOP playing, and a error that caused some rogue mode artifacts to not show up.
- Fixed rogue mode artifacts that required other artifacts not showing up (3 of them). Thanks Stovich for the error report
- Fixed invisble wall issue with higher resolutions. Higher resolutions are now slightly zoomed out also
- Fixed dont trip alarms and dont destroy alarm system bonus conflict
- Added new resolution option (1280x800)
- Fixed game exiting so quick in Steam Big Picture mode it would reselect Play for some players
- Cloak now happens on both players
- REPSI now heals if either player picks up key
- Fixed Rooks shield not working on second player after second player teleported
- Fixed Intruders teleport beacon only working for player 1
[ 2017-06-25 20:32:17 CET ] [ Original post ]
https://www.youtube.com/watch?v=_O8B4-X-NBw After 2.5 years of development Cryptark is now released! Check out our new launch trailer. We love this game more than anything else we've ever made, and are very happy to finally release it! Again thank you to all the early access players who helped shape the game with feedback, and who've stuck with us over the last year. We plan to keep updating the game after release (specifically with some local coop changes) Thanks! - Lee & Jesse
[ 2017-06-20 14:50:33 CET ] [ Original post ]
https://www.youtube.com/watch?v=_O8B4-X-NBw After 2.5 years of development Cryptark is now released! Check out our new launch trailer. We love this game more than anything else we've ever made, and are very happy to finally release it! Again thank you to all the early access players who helped shape the game with feedback, and who've stuck with us over the last year. We plan to keep updating the game after release (specifically with some local coop changes) Thanks! - Lee & Jesse
[ 2017-06-20 14:49:32 CET ] [ Original post ]
We decided to release the Cryptark soundtrack a few days before our June 20th release! Full soundtrack with 15 songs is now on Bandcamp, Spotify, Apple music, and Steam Preview: https://www.youtube.com/watch?v=6xQdeMOqANw&list=PLC2JRJDXgYZAYI_gQFz0JZAfXz-Hh4jxa&index=6 Bandcamp: https://cryptark.bandcamp.com/album/cryptark-ost Spotify: https://play.spotify.com/album/3tv36VVTuoENWVIbhNmOSZ?play=true&utm_source=open.spotify.com&utm_medium=open Apple Music: https://itunes.apple.com/ca/album/cryptark-original-soundtrack/id1247610711 Steam: http://store.steampowered.com/app/424120/Cryptark_Soundtrack/ Soundtrack by Ryan Roth and Ryan Henwood
[ 2017-06-16 17:36:37 CET ] [ Original post ]
We decided to release the Cryptark soundtrack a few days before our June 20th release! Full soundtrack with 15 songs is now on Bandcamp, Spotify, Apple music, and Steam Preview: https://www.youtube.com/watch?v=6xQdeMOqANw&list=PLC2JRJDXgYZAYI_gQFz0JZAfXz-Hh4jxa&index=6 Bandcamp: https://cryptark.bandcamp.com/album/cryptark-ost Spotify: https://play.spotify.com/album/3tv36VVTuoENWVIbhNmOSZ?play=true&utm_source=open.spotify.com&utm_medium=open Apple Music: https://itunes.apple.com/ca/album/cryptark-original-soundtrack/id1247610711 Steam: http://store.steampowered.com/app/424120/Cryptark_Soundtrack/ Soundtrack by Ryan Roth and Ryan Henwood
[ 2017-06-16 17:35:52 CET ] [ Original post ]
After 2.5 years of development, we at Alientrap are very proud to announce the release date for Cryptark: Tuesday, June 20th!
We will keep the same price for launch, and have a launch discount of 25%.
Thanks to all the early access players who stuck with us throughout development! We plan to keep updating the game before/after release
Thanks!
- Lee & Jesse
[ 2017-06-07 15:00:54 CET ] [ Original post ]
After 2.5 years of development, we at Alientrap are very proud to announce the release date for Cryptark: Tuesday, June 20th!
We will keep the same price for launch, and have a launch discount of 25%.
Thanks to all the early access players who stuck with us throughout development! We plan to keep updating the game before/after release
Thanks!
