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Tiny update - Fix a few potential bugs with roguelite mode stuff - Add some extra logs to get more info in roguelite mode bugs - Add and change a few roguelite effects
Hello! Another small patch, fixing some bugs, and adjusting some upgrades.
Tiny update fixing a few bugs from the new blitz game mode! More fixes and improvements will be coming soon.
Hello everyone! I'm very excited to bring this deathmatch update in the new year. It majorly enhances the deathmatch experience, fixes bugs, and provides (what I think) is a very fun new way to play deathmatch. It also brings a number of quality of life fixes to the early access roguelite mode.
Another quick patch before work on the next large update begins.
Small update today!
Hello, small little patch with a few notable bug fixes
Hello, relatively small patch today for the Crowd Control update. A few of these changes (particularly price changes, and durations) will take a day or so to come into effect when the Crowd Control team is able to update! Changes:
Hey all! Excited to share a new Crowd Control update that improves a bunch of things! When I first added Crowd Control support I wasn't nearly as familiar with it, so this both includes new effects, but also a general rebalancing of effect prices, durations, etc. If you're unsure what Crowd Control is, it rules! Check it out, it's a tool for streamers to interact with viewers directly! Also, completely unrelated to Crowd Control, I have added a new hat! Thanks Seth! The new hat is [spoiler]a squid hat, and is found in Copperfield Manor.[/spoiler]
Hey there! A small update today before I get started on bigger stuff.
Hey there, mostly bug fixes here
Hey there! This build has some bug fixes, as well as some Halloween surprises that will drop October 1st!
Hello all, it's your local friendly game developer here, Cory. It's been a little while since I've posted an update to Battle Tracks. Lots been going on! I published another game Luminus!
Hello!
We've been working on an exciting new update that will allow you to customize the way you play Battle Tracks! As part of that update, we are introducing a roguelite mode.
In this mode, you go through randomly chosen levels, getting upgrades and new abilities along the way. There are tons of brand new never before seen upgrades, abilities and powers created just for this mode!
Our goal is to get some early playtesting on the feature, so that we can improve it as we add to it.
Changes - Added a new taco hat Bug Fixes - Heavy controller improvements, should overall be much smoother and more intuitive to use - Should fix some issues with the loading screen acting strangely (there are still a few issues I'm trying to work out) - Fix bugs with the incorrect skin/hat showing up in the level editor - The camera now snaps into place in the overworld when loading back in - Fixed issues with typing when saving a level with the level editor
Get exclusive winter holiday hats, now available all through december! Just open the game and unlock them forever.
- Fix a bug where you were receiving far too much health from gates when unlocking them
Little update today. Just adds a few small missing things from the base game. - When gaining achievements for finishing a world on a specific difficulty, it will now also give you the achievements for finishing the easier difficulty version of that achievement - Added backups to save files in case one is accidentally deleted. Simply delete the "_backup" part in the files name and it will load that file instead. On Windows find it under %userprofile%\AppData\LocalLow\C:\Users\funny\AppData\LocalLow\Dreamfire Studios\Battle Tracks On Mac find it under ~/Library/Application Support/Dreamfire Studios/Battle Tracks On Linux find it under $XDG_CONFIG_HOME/unity3d OR $HOME/.config/unity3d - Added a way to see a levels objectives in the Overworld. When moving onto a level, the objectives (as well as which you've completed) will show up in the bottom right.
A quick patch - Vsync should now be on by default when downloading the game for the first time - Fix bosses not moving or working when Invisible Enemies CC effect was active. This should be the last update for 1.3 (pending any critical issues). The next efforts are all focused on Battle Tracks' upcoming online mode! Please feel free to check out the beta now, and let us know if there are any bugs. It is in its final bug fixing stages, and work is being done to integrate this Crowd Control update into it. Any future Crowd Control updates, bug fixes, etc. will come in or after the Online Update.
