I'm very happy with this little doodle, as it's the first time I've been able to get a close up of (Main Character)'s face to look decent in an illustration.
Hello guys, I am very exhausted. I was not able to test this update as much as I'd like so if you find any bugs let me know and I'll have it fixed within 24 hours. I'll be providing hotfixes where necessary and will be maintaining this LMP update with further updates as the weeks progress. Here are the list of changes, this isn't all of them as some of the smaller additions/fixes/changes are very numerous and small.
-Added Local Multiplayer
-Added Steam Remote Play support
-Added Animation Shapekey drivers to (Main Characters) mesh. All animations for (Main Character) now have procedural muscle flexation.
-Added X rotation factoring to auto slope correction for player rig, meaning you can strafe left and right while perpedicular to slopes face direction, meaning slopes are just easier to handle in general.
-Started "Phase 2" Animation Pass on (Main Character). I will be minimizing new animations for her and focus on making her existing animations extra polished and detailed.
-(Main Character)'s Parry animations received Phase 2 Animation Pass, added 2 additional standing parry animations.
-(Main Character)'s Form Hook. Overhauled Form hook follow up and replaced it with a backhand-check + follow through hook.
-Fixed Out of Bounds not working when falling off map.
-Fixed Resolution change and application window type changing during map transitions
-Reduced the distance of (Main Character)'s lunge and increased the state time
-Modified (Main Character)'s mesh.
-Fixed Transient Targeting from resetting to incorrect rotation
-Fixed Steam Cloud syncing, is now functioning as expected.
[previewyoutube=-jYOnXouT0Q;full][/previewyoutube] Hello my name is Collin Hansard, Sole developer for 'CYCO'. As you can see from the video above we have managed to get local multiplayer working over Steam remote play with minimal issues and by using only one purchased copy of the game, though your mileage will vary based on your network conditions. Also in the video you can also get a glimpse of the CYCO machines. We are getting the 'Local Multiplayer Update' ready for release this week, we are going to release this new feature alongside many major additions, changes and fixes on August 31st, this Saturday. We are considering this update to be a 'mini content update' so I will be preparing a little poster for the update as every content update gets it's own illustration, though this one will likely be somewhat of a doodle. We have had to re-tool alot of the systems in the game in order to get LMP to work, so expect stability to take a hit during this update, we anticipate alot of audio issues as the entire audio of the game had to be virtually 100% reworked. Though that's not to say this is a 2nd class update, we are aiming to make the LMP overall experience a first class ecosystem that will be a core element of the game for the indefinite future of the games life cycle, we really should have had this feature out at launch but better late than never. As far as 'The Rock' goes we are wrapping up the content creation phase and are going to be entering the Implementation phase starting September, as of the time of writing 11/12 of the new character types are modeled and rigged with animations and state implementation partially started. The layout of the level geometry has been established and one area is completed. While I can't say if we are going to make the 10/31 target until the end of the implementation phase I'd say the probability is 'Likely' at this time, I may have to scale the release down and divide The Rock into two phases where the 2nd phase would be released at the end of November, but we will have to wait and see on this. I will be doing a full write up on all the additions for the LMP update on Saturday so keep an eye out, there are more major features than just the Multiplayer Addition so get ready. Check out our Twitter page for more frequent product updates. Thats all for now, until next time. -Collin Hansard
[previewyoutube=GFP-ZdrOGVU;full][/previewyoutube]
Local Multiplayer is coming to CYCO.
Hello my name is Collin Hansard, sole-developer of CYCO.
As you can see with the video above we have successfully completed work on bringing local split screen multiplayer to CYCO.
We are going to be releasing this feature to the main branch of the game by the end of August, as well as two weeks worth of additions, updates and fixes and we will be considering this update to be a 'Mini-Content Update' that is going to be referred to as 'The Local Multiplayer Update'.
We are releasing this feature prior to the release of the next major content update 'The Rock', as this feature is far too valuable to wait until then. Keep your eyes peeled on next weeks update for more release information for the 'Local Multiplayer Update' and check out our Twitter page for frequent product showcases.
Local multiplayer will be core to the project going forward and we will be exploring new thematic motifs with it.
Steam Remote Play will be active so you can play LMP over the internet with only one copy of the game.
Thank you for your continued interest and words of encouragement, the best has yet to come!
Until then, catch ya' 'round.
