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0.9.198 - 1/22/23 Arcade Upgrade 3
Happy holidays y'all! We've been working 24/7 to deliver your present: a complete redesign of the Arcade hub area. Plus now you can invite your friends or join multiplayer games directly from Steam's interface!
This patch adds a lot of roaming enemies all over the map - please let me know how this feels! I think it's fun, but I need your feedback.
Autumn is here, along with a 15% off sale. Of course we have a huge patch for you too! Also: it's my birthday, so if you buy the game, it's my gift to you to me! The megacorp skyscrapers for Oshiro Orbital, Helices, and Sol Fusion gained massive upgrades along with a high-speed highway network for fast travelling around the world. And we've got not one, but TWO new flying enemies, several new server and enemy affixes, and a handheld sea creature as a new gun. AND a new action-packed trailer! [previewyoutube=xIxkU0oB3s0;full][/previewyoutube]
This patch comes a bit early to fix a crucial multiplayer bug, but also comes with a really cool new unique, some AI improvements, and quality of life stuff.
0.9.189 - 11/3/22 Paresthesia
This patch introduces a new damage type, Poison! Poison does a lot of damage but is nonlethal, leaving enemies at 1hp. You'll need to finish them off with another damage type! Additionally, the Halloween Event is all day on Halloween. Play for your chance to get a Pumpkin Bomb special weapon! 0.9.188 - 10/30/22 Poison
0.9.187 - 10/3/22 Payload
The focus this patch was improving minion gameplay. I still have some things I'd like to try, but please let me know your suggestions too!
Hey y'all, sorry for the delay on patches here - I've been on sabbatical from my day job. Went on vacation, got covid, all that.
Hi everyone! We've got Act 2 for you to check out, and I also want to highlight all the great work we've done since the Funkadelic update.
0.9.171 - 5/1/22 - Barrier Enemies
Hi everyone - normally I'd get a bit more done over the weekend, but I really wanted to fix the multiplayer loot bug as soon as possible, and y'all are getting the rest of these nice fixes too. Enjoy! Next week I'll focus more on new content.
0.9.167 - 4/3/22 - Slow Projectiles
A new quest, a new projectile type, several fixes, and more framerate!
Just some quick fixes, please enjoy the pizza
By community request, I've uploaded this build earlier than I'd planned, just so y'all can get the new stuff as soon as possible!
A fairly hefty weekly patch for y'all! This one is aimed at making the inbox easier to navigate, as well as fixing a few bugs I found in the big multiplayer night we had on PetePlaysTheGames twitch channel.
Just some quick bugfixes. Thanks to ozzuneoj and Ray for reporting these on the Discord
Hi everyone! superdupergc here, here's the Funkadelic update!
Hi everyone! superdupergc here, here's the May update! I'm really excited for y'all to try this one.
Hi everyone! superdupergc here, just wanted to let y'all know what I've done in the past month. This patch is already live!
Hi everyone! superdupergc here and I've gotten a lot done in the last month and a half since the Scar update.
Hi everyone! superdupergc and Nonadecimal here with a new batch of content and a 15% off sale! As usual there's been a ton of performance boosts along the way, particularly for high-framerate physics and multiplayer. We're still working on the Act 2 missions and its ~final battle~ atop the Kinetic Temple but we wanted to add more high-level servers to the world while you wait. That starts with The Scar.
Hi everyone! superdupergc here and I've got a lot of cool stuff to show you. Nonadecimal has been working really hard on all these giant new areas, and in between taking care of my baby and my day job, I've managed to improve some systems and add some cool new stuff too.
This update is hot off the presses because we are very excited about it and want to y'all as soon as possible! We're still working on a lot of it, so if you've got feedback, you can help shape the game.
You may notice some changes to the supermesh here in Black Ice. Like, complete world shuffling changes! Lots of new places to explore, but mostly we're opening the Forest and Oshiro Orbital areas for combat. These new areas really push the verticality of the game to new levels (pun intended), so bring your favorite grappling hook or glide jump and have at it!
Above you can see one of the two new arenas - which I won't spoil the name of for plot reasons, but look at this place! It's a hacker's playground! I'm also working on a third arena for later with Tele-porters in it... I'll let you guess what those do.
I've added a bunch of fun new player tweaks, the biggest one of which is that talent points now go up to level 100 instead of 50, so enjoy playing at those higher difficulty levels much easier now! I've also added new guns that reload when you're damaged (like the unique weakening bolt hand cannon, Kinetic Maintenance). This can be really powerful!
