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Diode Arena is a free to play vehicle arena game where you can build your own custom vehicle and use it in online PvP matches.
The game is currently in Beta, it is in need of a dedicated audience, testers, helpers and contributors.
If you're interested please join our Discord server: https://discord.gg/HXdFMdDcNG.
The basic mechanics of the game are up and running, you can build a car or a hovercraft equipped with laser guns and duke it out with your friends.
Still to come:
  • New vehicles such as walkers, airplanes, helicopers and balloons
  • New weapons such as machines guns and bomb launchers
  • Online progress and unlock system with different tiers of vehicles
  • Comprehensive customization options for vehicles
  • In-game store and premium currency for cosmetic unlocks
Diode Arena
WARddDevDeveloper
WARddDevPublisher
2022-08-05Release
FREE
🎹🖱️ Keyboard + Mouse
No user reviews (0 reviews)
Patch 0.12.1

After getting approval for our VAF grant we\'ve been very busy making plans and managing employment changes, so this update ended up being delayed and a bit too large. Nevertheless we\'re happy to finally get a big wave of much needed bugfixes out the door, enjoy!

Bugfix sweep

  • Fixed major network consisency issues

    [list]
  • Fixed an issue where a player could sometimes end up controlling multiple bots, the game will now explicitly check for this and despawn older bots if a new spawn is requested. This seems to happen on servers with laggy conditions if there a lot of triggers such as level loading and match start happen in short succession

    [/*]
  • Fixed an issue that would sometimes allow the player to be in spectate mode while they have a bot spawned in, this would happen because a bot fails to be deleted properly and sticks around in a half-alive state

    [/*]
  • (Ive not been able to replicate part-state desync issues which may still be around, any info on this is most welcome!)

    [/*]
[/*]
  • Team balancer

    • Fixed several issues with AI tier balancing that was causing nonsensical AI selection e.g. all tier 3s in a tier 1 match. The selection is now stable but still slightly randomized to allow a controlled bit of tier mismatching to occur

      [/*]
    • Fixed issue where the team balancer would not use the mid-match-joining logic during countdown, allowing players to get stacked in unfair teams if they joined during the countdown stage just before a match start

      [/*]
    • Balancer is now more precise in the way it despawns AI to make room for new players, it will select whichever AI despawn would make the teams the most even

      [/*]
    [/*]
  • AI opponent issues

    • The nav meshes for the AI have been broadly improved in particular to avoid AI trying to path over edges around ramps and bridges

      [/*]
    • Simplified a lot of the AI code to make it easier to debug and improve

      [/*]
    • Fixed several issues in fight pathing logic which would usually lead to the AI completely stopping whenever in combat. AIs will now always engage to a preset distance when fighting. The exact movement pattern will vary from one to another.

      [/*]
    • Removed dynamic obstacle avoid logic since this was mostly not working and making pathing more buggy

      [/*]
    • AI can now use recovery mode when flipped upside down

      [/*]
    • Solved several issues related to movement input which were making it erratic and slow

      [/*]
    • Fixed issue where AI could repeatedly try to path to a healing station then abort because its recharging and no healing is available

      [/*]
    • Fixed issue where AI taking damage from multiple opponents would repeatedly switch targets, they will now only switch to a target that is significantly closer than the current target

      [/*]
    [/*]
  • Switched to dedicated PlayFab tickets for Steam login, which should finally fix the Steam servers rejected bug completely!

    [/*]
  • Disabled Unity vertex compression which was messing up a lot of the new 3D models, deforming them and often causing z-fighting issues especially in Snow Pass map.

    [/*]
  • Fixed bug where raycasts (and aim) would break in common circumstances where the gun tip is near the bounding box of the bot, this was introduced due to another fix for aiming on bubble shields not registering the underlying bot at all. At this point both bugs should be fixed.

    [/*]
  • Fixed several bugs related to a road generation system that were wasting resources, file size and loading times

    [/*]
  • Fixed issue where player reveal color would sometimes appear z-fighting on nearby teammates who are clearly visible

    [/*]
  • Fixed issue where minimap would not always refresh properly when changing levels

    [/*]
  • Vote prompt will now automatically be closed when re-entering the menu

    [/*]
  • Fixed rare null ref that would happen due to bubble shield suppression in post-match fase

    [/*]
  • Changing matchmaking preferences will now force the recommended match to update, so you can be guided to a better match according to your new preferences

    [/*]
  • Maximum player count will now update properly when a server changes match rules. Modes that would reduce the maximum count under the current player count will no longer be available for a map vote

    [/*]
  • Removed voucher exchange buttons from inventory display since these are not functional anymore

    [/*]
  • Removed inverted box colliders on snow pass map which were spamming console warnings

    [/*]
  • [/list]

    UI update

    Design of the main menus and tech tree has been overhauled, this is still a work in progress and some new bugs may have been introduced due to this changes, we are working to finish this and resolve any bugs ASAP.

    • Tech tree has been overhauled

      [/*]
    • The shop now works with a shopping trolley system that can be manually resolved or cancelled

      [/*]
    • Main menu has been changed to accomodate log out and quit in a less confusing way, this is still being worked on

      [/*]
    • Added a disclaimer for beta versions of the game to the main menu

      [/*]
    • Tier icons have been replaced by neutral symbols that dont depend on color

      [/*]
    • Added localization support to the game

      [list]
    • Localization is not yet complete and will be expanded on later

      [/*]
    • Default language has been chosen as US english

      [/*]
    • Dutch translations are being added

      [/*]
    [/*][/list]

    Minor changes

    • Added new connector bar pieces that make for neater long thin connections

      [/*]
    • The project has been seperated into assembly definitions which will speed up compile times and with it general development, it also allows us to start writing unit tests to improve stability of the game

      [/*]
    • When a player calls for a vote the server will now send back a confirmation if the vote is succesfully passed on to the other players

      [/*]

    [ 2025-12-17 14:48:35 CET ] [Original Post]

    Minimum Setup

    • OS: Ubuntu 12.04 or newer (or SteamOS)
    • Processor: 1.5 GHz or moreMemory: 200 MB RAM
    • Memory: 200 MB RAM
    • Graphics: Basic graphics card sufficintNetwork: Broadband Internet connection
    • Storage: 1 GB available space
  • Memory: 1 GB RAMStorage: 300 MB available space
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    • OS: Mac OSMemory: 1 GB RAMStorage: 300 MB available space
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