-Collin Hansard
Hello, my name is Collin Hansard, I am sole-developer for the game 'CYCO'. I have decided to make these updates more concise and compact as I cannot manage to put out lengthy article styled postings every week, so instead I'm going to treat these updates as an investor conference meetings as y'all are the people who actually have or eventually will buy the game and keep you updated on the state of development rather than product news. If y'all want product updates please go check out the Twitter page, I am starting to post on there frequently. We buffed the main character.. Literally.. We are going to start to roll out characters with shape key drivers. Animations will have procedural flexing muscles, improved finger/hand/feet/toe animations, proper clothes and hair blending, ect. Here is a preview of these shape key drivers in-game. [previewyoutube=onv6fR3Xgh8;full][/previewyoutube] This week we will release the biggest update yet, we will be introducing many 'The Rock update' major features, major engine side improvements and Shadowbox specific fixes and improvements. More info on this game update when the update is released later on this week. Initial pre-planning has totally flown from my hands and we're floating in the void at this point. This is fine and we are used to this, as historically, we eat disaster like candy. The development sector sweep method did not work out, so I am rolling back to the tried and true development method, that being the month of August will be content creation, September is implementation and October will be stabilization and polish. I kind of expected this would happen. What has mostly caused this is the 'market' portion of the level, I initially was going to make the market a 'normal sized' area however I decided to make it the core part of the map and scale down the other parts of the map. While the direction of development has changed, the pre-planned content target remains rock solid and likely won't change. For those who made it to the bottom of this page your reward is a game-play preview of the next playable character. More info on her later. [previewyoutube=am5iLBqCsoI;full][/previewyoutube] Alright, that's this weeks update, catch ya 'round.
[previewyoutube=zbmAx50U23k;full][/previewyoutube] New 'enemy-type' + assist character. This is one of my favorite things when it comes to development is 'Turning the worst one into the best one' I am very happy with how both of these asset's re-imagining turned out. Hello, my name is Collin Hansard, I am sole-developer for the game 'CYCO'. First up I'd like to say last week the game got Steamdeck certified, I personally own a Steamdeck and I must it is truly amazing device and re-ignited my interest in the medium, the new version of CYCO was built from the ground up to target the Steamdeck's hardware and we intend to continue doing so hopefully until the end of project's lifespan. As promised I will release the 'nightly' version of The Rock, but I must say I am not happy for people to be seeing it in it's current state, as it is in a somewhat scuffed state in that it shows too much of the 'back end' of the game, and this will likely be the only time the bad end of the game will be visible to non-internal developers. Not to say I don't like the idea of a 'nightly' version of the game, last week the 'Market' portion of the map took a life of it's own and went off the pre-planning I had established for it, also deciding to prioritize work on the level editor and on one of the new enemy types did not help either. Though when I say I'm going to do something I do it, I would rather put myself in a compromising position than to go against my word, I will learn from this experience and not announce things until they are ready to be announced. I will post the nightly Steam unlock code at the bottom of this article, however at this point in time I do not recommend that you try it out at this point. Onto more cheerful news: In regards to the level editor after further testing it is looking like we can have custom levels be made available soon, likely before or during the release of The Rock. I am aiming for it to be extremely easy for the player to load a map from their file system. I will also be looking into Steam Workshop support for the game as well. If you wish to start working on a map you can already do so, the level editor I have been referring to is 'Trenchboom', there is a tutorial series on how to use Trenchboom on Youtube that is very clear concise, I was able to learn how to use the program in under 20 minutes (Note: I have extensive experience with brush based mapping). I will being work on setting up the FGD file so that you can access the game's entities and place them in your maps. Some tips for making maps that coincide with CYCO's combat: -Large and Expanse Areas are preferable -Arena type layouts works well -The characters can automatically detect and climb around and over walls / ledges -Try to keep level geometry angular -Characters automatically can traverse terrain automatically -Avoid using slopes, there is a slope handler function in the game that works perfectly fine, however slopes are inherently unfair as attacks can wiff due to environment factors -Avoid many changes in elevation for the same reason as above, this one is not the biggest deal however constantly jumping around to different platforms is not conducive to coherent combat. -Avoid cramped Interior spaces While I say avoid certain things we are looking for ways to make these things have a less pronounced effect on the gameplay, but there is not timeframe I can give to where we can fix these elements as the solution has yet to reveal itself. We will continue to keep y'all updated on news regarding the CYCO level editor in future updates. One final thing I'd like to bring up is I'm still figuring out how this PR thing works, I think I am showing my hand a bit to much and need to dial it back and focus more on showcasing what is already established. There are many secrets that are already present in the game that I don't want to haphazardly reveal, I've learned that explicitly explaining things totally destroys the thing you are trying to achieve. Though, one thing I am most excited to see is the secrets y'all will uncover that eluded me. Also I need to work on my spelling and grammar, bear with me. Alright, that's this weeks update, not the most exciting but next weeks update will likely be more exciting and cheerful. Until then take care. Nightly Unlock Code: cyconightlyunlock
This update and Monday's update counts as this weeks full update suite. Next week's update I am going to attempt to tackle the in-game stutter and one final push to bring the boot time to an absolute minimum.
- Added visual guidance markers on points of interest in Shadowboxing.
- Added Hitstun indicator next to combo count
- Implemented Visibility Occlusion, Increasing overall game performance.
