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New updates on DEMO!
It is now possible to skip the game's cutscenes, for people who don't have much interest in the game's plot, and want to get into the action as quickly as possible.
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Fires several projectiles that spread out, at close range can deal considerable damage.
A laser that cuts the entire screen, dealing continuous damage to enemies, it also varies in size according to the acquired passive
upon activation, 120 missiles are fired from all corners of the arena, searching nearby enemies.
Shoots a ball of energy that bounces around the arena, each bounce makes the ball faster, increases its size and also slightly increases damage. Ball bounces about 50x (depending on passive)
When activated, it shoots 5 lasers in different directions around the ship, and they spin, dealing continuous damage practically in the entire arena.
This generator does not regenerate any energy during combat, but at the beginning of each combat the generator gains a huge amount of energy.
Has a significantly higher amount of health (About 4x more than normal), however the ship's collision area becomes much larger
It has 70% of the normal amount of resistance, but has the ability to slightly knock back enemy projectiles (slightly!)
Map now shows the level of each cell with a small number in each cell It is now possible to build a bridge on the map, making it possible to cross sections of the map and create path shortcuts.
(Finally!) Volume options menu Visual UI options menu in game combat that can remove rings that demonstrate the area of effect of some equipment or ship crystal collection area.
- Seeker weapon now seeks the best target after collision - Some station construction animations were slightly buggy, now they are as they should be. - Superficial fixes to game dialogues - Signal bomb now has an effect that spreads the missiles before they become homing (makes a slightly prettier effect)
One of the biggest problems in the game right now is traveling around the sector map, it has little purpose and feels rather tiring, not to mention the lack of progression in the player's own power, as he cannot acquire new equipment and use it while in the sector. With that in mind, I intend to apply a Roguelike mode where the game starts with a weapon, and little by little it increases the weapon's level (increasing the damage) and applying passives to these weapons, making them stronger during the run of that sector. With that the player has a feeling of being evolving, and also has all that feeling of a good drop that comes from rogue like. This can also improve exploration, as the player will have to think a little better about where he will explore the map first, and how much he will "farm" upgrades for the ship, before facing the final boss of the sector. Hopefully with these changes, traveling to in-game sectors will become more engaging. Perhaps if the reception of this mode becomes very good, it could become a more present mode from the beginning of the game, or perhaps, completely replace the current normal mode of the game. If you like the idea or have an opinion about it, leave a comment!
[ 2023-01-16 02:00:28 CET ] [ Original post ]
Skip dialogs!
It is now possible to skip the game's cutscenes, for people who don't have much interest in the game's plot, and want to get into the action as quickly as possible.
New Icons
Several equipment had their icon updated to a version with better definition. [table] [tr] [td]
[/td] [td]
[/td] [/tr] [tr] [td]
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New equipment
Primary: Shotgun
Fires several projectiles that spread out, at close range can deal considerable damage.
Secondary: Laser
A laser that cuts the entire screen, dealing continuous damage to enemies, it also varies in size according to the acquired passive
Aux: Missile Rain
upon activation, 120 missiles are fired from all corners of the arena, searching nearby enemies.
Aux: Energetic ricochet
Shoots a ball of energy that bounces around the arena, each bounce makes the ball faster, increases its size and also slightly increases damage. Ball bounces about 50x (depending on passive)
Aux: Laser Sphere
When activated, it shoots 5 lasers in different directions around the ship, and they spin, dealing continuous damage practically in the entire arena.
Generator: Power Surge
This generator does not regenerate any energy during combat, but at the beginning of each combat the generator gains a huge amount of energy.
Vast armor
Has a significantly higher amount of health (About 4x more than normal), however the ship's collision area becomes much larger
Polarized armor
It has 70% of the normal amount of resistance, but has the ability to slightly knock back enemy projectiles (slightly!)
Map updates (sectors)
Map now shows the level of each cell with a small number in each cell It is now possible to build a bridge on the map, making it possible to cross sections of the map and create path shortcuts.