- Lee & Jesse
[ 2017-06-07 15:00:54 CET ] [ Original post ]
We are very close to release! After over 1.5 years on early access. We hope to have a launch date we can announce soon. We've been working on making sure everything runs as fast as possible - along with that solving the last bugs / balance issues. Changes - v1.01: - Large optimizations to drawing, and CPU use. Including to the Fluid system. - Excavation Mission Balancing: Changed the amount of health/item drops. Blacksuit enemies no longer are hurt by nuke explosions on the ship. - Slowed down chase speed of Juggernaut / Leviathan / Viper. Also limited their max spawn amount. They are still a large threat, but if you keep moving you can avoid them Fixes: - Enemy amount balancing - Fixed slowdown when exiting a ship - Fixed coop second player lights disappearing after teleporting - Fixed a lot of background holes in generated ships that were showing the outside space - Fixed cloaker shipclass not having flak system - Lowered 10 healthpack cost from 30 to 20 - Fixed leviathan / viper shooting player in space - Helper drones can now go through ship gates - Fixed Intruder not starting with saw - Fixed issue where enemy shield was active when graphic wasn't showing - Fixed shield effect being in wrong position on systems after system positions shuffled Let us know if you have any comments or issues in the forums! Thanks, - Lee & Jesse
[ 2017-05-16 17:38:25 CET ] [ Original post ]
Balancing and bug fixes! Thanks for all the feedback! There are still a few things we are optimizing and balancing - but release is getting near Big Fixes: - Changes to Advanced Factory enemies (Juggernaut / Viper / Leviathan). They will now find the player after spawning a lot quicker, and will also keep going towards the player when the player is in space. This might be something we will keep adjusting - Fixed invisible enemy bug after nuking them offscreen - Fixed a few ship generation problems shown recently on forums - Fixed issue with items staying as 'armed' for some character suits Other Changes: - Better Coop character/suit selection screen - Changes to how bonus objectives are given, so there could be multiple of 'destroy _ system', 'keep _ system', and 'no _ weapons'. Also increased the max loadout bonus objectives - Changes to how tech advances are given so there is more diversity - Bully no longer does damage, but pushes player a lot better - New Minimap icons / sidebar icons for enemies - Swapped gauntlet and sawarm weapon names. Pointed out in the forums and we decided it made sense - Made hornet slightly faster (can now slightly outrun player to catch up) - Changed Alientrap logo in splash screen to square version - Lowered viper combat range and changed their weapon - Increased autocannon ammo to be on par with other cannon weapons - Lowered cyclerifle ammo slightly to be on par with other cannon weapons - Added proper particle beam effects for laser and cutterbeam weapons - Added death effect and sound to beehive and cage mine - Made some weapons 'quiet' with half noise radius (laser, emp blaster, saw, javelin, cutter, recycler, taser) - Made some weapons 'silent' with no noise radius (ram spike, slime gun, gas projector, napalm projector) - Inscreased flamer and slime gun ammo - Made gauntlet (previously 'saw arm') fullbright - Much faster knockback item recharge rate - Increased rogue mode key amount - Better Drone Armor system graphics - Fixed Coop tractor beam - No more double locked doors inside ship Thanks! - Lee & Jesse
[ 2017-04-07 18:16:44 CET ] [ Original post ]
34% off this week until April 2nd http://store.steampowered.com/app/344740
Main additions/changes:
- 'Cryptark Excavation' end game - Unlocked once Campaign and Rogue mode have been beaten - a final battle against the Contractor to claim a alien artifact
- Heavy amount of difficulty balancing - with enemy damages, costs of items/health, and bonuses. We've decreased the amount of waves in the Campaign to 6, and to 5 for Rogue mode
- Massive amount of optimizations (all over, but a lot with AI pathfinding).
- Added HUD voice telling player when systems destroyed, repaired, and other ship actions. Volume set by Voice control
- New graphics/effects: glowing parts on all systems, new 'shielded' system effect, large amount of new particle effects
- 'Cryptark' final ship in campaign/rogue is now a new double core system
- New Artifact screen with detailed descriptions, including unlocked artifacts
- Fixed Bug with losing past artifacts/progress
- Fixed audio cracking/pop bug on some systems after destroying slimer/liquid hazards
This is our final update before we release (hopefully around end of next month). Now that the final content is in we will be focused on balance / more optimizing / bug fixing
Bunch of other changes...