- Cleaned up Shadowboxing, removing many unused non-visible objects in the map, speeding up performance and shortening boot-up time.
- Fixed Transition UI not working for certain scenes
Somewhat of a minor update but important stability fixes and improvements from the main branch are included, will have a more beefy update on Thursday.
- Improved main menu blur
- Changed default gamepad 'Focus' input from Right Shoulder to Right Stick Click
- Fixed AI Combat Button UI hover not working for gamepad.
- Fixed scrolling on gamepad for INFO UI page
- Reordered INFO UI page to be more clear
- Improved Toggle Button UI element
- Improved Button UI element
- All Scrollable UI pages now start from the top when opening
- Changed default AI behavior to passive for demo version of game
Weekly video:
[previewyoutube=vabt0gZ5IvM;full][/previewyoutube]
Hello, my name is Collin Hansard, I am sole-developer for the game 'CYCO'. Before I go touch on some big news I'd first like to go through a couple things.
Last week we managed to finish the first area of 'The Rock' in 8 days which means that it is possible that we can get the content update on schedule, this has been a long sought after dream of this project to be able to get content updates out every 3 months, much of the re-release's development want directed so that we can hit these schedule targets and it looks like that work has paid off. The new area is called 'Scout's Field' and features many new AI behaviors.
This area also marks the first level made with a new form of level generation we are deploying, we have never been able to make satisfying level geometry, however this new brush-based approach I think is the way to go and is geared towards better gameplay and more interesting layouts. On that note we are strongly considering including a level importer so players can make their own levels, having user generated maps would both somewhat solve the content drought the game is in and also help discover what level geometry works best for the game. More updates on this later as I have to continue testing this new method and do more research into this avenue, but know it is a high consideration at this point.
It is turning out 'The Rock' will be somewhat the inverse of Shadowboxing in that we are going to be explicitly telling the player how to play the game rather than the subconscious method we deployed previously, not to say that either one is better or worse but the aim is to have atleast one of the methods impact the player. I think when y'all play 'The Rock' y'all will likely inherently see that I am dedicated to teaching the player how to become familiar with the combat system, though this content update will likely be the last 'teaching' or 'playing around' level, where as content update 3 will likely be the start of the core demands the game expects from the player.
One other note on 'The Rock' is that we will be making ShadowBoxing non mandatory, meaning you can enter 'The Rock' at the start of the game without having to complete ShadowBoxing's story content.
Last week we put out the first update for the re-release version of the game, this update fixed some of the issues regarding the shader cache system. We're going to continue trying to isolate and resolve this issue and be mindful of this concern whenever new assets are implemented. In this update we also enabled the ability to toggle the Enemy AI in Shadowboxing. Please let us know if there are any other issues or additions you'd like to see and we'll try to get them resolved / implemented. One other thing we've changed in the update is the is combo curve scaling. We inverted the damage scaling for higher combo counts, while this is the opposite of how fighting games typically work I think it feels more rewarding, we also staggered the combo curve scaling so there is no more gradient as it was impossible to gauge exactly how much the combo count was effecting your attacks, here is the before and after for the combo curves, please share your thoughts if you have any on this change.
OLD:
NEW:
So far the game has been in a non-confrontational state so the players can acclimate themselves to the combat paradigm, however we are approaching the point in time where we are going to develop the main game loop. We have done alot of experimentation in the past with many different systems and mechanics, so we have a decent idea if what generally works and what doesn't. We are aiming for something that is satisfying but fair. We are also looking to make a game loop that is captivating and will attract people to keep coming back for more, we are trying to hit a sort of 'healthy addictive' quality that has alot of depth and meaning behind it. Also we are trying to develop these systems so that they will integrate a future plan that cannot be disclosed at this point, but what you may be thinking is probably what I am eluding to. As for the big news, we have decided that we will be releasing a public build of 'The Rock' so people can play 'The Rock' early. While I try my best to 'not show the artists hand' I think that the lack of content warrants it. We will likely release this 'nightly' version a week from now. One final thing is that you may be wondering why I switch between the words: I and we, when I am the only developer working on the project, I do this deliberately because this I don't consider this 'my game', it's everyone's game. I am merely just the keeper of this project, and know it or not everyone has their role to play in it's development, including the players. I have worked on this game for so long that I am completely blind to trying to perceive what it'd be like to play the game for the first time as a new user, as my experience has been a diffused gradient of watching it grow over of all these years, I have seen it's creation from it's beginning to where it is today and I have a good idea of where it is going, so I can only guess as what it would be like seeing it from a player's perspective. So know when I read y'all's input I am seriously considering what y'all are saying. That's it for now, keep an eye out for next weeks update. -Collin Hansard
- Fixed 'The Little One's navigation error.
- Made loading screen bar more visible.
