Hi! We have been getting a few questions about how to purchase the full version of Gunscape when you already have the free-to-play version, so we decided to tell you step-by-step how to do that.
Removing the game from your library
To be able to purchase the full version of Gunscape, you will need to remove the game from your library, as uninstalling the game won't be enough. To remove Gunscape from your library, follow these steps: [olist]
Purchasing Gunscape
Once you've taken the steps above, Gunscape should appear as available for purchase from both the Steam Client and the Steam website. https://store.steampowered.com/app/342480/Gunscape/
Founding members
We will be reaching out to our founding members this week with an exclusive offer.
[ 2021-02-22 02:09:00 CET ] [ Original post ]
Hi Gunscape community, it's been awhile but we have some updates to announce! We've recently removed the free to play version of Gunscape from Steam to bring Gunscape in line with our console offerings. In order to be able to access future content updates, players will have to remove the free to play version from their libraries and purchase Gunscape. But don't worry! If you already have the free version of the game, you can keep playing the game using that! Just know that you will need to purchase it to get any upcoming updates. We can't wait to share more exciting updates and offerings soon!
[ 2021-02-11 01:20:56 CET ] [ Original post ]
Gunscape has been updated to v1.3.1.4. This update has some fixes for minor bugs across the board, and content for the Seismic DLC.
Features
- Added some blocks that have previously been hidden to the game
Bug Fixes
- Fixed main menu showing some issues with campaign maps
- Fixed skyboxes and default weapons and background music sometimes skipping over items in the list when using a controller
[ 2017-08-24 07:23:29 CET ] [ Original post ]
Gunscape has been updated to v1.3.1.4. This update has some fixes for minor bugs across the board, and content for the Seismic DLC.
Features
- Added some blocks that have previously been hidden to the game
Bug Fixes
- Fixed main menu showing some issues with campaign maps
- Fixed skyboxes and default weapons and background music sometimes skipping over items in the list when using a controller
[ 2017-08-24 07:23:29 CET ] [ Original post ]
Gunscape has been updated to v1.3.1.0. This update is to prepare for upcoming new content, and also adds now cross-platform multiplayer with Xbox One and PS4!
Features
- Added Cross-Platform multiplayer! You can now play with players on Xbox One and PS4 in Build and Shoot modes. This can be disabled in the settings to only play with other Steam players. (Note: PS4 update is still in progress)
- Updated servers - new server back-end will help improve the multiplayer experience, and we have added back more regions to keep latency low.
- Added support for showing Steam player icons in-game. This will show up in the game lobby next to player names.
Bug Fixes
- Fixes to CTF game mode sometimes getting into a weird state and mixing up teams and players
- Made networking more reliable and stop some rare chances of locking up in some spots
[ 2017-07-13 04:04:08 CET ] [ Original post ]
Gunscape has been updated to v1.3.1.0. This update is to prepare for upcoming new content, and also adds now cross-platform multiplayer with Xbox One and PS4!
Features
- Added Cross-Platform multiplayer! You can now play with players on Xbox One and PS4 in Build and Shoot modes. This can be disabled in the settings to only play with other Steam players. (Note: PS4 update is still in progress)
- Updated servers - new server back-end will help improve the multiplayer experience, and we have added back more regions to keep latency low.
- Added support for showing Steam player icons in-game. This will show up in the game lobby next to player names.
Bug Fixes
- Fixes to CTF game mode sometimes getting into a weird state and mixing up teams and players
- Made networking more reliable and stop some rare chances of locking up in some spots
[ 2017-07-13 04:04:08 CET ] [ Original post ]
This update has a bunch of new blocks, and fixes for common issues.
Features
- Split-screen players can now invert their controls
- Added ability to search for all maps by a player
- Added option for host to end a round early and start the next round / change map
- Added new Community Picks maps to the main menu
- Added new Featured User Campaigns to the main menu
- Added a hidden easter egg into the game :)
Content
- Added new Powerup blocks
- Quad-Damage: Player deals 4x damage for a period of time
- Armour: Player gains armour on top of their base health
- Invulnerability: Player becomes invulnerable for a period of time
- Added new variable jump-pads for low, medium and high strength jumps
- Added new coloured blocks to work with, and a bunch of new styled blocks
Fixes
- Load time improvements when loading into maps (up to 25% faster)
- Many bug fixes, including:
- Fixing trigger channels not saving properly in Build mode
- Fixing Anti-Gravity blocks not working right sometimes
- Fixing some cases where UI could overlap
- Fixing issues where audio would sometimes not play correctly
- Fixing occasional errors getting disconnected randomly
- Fixing local/server file conflict popup not going away
[ 2016-04-26 07:46:29 CET ] [ Original post ]
This update has a bunch of new blocks, and fixes for common issues.
