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We are happy to announce a new update to Stardust Vanguards 1.2 which activates achievements and sets them live on Steam. You can now earn 26 of these achievements as you play.
We are happy to announce a new update to Stardust Vanguards 1.2 which activates achievements and sets them live on Steam. You can now earn 26 of these achievements as you play.
Stardust Vanguards just got a whole lot better with a ton of new features, effects, UI enhancements, event balances, and fixes in our v1.1 Prettiness Update!
The coolest feature: the new bounty target system! If a player suddenly gains a strong lead during the battle, we'll issue a bounty awarding 50 reinforcement points for that player's head instead of the normal 10. This new feature has been a blast during our tests and we know you'll just love it.
We also added a lot of really cool UI additions. You guys and gals asked for quicker menus and rematch options so we delivered on that. We also wanted to give you more info without forcing you to look away from your character, so we unified the player arrow labels to include both your earned RP as well as how much shield time you have remaining.
There's also a ton of new explosion effects, UI enhancements (better win screens and windows), fun extras (like dry firing your gun when it's empty), and a bunch of balances and fixes. Check out the entire changelist below to get the full picture on every change we made.
We really loved hearing your feedback and working on this new definitive version of Stardust Vanguards, so drop us a line and let us know what you think!
STARDUST VANGUARDS 1.1 - "THE PRETTINESS UPDATE" - CHANGELIST:
- New "BOUNTY TARGET" feature added
- Added post-game and pause rematch options
- New UI enhancements across the board
- New in-game player-arrows now display RP and remaining shield duration
- Added visual cues when a player charges reinforcements or has max RP
- All win screens have been overhauled
- Empty guns can now be dry fired
- New visuals for battle start and end
- The title screen has been enhanced
- Returning to the title and transitioning through menus is quicker and more polished
- Character select now has a confirmation launch screen
- Players now join different teams sequentially when joining in at the character select
- Mecha eyes now glow on the character select
- A random music track will now play for each new battle
- Post-battle kill screen now counts up player kills
- Added a scoreboard for all game modes
- Overhauled all +RP notifications
- Players will gloriously explode when eliminated
- VIP ships will gloriously explode when assassinated
- Players have a new 2D lens-flare glimmer animation when spawning or dying
- NPC capital ships now have a large glimmer animation when exploding
- Unlocks are granted when quitting the game now
- In CO-OP MODE, players may continue fighting until all players are killed off
- In CO-OP and CONQUEST MODE, announcer will count down lives/time remaining
- SPACE BALL announcer audio has been tweaked to be more versatile
- SPACE BALL MODE dynamically balances base positions based on number of teams
- Engine burnout cooldown has been significantly decreased
- The shield has been made much more responsive and quicker to activate
- Pirates have been removed completely from FAST MODE
- The PIRATE VIP ASSASSINATION event has been made significantly easier
- Removed two incompatible stages from SPACE BALL mode
- Fixed a few bugs with the shield timer remaining on screen
- Fixed reported resolution overdraw issues
- Numerous minor fixes
Stardust Vanguards just got a whole lot better with a ton of new features, effects, UI enhancements, event balances, and fixes in our v1.1 Prettiness Update!
The coolest feature: the new bounty target system! If a player suddenly gains a strong lead during the battle, we'll issue a bounty awarding 50 reinforcement points for that player's head instead of the normal 10. This new feature has been a blast during our tests and we know you'll just love it.
We also added a lot of really cool UI additions. You guys and gals asked for quicker menus and rematch options so we delivered on that. We also wanted to give you more info without forcing you to look away from your character, so we unified the player arrow labels to include both your earned RP as well as how much shield time you have remaining.
There's also a ton of new explosion effects, UI enhancements (better win screens and windows), fun extras (like dry firing your gun when it's empty), and a bunch of balances and fixes. Check out the entire changelist below to get the full picture on every change we made.
We really loved hearing your feedback and working on this new definitive version of Stardust Vanguards, so drop us a line and let us know what you think!