Hello my name is Collin Hansard, sole-developer for the game 'CYCO'. This is our first public update for the rerelease version of the game. This update is using a branch of the game that has recently undergone alot of recent implementations for the next content update so there may be some regressions, but we found that some of these improvements where worth the risk. Please let me know if one of y'all spot any of these issues and I'll have it fixed immediately. I have only partially completed the effort to remove the initial boot stutter, there are still avenues I can take to fully alleviate the issue. The ingame stutter is still present but like I have outlined before, the stutter only happens the first time an object spawns, subsequent respawning of the same object won't cause the game to stutter even if you have closed the game out and relaunched it, I have some ideas on how to alleviate this but will have to come in a future update. Also this update may reset your config file for the game, sorry this will hopefully be the only time this happens. Config files now have Steam cloud support.
- Added button to toggle AI Attacking (Not available in final arena for thematic reasons)
- Re-worked Initialization system to speed up launching the game.
- Improved Character Animation Blending, all animation transitions should look smoother.
- Vastly improved 'Climb Over' Detection
- Adjusted Combo Curve parameters -Inverted the Combo Curve Damage parameter, you now do more damage the higher your combo. -I adjusted Combo Curve parameters to be staggered instead of a smooth curve so the changes are more easily and reliably to interpret. -Note: While we encourage combos fully. We are cautious to curb infinities / prolonged combos past 20/25, while it's still possible to reach high combo counts we are aiming to make it more difficult the longer a combo goes on.
- Increased the maximum color slider amount in the config menu.
- Fixed error that caused tool-tips in the config menu not to show when hovering the mouse over text.
- Potentially fixed rare dependency error that caused crash on Linux
DEVELOPMENT UPDATE 07.22.24 [previewyoutube=__VAs5wq0sY;full][/previewyoutube] Hello, my name is Collin Hansard, sole developer for the game 'CYCO' We have decided to do weekly updates every Monday for the time being, we chose this day of the week because people seem to dread Mondays, the hope is that these updates could be something to add to the day and it less bad in some way. First I'd like to start this update by disclosing some of the projects history and future goals. One of the biggest challenges we face is getting updates out in a short period of time, we built this new engine to be extremely small, efficient and scalable, meaning we can make huge changes and additions on the fly with minimal interference from previous work. The target is to get these content updates out every three months, I think we can reach that goal if we abide by our pre-planning. While it's not guaranteed we release on target, it is critical that we make these release windows as we have alot we want to show. Going back to Shadowboxing, I have many ideas for minor additions that would have great impact to guiding new players into becoming familiar the games mechanics such as additional cinematics and AI behaviors that display what the player is supposed to do to pass the tests of the level. However I must disclose, one of the core philosophies behind Shadowboxing is to show not tell, we completely refrain from and language written or spoken, so we are somewhat limited on how I can approach this as I refuse to break this principle, I'll try to get these changes out soon as well as some minor additions and some fixes for bugs I've noticed in the current build. As for 'The Rock', we are mostly focusing on asset creation and content density for this content cycle, while there will still be some additional mechanics and systems we will be including, we are trying to leverage on what is already currently established, and in fact, we will likely be focusing on making the code-base even leaner and cleaner, as it is a bit too 'dirty' for my liking, despite it being relatively clean and concise. As of today we have the first area and world space (sky/lighting/distant geometry/color direction) completed, the intro cinematic are completed, as well all 10 of the new character types completed (minus animations). Some features that will debut in 'The Rock' are actually already in the current game build that are simply not accessible. While many assets and mechanics for the update are completed, the truly hard part is to make sure these elements have impact, and that is what threatens us making our release target, sometimes concepts fall apart in practice, and great ideas appear in the final hour. For 'The Rock' we are implementing a new style of development, instead of working on the map all at the same time, we are isolating each part of the map and getting them to 100% before moving onto the next area, so far it seems to be working out well, and we will try to leverage this new way of doing things to great effect. We are taking a couple risks for this content cycle, but risk is nothing new to us, we take action and bear the consequences and never apologize for things we intend: We will always be true to what the game needs to be, at cost. One last note on The Rock, while the last content cycle did not have any language what-so-ever, The Rock will feature dialog, however we are going to evolve the motif and treat the dialog as a way to teach the player the language the game is being played in as if they where a baby with no prior knowledge on how to speak, it is a major goal is to have players to understand what is happening with the overall plot and major themes even if they have the game on mute, and vise-versa with no video and audio only. It would be cool if we could have CYCO be a tool to learning new languages by playing them with different localization, so far the game will be in English only, but we intend to expand the localization as the opportunities arise. I've read y'all's comments and greatly appreciate your interest and enthusiasm, the best is yet to come. We have something major to disclose for next weeks update so keep an eye out. -Collin Hansard
Hello my name is Collin Hansard, sole developer for 'CYCO'. I am joyous that players are learning and enjoying the game systems and mechanics as we will continue to develop these systems further and beyond what currently exists. Before I start speaking about the next content update I'd like to address common concerns and issues that have been raised about the game in it's current state.