Features
- Split-screen players can now invert their controls
- Added ability to search for all maps by a player
- Added option for host to end a round early and start the next round / change map
- Added new Community Picks maps to the main menu
- Added new Featured User Campaigns to the main menu
- Added a hidden easter egg into the game :)
Content
- Added new Powerup blocks
- Quad-Damage: Player deals 4x damage for a period of time
- Armour: Player gains armour on top of their base health
- Invulnerability: Player becomes invulnerable for a period of time
- Added new variable jump-pads for low, medium and high strength jumps
- Added new coloured blocks to work with, and a bunch of new styled blocks
Fixes
- Load time improvements when loading into maps (up to 25% faster)
- Many bug fixes, including:
- Fixing trigger channels not saving properly in Build mode
- Fixing Anti-Gravity blocks not working right sometimes
- Fixing some cases where UI could overlap
- Fixing issues where audio would sometimes not play correctly
- Fixing occasional errors getting disconnected randomly
- Fixing local/server file conflict popup not going away
[ 2016-04-26 07:46:29 CET ] [ Original post ]
Do you have Gunscape? Do you want to play with us? Then join us! We’re working on a new project (you’ll see it soon), but to be able to do it, we need your help! Yes, we need the community! And what you have to do is quite easy, we need you guys to play Gunscape with us. Every Tuesday at 10:00 a.m. AEDT - Sydney Time (or Monday at 11:00 p.m. GMT; 6:00 p.m. CDT), we will make a room in the game (a different platform every week, so console users, we'll come to you next week!) to play a few community-made maps and we would like you to join us! Interested? Then pay attention to the following details for our first Community Playdate: [quote=Blowfish Studios]Platform: Steam (this week, we'll switch platforms every week so everyone gets a chance) Day and time: Tuesday, 10:00 a.m. AEDT (other time zones) User: starsapphire Room password: communityplaydate Server: AUS [/quote] Console users, stay tuned, because we’ll make another post announcing the playdate details for either Xbox One or PS4 in a week! Check out our Twitter and Facebook for the announcement ;) The idea is to play different maps between 30 minutes to an hour. We can’t promise that you all will be able to play, but we’ll try to have as many people as we can! And remember that this will happen every week, so you’ll get plenty of chances! (Also, hi, guys! I’m Patricia or as you can see, starsapphire @ steam, and I’m part of the team here at Blowfish Studios. It’s me you’ll play with, and if we’re lucky, a few programmers and artists will join us too.) And remember that all of this has a purpose. If you play with us, you might find yourself somewhere else… maybe ;)
[ 2016-03-24 06:52:49 CET ] [ Original post ]
Do you have Gunscape? Do you want to play with us? Then join us! Were working on a new project (youll see it soon), but to be able to do it, we need your help! Yes, we need the community! And what you have to do is quite easy, we need you guys to play Gunscape with us. Every Tuesday at 10:00 a.m. AEDT - Sydney Time (or Monday at 11:00 p.m. GMT; 6:00 p.m. CDT), we will make a room in the game (a different platform every week, so console users, we'll come to you next week!) to play a few community-made maps and we would like you to join us! Interested? Then pay attention to the following details for our first Community Playdate: [quote=Blowfish Studios]Platform: Steam (this week, we'll switch platforms every week so everyone gets a chance) Day and time: Tuesday, 10:00 a.m. AEDT (other time zones) User: starsapphire Room password: communityplaydate Server: AUS [/quote] Console users, stay tuned, because well make another post announcing the playdate details for either Xbox One or PS4 in a week! Check out our Twitter and Facebook for the announcement ;) The idea is to play different maps between 30 minutes to an hour. We cant promise that you all will be able to play, but well try to have as many people as we can! And remember that this will happen every week, so youll get plenty of chances! (Also, hi, guys! Im Patricia or as you can see, starsapphire @ steam, and Im part of the team here at Blowfish Studios. Its me youll play with, and if were lucky, a few programmers and artists will join us too.) And remember that all of this has a purpose. If you play with us, you might find yourself somewhere else maybe ;)
[ 2016-03-24 06:52:49 CET ] [ Original post ]
And our featured maps list gets to double digits!
