I've just posted a big update with new features and lots of little bug fixes. Here's what's new:
- Steam Achievements! There are 11 new goals to work for - from simple things like earning 3 stars on a level to completing all 50 levels in Hard Mode.
- Global Leaderboards. Probably the most requested feature from players is finally here. The leaderboards are still empty, so now is a great time to make your mark. Also a great time to get the Number One achievement. ːcsdsmileː
- Game progress now saved in the Cloud. You'll keep any progress you've made with the old system, and now it will also be stored on the Steam servers.
- Upgraded game engine to Unity v2017.2. Faster physics and better performance in VR.
- Improved the Tutorial level. More info about the controls, quieter video.
- New pause menu that also shows the global/local high scores
- New Ringer Runner level 23. The last one was *way* too hard.
- Fixed a problem on main menu with launching a level more than once
- Lander now tumbles and rolls once one of the tanks is broken.
I've just posted a big update with new features and lots of little bug fixes. Here's what's new:
- Steam Achievements! There are 11 new goals to work for - from simple things like earning 3 stars on a level to completing all 50 levels in Hard Mode.
- Global Leaderboards. Probably the most requested feature from players is finally here. The leaderboards are still empty, so now is a great time to make your mark. Also a great time to get the Number One achievement. :csdsmile:
- Game progress now saved in the Cloud. You'll keep any progress you've made with the old system, and now it will also be stored on the Steam servers.
- Upgraded game engine to Unity v2017.2. Faster physics and better performance in VR.
- Improved the Tutorial level. More info about the controls, quieter video.
- New pause menu that also shows the global/local high scores
- New Ringer Runner level 23. The last one was *way* too hard.
- Fixed a problem on main menu with launching a level more than once
- Lander now tumbles and rolls once one of the tanks is broken.
Hello crashers. It's been a while since I updated Crashed Lander, but I've dusted off my project files to make a few additions. I'm (finally) adding Global Leaderboards and Steam Achievements to the game. These have been the most requested features ever since bringing the game to Steam. I've tried several times in the past to add these features, but my coding skills were not up to the task. Guess they are now, 'cuz I finally figured it out. ːcsdsmileː I had to switch programming languages to get it done. Still not really comfortable in C#, but I'm getting the hang of it. I've posted a new build to the Beta branch that has global leaderboards for all 50 levels, both Normal and Hard difficulty. Leaderboards are displayed after finishing a level, or you can peek at the leaders on the Pause screen. The local best score is displayed before you start each level. Achievements are working, but not included in the current Beta. They should be active in a few days. Not many people actually playing the game these days, but maybe this wil spark a little renewed interest and attract some new challengers. You can acces the Beta build by right-clicking on Crashed Lander in your Steam library, choosing properties, clicking the Betas tab, then choosing v3Beta from the dropdown menu. I'll also be cleaning up a few bugs and re-jiggering a couple of the levels that I'm not happy with - llike the Overwatch Rings level which is WAY to hard. If you have any suggestions or bug reports, now would be a good time to let me hear 'em. I'll start a Forum Thread for anyone who wants to comment on the Beta, too.
Hello crashers. It's been a while since I updated Crashed Lander, but I've dusted off my project files to make a few additions. I'm (finally) adding Global Leaderboards and Steam Achievements to the game. These have been the most requested features ever since bringing the game to Steam. I've tried several times in the past to add these features, but my coding skills were not up to the task. Guess they are now, 'cuz I finally figured it out. :csdsmile: I had to switch programming languages to get it done. Still not really comfortable in C#, but I'm getting the hang of it. I've posted a new build to the Beta branch that has global leaderboards for all 50 levels, both Normal and Hard difficulty. Leaderboards are displayed after finishing a level, or you can peek at the leaders on the Pause screen. The local best score is displayed before you start each level. Achievements are working, but not included in the current Beta. They should be active in a few days. Not many people actually playing the game these days, but maybe this wil spark a little renewed interest and attract some new challengers. You can acces the Beta build by right-clicking on Crashed Lander in your Steam library, choosing properties, clicking the Betas tab, then choosing v3Beta from the dropdown menu. I'll also be cleaning up a few bugs and re-jiggering a couple of the levels that I'm not happy with - llike the Overwatch Rings level which is WAY to hard. If you have any suggestions or bug reports, now would be a good time to let me hear 'em. I'll start a Forum Thread for anyone who wants to comment on the Beta, too.