- First and foremost I must apologize, I did not publish the announcement that denoted we have undergone a complete engine overhaul / re-imagining. To clarify: The old version of the game soft launched on July 15th 2022, while this new engine overhaul released just two days ago (As of 07/17/24) on July 15th, 2024. This new version took 10 months to develop and we seem to have every major system gameplay system up and running, what you are seeing now is essentially a vertical slice of what is to come.
- Regarding the loading and stuttering concerns: This is caused by the game being rendered using the Vulkan API, the issue comes from how Vulkan works as if it does not detect a pre-compiled version of the shader it will compile it in real time, so for example: When you throw the knives out for the first time and Vulkan does not have the required pre-compiled shaders, it will compile them the second the knife object is spawned, this also explains why the game is taking a while to boot up initially but boots fast on the 2nd opening of the game. This isn't necessarily a defect with Vulkan, but the problem stems from the fact the game has re-released on an entirely new engine as it will be a short while until Steam will automatically detect these shaders and distribute them to players, in short: This issue will be resolved in time and soon, in the meantime please make sure you have "Enable Shader-Precaching' enabled in your Steam settings under the Downloads section. If this problem continues to persist for new players we will take the nuclear option and dedicate the time to rework the entire initialization system to route this issue.
- Regarding the "Shadow-Boxing" content update, while yes the map is a de-facto training level, the map is fully considered by us to be a full entry / content update, while it may not be representative of the future planned game loop, we consider it to be core to the foundation of the game, we personally see it as a sandbox environment where players can freely lab the mechanics and systems of the game in a vacuum. For the concerns of accessibility and learning, we greatly value accessibility and teaching the players how to be effective within the game's systems, while 'Shadow-boxing' is currently in maintenance mode at this point, we will add features to further demonstrate how the game is intended to be played, not just for Shadow-Boxing, but for the future maps as well.
- Now finally in regards to the lack of content, the next three content updates are partially started, however the next content update 'The Rock' is the being worked on full time. It is too early to show off too much we can disclose some things what the content update will feature.
- New Map: "The Rock"
- New Playable Character
- Two Assist Characters
- 4 Enemy types
- A multitude of Non-Combat activities and cinematics
- Swimming
While there is more content that will be featured not described above, this is what can be guaranteed at this time. Here is a sneak peak for 'The Rock':
- One final thing: I can't speak on this too much: early adopters will be rewarded greatly for having to deal with these growing pains.
Hello, my name is Collin Hansard, sole developer for the game 'CYCO'. After almost a year in development we have finally released a totally new version of the game running and an entirely new engine, as well as releasing the first content update: "Shadow Boxing". This new version of the game is more in line to the core idea of the game and I am beyond pleased with how it has turned out. The game's major systems are all fully implemented and this content update represents a full vertical slice of what is to come, we are now working on the next content update and should hopefully be out soon. Thank you for your continued interest. -PHOSPHORUS
So many additions and changes have been made that this list will only contain major updates, as there are too many minor updates to list. -Added Linux and Steam OS build -Added Controller Support -Added Console and Console Commands -Added Cinematic System, including four cutscenes -Added Music Player -Added Loadout Page -Added Movelist Section to Info Page -Added Character Thought System -Added Character Appearance Options -Added Attack Customization -Added Pose Customization -Added More Input, Video, Audio, and Gameplay Options to Config Menu -Added Perk System -Added Visual Effect to determine Player / Enemy health -Added Black and White, CRT and Scanline filters -Added two new music tracks -Added World Hit Interaction System -Updated Ego Moveset, Added, Removed and Updated attacks in Ego Moveset -Updated Boot-Up and Level Select System -Overhauled Gameplay -Overhauled AI Navigation and Combat Determinance -Overhauled Main Menu and HUD UI -Overhauled Hitbox System, added new systems to ensure accurate hit detection -Improved System Performance, Stability and Memory Usage -ALTER: -Added Tutorial Mode -Added Trials Mode -Overhauled Level Visuals -BAD RECON -Added new Enemy Type: Bad Recon: Aerial -Added new Areas to Level -Added Survival Mode -Added Body Count Mode -Added Endless Mode -Added Peace-Time Mode -Added Ghost Town Mode -Added More World Elements -Added More Spawn Locations -Updated All Bad Recon Assets -Overhauled Level Visuals