The maps keep coming! We’re very happy to see that you guys keep creating amazing maps, and we’re having a lot of fun trying them out! This week, too, our programmers made a couple of suggestions of maps that blown them away; and we tried a few maps suggested by the community (you guys!) too.
Now let's get to the maps!
MAPS OF THE WEEK #10
[ 2016-03-21 22:11:02 CET ] [ Original post ]
And our featured maps list gets to double digits!
The maps keep coming! Were very happy to see that you guys keep creating amazing maps, and were having a lot of fun trying them out! This week, too, our programmers made a couple of suggestions of maps that blown them away; and we tried a few maps suggested by the community (you guys!) too.
Now let's get to the maps!
MAPS OF THE WEEK #10
[ 2016-03-21 22:11:02 CET ] [ Original post ]
It's the end of the week, which means one thing... time for our featured maps of the week!
We had a ton of maps to review this time, as there are many new maps due to launch! We were really happy to see this, so the whole team played (and recommended) some of these maps. Our programmers, especially, were really glad to see the quality of your maps!
And without having more to say... check them out!
MAPS OF THE WEEK #9 - LAUNCH EDITION
[ 2016-03-11 20:37:56 CET ] [ Original post ]
It's the end of the week, which means one thing... time for our featured maps of the week!
We had a ton of maps to review this time, as there are many new maps due to launch! We were really happy to see this, so the whole team played (and recommended) some of these maps. Our programmers, especially, were really glad to see the quality of your maps!
And without having more to say... check them out!
MAPS OF THE WEEK #9 - LAUNCH EDITION
[ 2016-03-11 20:37:56 CET ] [ Original post ]
So we have had a few major updates come out recently, and wanted to catch up on release notes for everyone to see. Firstly, we have todays client update which contains a number of fixes and improvements across the board:
Update v1.0.7887
Features
- Note: New blocks will be locked for a short time before they are fully available.
- New Block - Timed Trigger - able to trigger channels periodically on a timer
- New Block - Proximity Trigger - able to trigger a channel just by having a player walk into the area without anything visible
- New Weapon - D357-RUC-701D - A special rocket launcher for the Desctructoid giveaway (win an Xbox One console + copy of Gunscape!)
- Added game info to the Loading Screen
Fixes
- Fixed Enemy AI being less responsive than they should be
- Fixed some typos with music names
- Fixed player shadows not updating correctly
- Fixing blocks not saving properly in the Editor when going in/out of test mode
- Fixed Move block not always crushing a player to death
Improvements
- Added checks to instantly trigger a block if it was activated while a player is standing on it (e.g. standing on a disabled trap door, then it gets activated. Before it would not trigger until the player moved off and then back on to the trap door, now it will trigger immediately)
- Lobby player list should no longer overlap players randomly
- Reduced Harpoon damage from 80 down to 75, and increased stun duration from 1 to 1.8 seconds
- Reduced E-Bow min charge time from 0.5 down to 0.3s, and max charge time from 3f down to 1f
- Increasing damage from Front-on Knife attack from 5 to 15 (backstab is still instant-kill)
- Nerfing J.E.F.F. to not be so over-powered
Update v1.0.7831 - Launch Update
Features
- Added support for Steam Achievements!
- Added more death effects for players and AI enemies
- Added better support for Flagging maps as inappropriate (will now hide them, and flag them on the server for review)
- Added a new Victory Screen at the end of each round to show the winner
Fixes
- Fixing monster triggers UI in Build mode
- Fixing Item and Enemy spawn default values when hosting a game
- Fixed created date not updating correctly in Craft menus
- Fixed some issues with Hackopter enemy
- Fixed missing main menu music
- Fixed being able to set current room max player count lower than the current players
- Fixed some cases where games could not be started when the host left
- Fixed some issues with Sentry Turret while the player dies
- Fixed bug with AI enemies still attacking you when they are dead in certain cases
- Fixed a bunch of UI that was overlapping / displaying incorrectly
- Fixed 8-player split-screen anchoring slightly off alignment
- Fixed player name plates getting mixed up sometimes when players join / leave quickly
- Fixed reticule sometimes updating incorrectly when playing split-screen
- Fixed lobby leaderboard not updating sometimes when players leave the game
- Fixed Gauss gun not showing first shot properly
- Fixed split-screen avatar selection extending off-screen in some cases
Improvements
- Not showing game timer if time is Unlimited
- Clarifying "No servers" message when no active games are being played
- Hiding spinners when server browser list has loaded
- Checkpoints will now save keys state
- Improved Chat display to highlight player names much more clearly and show team colours
- Added filter for co-operative games in server browser
- Improved support for loading more maps while offline
- Miscellaneous performance improvements
[ 2016-03-08 07:07:03 CET ] [ Original post ]
So we have had a few major updates come out recently, and wanted to catch up on release notes for everyone to see. Firstly, we have todays client update which contains a number of fixes and improvements across the board:
Update v1.0.7887
Features
- Note: New blocks will be locked for a short time before they are fully available.