STARDUST VANGUARDS 1.1 - "THE PRETTINESS UPDATE" - CHANGELIST:
- New "BOUNTY TARGET" feature added
- Added post-game and pause rematch options
- New UI enhancements across the board
- New in-game player-arrows now display RP and remaining shield duration
- Added visual cues when a player charges reinforcements or has max RP
- All win screens have been overhauled
- Empty guns can now be dry fired
- New visuals for battle start and end
- The title screen has been enhanced
- Returning to the title and transitioning through menus is quicker and more polished
- Character select now has a confirmation launch screen
- Players now join different teams sequentially when joining in at the character select
- Mecha eyes now glow on the character select
- A random music track will now play for each new battle
- Post-battle kill screen now counts up player kills
- Added a scoreboard for all game modes
- Overhauled all +RP notifications
- Players will gloriously explode when eliminated
- VIP ships will gloriously explode when assassinated
- Players have a new 2D lens-flare glimmer animation when spawning or dying
- NPC capital ships now have a large glimmer animation when exploding
- Unlocks are granted when quitting the game now
- In CO-OP MODE, players may continue fighting until all players are killed off
- In CO-OP and CONQUEST MODE, announcer will count down lives/time remaining
- SPACE BALL announcer audio has been tweaked to be more versatile
- SPACE BALL MODE dynamically balances base positions based on number of teams
- Engine burnout cooldown has been significantly decreased
- The shield has been made much more responsive and quicker to activate
- Pirates have been removed completely from FAST MODE
- The PIRATE VIP ASSASSINATION event has been made significantly easier
- Removed two incompatible stages from SPACE BALL mode
- Fixed a few bugs with the shield timer remaining on screen
- Fixed reported resolution overdraw issues
- Numerous minor fixes
Hey everyone! Thanks so much for a great launch! We've been listening to your feedback and we've been hard at work on our first update, one that generally makes the game feel more polished, look prettier, and function in a more user friendly way. We've made a lot of fixes and adjustments, but probably the most fun one is a new gameplay feature called "Bounty Targets!" Players with decisive advantages in survival deathmatch will have a bounty issued on them. Killing a targeted player rewards you with 50 RP if you can kill them off! That's 5 times the reinforcement points from a single player kill since player kills are usually only worth +10 RP. It's a really fun system that acts as both a sign of prestige for good players and as a way for players that are losing to catch back up. During our tests it added a lot of fun to the game and we know you'll just love it! We also have a lot of usability fixes and adjustments to the game's interface, effects, and user friendliness, like prompts that you have reinforcement points available, an overhauled and unobtrusive RP meter that follows your character around, a shield indicator to know how much shielding you have left, and a few other minimalist prompts to notify you when you've got maximum reinforcements (so you make sure and use them!). There's a lot of smaller fixes and modifications too ranging from cooler visual effects to balancing fixes. We'll have a massively detailed changelist coming soon for everything, but generally speaking the game feels more polished, prettier, and user friendly. We took a lot of user feedback into account and we're working on making the game play even better! Timeframe should be soon-ish! It should be available within a few weeks, tops! We're also gearing up for SXSW in two weeks where we plan to put our update through it's paces! We'll make sure to give you the latest info as things develop! And one last special thanks to everyone that's supported us! We're just about to near the one month mark since Stardust Vanguards released and we want to genuinely express our gratitude to our fans and supporters. Thanks ladies and gentlemen! In the meantime, hit us up on Twitter or drop us a line in the Steam discussion.
Hey everyone! Thanks so much for a great launch! We've been listening to your feedback and we've been hard at work on our first update, one that generally makes the game feel more polished, look prettier, and function in a more user friendly way. We've made a lot of fixes and adjustments, but probably the most fun one is a new gameplay feature called "Bounty Targets!" Players with decisive advantages in survival deathmatch will have a bounty issued on them. Killing a targeted player rewards you with 50 RP if you can kill them off! That's 5 times the reinforcement points from a single player kill since player kills are usually only worth +10 RP. It's a really fun system that acts as both a sign of prestige for good players and as a way for players that are losing to catch back up. During our tests it added a lot of fun to the game and we know you'll just love it! We also have a lot of usability fixes and adjustments to the game's interface, effects, and user friendliness, like prompts that you have reinforcement points available, an overhauled and unobtrusive RP meter that follows your character around, a shield indicator to know how much shielding you have left, and a few other minimalist prompts to notify you when you've got maximum reinforcements (so you make sure and use them!). There's a lot of smaller fixes and modifications too ranging from cooler visual effects to balancing fixes. We'll have a massively detailed changelist coming soon for everything, but generally speaking the game feels more polished, prettier, and user friendly. We took a lot of user feedback into account and we're working on making the game play even better! Timeframe should be soon-ish! It should be available within a few weeks, tops! We're also gearing up for SXSW in two weeks where we plan to put our update through it's paces! We'll make sure to give you the latest info as things develop! And one last special thanks to everyone that's supported us! We're just about to near the one month mark since Stardust Vanguards released and we want to genuinely express our gratitude to our fans and supporters. Thanks ladies and gentlemen! In the meantime, hit us up on Twitter or drop us a line in the Steam discussion.
Team Zanrai is happy to announce that Stardust Vanguards will be bringing local 4-player mecha battles to Steam on Friday, January 30th, 2015 for $9.99!
You'll be calling reinforcements and taking out space pirates in no time! See you on the battlefield, vanguards!
Team Zanrai is happy to announce that Stardust Vanguards will be bringing local 4-player mecha battles to Steam on Friday, January 30th, 2015 for $9.99!
You'll be calling reinforcements and taking out space pirates in no time! See you on the battlefield, vanguards!
Team Zanrai is happy to announce that Stardust Vanguards will be bringing local multiplayer mecha battles to Steam on Friday, January 30th for $9.99!
You'll be calling reinforcements in no time! See you on the battlefield, vanguards!
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