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To celebrate the Lunar New Year, the release of our new game Space Bob vs. The Replicons next week, and the two year anniversary for NeonXSZ, we are happy to announce a 75% off sale for NeonXSZ. Happy hunting cybernauts.
To celebrate the Lunar New Year, the release of our new game Space Bob vs. The Replicons next week, and the two year anniversary for NeonXSZ, we are happy to announce a 75% off sale for NeonXSZ. Happy hunting cybernauts.
Good news everyone. NeonXSZ is now permanently 25% off. Actually, we reduced the price by $5 but you say tomato and we say tomato.
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To accompany the new price, the latest patch (build 1.15) has been pushed live on the main branch today. Details below.
Good news everyone. The highest rated new 6DoF shooter game in years is now permanently 25% off.
Actually, we reduced the price by $5 but you say tomato and we say tomato.
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To accompany the new price, the latest patch (build 1.15) has been pushed live on the main branch today. Details below.
SUMMER SALE WARNING: Please, don't buy NeonXSZ as an impulse buy if you are expecting to fully enjoy it with a gamepad or joystick. Seriously. Don't. Yes, we recently added joystick support and gamepad support has been available for a couple of years, but neither control method suits this game. Although, NeonXSZ might look like a spaceship sim, it isn't. It's a high speed mouse-look twitch shooter to it's very core. Mouse and keyboard is the only recommended control scheme and the only way to experience the gameplay as intended. After a couple of rare negative reviews popped up from disgruntled joystick players I wanted to be sure that this information is very clear to everyone browsing for impulse buys during the summer sale. I would prefer to not disappoint anyone else rather than make an additional sale to someone expecting a different type of game. With that said, if you are looking for a stupidly deep mouse-look twitch shooter then you are in the right place.
Although we recently added joystick support, and gamepad support has been available for over two years, we feel it's important to inform potential buyers that neither of these control methods are optimal for playing NeonXSZ. NeonXSZ was designed around the ability to turn and aim instantly. It's a high speed mouse-look shooter to it's very core where mouse/keyboard is by far the best control scheme and the only recommended way to experience the gameplay as intended. If you would still like to try the game with a gamepad or joystick we recommend tweaking the gamespeed slider to slow things down. This can be found in the gameplay options. With all that said, if you are familiar with using mouse and keyboard and would like to experience something new, then you are in the right place.
Feedback suggested that the very early game could benefit from additional combat variety so build 1.13 adds two completely new gadgets and significantly improves the Blink gadget to make it far more responsive and versatile.
Feedback suggested that the very early game could benefit from additional combat variety so build 1.13 adds two completely new gadgets and significantly improves the Blink gadget to make it far more responsive and versatile.
Since the 1.1 release, where Joystick support was added, it was discovered that high precision flight sticks suffered slightly with an overly large deadzone. This hotfix adds a 'Controller Deadzone' slider to the Controls window to allow for precise control of this setting. It is advised that you don't alter this setting for Xbox Controllers. The default 0.19 deadzone setting is ideal for less sensitive gamepads. Lower values are best suited for precision flight sticks only. We also took this opportunity to slightly increase the dodge ability for all enemies. Each enemy has unique AI and the dodge ability varies from one enemy to the next. For example, some enemies may never dodge. However, you should see many enemies jinking and jiving much more aggressively during heavy combat than in previous builds. If you run into any problems with this hotfix, such as phantom movement due to the new deadzone settings, ensure that the new deadzone slider is not set too low. If the deadzone is too small, it can pick up unwanted movement from connected gamepads and joysticks.
Since the 1.1 release, where Joystick support was added, it was discovered that high precision flight sticks suffered slightly with an overly large deadzone. This hotfix adds a 'Controller Deadzone' slider to the Controls window to allow for precise control of this setting. It is advised that you don't alter this setting for Xbox Controllers. The default 0.19 deadzone setting is ideal for less sensitive gamepads. Lower values are best suited for precision flight sticks only. We also took this opportunity to slightly increase the dodge ability for all enemies. Each enemy has unique AI and the dodge ability varies from one enemy to the next. For example, some enemies may never dodge. However, you should see many enemies jinking and jiving much more aggressively during heavy combat than in previous builds. If you run into any problems with this hotfix, such as phantom movement due to the new deadzone settings, ensure that the new deadzone slider is not set too low. If the deadzone is too small, it can pick up unwanted movement from connected gamepads and joysticks.
Ground launch sequencer is go for Main engine start Solid Rocket Boosters ignite Explosive bolts release the boosters Lift Off!