- New Credits video
- Added a 'no weapon equip' random objective, is randomly either 'Bombs / Shields / Energy'
- Fixed a lot of COOP bugs: each player can have different skins, fixed issues with energy weapons and recharging with second player
- Knockbacks a lot more powerful, pushes away enemies regardless of their mass
- Updated weapon/item descriptions adding more detail
- A lot of dialog has a random chance of showing up now when triggered
- Added a delay for the Tank and shielded picket bringing up their shields
- Increased shield barricade so less spinning
- Enemy nuke explosions now have a green effect
- Added starting loadout costs to character select screen
- Removed charge up from Railgun
- Removed cage from nuke system death
- Player now stops holding enemies with tracker beam when going into space
- Better snapping to system in map
- Drone Helper now catches up to player more easily
- Changed 'failure fee' text to read 'pilot recovery'
- Thruster light added to player when in space
- Fixed saw blades doing damage when deactivated
- Fixed shuffle system not drawing correctly after being shuffled
- Fixed issues with Crushers not rotated properly in map
- Fixed music playing over intro video / credit video
Thanks!
- Lee & Jesse
[ 2017-03-27 17:13:41 CET ] [ Original post ]
A bunch of fixes/changes since our update yesterday:: - Fixed suit upgrades not transfering to next level in Rogue mode - Increased the amount of suit upgrades in Rogue mode - Fixed issue where Intruder translocator wouldnt work when far offscreen - Doubled Guantlet damage, little less recharge time - Increased Prism Laser damage - Fixed crash with Hardwired Artifact thanks, - Lee
[ 2016-11-12 19:33:29 CET ] [ Original post ]
We decided to get another update out with a large amount of balancing changes and new weapons. After this our focus will be on the 'end game' finale mission before release! Updated Ship Types: We updated all ship types, combining some and adding some new ones: - Cloaker: Always Jammer, ranged enemies - Duplex: Two cores. Balanced enemies - Factory: Multiple factories that build up enemies over time. Balanced enemies and hazards. - Dreadnought: Low number of powerful/shielded enemies - Miner: Hazard focused - Nuke: Nuke tank and self destruct system focused. Kaboom - ScienceVessel: Lots of tech. Defensive focused enemies - Scrapyard: Melee focused enemies and lots of destructible debris - Sentry: Turret focus - Swarm (colony ship): large number of light/weak enemies - Warship: balanced ship with a bit of everything New Weapons/Items: - Barricade shield: Fire in a direction to stop projectiles/enemies from coming - Taser: Melee weapon to stun enemies - Prism Laser: Shotgun rail cannon type blast - Slug shotgun: fires slug that bursts into shrapnel - Zap shotgun: fires sticky electric balls that do damage over time - Repulsor Shield: Shield that can push projectiles away at a large distance - Hostage Shield: grab enemies and use them as a shield. Slows player on use. - Subminution Rocket: Remote rocket that bursts into a swarm of seeking cluster munitions Enemy/System changes: - Repair system now repairs last destroyed system - so it's possible to stay ahead of the repair process - Took out self repair functionality from repair system - was too hard to take out in combination with the attacking bees - Goal time now slightly less - Alarm/sentry/core now dont attack cloaked player. Mines also dont go after cloaked player - Friendly turret item now has laser weapon to make it more powerful than drone item (but less mobile) - Juggernaut increased density to stop gunfire from pushing it into walls - Picket shielded added rapidfire blaster weapon - Viper lowered attack range and lowered movement speed - Lowered Ironclad health, and lowered amount of time shield is up - Decreased MrFixIt heal speed, and now no longer letting multiple heal the same enemy/system - Increased Sentry system laser damage - Faster advanced factory spawning, from 100 to 60 - EMP stun now works on shield systems, stops their rotation - Tattletale enemy now faces player rather than trying to run away - Now displays 'max drones' in sidebar, to show the total possible drones that can be created on the ship - Slimer enemy can now take slime damage Weapon/Item Changes: - Large balancing pass to ammo counts / prices - Drunk rockets: proper explosion and projectile sizes. increased initial projectile speed (now more accurate. you can spit them into a room before they boost) - Increased Rail Cannon charge speed - Alarm lure: added 3 uses to alarm lure - Nuke charge: added 3 uses to nuke charges - Speed loader: increased rate of fire from 10% to 20% - Speed booster: increased speed from +40% to +80%, and increased recharge time to 60 seconds Character Changes: - Now shows starting health in character select screen for rogue mode - Enforcer: Starts with 12 health - max 15. Now has a single large health pack. Starts with shotgun zapper. - Jennet: Starts