I posted a small update to Crashed Lander tonight. I'm trying to track down a bug reported by a couple of Vive players. They're having trouble on the main menu with a wild, uncontrollable menu cursor. I've seen this happen in the past. All of those cases were caused by multiple connected gampads/HOTAS/driving wheels, but this seems like it might be something different. If you're having similar problems please do let me know. I can't reproduce the behaviour myself which makes it's hard to fix. ːspazwinkyː
Howdy Crashers! I've just posted the big 3.0 update. There is a long list of improvements, especially if you haven't been following along on the beta versions.
- New levels - 50 in total!
- Options menu. Change graphics settings, FOV, V-Synch, audio levels, and other fiddly bits.
- Improved VR support. Now works easily with monitor, Rift, and Vive.
- VR comfort modes. People who are prone to motion sickness can use Tunnel Vision or the Cam Cage for a less woozy experience.
- New Tuitorial level. Cleaner and more informative.
- First person camera mode. Lots of requests for this one.
- Remastered Levels. I've improved the look and feel of many levels with updated models, better lightmaps, and sparklier particles.
Howdy Crashers! I've just posted the big 3.0 update. There is a long list of improvements, especially if you haven't been following along on the beta versions.
- New levels - 50 in total!
- Options menu. Change graphics settings, FOV, V-Synch, audio levels, and other fiddly bits.
- Improved VR support. Now works easily with monitor, Rift, and Vive.
- VR comfort modes. People who are prone to motion sickness can use Tunnel Vision or the Cam Cage for a less woozy experience.
- New Tuitorial level. Cleaner and more informative.
- First person camera mode. Lots of requests for this one.
- Remastered Levels. I've improved the look and feel of many levels with updated models, better lightmaps, and sparklier particles.
Nearly done now with the total re-do of the sound system. Much happier with the new setup and best of all, it let's me add this feature: You can now control the volume of the music and sound in the Options menu. Still missing a few sound effects, but they'll be back in a day or too. Closing in on the final 3.0 version. Now is the time to send any feedback or suggestions! ːcrashedlanderː
Nearly done now with the total re-do of the sound system. Much happier with the new setup and best of all, it let's me add this feature: You can now control the volume of the music and sound in the Options menu. Still missing a few sound effects, but they'll be back in a day or too. Closing in on the final 3.0 version. Now is the time to send any feedback or suggestions! :crashedlander:
I posted a new build for the 3.0beta that should fix a problem with re-centering the view when playing in the Vive. It should now send the proper commands via openVR to switch to Seated Mode and then re-center your view on command. You can try it out with the Middle Mouse button, Backspace, or Select on gamepad. Still working on polishing up all of the big changes made for v3.0. Currently working on:
- Making the new main menu a little more interesting - especially when playing on the monitor
- New Fade effect for level loading
- finish 3 new Ring Runner levels
- better control of sound/music volume . Currently ripping the guts out of the old sound code and building a setup with Unity 5's new audio features.
- better mouselook in monitor mode.
I posted a new build for the 3.0beta that should fix a problem with re-centering the view when playing in the Vive. It should now send the proper commands via openVR to switch to Seated Mode and then re-center your view on command. You can try it out with the Middle Mouse button, Backspace, or Select on gamepad. Still working on polishing up all of the big changes made for v3.0. Currently working on:
- Making the new main menu a little more interesting - especially when playing on the monitor
- New Fade effect for level loading
- finish 3 new Ring Runner levels
- better control of sound/music volume . Currently ripping the guts out of the old sound code and building a setup with Unity 5's new audio features.
- better mouselook in monitor mode.
Howdy Crashers. Another update to the 3.0beta. This feature was a long time coming - an actual options menu. All the game options plus a batch of new settings for graphics quality: shadows, anti-aliasing, vsync, fov, texture resolution. VR users can also adjust render scale or try the new Tunnel Vision and CamCage comfort options. Still a little work to do on the menus, but so far so good. Opt in to the v3 beta by right-clicking on Crashed Lander in your Steam library, choose Properties, click on Betas tab, then choose v3beta from the drop-down menu.