• Ground launch sequencer is go for Main engine start • Solid Rocket Boosters ignite • Explosive bolts release the boosters • Lift Off!
https://www.youtube.com/watch?v=bnblLgqPmpg
https://www.youtube.com/watch?v=bnblLgqPmpg
For reasons we are not able to discuss at this time, we have moved the official 1.0 release date for NeonXSZ back from Feb 16th to Feb 22nd. It's not all bad news, though. The currently released build on Steam is likely to be identical to the 1.0 release in everything but name. If you are considering grabbing the game early then there is no need to worry about playing an incomplete or buggy version. The currently live early access build (version 0.98) is our final release candidate. This build has had no reported bugs or problems on any platform. We can't guarantee it, but we have no reason to expect this situation to change. Sorry for the delay. We'll update this announcement as soon as we can talk about things in more detail.
For reasons we are not able to discuss at this time, we have moved the official 1.0 release date for NeonXSZ back from Feb 16th to Feb 22nd. It's not all bad news, though. The currently released build on Steam is likely to be identical to the 1.0 release in everything but name. If you are considering grabbing the game early then there is no need to worry about playing an incomplete or buggy version. The currently live early access build (version 0.98) is our final release candidate. This build has had no reported bugs or problems on any platform. We can't guarantee it, but we have no reason to expect this situation to change. Sorry for the delay. We'll update this announcement as soon as we can talk about things in more detail.
With your help we've done it. It's ready. NeonXSZ is complete! https://youtu.be/bnblLgqPmpg It's been a long journey, and a mammoth undertaking, but we couldn't be happier than to announce that the finished game will officially launch for PC, Mac and Linux on February 16th 2016. In preparation for the release, the Steam page has had a complete overhaul. There's a brand new trailer, all new screenshots, updated game description and new branding\logo images. Here's a handy link to our Steam page if you're interested in checking out the changes (click the logo to link through): http://store.steampowered.com/app/296010 Thanks to everyone who believed in us and supported the game during development. Your reviews have been both amazing and humbling. We hope we did you proud. It wouldn't have been possible without you. Seriously! Over the coming weeks we'll be doing our best to spread the word to the gaming media. If you have a favourite YouTuber/Streamer, who you think might like the game, please let them know. Here's a link to the trailer on YouTube if you would like to help by sharing it on social media. Don't forget to give it a thumbs up and leave a comment to help promote the launch. Cheers. Edit: A member of the Shacknews chatty (pulsedrive) meme'd the release news. Awesome - http://i.imgur.com/FX5D8Bc.jpg
With your help we've done it. It's ready. NeonXSZ is complete! https://youtu.be/bnblLgqPmpg It's been a long journey, and a mammoth undertaking, but we couldn't be happier than to announce that the finished game will officially launch for PC, Mac and Linux on February 16th 2016. In preparation for the release, the Steam page has had a complete overhaul. There's a brand new trailer, all new screenshots, updated game description and new brandinglogo images. Here's a handy link to our Steam page if you're interested in checking out the changes (click the logo to link through): http://store.steampowered.com/app/296010 Thanks to everyone who believed in us and supported the game during development. Your reviews have been both amazing and humbling. We hope we did you proud. It wouldn't have been possible without you. Seriously! Over the coming weeks we'll be doing our best to spread the word to the gaming media. If you have a favourite YouTuber/Streamer, who you think might like the game, please let them know. Here's a link to the trailer on YouTube if you would like to help by sharing it on social media. Don't forget to give it a thumbs up and leave a comment to help promote the launch. Cheers. Edit: A member of the Shacknews chatty (pulsedrive) meme'd the release news. Awesome - http://i.imgur.com/FX5D8Bc.jpg
After four intense years of constant development, the alpha stage is now finished and it's nearly time to release this bad boy officially. The 1.0 release is just around the corner (planned for February) so it's time for the final beta test. In our eyes, beta means that all major bug fixing and balancing is already complete and that the game is finished with only final testing required. Beta build 0.98 is now live. For those that haven't been following recent development the last few months have been spent on behind the scenes stuff in preparation for the 1.0 release. For example, two months alone were spent preparing a new trailer. This means that the Beta release doesn't bring with it a host of new features like previous updates. That's not a bad thing though because the last build released was already feature and content complete and that build proved to be rock solid across all three platforms. During the development of the new trailer a few things did however get some minor visual tweaks and some developer only systems were added into the game to make capturing the new trailer footage possible. Whenever we add in new systems, there is always the possibility that something else gets broken. There's also been a couple of recent bugs discovered that have also been fixed. The main purpose of the Beta release then is to ensure that we have a rock solid stable game before the final review code version of the game goes out in January next year. That gives us a month of testing to iron out any last minute glitches that may have appeared due to recent changes while hopefully being able to relax and unwind a little over the holiday season. It's unlikely that we introduced any major new bugs but it's always a possibility so if you can help to put the game through it's paces one final time it would be much appreciated and help to create a flawless 1.0 release. Another change that is coming soon is the new game branding. This is already designed but it's not planned to go live until the new trailer is released early next year. This Beta build does give a sneak peak at the new branding though. The loading screen when booting up the game has been replaced with the new branding image. Thanks so much to everyone who has supported, playtested and given feedback on the game over the last few years. It's been both a stressful and amazing experience but we are so proud of the final result. The game is beautifully balanced and plays better than we ever imagined it would and that's all we ever strived for. Soon enough we'll be handing over our baby to you guys to share with the world. We couldn't have done it without you. <3 you guys and we wish you all an amazing 2016.