Small patch adjusting and changing things from the initial Crowd Control launch. - Add/Remove lives should now work! Hooray - You can now spawn Popcorn as a prop again. Nice - Some more spawn prop options were added - Made it so teleporting the player doesn't count against your movement for objectives - Invisible enemies effect now pausing in the overworld - Props will now stay in a level until you exit to the overworld - Made the "All enemies can lob landmines" effect a bit more consistent and meaningful - Made sure the teleport player option actually goes enough of a distance away from the player, so they cannot randomly teleport to the same spot they're already at - Fixed an issue with the lighting and weather
Hello!
This is an exciting update, several months in the making.
- Fix coop issue where player 2 wasnt entering level select/bunker - Fix coop issue causing end of the level to freeze
- Should fix a bug that caused the player to be lifted out of the level
- Fix an issue where the artillery mini tank was not displaying the correct name nor icon - Fixed an issue where you could place a landmine while editing in the level editor - Fixed an issue where rotating objects in the level editor caused the object to stop following the cursor - Fixed an issue that caused the cursor to disappear while in the level editor - Fixed an issue where rotating the player in the level editor caused the controls to function incorrectly - Fixed Player 2 not being active in the level editor - Moved the arrows and tank settings in the level editor so they don't block the arena - Fixed an issue where hitting backspace while saving in the level editor would close the menu
- Fix a bug where AI would randomly explode - Change Vorus to shoot slightly less in his final frenzy - Fix issue in menus with opening other menus while in new slot menu
Hello everyone! We've been hard at work doing a lot of things for the game. A lot of work that will prepare the game for future updates, and small quality of life improvements
Changes - Readjust lives balancing, generally an increase in lives gained - Added a pause when being shown objectives that requires a key press to continue - When opening a gate, if lives are equal to or less than 5, we give extra lives Bugs - Fix display name for Yara - Fix a duplicate level in Shiverstone Cliffs - Fix infinite sound looping when Yara crushes you - Adjust colliders in Copperfield Manor to shoot past cliffsides - Fix a hidden easter egg within Solstone Ruins - Fix a bug where controller didn't work in the death screen - Fixed issue with dying and resetting not returning you to the correct spot - Invisible tanks no longer show their icon when they're invisible
- Fix a bug causing the "First Try" achievement to be rewarded incorrectly - Fix a bug causing all the skins to be shown as available - Fix the text of the color changer to not unhighlight - The level finished buttons will now highlight based off winning or losing a level - Fix Vorus, who was not shooting correctly - Player should no longer explode when throwing a landmine too close to an enemy - Fixed a bug where the settings menu could get stuck open if left open while hitting restart - Add a camera shake setting for full, reduced, or none
Changes - Your line color now matches the color of your tank. This can be changed to a static color in the Game Settings Bugs - Fix issues with activating a game while playing Coop - Handle scenarios when a controller is disconnected, both for singleplayer, and local multiplayer - Adjust how menus work when controlling them with multiple players connected - Update art shown for remote play joining prompt and the Deathmatch join prompt - Fix bug where other players prediction lines wouldn't show when P1 died
- Fixed a bug causing the "beat the level" objective not to show as completed at the end of a level - Sound volume now changes logarithmically, so it will change more as expected - Fix various issues with Remote Play and coop in general - Fix incorrectly placed tank portraits in Deathmatch - Fix camera issues on the main menu when playing at higher resolutions - Fix bug where skipping the intro would also open the campaign menu - Fix issue where dying briefly after respawning in Deathmatch cause the magnet to be stuck above your head.
Hello everyone! First, thank you all who have supported us already, it's super exciting (and intimidating) to be releasing our game finally! We've been at work adding lots of small improvements, bug fixes, etc. into the game. I'm hoping to do biweekly releases, but that schedule will likely change and adjust based on time available and the scope of our current features. Speaking of which, lets get into!
- Fix the Solar Scorch level that was previously blank and not loading
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