Options and config menu
(Finally!) Volume options menu Visual UI options menu in game combat that can remove rings that demonstrate the area of effect of some equipment or ship crystal collection area.
Bugs Fixed
- Seeker weapon now seeks the best target after collision - Some station construction animations were slightly buggy, now they are as they should be. - Superficial fixes to game dialogues - Signal bomb now has an effect that spreads the missiles before they become homing (makes a slightly prettier effect)
What's next?
Complete overhaul of "DEEP UNSPACE" mode
One of the biggest problems in the game right now is traveling around the sector map, it has little purpose and feels rather tiring, not to mention the lack of progression in the player's own power, as he cannot acquire new equipment and use it while in the sector. With that in mind, I intend to apply a Roguelike mode where the game starts with a weapon, and little by little it increases the weapon's level (increasing the damage) and applying passives to these weapons, making them stronger during the run of that sector. With that the player has a feeling of being evolving, and also has all that feeling of a good drop that comes from rogue like. This can also improve exploration, as the player will have to think a little better about where he will explore the map first, and how much he will "farm" upgrades for the ship, before facing the final boss of the sector. Hopefully with these changes, traveling to in-game sectors will become more engaging. Perhaps if the reception of this mode becomes very good, it could become a more present mode from the beginning of the game, or perhaps, completely replace the current normal mode of the game. If you like the idea or have an opinion about it, leave a comment!
[ 2023-01-16 02:00:28 CET ] [ Original post ]
Dark Old Sun II: Unspace
SN!Somos Nerds
Developer
SN!Somos Nerds
Publisher
Coming soon
Release
Game News Posts:
12
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
8 user reviews
(8 reviews)
Public Linux Depots:
- [0 B]
We present to you a vibrant Shoot'em up style game, filled with roguelike mechanics to keep each match interesting and unique, and also an intriguing storyline unlike anything you've seen in a "spaceship shmup" game.
Prepare to be challenged by breathtaking boss fights, as well as various enemies with unique mechanics, with battles and situations procedurally generated for a diverse, incredible roguelike experience.
You will also be able to venture into UNSPACE, exploring the most remote and dark locations, while enjoying a first-person view from the comfort of your cockpit.
You can also build and improve the YAMATO space station, which is your operations base, resulting in new abilities for your ship, as well as new mechanics that are acquired as you progress in the game and continue to build new facilities.
- - Over 50 base equipment, which become completely different as more upgrades are installed.
- - Procedurally created maps, which change every time you enter them.
- - The small navigator, Dolli, whom you can customize, changing her clothes and hair! 🤩
- - Workshop system where you can modify the behavior of weapons and equipment, as well as their levels and masteries.
- - Space station where you can build improvements and new facilities, expanding it and creating new interactive features.
- - Interactive cockpit where you can relax and observe the space around you, while listening to beautiful synthwave music.
- - Including... A sensational selection of synthwave music. 🎶
- - Enemies with diverse and interesting mechanics that aren't just "appear-shoot-leave", the enemies have intriguing and varied abilities.
When the Dark Old Sun disappears into its own shadow, Earth and all its inhabitants enter an era of decay. The terrible calamity known as UNSPACE unleashes, trapping everyone in proximity to the planet and barring any chance of return for the unfortunate who venture beyond its boundaries. Within UNSPACE, reality warps in bizarre ways and it's virtually impossible to find a way back.
The challenge is colossal, but fate still has one last bastion for humanity - the YAMATO space station.
YAMATO, the only structure capable of launching spaceships to unravel the mysteries of UNSPACE. This is the last hope, a labyrinth of distorted realities and monsters from another world, where GRID seems to be the only one capable of piloting CROW - a spaceship that resonates with YAMATO, tracing the way back even from the deepest UNSPACE.
GRID is accompanied by an AI named Sarah, who with her cheerful and friendly personality, joins him in exploring the UNSPACE, meeting various people and "entities" along the way.
GRID's mission is clear: to create a route through UNSPACE and guide humanity to a new home.
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Also...
You'll have amazing opportunity to customize the adorable Dolli, finding new outfits for her as you progress through the game.
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