with 11 health - max 13. Starts with two remote nukes - Salamander: Starts with 9 health - max 10. Now has mine rack instead of slime mortar. - Intruder: Starts with 6 health - max 6. Now has Guantlet melee weapon - Wevil: Starts with 6 health - max 6. Replaced melee spike with taser Graphics: - Lighting pass on all levels, giving more contrast / individual lights on enemies and game objects - Better background starfield maps - Enemy ship images in the ship selection campaign screen now better sized - Added star map to background of enemy ship selection screen - Fully lip sync for all new dialog / artifacts - New frag and small rocket particles - Fixed problem where minimap wasn't accurate with a lot of crushers/wall saws in the level Fixes: - Fixed Weevil character going into space mode when inside enemy ship after teleporting - Now stops enemies from exiting ship doors (except for advanced factory enemies, who will chase player into space) - Fixed issues with systems being spawned in bad wall positions in early levels - Physics optimizations - Fixed some sounds playing over each other - or left on when outside ship Let us know if you have any issues on our forums! Or any feedback at all, thanks, - Lee & Jesse
[ 2016-11-11 19:37:45 CET ] [ Original post ]
Check out the update video: https://www.youtube.com/watch?v=Up6vkHya2gc We probably should have had at least one update between this and the last one. After this we just have 1 major update to make before release. Changes: - Massive optimizations to drawing, and level loading. Should also fix a lot of out of memory errors players were having - Massive changes to level setups / generation - Rogue mode dialog - a starting tutorial with the captain, then a lot of new voice acting for each character for rogue mode - 11 new artifacts to find, all in Rogue mode - New Character: PDX-40 - Can slow down time for better fighting precision - New Character: Weevil - Phase Tunneler ability, can teleport a short distance (even through walls) New Enemies: - Bee Hive - Viper - From Advanced Factory. Nimble hunter-killer drones that seek out intruders in deadly packs. - Leviathan - From Advanced Factory. Mobile factory drone that carries packs of smaller attackers. - Tank - Heavily shielded drone that requires high-damage weapons to destroy - Picket Medium - Medium sized turret - New background star system graphics - New System: Hazard System New graphics / new functionality for: - Shuffle System - Jammer System - Failsafe System - Nuke Destruct System - Armour System - Advanced Factory System - Repair Bee - New ‘Science Vessel’ ship class: No reward, no bonuses, and a lot of tech advances - Changed Flak turret seeking projectiles - New Juggernaut weapons - Player leaving ship animation after death - New Weapon: Gas Chamber - New Weapon: Galvanic Fission Bombard 9000… aka BFG - New full shield enemy graphics Known Issues: - New artifacts do not have lip sync for the dialog yet thanks! - Lee & Jesse
[ 2016-10-28 18:46:21 CET ] [ Original post ]
We made a number of mistakes with that last update! Mainly changing something that was causing memory problems for players - resulting in crashes - so we fixed that Also some co-op fixes: - two gamepads now a requirement to start co-op game - added 'co-op' to continue game labels - hard set number of co-op players to 2, instead of just reading number of connected gamepads - whoever opens map screen can now control it
[ 2016-05-08 16:00:19 CET ] [ Original post ]
We made a number of mistakes with that last update! Mainly changing something that was causing memory problems for players - resulting in crashes - so we fixed that Also some co-op fixes: - two gamepads now a requirement to start co-op game - added 'co-op' to continue game labels - hard set number of co-op players to 2, instead of just reading number of connected gamepads - whoever opens map screen can now control it
[ 2016-05-08 16:00:17 CET ] [ Original post ]
https://www.youtube.com/watch?v=5cKinCagXME - New COOP Campaign option - 3 new music tracks - 'Low Detail Mode', which turns off all lighting/effects for better performance on older systems - Level Hazards: Wall saws, crushers, incinerators - Destructible Debris - Environmental Art (machinery, robot arms, player’s crewmates, etc) Other changes/fixes: - New Spikedog tail graphics - New Weapon: Cycle Rifle - Fixed Bumper hazard starting close to systems - Intruder suit can now open lock doors by completing arrow combination - New Slime/Liquid graphics - Helper drone/sentries now shown as green on map - Increased MrFixIt enemy health and range - Mines removed when mine layer system destroyed - Sentry System now stays open for attack while firing - Bumpers now show on minimap - Tutorial instructions shown before dialog text Will be live for Linux/Mac players later today / tomorrow! thanks, - Lee & Jesse
[ 2016-05-02 17:03:28 CET ] [ Original post ]
