





- 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
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
Minimum Setup
- 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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