Howdy Crashers. Another update to the 3.0beta. This feature was a long time coming - an actual options menu. All the game options plus a batch of new settings for graphics quality: shadows, anti-aliasing, vsync, fov, texture resolution. VR users can also adjust render scale or try the new Tunnel Vision and CamCage comfort options. Still a little work to do on the menus, but so far so good. Opt in to the v3 beta by right-clicking on Crashed Lander in your Steam library, choose Properties, click on Betas tab, then choose v3beta from the drop-down menu.
I just realised that I made a mistake in the default graphics settings for the v3 beta. If this is the first version of the game you've played, then you are most likely seeing the game with very low resolution textures and no shadows. ːcsdsickː I accidently set the default graphics quality level to Minimum. I'll be uploading a new build soon that will fix that issue - along with a spiffy new options menu! To change your graphics settings in the current version it is easiest to turn off your HMD and launch in monitor mode. Right after launching the game, hold down CTRL key to bring up a settings menu. Sorry 'bout that. I hope I didn't scare off any new players because of the lo-fi first impressions. ːspazwinkyː
I just realised that I made a mistake in the default graphics settings for the v3 beta. If this is the first version of the game you've played, then you are most likely seeing the game with very low resolution textures and no shadows. :csdsick: I accidently set the default graphics quality level to Minimum. I'll be uploading a new build soon that will fix that issue - along with a spiffy new options menu! To change your graphics settings in the current version it is easiest to turn off your HMD and launch in monitor mode. Right after launching the game, hold down CTRL key to bring up a settings menu. Sorry 'bout that. I hope I didn't scare off any new players because of the lo-fi first impressions. :spazwinky:
I posted a couple of quick updates to the game this weekend. Frist one to fix a few problems with the new menus, and another one with a few visual touch-ups.
- Fixed menu navigation routes
- D-pad now works to control menus
- Toggle vertical synch with Delete key (monitor mode only)
- Music should now play through level load if it is enabled.
- New lightmaps on all levels that use them. Still trying to get the hang of the lightmapping tool in Unity 5, but this batch is looking better. Still some ugly jaggies on the Menger levels especially.
I posted a couple of quick updates to the game this weekend. Frist one to fix a few problems with the new menus, and another one with a few visual touch-ups.
- Fixed menu navigation routes
- D-pad now works to control menus
- Toggle vertical synch with Delete key (monitor mode only)
- Music should now play through level load if it is enabled.
- New lightmaps on all levels that use them. Still trying to get the hang of the lightmapping tool in Unity 5, but this batch is looking better. Still some ugly jaggies on the Menger levels especially.
Howdy Crashers. I've been working on another big update for Crashed Lander - version 3.0! This version includes all of the updates from the past year, plus:
- Spiffy new menus - the old ones were wonky. Built the new ones using Unity's UI tools and a little more planning. ːspazwinkyː Cool 360 panoramas give you a glimpse of the level before loading.
- Improved VR support. Now works easily on monitor, Rift, and Vive.
- First person camera. Often requested and quite a bit of fun. Switch cameras with the B button or C key
- Pause button fully pauses the game. The slow motion was neat but hard to go get a cup of coffee before you crashed and burned.
- New levels on the way later this week.
You can try out the v3beta for WIndows now. Just right-click on the game in your Steam Library, choose Properties, click the Betas tab, then choose v3beta from the dropdown menu. I'll start a thread in the forums for feedback and suggestions. I'd especially like to hear from VR players, and anyone playing on slower machines with integrated graphics cards.
Forum Thread for Feedback
Howdy Crashers. I've been working on another big update for Crashed Lander - version 3.0! This version includes all of the updates from the past year, plus:
- Spiffy new menus - the old ones were wonky. Built the new ones using Unity's UI tools and a little more planning. :spazwinky: Cool 360 panoramas give you a glimpse of the level before loading.
- Improved VR support. Now works easily on monitor, Rift, and Vive.
- First person camera. Often requested and quite a bit of fun. Switch cameras with the B button or C key
- Pause button fully pauses the game. The slow motion was neat but hard to go get a cup of coffee before you crashed and burned.
