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Hi everyone!
Cell Sword (my comedy scifi shooter) is OUT NOW and I have snuck in some Liberation time to push a new release.
This update I am pleased to add basic VR support for Liberation! Tin Man Games, a game studio in Melbourne, have loaned me a VR kit (a HTC Vive) for a little while. I was unsure how difficult it would be to retroactively add support for PCVR but the game was largely architected with this option in mind so the main hassle has been the HUD and stuff like pop up windows. I must admit it is super cool to fly around a retro space adventure in 3D (I am feeling a bit queasy as I finish up this coding session however).
Please consider this experimental VR support and not a full finished release. Here are the limitations at the moment:
the game CAN NOT be saved in VR mode
some parts of the interface may be unreachable (eg news articles)
the only inputs are keyboard/mouse and gamepads. I recommend gamepad when using VR
the on screen targeting is wonky in VR (it also doesn't show ship names)
I am pushing it out to get early feedback from people who have more experience with VR than me. Please fly around the first few systems and then add your feedback in the forum on what you'd like to see. I will not turn on Steam's "playable on VR" tag until a minimum quality threshold is reached (and we may never reach it -- I can never promise future updates). To use: turn on SteamVR, start Liberation, enter the menu, turn on XR and restart the game.
BUT enough about my magical adventures in a whole new dimension of amazing gameplay... you, the common flatlanders, are still my people and I haven't forgotten about you. This update includes some tasty treats too.
The big one is that gamepad input has been polished. I gained some new experience from Cell Sword (available now!) and have fed it back into Liberation. The gamepad deadzones are more reasonable and the input is now logarithmic, which means small movements on gamepad mean much smaller movements in game. This provides a much MUCH better experience on gamepad.
If you play Liberation on a portable device, you can now cap the framerate to reduce battery drain.
Finally, in my quest to make the star systems each more unique and interesting, there's a few new cosmetic things in the game for people to discover.
Thanks for playing Liberation (and your future purchase of Cell Sword (have I mentioned it's out now?)).
As always, any shares/boosts/reviews you can throw towards my games really helps me make more of them.
Regards,
Luke
PS. Tin Man have made a couple of table top VR games and the classic Warlock of Firetop Mountain which I recommend people check out
Mouse button can be used on title screen to start game
Add FPS capping. Players can now force the game to target a specific framerate. On a Steam Deck on a long trip? Cap the frames at 30 for a battery saving. Really want to recreate the Acorn experience? Cap Liberation at 12fps for a good time
Add framerate cap slider to menu
Add anti-aliasing options to menu
Add controller deadzone slider to menu
Some new dialogue for Galfed Broadcasting Corporation host
The algae bubbles on Algaeus now bounce when fired on
Add ground telescopes to Bellian
Add basic OpenXR support for headsets. NOTE: This is an experimental draft. The game can not be saved in VR mode and some parts of the interface may be unreachable
Add VR submenu with some configuration options
Changing resolution now forces the UI to refresh, this is better in most ways
Update to Godot 4.4.x
Reduced controller deadzone to 0.16 by default (it was 0.5 before ewww)
Gamepad inputs are now logarithmic
Final switch over to my current universal build pipeline
Fix to loading on faster computers
Algae bubbles on Algaeus sit better on surface
Hi everyone!
I've been really busy working on my next game, Cell Sw--- ok I've been sitting around watching Andromeda (there's only so many times a person can rewatch Babylon 5). I was initially a bit hostile to it (how many times can they say the word Nietzschean in one episode?!?) but it's OK.
I have a small update I wanted to push for Liberation sooner rather than later (some of these changes have already gone live). The main change is that the player now gets a reward (I'm not saying what) for winning the Death Race. I have fond memories of watching The Running Man as a kid (I hear they're remaking it?!?) and Death Race is kind of the same vibe hopefully (how many bracket comments can I add to one post?).
I hope your 2025 is awesome!
Regards,
Luke
Liberation is one year old today and to celebrate I am sharing a short story set in the Liberation universe.
It's titled "Murder on MegaPlanet".
The last year has been amazing and the game has done really well. Thank you for your support! Please consider leaving a review for Liberation and also wishlisting my next game, Cell Sword.
Murder on MegaPlanet Synopsis:
By all appearances, Eden Towers is a standard apartment block on MegaPlanet. School pods are well occupied, elevator rage is under control, and employment is mercifully low.
Except Eden Towers has a big problem.
Its community credit score is dangerously low and nobody can understand why. if it falls any further the building is in danger of being recycled... with the 200,000 residents still inside!
So when a high ranking government official is found dead, the desperate citizens are forced to rely on an unlikely hero, a servo bot with the ability to clean up the crime scene.
However, B31-T12 has a dream of its own... to be the Galactic Federation's greatest detective.