So many additions and changes have been made that this list will only contain major updates, as there are too many minor updates to list. -Added Linux and Steam OS build -Added Controller Support -Added Console and Console Commands -Added Cinematic System, including four cutscenes -Added Music Player -Added Loadout Page -Added Movelist Section to Info Page -Added Character Thought System -Added Character Appearance Options -Added Attack Customization -Added Pose Customization -Added More Input, Video, Audio, and Gameplay Options to Config Menu -Added Perk System -Added Visual Effect to determine Player / Enemy health -Added Black and White, CRT and Scanline filters -Added two new music tracks -Added World Hit Interaction System -Updated Ego Moveset, Added, Removed and Updated attacks in Ego Moveset -Updated Boot-Up and Level Select System -Overhauled Gameplay -Overhauled AI Navigation and Combat Determinance -Overhauled Main Menu and HUD UI -Overhauled Hitbox System, added new systems to ensure accurate hit detection -Improved System Performance, Stability and Memory Usage -ALTER: -Added Tutorial Mode -Added Trials Mode -Overhauled Level Visuals -BAD RECON -Added new Enemy Type: Bad Recon: Aerial -Added new Areas to Level -Added Survival Mode -Added Body Count Mode -Added Endless Mode -Added Peace-Time Mode -Added Ghost Town Mode -Added More World Elements -Added More Spawn Locations -Updated All Bad Recon Assets -Overhauled Level Visuals
> ADDED: Arch Objects to Bad Recon (map). > ADDED: Objectives. Time Bonus. Break Targets. > ADDED: Rank System. Reimplemented Mission Timer. > ADDED: Dead Rank (Game Over) > ADDED: Character appearance in training mode > ADDED: Weather effects to Bad Recon (Map). > ADDED: Manual Fever Drain, performed by pressing PROWL while in RESET. > FIXED: Bad Recon (unit) textures changing and blood values being incorrect. > FIXED: Fever drain giving more sustain that the max amount. > UPDATED: Improved Special Fire Ground/Air to have better knife positioning > UPDATED: Enemy AI formation improvement. > UPDATED: Hit number visuals. > UPDATED: Prevented dead Bad Recon (unit) from moving around when pushed by player or AI. > UPDATED: Blood VFX on dead Bad Recon (unit) animations. > UPDATED: Further Improved Bad Recon (unit) pathfinding
ADDED: REGAIN FULL HEAT AND LACERATE WITH FEVER DRAIN. FIXED: HEAT AND LACERATE REGENERATION NOT WORKING. FIXED: ACTIVE TARGET NOT DE-TARGETING ON DEATH. FIXED: BEING ABLE TO TARGET DEAD UNITS. UPDATED: IMPROVED EG MODEL. UPDATED: MADE AERIAL ATTACK HITBOXES MORE GENEROUS. UPDATED: LOWERED BAD RECON (UNIT) NAVIGATION SPEED. UPDATED: FURTHER IMPROVEMENTS ON BAD RECON (UNIT) ANIMATIONS. UPDATED: IMPROVED EG ATTACK ANIMATIONS.
ADDED: INTRO CINEMATIC. FIXED: FEVER TIME / SUSTAIN DEALT NOT WORKING PROPERLY. FIXED: AFTER DEATH, ENEMIES NOT RESPAWNING CORRECTLY. UPDATED: LARGE REDUCTION IN MEMORY USAGE. UPDATED: FURTHER IMPROVEMENTS TO RESPAWNING SYSTEM. UPDATED: ADJUSTED FEVER UI ELEMENT UPDATED: FURTHER IMPROVED BAD RECON (UNIT) ATTACKS.
FIXED: METER UI ELEMENT NOT PROPERLY SHOWING. FIXED: BAD RECON (UNIT) BEING ABLE TO ATTACK EACHOTHER. FIXED: EG TETHER FROM HITTING HERSELF. UPDATED: OVERHAUL TO RESPAWN SYSTEM TO MORE INTELLEGENTLY SPAWN UNITS IN RELAVENT POSITIONS AND TIMING. UPDATED: FURTHER IMPROVEMENTS ON BAD RECON (UNIT) ANIMATIONS UPDATED: MASSIVE IMPROVEMENT TO BAD RECON (UNIT) PATHFINDING
> UPDATED: Improved Bad Recon (unit) pathfinding. > UPDATED: Further Improvements on Bad Recon (unit) attack states > UPDATED: Further improvements on Bad Recon (unit) animations and rigging. > FIXED: Fever Sustain dealt and recieved parameters not working > FIXED: Fever Indicator position overlapping with Sustain Bar. > DEV NOTE: Bad Recon (Unit) attack states where a recent addition, quality and readability will be resolved shortly. > DEV NOTE: I have become sick , development will slow, though daily updates will continue.
> UPDATED: Overhauled Fever UI Element. > UPDATED: Bad Recon (unit) attack states to property animate and attack. > UPDATED: Hit Indicator font and positioning. > UPDATED: UI Health Backgrounds to represent full health values. > FIXED: Overhauled Bad Recon (Unit) animation rig and mesh. > FIXED: Game starting in Bad Recon (Map) to correctly start in void.
