It LIVES!
Much has changed in the past few years of development, and much more to come!
New turret designs!
Instead of hacking my way through Blender masterfully constructing my works of art, I've decided they were too ugly that better options existed. Now, the turrets should be a bit easier on the eyes as they mow down the errant bugs giving you a hard time. I've also removed the annoying reticle I originally added for debugging purposes. Turrets also now do a variable amount of damage, so expect some variance in performance by design!
Hitmarkers to show you damage done
You now know how much damage you're doing! This helps you also get a sense of what each turret can dish out as it starts and follows its upgrade paths.
SteamDeck and Linux support
While experimental, there's now a native Linux build out there for the SteamDeck, courtesy of my upgrade to the underlying DotNet version to a sensible, modern family. Left joysticks moves the map, mousepads for the rest. Mac versions coming as soon as I figure them out!
More robotic overlord voiceovers
I have always had a soft spot for 80s-inspired robotic-sounding assistants (of the future), and this game is no exception. Our resident AI overlord will be a little more chatty, helping you on your journey as possible.
Numerous bug fixes! And probably new bugs!
Several, if not countless bugs have been fixed. Some of the highlights include scrolling issues, times when the AI can't find a path and gives up, etc. Despite my best intentions, I'm sure I've introduced more bugs too; here's hoping there's been a net decrease!
[ 2023-06-15 06:05:13 CET ] [ Original post ]
After some thought and consideration, it's time to 'ground' our flying enemy attacks. One of the more [strike]frustrating[/strike] challenging parts of attacks is when flying bad guys start plowing through your defenses, leaving a wake of destruction. Now, unless it's a critical structure, flying baddies won't do any damage to your turrets. Additionally, some tweaks have been made to how turrets look and behave. The aiming reticle has been removed; it was covering up that gorgeous attack animation. The same graphic is now used to indicate where a turret will land, allowing you to better plan your base defense. Finally, a bug or two was fixed around asset management. Please enjoy!
[ 2021-11-10 17:05:20 CET ] [ Original post ]
We've finally added depth to the game!... I mean, we've added literal depth to how this game is rendered. Bugs, turrets, you-name-it should now properly show-up behind trees and other structures correctly! It's not a huge difference until you scroll in, then you get to see the relenteless hordes marching through tree canopies and past shadows on their way to destroy your colonists! Aren't they adorable?
[ 2021-10-27 06:24:51 CET ] [ Original post ]
Thanks to popular* demand (no, thank you, lone citizen!), a new 'endless' mode has been added! You still get a fresh, procedurally generated map each time, but as each wave progresses the number of enemies will get progressively more challenging. There's also a new experimental attack they may perform at higher levels, so be prepared! Several notable graphical improvements have also been made, including a touch of bloom to help emphasize the potency of destruction. Note that options are coming soon that will let you toggle this on and off (it's a relatively modest hit to performance so far), so please let us know if this adversely affects your experience. We've also tweaked the animations for several things, including (finally) reflecting that your power generators are also delivered from orbit and taking away the default explosion all enemies do and replacing it with a 'dust' graphic, which should make your explosions more prominent in battle. A bit of screen shake has been added to certain actions and attacks! It's a small improvement but one we've felt should have been added long ago. Finally, a demo is being released soon that will give you a chance to either try it out yourself or recommend to others with no cost to them! Stay tuned!
[ 2020-09-11 15:42:03 CET ] [ Original post ]
It's an exciting night to enter Early Access, and already our list of things we wish we had made sooner has grown! Thankfully, the power of digital downloads enables us to make a nice 'day 0' patch that makes a few quality of life improvements for those new to the game. Patch notes:
- WASD keys are now supported to scroll the map. Find bad guys sooner, harken back to FPS muscle-memory for your scrolling needs!
- Right-clicking now de-selects whatever you were going to build. Nothing says regret like having an expensive turret plunked down into the middle of a wave of badguys!
- Mouse cursor no longer sits in 'build mode' the entire time. Enjoy your mouse in its purest form during downtime of interplanetary defense!
- The radar now has visible coastlines on it! Enjoy the subtle contours of your map and gain a better understanding of where bugs can walk but you can't build.
- Removed some debug-only commands that could ruin the game. Sorry; as much fun as we wan to spread the love of debugging to the masses, we might as well start sparing you the frivolous details of the inner mechanics.
[ 2020-04-21 07:25:41 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
A planet in crisis cut-off from the rest of galactic civilization. A reluctant engineer whom just happens to be the only ranking military officer for lightyears. A military-surplus sub-orbital 3D-printer with a basic AI. A horde of relentless mutated insects. A looming prophecy regarding the future of the universe.
- Deploy your defenses against hundreds of hoarding insects swarming your base
- Adapt to the situation as the AI adapts to you
- Multiple types of turrets ranging from the basic Rifle Turret to the deadly D.U.M.E. Laser
- Intervene personally with an orbital bombardment, or deploy a healing mesh to repair damages from the attack
- Watch your turrets level up and become more deadly as they survive the onslaught
- Jump into Skirmish Mode where every battle and challenge is different, with generated maps and enemies adapting to your defenses!
Coming soon: - Follow the the story in Story Mode as you dive further into the mystery
- Processor: Just about any dual-core x86 processor made since 2010Memory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Integrated Graphics (Intel HD Graphics or equivalent)
- Storage: 500 MB available spaceAdditional Notes: This game isn't that picky. It will run on just about anything remotely modern. even Atom x86 processors. I mean. if you bought it and someone would consider it new in the last 10 years. chances are it will run this game.
- Processor: Intel Core i3. AMD FX series. or betterMemory: 512 MB RAMStorage: 500 MB available spaceSound Card: Pretty much any sensible sound card that can do stereoAdditional Notes: Discrete graphics go a long ways.
- Memory: 512 MB RAMStorage: 500 MB available spaceSound Card: Pretty much any sensible sound card that can do stereoAdditional Notes: Discrete graphics go a long ways.
- Storage: 500 MB available space
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