"Murder on MegaPlanet" is a darkly comedic tale by Luke Miller set in the universe of Liberation, the retro space adventure from Classyk Games.
It is available for free from this google doc link.
You can read it in the browser or go to File->Download and get it as PDF, epub or TXT.
I hope you enjoy this little insight into one of the many worlds in the game!
Hi everyone,
I'm back with probably the biggest patch Liberation will ever get! Liberation is meant to be just a small fun game that surprises and delights and that's the focus of this update.
The big changes are:
[olist]
Hi everyone,
To me, Liberation is a tight little game that lives or dies on how successfully it explores the concept "retro space adventure meets classic UK sci-fi".
Generally I am thrilled with the game. It has far exceeded what I thought was possible and the reception has been fantastic (please consider writing a review!). But as I watch people play several common negatives keep popping up:
[olist]
Hi everyone,
A decently large update. Some really nice quality of life improvements, bug fixes and cosmetic changes (including new ships, new planetary features and new items). Liberation has always been a tight little game and it's cool to get to cram some of the corners with extra details. I can't give too much away as they are spoilers!
Liberation is starting to get some good polish going on. I can never promise future updates but after this patch I can kind of see where I would want to go... a few new missions (the foundations are in this update) and more zestiness.
If you're liking the game please consider leaving a review or a suggestion on what you'd like to see in an update (for example, someone mentioned VR... that would be cool!)
Regards,
Luke
Hi everyone,
I'm really excited to share this release of Liberation! In my career as a software engineer I've always believed that "people don't have accessibility issues, software has accessibility issues".
Why care about accessibility? Well, it's the right thing to do. As the good folk at the Game Accessibility Guidelines write, developers should "avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible". A game built to include people is simply a better game.
I guess I've always had a bit of a theoretical view of it. Like an architect doing ramps without needing them themselves. However, for Liberation I've had one real life design aim: To get my Dad to play it.
My Dad is 80 years old now and his mobility is not so good. We played the original Elite together when I was a kid and one of the reasons I wanted to make Liberation was because he is terrible at Elite Dangerous.
There is no "correct" way to play Liberation. If people want super hardcore twitchiness, turn the difficulty up to "Dangerous" and go for it. But with this release, Liberation can basically be played as a turn-based game if that is more your speed.
[olist]
Hi everyone,
Liberation is not just a game that looks retro, I also want to provide an authentic retro gaming experience. There's a lot of interpretation in that goal. I'm not necessarily here to recreate old gaming mechanics exactly, rather I want to capture the *feel* of playing an early generation space sim. To me that means a sense of wonder, a sense of entertainment, a sense of freedom with not much hand-holding.
At launch, Liberation used a flight scheme similar to the original Elite from 1984. To fly you pitch up and down and rotate your ship. There is no turning (fancy name: yaw). I love that control scheme -- it feels so floaty to me, there is no up or down and space battles become these wonderful swooping and rolling affairs.
However, based on feedback I have decided to use a more modern flight scheme for Liberation. Here's why:
[olist]
Hi everyone,
Liberation came out a few weeks ago and it's definitely been a busy time. The main purpose of this release was to add remapping for joypad/gamepads/joysticks/controllers but as I worked on it more and more fixes and changes snuck in until it became a pretty massive release. I definitely prefer to do small releases but occasionally it can be fun to make hundreds of changes and release them all at once.
The biggest request by far from players was for controller remap support. Have I got it right? Probably not first go but I think we're on the right track for sure.
The biggest changes this release:
Hi everyone,
Liberation came out a week ago and I'm pleased to upload the first big post-release patch. This is largely based on feedback from the community at Space Game Junkie. Thanks for your suggestions!
Please note, gamepad support is really only for xbox one (or similar) controllers at moment. It might not work with other type of controllers/layouts. This is the next big issue I want to tackle. Delivering better gamepad support (maybe even remapping) is the dream but it is not something I can rush.
Fixes
Hi everyone, Here is the first post-release patch of Liberation, my retro space adventure. Changes
Hi,
I'll be playing/poking/debugging my new game, Liberation. Hope you can join in.
I'm pleased to share a pre-release demo of Liberation! Download it for FREE on our steam page.
Liberation is a retro space adventure where you pilot an elite stealth ship as you take your revenge against the evil Galactic Federation (GalFed).
Upgrade your ship with a variety of weapons and systems. Engage in high-stakes dogfights, dock with space stations and planet spaceports, and work with heroes and villains to destroy GalFed.
Liberation is a lovingly crafted single-player open-universe RPG, inspired by classic science fiction such as Blake's 7 and the original 1984 BBC Micro version of Elite.
After you play Liberation, I'd love your suggestions in our steam forum.
Luke
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