- New levels on the way later this week.
You can try out the v3beta for WIndows now. Just right-click on the game in your Steam Library, choose Properties, click the Betas tab, then choose v3beta from the dropdown menu. I'll start a thread in the forums for feedback and suggestions. I'd especially like to hear from VR players, and anyone playing on slower machines with integrated graphics cards.
Forum Thread for Feedback
Lots of new players today - howdy folks! Just a quick reminder for those of you playing in VR - you need to opt-in to one of the Crashed Lander beta versions to play on the Rift or Vive. Right-click on the game in your Steam library, choose properties, click the Betas tab, then choose either beta1.3 (for Oculus RIft), or betaopenvr (for Vive). Vive support is experimental right now. I don't have a Vive, but was able to make a test version that is working for now. Full Vive support will be added when I can get my hands on one. Still working on the new menu system and some other additions. Should be done before the end of Summer.
Lots of new players today - howdy folks! Just a quick reminder for those of you playing in VR - you need to opt-in to one of the Crashed Lander beta versions to play on the Rift or Vive. Right-click on the game in your Steam library, choose properties, click the Betas tab, then choose either beta1.3 (for Oculus RIft), or betaopenvr (for Vive). UPDATE: new beta with improved VR support is named v3beta Vive support is experimental right now. I don't have a Vive, but was able to make a test version that is working for now. Full Vive support will be added when I can get my hands on one. Still working on the new menu system and some other additions. Should be done before the end of Summer.
I've posted an experimental build of Crashed Lander that should work with Vive headsets. It's using Unity 5.4's integrated support for OpenVR. I don't actually have acess to a Vive so it's untested at this point. Does work on my Rift via SteamVR though. Posting this early build because people have been asking about Vive support and I figured I might as well give it a shot since I don't really know when I'll be able to get my hands on a Vive. Opt in to the beta by right-clicking on Crashed Lander in your library, choosing Preferences, clicking the Betas tab, and choosing the betaopenvr channel. I don't think the beta will show up in SteamVR as a supported app at this point but you should be able to launch it from the normal Steam client. This OpenVR version should also work on the Rift.
Well, that didn't take long. Oculus posted a new version of the integrated Unity plugin today so I grabbed it and made a new beta build. Working well for me on my DK2 at any rate. []-) You can opt-in to the beta with a right-click on the game icon, choose properties, click the Betas tab, and choose beta1.3 from the dropdown menu. Not quite sure what the new 90hz screen will think of the 75hz physics sim. It should interpolate up to the 90hz but it might not be as smooth as it should be. Would love to hear from anyone who tries it on a CV1. The previous beta is still availble for those still using runtime 0.8.
Hello Crashers. Just a quick note for those lucky enough to have a new Oculus Rift on the way. I'll be updating Crashed lander to the latest SDK as soon as I can. I think the new SDK and runtime will be released tomorrow, but I'll need to wait until Unity updates their integrated support. Part of moving to Unity 5 involved getting rid of the Oculus plugins and going with the simpler, integrated stuff. Shouldn't have to wait too long.
I've posted another beta version of Crashed Lander for Windows that includes support for the Oculus runtime v0.7. I also went ahead and updated the game from Unity 4 to Unity 5, which turned out to be a *lot* of work. Big changes to the physics engine meant that I had to re-configure and re-jigger every active object in the game. Making the switch means that I get to use Unity's built-in support for the Rift which will make it much easier to keep up with changes to the Oculus SDK/runtime. Here's a run-down of what's changed in v2.6beta
- Updated game engine from Unity4 to Unity5
- Updated to Steamworks.net version 2.6
- Convex mesh colliders on all game objects
- Re-configured all active obejcts with Physics based joints and springs
- Tri-planar shaders on all terrains - no more texture stretching
- New version of the Outside In level.
- Oculus Rift is now detected automatically. Use 'Play On Rift' launch option until the beta makes it to the main branch.