I've also made a few subtle changes which make lower rarity items more exciting - every once and a while, you'll find a common item with much higher damage, or a lower rarity item with a Lot of an affix on it, more than you could get on a high rarity item.
We hope you enjoy this update! Coming up next, we'll be working on quests for the new areas, plus a talent respec option, among other fun things that I'll keep secret for now!
Enjoy!
- SDGC and Nonadecimal
Please forgive me for the brief patch notes, we just had a baby! That said, this patch has a ton of new stuff. Check it out!
The 0.9.1 Patch is here! This one has a lot of fun systems upgrades, adding a ton of new weapon types, several new enemies, and a lot of bug fixing.
The Volcano is finally out, and with it, Act 1 of the story is done! To support it, we've added a ton of new mechanics. New guns, new abilities, perks, enemies, music, world events, and more! This patch is so big, we're finally moving the price of the game up to the full $20 after the sale.
Also a heads up - we have not yet updated the trailer with all this new stuff, but the demo is now updated!
Like a fancy cake, we're adding more layers to Black Ice. We added rewarding Bounties, the expansive and vertical Volcanyon (with missions!), and both Grenades and Launchers! Read on!
Hi everyone! I just did a quick bugfix patch that was on the indev patch, but I figured y'all would want on live. I say it's a bugfix patch, but there are some nice quality of life improvements and a couple of new item variants too. Check it out! Next up, we're working on bounties! We've got them mostly working on our development version and hopefully we'll have something to test on indev in a few weeks.
*checks notes* Yep, Biggest Black Ice Patch Ever. Everything is getting bigger and better, which is why this patch is called Escalation. It's been a while since I've updated the live version of the game , but don't think that we haven't been hard at work! We've actually done over 45 weekly patches of the game on the Indev version, and now it's time for everyone to see all the new stuff! First, a preview: http://www.youtube.com/watch?v=6S-kbHAvhz4
Reports are coming in from across cyberspace that local SWARM SERVERS have having.. . corrupted outtttputtttt And then only ?! Console jockeys, you'd better investigate!
Hi everyone! Super Duper Garrett Cooper here. Just wanted to let y'all know that Black Ice is 25% off for the Winter Sale, including the 4-Pack and the Soundtrack! Now's a great time to tell your friends about the game!
We're working on some awesome new stuff, like a Volcano zone and a bunch of new hack types - which you can preview on the Indev build right now!
I wanted to wait until we got the volcano done, but I figured y'all would want all these other fixes I've been working on since February. So without further delay,
Hi there! Super Duper Garrett Cooper here - I'm the main dev of Black Ice. I just thought you might like a sneak preview of what's coming in the next big patch. Nonadecimal and I have been working very hard on the game this year, putting out an indev branch patch on average about once a week. (Patch notes for the indev version are here!). Just real quick off the top of my head - a new enemy (the Mor.tar.gz), HUGE performance improvements and bugfixes, five new perks, new animations for all enemies to allow a new combat mechanic (staggering), a debuff revamp, cross-character item stash, new types of EMPs/Discs, new uniques, lots of balancing, and enemies are even better at finding and killing you. All of these upgrades are actually accessible on the indev version right now. Coming up after that, I'm working on crafting a new volcano zone, as an upgrade of the current lava zone. Our focus has been on creating new types of experiences within Black Ice! Nonadecimal has been working on a hub area called The Arcade, which be varied area with jump pads and tunnels - great for PVP! Anyway - if you're new, welcome! If you're an old (black) hat - there's never been a better time to jack in to Black Ice ːwebcrawlerː
Hi everyone! I'm super proud to finally launch the "Firepower" patch - with gun models, a lava zone, completely overhauled enemies, and the start of the mission system! My buddy Nonadecimal has been helping me out with the missions, corp names, and other cool stuff.
Hi everyone! I'm super proud to finally launch the "Firepower" patch - with gun models, a lava zone, completely overhauled enemies, and the start of the mission system! My buddy Nonadecimal has been helping me out with the missions, corp names, and other cool stuff.
Welcome to the Black Ice "Disconnected" Patch! I've got a ton of great stuff in this one, aimed primarily at making the world feel more alive, game feel, and quality of life. Check out the features below!
Welcome to the Black Ice "Disconnected" Patch! I've got a ton of great stuff in this one, aimed primarily at making the world feel more alive, game feel, and quality of life. Check out the features below!