CYCO: 07.15.22.r1 > ADDED: New map: BAD RECON > ADDED: New Neutral Aeriel Kick > ADDED: Fire special (Grounded + Aerial versions) > ADDED: Bounce velocity, certain attacks cause target to bounce on terrain based on the attack. > ADDED: Moveset changing system in CYCO config menu. Certain attacks can be interchanged. > ADDED: Inbounds Mechanic to keep NPC's in level boundaries. > ADDED: Combo Counter UI element > ADDED: Mission Timer UI element > ADDED: Spark VFX to Grab target when dragging > ADDED: Bad Recon (Unit) Jump and Falling Animations > ADDED: Music Engine System. Can chose between 4 Music Modes: Ambient, Arcade, Dynamic. Each Map has its own unique music tracks. Can be configured under audio section of config menu. > ADDED: Audio manager system. > ADDED: Level selection System. > ADDED: Cinematic System. > ADDED: Limb based Hit animations. > ADDED: Fever System > ADDED: Rank System > ADDED: Bad Recon(Unit) Death Functionality > ADDED: Bad Recon Attacks > FIXED: Flying glitch caused by forward velocities of forward aerial attacks > FIXED: Bugged rotation animation value for strafe idle and strafe forward. > FIXED: Major bug that would make character go into Neutral (grounded) while airborne. All master stances now transition into each other correctly. > FIXED: Limbs twisting during animation after state transitions. > FIXED: Jump count being reset if near ground but still airborne. > FIXED: VFX glitch where footstep object would spawn at hand locations. > FIXED: Infinite Jumping bug. > FIXED: Reset in strafe having residual movement values when released. > FIXED: Disabled being able to access Targeter during cutscenes > FIXED: Undesired rotation and velocity changes during aerial attacks making user get stuck on top of target character > UPDATED: Health bars to look more distinctive, as well as adding a background to help determine max health. > UPDATED: Form Back Prowl on hit velocity to allow for follow up combos. > UPDATED: Made Hitstun transition animation smoother. > UPDATED: Overhauled Hitbox system, increased performance. > UPDATED: Improved charging animation > UPDATED: Neutral Forward Animation > UPDATED: EG ponytail model. > UPDATED: Improved Reset walking animation. > UPDATED: Improved Aeiral Kick Side animations. > UPDATED: Disabled Ledge-hopping while in prowl. > UPDATED: Grounded dodge animation improved. > UPDATED: Jiggle physics to not look broken when moving at extreme velocities. > UPDATED: Improved Bad Recon (Unit) being hit animations > UPDATED: Improved Grab Idle state and animation. > UPDATED: Improved Grab Forward and Hold Target Animations > UPDATED: All attacks to have higher hitstun to accommodate easier combo strings > UPDATED: Overhauled EG Neutral Form Jab string. > UPDATED: Lowered most grounded attack velocities > UPDATED: Climbing to turn corners better and added attaching to adjacent side walls. > UPDATED: Increased EG base speed. > UPDATED: Increased EG Fall speed. > UPDATED: Increased Tether End Range. > UPDATED: Improved Bad Recon (Unit) mesh. > DEV NOTE: Current fever drain indicator was a last-minute implementation, will be making a more readable one in the coming days. > DEV NOTE: Daily hotfixes/additions from this point onwards until otherwise specified.
> ADDED: Audio Implementation > ADDED: Training Mode > ADDED: Mordhau Stance > ADDED: Mordhau Special Attack (Side > Back > Force) > ADDED: Converse system. Can talk to any targeted character. > ADDED: New NPC in training mode. > ADDED: Charge Out, Most attacks can be enhanced by holding FIRE after attack has started. Both meter and charge are required and expended upon use. > ADDED: Lock Down: Double Tap, STRAFE, PROWL, or FIRE to toggle on those master states. > ADDED: Prowl Force Side > ADDED: Prowl Force Back > ADDED: Aerial Kick Forward > ADDED: Aerial Force Neutral > ADDED: New Super Kick Spin Attack. FSFS K > ADDED: New Special Kick DP Backwards. > ADDED: New functionality to all NPCs > ADDED: New Back standing form + follow up. Moved existing uppercut to prowl back. > ADDED: Charge jump. (PROWL>FIRE while in Pounce) > ADDED: Skate attack to forward special kick Attack tree. (Back > Kick (after 2nd attack)) > ADDED: Steam cloud integration. > ADDED: One way platform system. > ADDED: Main Menu system. > ADDED: Persistent Configuration Settings. > ADDED: Persistent Rank. > ADDED: Compass to HUD > ADDED: Character "Banking" rotation based on angular and movement speed. > ADDED: Age gate on startup. > ADDED: Photosensitive mode. > ADDED: Button to New Game menu to skip cutscenes > ADDED: Button to New Game menu to reset Ranks > ADDED: Proper Ego recovery state > ADDED: More Clothing options to config menu > ADDED: Audio log ques for log entries > ADDED: Notes section to INFO page. > ADDED: Classic clothing option. > ADDED: Headband option > ADDED: Facial cloak option. > ADDED: Kabuki option > ADDED: Fundoshi option. > ADDED: Choker option. > ADDED: Leg weights option. > ADDED: Shin and arm armor option. > ADDED: Glasses option. > ADDED: Scarf Option > ADDED: Near / Far Strafing Mechanic > FIXED: Footstool loop. Added forward velocity to move player from re-footstooling. > FIXED: Config menu not displaying correct text. > FIXED: Grounded enemies being launched upwards when attacked with attacks with no launcher. > FIXED: Grab system not positioning and attacking victim correctly. > FIXED: Box arch object hitbox parameters > FIXED: UI clipping errors > FIXED: Hit victim spinning horizontally. > FIXED: Parry system from not working. > FIXED: Grabbing target not being in correct position > FIXED: UI buttons not working if camera was moving. > FIXED: Attacking hitboxes being able to hit from any distance glitch. > FIXED: Tether Yank target not being held properly. > FIXED: Force Low Command Grab not looking/functioning well. > FIXED: All command grabs to rotate to target correctly > FIXED: Certain input buffer motion commands being difficult to input. > FIXED: Headbutt and knee pommel's not animating and hitting correctly. > UPDATED: Overhauled entire health system. Was too complex before, has been simplified > UPDATED: CrossComs general overhaul. > UPDATED: Ego model, too many improvements to list. > UPDATED: All attack states and attack parameters have been reworked. > UPDATED: Now when grabbing someone in the air, state will override into supplex. > UPDATED: Hitbox attack registry overhaul. All attacks land more reliably. > UPDATED: Adjusted Force hitbox size. Easier to land all force attacks. > UPDATED: AI no longer walks towards player if is too close. > UPDATED: Aerial yank destination position. > UPDATED: Lighting parameters, shadow quality increased. > UPDATED: Global font type. > UPDATED: Main menu, placed Elements at top to allow for more screen real estate for pop up windows. > UPDATED: QC-S>F Blast visual to be more thin and elongated. Updated Animation. > UPDATED: Adjusted camera lock on speed to be faster. > UPDATED: Ego CYCO.LOG Icon > NOTE: Expect consistent audio implementation from this point forward. > NOTE: There are too many additions, fixes and updates to list, many have been undocumented.
> ADDED: Side > Forward > Kick Special Attack. > ADDED: Form Special DP. (Forward > Side > Forward) > ADDED: Prowl Fire: Remote Charge. Payload increases the longer it remains undetonated > ADDED: Blood accumulates on characters in vicinity of force hits. > ADDED: Character customization page functionality. > FIXED: Tether targeting system, can now yank enemy AI. > FIXED: Grab Aerial flying glitch. > FIXED: Infinite Pounce glitch. > FIXED: Input Buffer not interpreting certain motion inputs. > FIXED: Ego tether yank on AI not launching it upwards. > FIXED: Ego Fire neutral to not hit itself. > UPDATED: Force hitboxes to be extended outwards. Making aerials easier to land and makes all attacks look like they connect with their visuals. > UPDATED: Force Aerial attacks to more reliably hit. > UPDATED: Bad Recon model. > UPDATED: Input Buffer. Inputs should feel tighter. > UPDATED: Climb parameters. Easier to climb certain surfaces. > UPDATED: Input buffer window increased making specials easier to input. > UPDATED: Fire charge VFX. > UPDATED: Aerial hit target now moved and kept in place infront of attacker making aerial combos easier to land. > UPDATED: Hitbox register more reliably.
> ADDED: Change Log. > ADDED: Controls Info Page. > ADDED: Mechanics Info Page. > ADDED: Meta Info Page. > ADDED: Steam integration. > FIXED: Camera clipping issues with character hitboxes. > UPDATED: Character rotation and velocity physics for aerial attacks now more reliably track target on ground and in air. > UPDATED: Improved main menu readability.
CYCO
PHOSPHORUS
PHOSPHORUS
2022-07-15
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 25
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
4 user reviews
(4 reviews)
https://www.cyco.online/
https://store.steampowered.com/app/1948680 
[1.53 G]
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Ego, whispered between hands as the 'Starshine Ranger' at home and throughout the region. A shattered woman who by steel, defends those she cares for from the ceaseless blasts of entropy and intra-human deception that lay within the city below them and the world beyond. Check out In-depth cinematics and world-based story telling to piece together a picture of a dark low-tech neo-medieval future that has befallen mankind.
- Processor: Intel Core i7-8750H CPU 2.20GHz Equivalent
- Graphics: NVidia Geforce GTX 1050 EquivalentSound Card: DirectX 9.0c compatible sound cardAdditional Notes: A free demo has been provided. if your system can run the demo. it will likely be able to run the full game.
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