- Fixed problems with cursor on pause menu
- New fog effect on Jungle Fog levels
Hello Crashers. Work continues on the next update, currently available in the Beta channel here on Steam. I've decided to go ahead and update the game to the Unity 5 engine (from Unity 4). This will help me keep current with the Oculus Rift integration as the actual commercial release of the Rift draws near. A lot of grunt work involved but so far the conversion is going well. There have been some big changes to the physics engine which require that I re-jigger some of the more complex physics setups. My dev time is limited these days since I have a new day job, but I still plan on supporting and improving Crashed Lander to the best of my abilities. I should be able to post a new beta update that works with the 0.7 Oculus runtime soon. The next beta should also include fixes for the pause menu that were introduced in the last version. I'm also tinkering with a new tri-planar terrain shader that will eliminate the texture stretching that happens on steeper sections of the terrain. I might even have time to spruce up a couple of levels with the new physically based rendering and fancy lighting that's available in Untiy 5.
I posted a new beta version of Crashed Lander last week. I made some pretty big changes 'under the hood' and it caused more problems that I'd anticipated. Thanks to Deozaan and some other crashers I'm finding mistakes and squashing lots of bugs. I'll be leaving the new version in beta for a while longer as I get it all worked out. Some of the stuff we've found and fixed so far:
- I think I've fixed the jittery camera. *crosses fingers* Still tweaking the new camera smoothing settings but I do like the way the cam is angling down as the player descends.
- propane tanks now stay around after breaking off of lander
- Earned stars should be saving and displaying correctly
- Fixed a problem with the Pause menu where the Next Level would get stuck on screen and the player could not progress.
- New fog effect on Jungle level is not working properly for some.
- Mouse pointer too shy to come out of hiding at end of level or when crashing.
- Use new gamepad deadzone setting on menu controls, too.
Howdy Crashers! I've posted a new version of Crashed Lander to the Beta channel for all platforms. This version includes a new camera system and a few other cosmetic changes. It also includes some player-suggestions additions like a toggle for inverted mouselook and adjustments for the gamepad deadzone. To opt-in to the beta channel: Right-click on the game icon in your library, choose Properties from the pop-up menu, click on the Betas tab, then choose the _beta option inthe drop-down menu. Your game should update itself to the new version automatically. If you do try the beta I'd love to hear how it's working for you. Drop a note over on the forums or send me a message at BrainBlinks.com. Once I'm sure that the new version is working I'll push it over to the main channel for everyone to play. July 6th - v2.6 beta
- New, smoother camera. The cam now zooms out a little as the lander speeds up and smooths out the transition when you turn sharply. Looks nice and should be more comfortable for some people in VR.
- New keys to control the gamepad deadzone - 0 and 9. This should help folks who have old, very loose gamepads. Player suggestion.
- New key to toggle inverted mousleook - V. Player Suggestion.
- New version of the Sky is Falling and Ring Runner Twins levels. The landscapers finally came by and spruced the place up. :) New particle effects on these levels, too.
- New path the the Ring Runner Horns level.
- Optimized the Jungle Fog levels. The old version was causing poor performance on the Rift, so I cleaned it up a bit and put in a more efficient fog effect.
- Both game modes now share the same control scripts. This will make it easier to make changes in the future.
- New Brain Blinks splash screen on load. Skippable with spacebar or mouseclick.
- Music is now off on the tutorial level. Player Suggestion. Fixed a glitch where game gets stuck in slow-motion mode when restarting.
- New particle effects when the lander explodes.