- New Block - Timed Trigger - able to trigger channels periodically on a timer
- New Block - Proximity Trigger - able to trigger a channel just by having a player walk into the area without anything visible
- New Weapon - D357-RUC-701D - A special rocket launcher for the Desctructoid giveaway (win an Xbox One console + copy of Gunscape!)
- Added game info to the Loading Screen
Fixes
- Fixed Enemy AI being less responsive than they should be
- Fixed some typos with music names
- Fixed player shadows not updating correctly
- Fixing blocks not saving properly in the Editor when going in/out of test mode
- Fixed Move block not always crushing a player to death
Improvements
- Added checks to instantly trigger a block if it was activated while a player is standing on it (e.g. standing on a disabled trap door, then it gets activated. Before it would not trigger until the player moved off and then back on to the trap door, now it will trigger immediately)
- Lobby player list should no longer overlap players randomly
- Reduced Harpoon damage from 80 down to 75, and increased stun duration from 1 to 1.8 seconds
- Reduced E-Bow min charge time from 0.5 down to 0.3s, and max charge time from 3f down to 1f
- Increasing damage from Front-on Knife attack from 5 to 15 (backstab is still instant-kill)
- Nerfing J.E.F.F. to not be so over-powered
Update v1.0.7831 - Launch Update
Features
- Added support for Steam Achievements!
- Added more death effects for players and AI enemies
- Added better support for Flagging maps as inappropriate (will now hide them, and flag them on the server for review)
- Added a new Victory Screen at the end of each round to show the winner
Fixes
- Fixing monster triggers UI in Build mode
- Fixing Item and Enemy spawn default values when hosting a game
- Fixed created date not updating correctly in Craft menus
- Fixed some issues with Hackopter enemy
- Fixed missing main menu music
- Fixed being able to set current room max player count lower than the current players
- Fixed some cases where games could not be started when the host left
- Fixed some issues with Sentry Turret while the player dies
- Fixed bug with AI enemies still attacking you when they are dead in certain cases
- Fixed a bunch of UI that was overlapping / displaying incorrectly
- Fixed 8-player split-screen anchoring slightly off alignment
- Fixed player name plates getting mixed up sometimes when players join / leave quickly
- Fixed reticule sometimes updating incorrectly when playing split-screen
- Fixed lobby leaderboard not updating sometimes when players leave the game
- Fixed Gauss gun not showing first shot properly
- Fixed split-screen avatar selection extending off-screen in some cases
Improvements
- Not showing game timer if time is Unlimited
- Clarifying "No servers" message when no active games are being played
- Hiding spinners when server browser list has loaded
- Checkpoints will now save keys state
- Improved Chat display to highlight player names much more clearly and show team colours
- Added filter for co-operative games in server browser
- Improved support for loading more maps while offline
- Miscellaneous performance improvements
[ 2016-03-08 07:07:03 CET ] [ Original post ]
The wait is over! After being in Early Access for a few months, we’ve officially launched Gunscape across Steam, Xbox One and PS4! This is an exciting moment for us and we hope that you’re just as happy as we are! We wanted to make an announcement here because we couldn’t have done it without the Steam community; you were always supporting us and telling us what could be improved. So yes, we’re very thankful to you guys. We also know that the people who tried the game on Early Access might want to know if anything’s going to change for them. Don’t worry, you’ll keep everything you have. New players can purchase either of the following options:
- Standard Edition: Get access to all main game themes with the Standard Edition of Gunscape! It includes blocks, props, enemies, avatars and weapons from the Bathyscape, Bierenstein, Final Fortress, Electro, Relay, Too Rockin’, Siegecraft, Orifice and Tremor.