Thanks for checking out Black Ice! I've got another big patch coming up soon, but I want to playtest it first at RTX (July 7-9) before I post it. I should be posting the patch around mid July, but you can already play it on the Indev beta branch right now if you'd like a sneak preview!
Thanks for checking out Black Ice! I've got another big patch coming up soon, but I want to playtest it first at RTX (July 7-9) before I post it. I should be posting the patch around mid July, but you can already play it on the Indev beta branch right now if you'd like a sneak preview!
I think y'all are going to really like this one! This update has been months in the making, with updates to many of Black Ice's core systems, a ton of added content, and literally too many bug fixes to list. Let's get into it!
I think y'all are going to really like this one! This update has been months in the making, with updates to many of Black Ice's core systems, a ton of added content, and literally too many bug fixes to list. Let's get into it!
Hi everyone! Want to know about what’s coming up in Black Ice? I’m planning on releasing a big new patch pretty soon, but first, I’m going to playtest it at PAX South (come see me!) and then release it shortly thereafter. The patch should be out in early February. Until then, I wanted to tell y'all about all the cool stuff I've been working on. I'm doing a level overhaul, adding crazy mobility to the player, a UI update, and laying the groundwork for even further improvements. Check it out!
Hi everyone! Want to know about whats coming up in Black Ice? Im planning on releasing a big new patch pretty soon, but first, Im going to playtest it at PAX South (come see me!) and then release it shortly thereafter. The patch should be out in early February. Until then, I wanted to tell y'all about all the cool stuff I've been working on. I'm doing a level overhaul, adding crazy mobility to the player, a UI update, and laying the groundwork for even further improvements. Check it out!
Alright! It's been a little over a week since I released the giant 0.7 patch and showed off the game at RTX, and a few of you have reported some bugs. So I took this week and focused entirely on fixing bugs! Here's what I got done.
Let's not get too corporate here: you know what Steam Trading Cards are, you know they unlock emoticons and profile backgrounds. What you don't know his how freaking sweet James' artwork is, so here it is below!
Also! Here are all six collectible emoticons: ːwebcrawlerːːscorporationːːgitsfishːːcybersharkːːaimbotːːKappaː
My favorite is the webcrawler, but I know a lot of people are excited about the GITSfish and the Kappa.
You can also earn these badges to show off your leet hacking skills on your profile.
- Level 1 - Script Kiddie
- Level 2 - N00b Hacker
- Level 3 - Freelance Decker
- Level 4 - Digital Infiltrator
- Level 5 - Console Cowboy
- Foil - 1337
Below: All the gorgeous trading card and background art ːscorporationː
And now for backgrounds!
Alleyway:
Guardian:
Jumper's Overview:
Mirrorservers:
Server Sea:
Jetpacker's View:
Shadow of Finality:
Utter Chaos:
SHARK Stalking:
Biggest. Patch. Ever. I've been working really hard on this patch since March, and even though I've been releasing patches almost every week on the Indev version, I wanted to make sure it was great before sending it out to everyone. With all these improvements, I feel the game is now worth $15, so I've raised the price.
NOTE: YOU MUST START A NEW CHARACTER FOR THIS PATCH. This was a necessary evil, but with the new save and perk systems (details below!) it shouldn't ever happen again.
Hi everyone! This is a culmination of several indev patches over the past few weeks, mostly aimed at fixing bugs in multiplayer but also adding two new unique items, a bunch of small balancing changes that add up for better quality of life. I think you'll be quite happy with the results!
WARNING: This patch will break previous characters. They'll still load, but they won't be able to regenerate RAM. Please just create a new character. I tried really hard to avoid this, but was unable to.
Hi everyone! This is what I've been working so hard on, I hope you like it :) This, and showing the game off at PAX South, East, and GDC!