Howdy Crashers. I've finally finished some of my other projects and I have time to work on Crashed Lander again. I'm currently working on an update that should be ready sometime next week. If you have any suggestions for fixes or simple additions to the game, now would be a good time to let me hear 'em. Working on:
- Fixing a few bugs - like sometimes getting stuck in slow motion after resetting a level
- Adding a key to toggle inverted mouselook (player suggestion)
- Adding some adjustments for gamepad deadzone (player suggestion)
- 5 new Ring Runner levels
- New smoother camera system
- Windows 32 bit version of the free demo
- Update to the newest Oculus Rift SDK
Hello Crashers. Here's a quick update on what's been happening and whay I have planned for the game. The launch of the OSX, Linux, and demos of the game went pretty well. No major mishaps and people seem to be happy with the new versions. About 1,500 people have played the demo so far which is a lot of potential new propane pilots. :) I changed the setup for the 32 bit and 64 bit Windows versions. A couple of players were having trouble getting the game to run, but the changes seems to have helped. I still need to make the same changes to the demo version. I'll do that in the next few days. I'm planning another content update with 5 more Ring Runner levels and a whole new game mode. Not sure when it might be done, though. I want to wait until Oculus releases the next SDK so that I'm sure to have the most up-to-date support for the Oculud Rift. I also have plans to enter the new Oculus VR Jam in April/May. They are hosting a big contest for new Gear VR games with a huge prize purse of $1,000,000. I think I have a decent chance at placing in the winning entries so I'll be head-down for that 30 day stretch working on my entry. There' also a chance I'll be porting Crashed Lander to the Gear after the next big update. Guess that's all the news for now. Keep on crashing and please keep sending feedback, suggestions, screenshots, videos and whatnot in the Community Hub. Thanks for supporting me and my game! Don Whitaker
You can now try a free demo of Crashed Lander on Windows, OSX and Linux. I've also released the full game for all three platforms. The demo includes 5 levels from the full game including the Tutorial, three Pad Hopper and one Ring Runner level. The scores, collectibles, and star rewards you earn in the demo will carry over when you purchase the full game, too. Pleas do try the demo if you're not sure the game will run on your system - especially for Linux users. It is officially supported on Ubuntu 14, but should also work on similar builds like Mint and Debian.
Linux and OSX builds of Crashed Lander are ready for testing. The game is still listed as Windows only in the store, but if you already own Crashed Lander you can opt-in to the Beta to get access to these new builds. To opt-in: Right-click on the Crashed Lander icon in your library and choose Properties, click the Betas tab, then choose 'betas-' from the drop-down menu. The name of the game in your library should change to 'Crashed Lander [beta]' and you should be able to install using all three operating systems. If you do give 'em a try I'd love to hear how they worked. We've had a few succesful tests on Linux, but I'm not quite sure I have the OSX version configured properly on Steam.
Hello Crashers. I've posted a couple of small bug fixes since yesterday. Most of the updates resulted in fairly small downloads in the 40 MB range. I was cleaning up some mistakes, replacing a few missing textures, fixing glitches - nothing major. I also posted the finished version of the new Tutorial level. It's a full-fledged Pad Hopper level now. You can watch the tutorial vid while experimenting with the controls which I think makes for a fun introduction. I know that some people have bandwidth caps and need to keep a close eye on their downloads so I'll try not to constantly update. I do want to keep iterating and tweaking things though, so I've added a Beta channel to the game. You can opt-in to the Beta by right-clicking on the Crashed Lander icon, choosing Properties, clicking the Betas tab, and choosing beta from the drop-down list. I'll post my small changes there until I get to a point that I think all players would benefit, then push that beta over to the main build. You can opt-in if you don't mind frequent updates or just want to see what I'm working on.
I've posted an update to the game after some late-night bug swatting.
- Fixed a problem with alt-tab causing crashes and freezing
- Fixed problem that was preventing launch in Windowed mode
- Added Borderless Window option to launch menu
- Tutorial video now runs in a Pad Hopper level, not an external website. This tutorial level is not 100% complete but I wanted to get it changed asap.
- Swapped out some shaders that were causing trouble with DirectX11
Howdy Crashers. I'm in the process of swatting a few bugs that are causing problems for some players. I think I've tracked down at least one of the problems that has to do with shaders and rendering - thanks to some helpful bug reporting over on the Support Forums. I'm also working on a new setup for the Tutorial Video. Having the vid hosted on the Web is causing trouble for some people and was basically just a bad idea on my part. o.O Tonight I will make a version that functions just like the other Pad Hopper levels and won't require you to exit the game to view the video. I'll have a new build of the game up later tonight. It will require an auto-patch download of about 75 megabytes or so since the new files will include a low-res version of the tutorial video. If you are experiencing any issue with the game please let me know. I want to squash as many bugs as I can and make your crashing as smooth as possible. :)
The Steam launch is also the premier of Crashed Lander v2.5. Lots of new stuff in this version including 10 new Ring Runner levels and a star reward system to help you track your progress. I've also re-combined the VR version and monitor version back into a single package. If you 're having any trouble or noticed something broken please let me know over on the Support Forum. Happy Crashin! February 2nd - v2.5
- VR and Monitor version are now re-united under one package
- Update Oculus SDK to v 0.4.4
- Recent changes now included for Monitor users including smoother physics, FPS counter, new skyboxes, Fade in/out at beginning/end of each level
- 10 new Ring Runner levels! Total of 44 levels now
- Columns level replaced with new Overview level
- Switcheroo level is now easier and less ‘Rage-Quitty’ :)
- New reward system. Get faster times to earn more stars. Earn 132 stars in Normal mode and 44 in Hard mode.