- Gold Edition: Get access to all current and future game content with the Gold Edition of Gunscape! Initially it includes blocks, props, enemies, avatars and weapons from the Standard Edition plus the Seasonal, Alienware and Gold theme packs. Also receive the Gunscape Original Sound Track DLC! The first extra DLC will be the Seismic pack, coming in Q2 2016 and this will be available free of charge to Gold Edition purchasers.
[ 2016-03-03 06:54:36 CET ] [ Original post ]
The wait is over! After being in Early Access for a few months, weve officially launched Gunscape across Steam, Xbox One and PS4! This is an exciting moment for us and we hope that youre just as happy as we are! We wanted to make an announcement here because we couldnt have done it without the Steam community; you were always supporting us and telling us what could be improved. So yes, were very thankful to you guys. We also know that the people who tried the game on Early Access might want to know if anythings going to change for them. Dont worry, youll keep everything you have. New players can purchase either of the following options:
- Standard Edition: Get access to all main game themes with the Standard Edition of Gunscape! It includes blocks, props, enemies, avatars and weapons from the Bathyscape, Bierenstein, Final Fortress, Electro, Relay, Too Rockin, Siegecraft, Orifice and Tremor.
- Gold Edition: Get access to all current and future game content with the Gold Edition of Gunscape! Initially it includes blocks, props, enemies, avatars and weapons from the Standard Edition plus the Seasonal, Alienware and Gold theme packs. Also receive the Gunscape Original Sound Track DLC! The first extra DLC will be the Seismic pack, coming in Q2 2016 and this will be available free of charge to Gold Edition purchasers.
[ 2016-03-03 06:54:36 CET ] [ Original post ]
Hello, everyone! We know that our community is really good at making maps. Weve seen and tried them and weve had a lot of fun, so we decided that we dont want you guys to miss these maps; this is how Maps of the Week started. For the past few months we have been making lists of maps in our Gunscape blog. Every week we feature some of the new maps that have been created during that week and that we think that are amazing. With the launch, we think its time to bring that to Steam and make sure that everyone knows that were doing this! We want to feature your maps! So if you want your map to appear in our lists, you just need to follow these simple rules:
- You need to create your map between the Friday and Thursday (Sydney AEDT Time) before the Map of the Week post comes out (example: if the next list comes out March 4, we would consider all the maps created between February 26 and March 3). And if for any reason we skip a week, we will still consider the maps created during the week that was skipped!
- Your map needs to include screenshots (if you dont know how to do this, we made a tutorial!).
- Your map needs to have a name (Level Name and Level Description don't count).
- You can make your map on Friday and keep editing it during the week, but were going to judge it on the day before the post comes up (Thursday) so it has to be ready by then.
[ 2016-03-01 00:57:31 CET ] [ Original post ]
Hello, everyone! We know that our community is really good at making maps. We’ve seen and tried them and we’ve had a lot of fun, so we decided that we don’t want you guys to miss these maps; this is how Maps of the Week started. For the past few months we have been making lists of maps in our Gunscape blog. Every week we feature some of the new maps that have been created during that week and that we think that are amazing. With the launch, we think it’s time to bring that to Steam and make sure that everyone knows that we’re doing this! We want to feature your maps! So if you want your map to appear in our lists, you just need to follow these simple rules:
- You need to create your map between the Friday and Thursday (Sydney AEDT Time) before the Map of the Week post comes out (example: if the next list comes out March 4, we would consider all the maps created between February 26 and March 3). And if for any reason we skip a week, we will still consider the maps created during the week that was skipped!
- Your map needs to include screenshots (if you don’t know how to do this, we made a tutorial!).
- Your map needs to have a name (Level Name and Level Description don't count).
- You can make your map on Friday and keep editing it during the week, but we’re going to judge it on the day before the post comes up (Thursday) so it has to be ready by then.
[ 2016-03-01 00:57:31 CET ] [ Original post ]
Today we have just put our new Aussie dedicated servers online for everyone to use! Try it out if you live down in Aus and enjoy the lower ping for online gaming. Let us know in the comments what your ping is like to the new servers, and if there are any other regions you really want to see servers in for you. Enjoy, and Merry Christmas!
[ 2015-12-24 00:13:35 CET ] [ Original post ]
Today we have just put our new Aussie dedicated servers online for everyone to use! Try it out if you live down in Aus and enjoy the lower ping for online gaming. Let us know in the comments what your ping is like to the new servers, and if there are any other regions you really want to see servers in for you. Enjoy, and Merry Christmas!