Hey guys! Here's another update. PVP has been released and the word is that it's fun, although I'm waiting to hear back from you all for how I should balance it. Right now, I think the most fun way to play is for everyone to start new characters, then go hunting for each other while trying to get some hacking in. One thing we should talk about is how EMPs should act in PVP - I don't think being stunned would be fun at all, so I was thinking we could turn it into a 90% slow. Also, I think we might need Slowing debuffs to affect the jetpack, so that you can't just jet away. Right now, loot still drops for everyone in PVP - even the opposing team - and I'm not sure if I like that or not. A quick update on the weapon models - they're still being worked on. My artist has been busy with other work. One of the things I did over the weekend, which I can hopefully push to the Indev patch tonight, was tweak Hack Difficulty. The way it works now is that a server with Hack Difficulty 5 will spawn enemies appropriate for a level 5 player and drop items requiring player level 5. Item levels on items is no longer listed, since it's now always the same as required level. I did everything I could to preserve exponential enemy HP and mostly linear enemy damage. Finality is now level 150 instead of 500. Shops are around 100-120, and they sell loot up around the player's level, capping out at the shop's level. I'm going to have to redo the achievements - I don't think anyone's going to get up to level 5000. One thing that might cause trouble here is that players that are exceptionally strong might be able to hack servers above their level, which of course they won't be able to use until they level up a bit. I'm not sure what the best way around this is, but one thing I could do is have servers drop gear a couple levels *below* their level - but that's confusing. I'd love to hear your suggestions. The other major feature I've been working on is Minions. A lot of people have asked me for an ability to convert an enemy to their side, but I thought it'd be more fun to summon them directly. I can always add the ability to temporarily convert enemies later. Right now, you summon enemies by targeting a position up to 10 squares away, which spawns a minion as if it was being spawned by a server (with all the same particles). It takes one second for the minion to appear, and they last until they die or 30s. They follow you around if they can't find anything to kill. Currently you can summon as many minions as your RAM supports, but I was thinking a better solution might be to only allow one (Strong!) minion per item, but it would be permanent and you could unsummon it by pressing the item button again. I could also play around with summoning them in packs of 3. Minions will have more HP and damage based on the item level and rarity of the item, but I'm also thinking about introducing minion-specific item affixes, so that you could build a character that relies entirely on minions. I don't think I want minions to scale with your weapon damage and health because I want you to have to choose what type of character you make instead of being good at everything. Have suggestions or comments? Let me know!
Hey all, just thought I'd share the results of what I've been working on in the past couple of days. First off, PVP is pretty much working, but I'm not satisfied with it yet, so I'm not ready to release it. In particular, you can damage and kill other players, kill counts are working, you spawn randomly throughout the city and cannot teleport to other players (even on your same team). There are two teams - Red and Blue - and you can switch between them at any time, but it kills you. You don't lose credits when dying to a human or by switching teams. What's not working about PVP yet is that you still share XP with nearby players on opposing teams, you can still see damage numbers for all players, and it doesn't feel very satisfying to kill players, on account of there not being a death animation or any sort of confetti. I also still need to do some work to get debuffs working - and I might need to change some, like Frozen and Stunned, which really would be too harsh in PVP. Damage scaling is also not in yet, so you'll die really fast at high level right now. These are all relatively easy to fix, but will take some time, and I'm not sure PVP will be a ton of fun until they're in. I tried to get Item Trading working, but I kind of ran into a wall on this. The problem is that the way I serialize player data to save the game or to send data over the network is no longer being supported, so while I can save an entire character no problem, I'm having trouble compressing the Item class so that it can be sent to another player. Actually, I got it working for *some* items, but not others, which is almost worse than not working at all. The end result of this is that I'm probably going to have to start using another serialization solution, which unfortunately is going to break everyone's saves. I know, this sucks, but another advantage of this is that I might be able to find a solution that might be fast enough to enable autosaving, which I think everyone would like. I also have been talking to my artist (the permanent one that made the GITSfish, not the temporary one that made the Scorporation) and he's going to start working on some weapon models! The current plan is to have one for each of the following: The Disc, Lasguns, Machine Guns, Sniper Rifles, and Shotguns. For the modular weapons, I'm planning on adding some particle effects to differentiate these weapons. I'm going to try to make the weapons only show up when you're firing them, but if the conjuring time is too long and the weapons feel like they take too long to fire, I might need to just have them visible at all times. Maybe that'd be better anyway. One of the challenges to this is that I'm also going to have to make the projectiles come out of your hands instead of your face, which could affect accuracy if I don't do it right. Another thing I'm planning on doing is showing only weapons in your left and right click - and in fact, restricting players to only being able to place weapons in the left and right click slots (but you could put other items there) - unless the players went into the options and selected the option to allow them to place any item in any slot. It'll be like Diablo 3's Elective Mode, and hopefully the effect will be that new players understand the system better, but experienced players will still have all the freedom they've come to expect. I'd love to hear your thoughts on this!
The TL;DR is that I changed a ton of numbers, fixed a bunch of bugs, and added a new item: The Lasbreaker. You should be able to carry over your old saves, but it would be best to start a new character to stay balanced. Additions:
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