- New tracking system for reward stars and collectible widgets
- Info signs on Main Menu to show the number of stars earned and widgets found
- Info sign and countdown timer at the beginning of each level
- New score display and celebration when completing levels
- Collectible widgets now on all levels, including Ring Runners. 132 widgets to find.
- New thruster particle effects - kick up dust when near the ground and some surfaces
- New fire particles
- Optimized performance: Trimmed some bloated objects, reduced some texture sizes, now using Forward rendering instead of Deferred, simpler Terrain shader
- Dynamic text now driven by Unity 4.6 UI features
- Time Trial mode is now called Pad Hopper mode
- Main Menu now remembers if you were selecting from Pad Hooper or Ring Runner levels.
- No more fuel high score on Pad Hopper mode. Too cluttered to have two scores for one level. Fuel will return in a Sooper Sekret new mode coming soon.
- Key Bindings now have more sensible names
- Change Field of View in monitor mode with the bracket keys.
- New tutorial video. I decided to host this on YouTube so that I could easily add Closed Captions in multiple languages.
- Hard mode indicator now more visible on Lander
- Smoother mouselook movement for Monitor mode
- Updated the full VR version of the game with SDK 0.4.3
- Added new smoother physics, toggle timewarp, and FPS counter.
- Changed the background stars from hack-y sphere to full skyboxes.
- Added a 'blackout' screen during level load for more comfortable VR viewing while switching levels.
- Added a Frames Per Second counter. Toggle it on/off with the = key.
- Updated the ship physics - it's even smoother now. Thanks to BaseDeltaZer0 on reddit for the reminder about the Interpolate setting!
- Updated to use the 0.4.3 SDK
- Changed the Physics sim to run at 75 FPS instead of 30 FPS. The ship handling might feel slightly different if you're used to the older version - but should look much smoother since it now matches the display on the DK2.
- Adjusted the gamepad controls. Turning left and right while also thrusting should be a little smoother.
- New Linux build - experimental
- Updated Windows versions to use 'universal' build of the game that should work on both 32 and 64 bit versions of Windows. This seems to have fixed the problem some folks were having with head tracking. If you are using a 32bit version and have any trouble please let me know and I'll get you a 32bit only version.
- No changes other than updating to the newest 0.4.2 SDK from Oculus.
- New build with the 0.4.1 SDK. Should work for more people in Direct To Rift mode
- Built for Direct X 11. If your video card doesn't support dx11 you can use the -force-d3d9 flag to force dx9 mode. http://docs.unity3d.com/Manual/CommandLineArguments.html
- TimeWarp seems to be working now so I turned that on.
- Some of my reflective shaders aren't working with the new SDKs. I'll put the shine back on some of the objects in future versions.
- Added support for Oculus Rift DK2 and the new 0.4 SDK display drivers.
- Removed toggle for monitor. Oculus Rift only on this version.
- Had to change some of my reflective shaders due to lighting glitch.
- Still need to black out loading screen between levels. Will add that to future version.
- New time trial levels: Columns, Switcheroo, ProcGen Hills, Caged, Credits - 24 total.
- New game mode with 10 levels: Ring Runner
- Possible fix for phantom gamepad inputs on Linux systems
- 3 More levels - Crowd Control, Seeker's Canyon, Rollin'. 19 Levels total!
- Fixed main menu for 4:3 screens
- Fixed camera view on pause menu
- Fixed build for 32 bit Windows systems
- ESC key now resets VR and camera on main menu
- Fix for mouse interfering with gamepad or Oculus menu selection.