[ 2015-12-24 00:13:35 CET ] [ Original post ]
Happy Friday 13th!
We've loved seeing all the creative maps you've come up with. Some of you took advantage of the Halloween content (if you're reading this and don't have it, check the forum, Steam forum, and Gunscape Facebook page and try some of the codes- there might be a few left!), others tried out some of the ambient lighting, and some started creating maps with amazing layouts that have truly inspired us!
Unfortunately, there can only be four winners of this competition. However, we will be more regularly highlighting our favourite maps, so make sure to always add a Level Screenshot to your map so players can see what they're going to get themselves into when it's published on the front page.
So, below are the four maps that won our competition:
[quote]
title: HELLOWEEN
creator: jack
A short map, but it deserves a special mention; not only is the title a great pun, combining Hell and Halloween, but the level design is unusual and reminds me of the Red Room in David Lynch’s Twin Peaks. jack has put together a map that, while not as long as some of the others, is just as memorable and appropriate for the theme. This is definitely one to check out if you want to see some non-traditional layout. [/quote]
[quote]
title: Terra Security
creator: ThirstySenpai
ThirstySenpai’s Terra series is highly rated, and it's not hard to see why. Terra Security is the second of the Terra Trilogy (though we are hoping to see more in the series!), and it provides a well thought out map with a good combination of location puzzles, jump puzzles, stealth and blinding attacks. If you like this, make sure to check out the other maps, Terra Tower and Terra L0CKD0WN (multiplayer required).[/quote]
[quote]
title: The Adventure of Myster Guy [Chapter 2] The EVIL Has Come
creator:@BOXPlayer@
A great, creepy level with great progression. Part 2 of the Adventures of Myster Guy series, this second installment is entirely playable as a single-player. Try to chase down the elusive Myster Guy as he leads you deeper and deeper into peril. Also check out some of @BOXPlayer@’s other maps, as there is a wide variety of map themes and game styles for you to try. [/quote]
[quote]
title: jungle base
creator: LMinecrafter
Jungle Base is a classic little campaign map. It features lots of windey paths scattered with enemies, a good combination of weapons, and a good mood and level tempo. It's well balanced, as well, and encourages and rewards exploration. Overall, a moderately short but satisfying map.[/quote]
Thanks for your awesome maps guys, we will be in contact with you all soon to organise your digital rewards!
[ 2015-11-13 01:53:11 CET ] [ Original post ]
This update contains a bunch of performance improvements, as well as new blocks to celebrate Halloween with!
Features
- New performance optimisations to help the game run even better.
- Updated more UI to be more uniform.
Fixes
- Fixed triggers sometimes not going off on enemy death events.
- Improved offline play support to work much better now (can now properly play split-screen in maps you have locally cached while offline).
- Fixed error with maps not showing up correctly in map browser when publishing them.
- Bunch of bugs have been squashed.
- 0.8.7523 update fixed some players being unable to move around.
[ 2015-11-10 07:35:29 CET ] [ Original post ]
Lock your doors. Close the blinds. Turn off your lights and stay inside. Jack roams the street tonight.
Jack, trapped between above and below, of the world but not in it, returns in the hope he can find a home, at last. Too wicked for heaven, too tricky for hell, undeserving of the Otherworld and yet without a foothold in this one. Trapped within the inbetween, he has only a coal provided by the devil, that he may find his way.
Don’t worry about the shadows; worry about the light which casts it.
Worry about the flicker of flame in a still room.
Don’t be afraid of the dark; be afraid of who lit the lanterns.
The devil gave him this light.
Legend says to set out a pumpkin, or a turnip, carved out with a light inside, to trick Jack into believing that you too are lost. Some say that if you carve a face, he will think that the lantern is a body he can inhabit. But I know that Jack is a trickster, who cannot be trusted. Stingy, Spring-Heeled Jack, with his cold, clammy fingers that Rip and tear at clothes and faces and bellies… He’s spent too long between worlds, and he’s bored.
A trick on you; a treat for him.
Now he is here- and here he stays!
Our special Halloween content pack is available now!
Content in this pack:
- Enemy: Jack
- Prop: Halloween Skeleton
- Prop: Pumpkins
[ 2015-10-26 22:19:57 CET ] [ Original post ]
This update contains a bunch of performance improvements, as well as new blocks to celebrate Halloween with!
Features
- Can now skip through dialogue in a terminal for fast readers.
- Menu UI updated and improved in many areas
Content
- Added new Halloween blocks to the Seasonal theme pack!