Update video: https://www.youtube.com/watch?v=6BM4ZQyVIxQ Rogue game mode: - No time limit - No enemy selection, finishing a level just goes to the next ship - No money, weaponsitems are just picked up ingame - Dying means the end of the game Basically it turns the game into a more typical roguelike, like Nuclear Throne / Isaac, while still having all the complex system interactions in the levels. It's a lot more difficult than the campaign! So if you've beaten the campaign Rogue mode will still give you a lot of challenge. Complete changes for 0.45: - 3 new music tracks - New 'Nuke Tank' hazard, Emp generator hazard, bumper hazard, cage generator hazard, - The sound that AI hear from firing weapons now stacks when firing multiple at once - so firing quadguns will attract a lot of enemies - New sound effects: Storm Hammer, Hushpuppy, Vulcan Laser, Tractor Beam, - Random generation changes to have tech advances and keys be farther from others of the same type - Fixed crash on playing video if windows media player wasn't installed - Fixed exploit with translocator and firing through doors - Enemy shields now block tractor beam - Alarm system level 2+ now shifts it's shields. Now spins slower - Some drawing optimizations - Fixed error with shield's physics body staying on after being in a nuke explosion, stopping bullets - More health for helper drones / sentry drones
[ 2016-01-21 19:54:53 CET ] [ Original post ]
We are working on a large update (0.4) with our new Rogue gamemode, which should be out in a few weeks. Before then though we wanted to release a update to fix some errors in our last version If you want to beta test the latest in development version (with Rogue mode), follow these instruction to try it. And let us know what you think! 0.33 Changes: - A lot of fixes for memory problems (causing the game to not run at the start, or get a 'runtime error') - Now forces laptops to use dedicated graphics card - Fixed Jennet crash on using ammo supply This is a Windows only fix for now (the memory crash issue was only a Windows problem also) thanks! - Lee
[ 2016-01-14 09:17:28 CET ] [ Original post ]
Check our update video here: https://www.youtube.com/watch?v=WmLN6Bdxs5E Our focus for this update is our new progression system based on artifacts, which can be used to by our new 4 player suits. - Artifact system: Ships will now sometimes appear with ARTIFACT labels on them, and contain artifact objectives. Each artifact is unique, and is tied to a specific objective, and will come with a bit of narrative that we will be expanding over time. Artifacts are also Steam achievements, so see the achievement list for how to get them. - 3 new music tracks - 4 new suit options! Each with their own special ability (replacing the Gunhead's dash), starting weapons, and some built in power ups. New suit types are: Rook, Jennet, Salamander, and Intruder. Each suit also has paint job options that can be unlocked. - 'History' menu, to see past campaigns you've won or lost, and lets you go back and check out the narrative for any artifacts you’ve recovered, and see how many are left to find. - New Items: Buddy drones and turrets - buddy drone will follow you and help take out any enemies. Also a new Thermal Javelin spear, and the Vulcan Laser (a heavy energy weapon comparable to the chaingun) - New System: the Shuffle system in Hazard ships. It will count down a timer, then teleport every system on the ship to a different location. - No more time penalty: The goal timer that penalizes players for going over time on ships has been a source of much discussion on our forums. The timer itself is an important pressure element of the game, and probably won’t be going anywhere for the main game mode. However, we did remove the money penalty for going over time, and adjusted the timers and rewards to compensate. - Crosshair options - A bunch of items now operate on a recharging timer to make them more useful, such as the cloaking weave, emp field, and aegis shield. - New bonuses: destroy all systems, no repair kits, no alarms tripped, kill number of juggernauts, keep X systems, destroy X systems We are still working on optimization! There have been some optimizations and fixes, but did not address performance enough with this update, and still have plans for that for the future Big list of small changes: - Greatly increased slime damage against enemies - Optimized flame thrower - Cursor now locked to screen, with mouse sensitivity options - Player can no longer die after destroying the core - Some level generation fixes - New leaderboard: End Bank amount - New loadout ship graphics - Equipment rebate no longer included in total revenue - Gamepad mode now defaults off - New resolution options - No Controller vibration option - fixed alarm flashing light sometimes not stopping - No Nuke defense when destroying last core - Fixed Speed Loader item. It was adding time to the next shot, not subtracting it. - Limited casing spawn rate - PS4 icons for map screen - Made mines die when the last core dies.