- Fix (I hope) for phantom gamepad inputs
- Another new level: Sky is Falling. Total of 16 levels
- SwingSet level is now not quite as difficult
- Tweaks to the gamepad controls.
- Fix for the Help option on the main menu
- Full soundtrack is now included
- Added 5 new levels: Hollow, Tippy Tops, Orbits, BasketBalls, SwingSet
- Tweaked the gamepad controls - less deadspace
- New main menu - again (^_^)
- Various performance improvements, fewer textures, smaller textures
- More graphics setttings on launch
- Full xbox 360 controller support - you can play without touching keyboard or mouse
- New, simpler main menu
- Some levels optimized for better performance
- Better fog effects and more plants on Jungle Fog
- Removed the grabbing tentacles from Jungle Fog - too glitchy
- Fixed an error that was switching to VR mode without input from user
- 4 new levels - GravPads, Jungle Fog, Menger Maze, and Inside Out
- More music
- Fuel-based high scores
- Better display of high scores at beginning and end of level
- Friendly, more responsive controls in Normal flight mode
- Explodier explosions
- It's now more obvious when you've failed and need to restart the level
- 6 playable levels in time attack mode
- Oculus Rift support
Hello Crashers. I'm very happy to announce that the newest iteration of Crashed Lander is done and ready for release. It's been a long road from the first prototype, my first One Game a Month version, through IndieGoGo, the VR enabled 2.0 release - and now on to this big new update for Steam! Many thanks to all of my early supporters, Greenlight voters, and everyone who's already purchased and played the game. Your feedback and support has been very important to me. I've decided to offer up the Windows version of the game first. I want to make sure I have all of this Steam stuff worked out properly and that I'm able to properly support new players in case of any problems. Once I feel that things are running smoothly, I'll add the Linux and OSX versions. They'll also be a new version of the free demo version coming in the next few weeks. After that I have plans for a brand new game mode - but I want to keep the details a secret for a while yet. :) I also want to add Steam achievements and cloud saving. That was all just a little to much for me to wrap my head around while getting ready for this initial release. I'll be watching the forums here closely, using them as the official place for questions, comments and suggestions. I'd love to hear what you have to say about Crashed Lander and will take suggestions into consideration as I continue to iterate on the game.
Crashed Lander
Don Whitaker
Brain Blinks
2015-02-04
Singleplayer
Game News Posts 37
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(41 reviews)
http://CrashedLander.com
https://store.steampowered.com/app/340450 
The Game includes VR Support
Keyboard & mouse
 1 
Gamepad support
 1 
Standing
 1 
Seated
 1 
Crashed Lander Linux [1.15 G]
Crashed lander is a gravity-based arcade game inspired by classics like Lunar Lander and Space Taxi. You've built a janky craft out of propane tanks and spare parts. Pilot it from pad to pad trying to beat your best time – then flirt with that fine line between speed and control.
If you’re brave enough to try Hard Mode you’ll be flopping around like a QWOPy, low gravity turtle. With a little practice you’ll be zippin' around doin' barrel rolls. You’ll see sites from the cutting edge of fractal mathematics – bizarre, organic shapes, arcane archaeological digs, and all manner of WTFderful alien vistas. Each level is a detailed hand-crafted environment that encourages the player to explore - and goof around! You can also pilot your lander in virtual reality with your Oculus Rift.
- 25 levels to conquer and explore in pad Hopper mode
- 20 levels in Ring Runner mode - fly through custom courses
- Full Oculus Rift support - including a version for runtime 1.3. There's also a beta that works with the HTC Vive.
- Full (xbox 360) controller support
- Hidden collectibles on every level
- Earn stars and track your progress through all 45 levels
- An hour of spacey, glitch-hop music - mp3's included!
- Windows, OSX, and Linux!
- OS: Ubuntu 14
- Processor: Dual Core 2 GhZMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD4000 or equivalent
- Storage: 900 MB available spaceAdditional Notes: Linux version is experimental. please try the free demo before purchasing to see if it works on your setup.
- OS: Ubuntu 14
- Processor: Intel Core i5 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVidia 560ti or equivalent
- Storage: 900 MB available spaceAdditional Notes: To run in VR mode at 75 fps. this should be considered minimum requirements.
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