Fixes
- Improved performance in Shoot mode for lighting
[ 2015-10-26 06:36:45 CET ] [ Original post ]
The veil between this world and the next draws thin, this time of year.
Deck your levels with piles of pumpkins- Halloween 2015 Seasonal Content Items coming very soon!!
We challenge you to create the scariest level you can in the Gunscape Editor!
Dare your friends to play and vote for it! The four creators of the scariest maps will be rewarded thusly:
- Have your map featured in the “Editor Picks” section!
- Have your map reviewed and featured in an official blog post that will be shared across the Blowfish website, Gunscape Website, and Gunscape Steam page!
- Receive one single-use “Golden Steamer” key, to redeem yourself or give to a friend!
- Receive a custom Avatar, based on one of our existing Avatars with a permanent Pumpkin head!
Conditions of Entry:
Maps must be created between today, 23rd October, and Halloween, 31st October 2015. Maps can be any type of level you choose. The name or description of the Map must include “Halloween 2015” Voting commences as soon as your map is published, and concludes Thursday November 5th at 5pm Sydney AEDT. Winners will have the highest upvote rate within Gunscape. Developers will vote too! In the case of tied rating, number of votes will be taken into consideration. If this still ties, then the ranking will ultimately be at the Developers’ discretion. And, as collaboration is at the heart of Gunscape's ethos, we will reward up to three additional helpers with the same Pumpkin-headed Avatar! (Note that only one Golden Steamer Key will be awarded per winning entry)
Remember
...that a lot of the scariest things are what you don’t see.. so don’t feel down if you don’t have a suitable Theme pack! We’re going to write some blog posts to help you place some lighting and music blocks to help set the mood of your level.
PLUS
...over the next two weeks, we’ll be giving out some free codes for our Halloween 2015 Seasonal Pack, with special soon-to-be-released Halloween-themed content, so stay tuned!
[ 2015-10-23 05:34:47 CET ] [ Original post ]
This update improves support for controllers, using default joystick layouts for common controllers as we have always done, but also allowing you to map a custom layout to any controller that we may not support out of the box. This should help get just about all controllers working.
Features
- Added new functionality to setup any controller that is not detected by default.
- Improvements to menus for non-controller play.
Fixes
- Bug fixes for Checkpoints not working correctly.
[ 2015-09-29 22:40:54 CET ] [ Original post ]
Today's update comes with some menu performance improvements and enhanced purchase options. We have also updated data on the server to help improve searching and filtering of maps going forward.
Features
- Allowed purchasing of individual blocks and theme packs. Now you can buy just the single blocks or themes that you want directly from the Build menus.
Fixes
- Improved loading time for menu items, especially in the Discover tab.
- Fixed an issue with offline games not starting for some players
[ 2015-09-11 07:34:00 CET ] [ Original post ]
Another quick update with some fixes for co-op maps and terminals in multiplayer.
Fixes
- Fixed a bug with terminals sometimes triggering multiple times in multiplayer causing doors to unlock and then re-lock permanently.
- Fixed lobby screenshots not always loading
[ 2015-09-07 23:53:47 CET ] [ Original post ]
Another quick update with some fixes found around the new Campaign.
Fixes
- Fixed boss death not always triggering correctly
- Fixed bug with block placement brush not always showing where you're aiming
- Latency bars in server list will now represent more accurately to the region that the server is hosted in
[ 2015-08-24 23:51:06 CET ] [ Original post ]
A few quick fixes coming your way.
Fixes
- Fixed some players having issues saving their maps in Creative mode.
- Fixed some issues with triggers not triggering correctly at all times
- Fixed synching of turrets as players join / leave games
[ 2015-08-20 04:54:01 CET ] [ Original post ]
This update comes with the Blowfish official campaign ready for playing today!
Features
- Added the new Campaign to the game - check it out on the Discover tab at the main menu!
Fixes
- Bunch of miscellaneous bug fixes
[ 2015-08-18 23:12:33 CET ] [ Original post ]
A few more updates for Crafting menu and a new Tutorial to play with.
Features
- New Radial Menu for create mode. Contains new tools such as Volume Select, Undo and Redo commands, and No-Clip. Accessible from the 'F' key.
- Added some new tutorial prompts throughout the game
- Added Controls Help (accessible via in-game options)
Content
- Added Dark Bierenstein Exit door
Fixes
- Fixed gun's aim being off target from cross-hair.