[ 2015-11-23 17:57:36 CET ] [ Original post ]
Thanks everyone for the awesome response to our launch! Some great articles on our Early Access release: Kotaku Destructoid Before we start on new features for the large update with new content, we've decided to do a post launch patch with a few bug fixes. The next update (v0.3) will be November 16th! We plan to do monthly updates going forward with new features and content. Changes: - Fixed problem with setting mouse4 / mouse5 buttons to the fourth attack option - More resolution options: 2560x1600, 2560x1440, 3440x1440 - Better 4K resolution support - ingame map not controlled by what is set to movement keys in control settings - Fixed dialog coming up over video on restart campaign - Added 'Boost' instruction to tutorial - Fixed dialog not starting bug in tutorial - fixed problem with shield physics body staying active, blocking own melee - fixed failsafe destroyed message - fixed 'use gamepad mode' prompt sometimes not setting gamepad mode off - fixed alarm lure crash - Lee & Jesse
[ 2015-10-12 18:45:16 CET ] [ Original post ]
CRYPTARK is Now Available on Steam Early Access and is 15% off!*
Cryptark is a 2D sci-fi roguelike shooter where you take on the role of a heavily armed privateer seeking to earn government contracts by boarding deadly alien space-hulks. It's up to you to strategize a plan of attack, pick an equipment loadout, and destroy the central core to be victorious.
*Offer ends October 14 at 10AM Pacific Time
[ 2015-10-08 22:43:00 CET ] [ Original post ]
Thanks to everyone who helped alpha test Cryptark! We are now releasing the game Oct 7th, check out our trailer: https://www.youtube.com/watch?v=s2Wi2YVQgSo
[ 2015-10-05 16:08:16 CET ] [ Original post ]
We are nearing release on early access! All that's left now is a few small art assets, finishing the intro shots, lip syncing, and a few minor sound effects. - A lot of new dialog, new tutorial dialog. New 'waves' graphic at bottom to show progress - Added gravity gun - Item Icons - Slimer enemy final graphics - Tattletale enemy now uses a trip wire to set an alarm - Added large level sized light from nukes and destroying systems - Final graphics for misc systems - Sawblade sounds - Objective fixes - Bunch of new particle effects - New Weapon: StormHammer
[ 2015-09-12 23:41:45 CET ] [ Original post ]
- new voice acting, sound effects - changed grenades to no longer explode on contact, but only after 1.5 seconds. Added the ability to hold and 'cook' bombs - player ship graphics - Made rockets only explode once they've been boosted. - player can now be knocked back from their own blasts - New Items: quality munitions item, munition precision, full shield, kinetic buffer
[ 2015-08-28 20:52:45 CET ] [ Original post ]
- Added rough intro video, and some auditions of some of the voice acting (and new characters). Start a new game with tutorial to see - New tech advance system: Tech advances are now found in ships from tech advance stations - Cores now have different weak spots that become active depending on the tier. Also different firing type for each tier - Drone armoring system now 50%, shown under enemies red health bar - New weapon: Napalm gun, Remote Cluster bomb, Canister Cannon, emp shotgun, smart machineguns - New graphics: Bully, slimer, Sentinel - Better Bully enemy - Better Jackal enemy AI, now circles around the player and burst fires - more slime in bombs/pods
[ 2015-08-21 01:33:27 CET ] [ Original post ]
🎮 Full Controller Support
- CRYPTARK Linux [571.83 M]
- Cryptark Soundtrack
- Complex, procedurally generated alien space-hulks to board and defeat.
- Challenging, re-playable campaign that tests your strategy and tactics.
- Over 60 weapons and items, including frag-cannons, tractor-beams, flamethrowers and nukes.
- High-score leader boards to rank your skills.
- Fully lip-synced voice acting brings your fellow shipmates to life.
- Blood-pumping soundtrack perfect for intense firefights.
Game Wiki: http://cryptark.gamepedia.com/Cryptark_Wiki
- OS: glibc 2.15+. 32/64-bit. S3TC is NOT required.
- Processor: Dual Core 2.5 GHzMemory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: Geforce 9600 GS. Radeon HD4000. Shader Model 3.0. 512 MB
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