- Fixed Dino's break neck dance moves animation
- Fixed some issues with joining lan games
- Fixed fall damage issue caused when playing campaigns
- Fixed rotation issues caused by host migration when monsters are dead
- Fixed AI targeting issue that sometimes occurred when playing across multiple levels in campaigns
- Fixed issue where sometimes players would join a current campaign game and be on a different level than the current game.
- Whole bunch of little bug fixes in v0.7.6999 update
[ 2015-08-13 23:31:39 CET ] [ Original post ]
🕹️ Partial Controller Support
- Gunscape Base Linux Content [226.92 M]
- Gunscape - Standard Edition
- Gunscape - Gold Edition
- Gunscape - Seismic
Standard Edition
Get access to all main game themes with the Standard Edition of Gunscape! It includes blocks, props, enemies, avatars and weapons from the Bathyscape, Bierenstein, Final Fortress, Electro, Relay, Too Rockin’, Siegecraft, Orifice and Tremor.
Gold Edition
Get access to all current and future game content with the Gold Edition of Gunscape! Initially it includes blocks, props, enemies, avatars and weapons from the Standard Edition plus the Seasonal, Alienware and Gold theme packs. Also receive the Gunscape Original Sound Track DLC! The first extra DLC will be the Seismic pack, coming in Q2 2016 and this will be available free of charge to Gold Edition purchasers.
World Building
The game is organised into themes taken from the entire genre of FPS games, from the early classics to the modern triple-A stealth and war shooters. Each theme set contains unique world building blocks, player models, enemies (and bosses!), music tracks, skyboxes, special level elements (like traps and teleporters) and--of course--GUNS (plus bombs, bats, swords, flamethrowers, chainsaws, rocket launchers and much, much more. 38 weapons planned so far!). Assets from different sets are meant to be combined freely when building your worlds and the selection of content contained in each one has been carefully selected and planned out to avoid redundancy and to represent the truly iconic parts of the game it was inspired by.
It's important to us that anybody should be able to create their own levels. In the days of Doom and Build engine games level editors were simple enough that it didn't take long to learn how to create a whole new adventure for the player. The truly skilled could create impressive feats of architecture, but the rest of us could still create enjoyable challenges thanks to tightly-designed game engines that focused on making the core gameplay pure fun. In a game like that it doesn't matter how many times you test and tweak the layout to make your map the best it can be, or how abstract the level becomes as a result. This is the driving philosophy behind Gunscape. It's also the reason we've chosen to start by polishing the multiplayer experience in the pre-alpha demo, as we feel this is one of the best ways to develop and tweak the core gameplay.
World Sharing
Of course, there's no point in creating great play experiences if nobody else gets to play them! Gunscape has a server to share your creations and the game has a built in map browser with filtering and voting system, so that anybody can have full access to every public player-created level, regardless of which theme packs were used to make them. The available demo (more on this later) has game levels we have put together and we'll continue to add more as we complete new content to help show how much potential there is for you to create some truly amazing things with Gunscape!
Game Features
- Solo, split-screen and online co-operative multiplayer level creation! Build maps at your own pace or invite friends to help out! Jump in and out of action mode while editing to test your level on the fly or just to blast one another.
- Single-player campaign mode: play or create a sequence or branching tree of levels with or without a story. Build a whole self-contained adventure or a gauntlet of fearsome challenges.
- Co-op mode: invite one or more friends to tackle a dedicated co-op map with you or take a single-player map and crank up the difficulty.
- Multiplayer arenas: build a map with multiple spawn points and powerups and invite your friends or host a public game for some brutal online action using one of many multiplayer modes, including classics such as free-for-all and team deathmatch, capture the flag variants, king of the hill and domination/point capture modes and different tag/infection variants. We plan on including a lot of these, and to continue adding more, including flexible objectives like race to the finish which could be used to build multiplayer rocket jump courses or other types of challenge maps such as a competitive adventure through trap-filled dungeons, or hunter which awards points for killing monsters so you can create your own MP dinosaur safari.
- Cross-platform multiplayer: optional where it counts, but great to have for cross-platform co-op!
- Global and persistent map sharing: anyone can play the levels you share regardless of platform
- 8 multiplayer match modes
- OS: Ubuntu 10.10. SteamOS
- Processor: SSE2 instruction set support.Memory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: DX9 (shader model 3.0) capabilitiesNetwork: Broadband Internet connection
- Storage: 500 MB available space
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