With the game now content and feature complete and a couple of months having passed since the last update, we wanted to let you guys know that everything is going great behind the scenes in preparation for the 1.0 release. After the last update, the first job was to take a step back and decompress. After a couple of weeks away from development it became clear how stressed and wired I'd become from pushing so hard for nearly 4 years to get the game finished. Doubts and tension faded and I was soon refreshed and ready to start work on the final release trailer.
We did it! After nearly 4 years, NeonXSZ is now both content and feature complete.
Build 0.95 adds the last major new feature: Objectives/Achievements. We don't like to do anything the normal way around these parts so in NeonXSZ the achievements award in-game currency (uranium) rather than some e-peen points. They also don't expect the player to jump through some crazy tedious hoops to complete them.
A typical objective may be something as simple as 'Kill 10 ships in the F1 hull'. They are designed to encourage the player to try out all the different hulls, gadgets, upgrades and play styles that are possible and in turn help the player to get the most out of the game.
The reward sizes have been balanced so that these new objectives are also entirely optional. For a sandbox game this is obviously important. We want you guys to play NeonXSZ however you damn well please, but if the totally open ended game structure doesn't suit your taste you can now follow a list of objectives throughout the game and be rewarded for completing them.
Where did the sun go? That didn't last long.
It must be gaming time again!
It's been less than three weeks since the last main update but that doesn't stop this one from having some significant changes. First up we have an all new color scheme, 'Inversion', that brings a dramatically different look to the entire game. Seen here and above....
All the arenas have also been updated with additional lightning making them much more visually appealing. This improved lighting also helps to guide the player through the arenas by marking exits or points of interest.
Based on player feedback, the huge maze-like Station 7 arenas have had a big overhaul to make them easier to navigate, more appealing and more accessible. New cryptic guide symbols have been added to the walls combined with a number of other tweaks and improvements that can be seen below.
If you're deep into the game you will also be able to take advantage of a big change to the Upgrade Anywhere gadget. Combined with it's previous ability to allow the installation of upgrades and hulls anywhere at any time, it is now activatable. This means we can click it's cockpit button or use a hotkey to swap back and forth from our previously used hull with a single click. This opens up a whole new world of build possibilites. We can fly a super fast scout and instantly swap to a combat ship when needed, or come up with radical new builds that combine the upgrades. gadgets, and firepower of two different ship designs at once. We're really excited to see what crazy builds you guys come up with.
Have fun with the new changes and be sure to let us know if you have any feedback or suggestions in the Discussion Area here on Steam.
https://www.youtube.com/watch?v=y3NFwnmX2zU
The latest patch is live and has so many updates that after including the patch notes there's not enough space left in a Steam announcement for us to say much else.
A brand new in-game help manual is included which can be seen in the above video.
Originally we wanted to leave the player to discover the depths of the game by themselves, and experience 'eureka moments' as they did so, but too many players had no idea that there was depth to discover or simply became overwhelmed and confused.The new manual solves this without holding the players hand while simultaneously giving new players a much better introduction to the game.
Two new hulls were added which replace the old M1 and F1 hulls. They can be seen below:
...and a whole slew of other updates and changes.
Build 0.935 Changelog:
It's been one hell of a journey but we are proud to announce that NeonXSZ is now content complete!
Content complete? WTF! Serious bro? Aye. You read that right. It's taken 3.5 years of full time work but the next patch will make NeonXSZ content complete. That doesn't mean that the game is entirely finished, we still have a few months of tweaks and improvements ahead, but the May update adds the final hull models, the final station and the final four challenge arenas. Not only that, you can now complete the game and the new content is packed full of secrets that will allow the truly dedicated to reach level 80. Will you be the first?
To celebrate the success of the Descent Underground kickstarter campaign, and the return of 6DoF gaming to the limelight, we'll be running a NeonXSZ promotion starting tomorrow. Congrats to all the guys at Descendent Studios. It was a close one but you scraped over the line and that's all that matters. I'm sure the whole NeonXSZ community wishes you the best of luck bringing the daddy of 6DoF back to life. Unfortunately we've all got a long wait before we can play Descent Underground. For those itching for some 6DoF action right now you'll be hard pressed to find anything better than NeonXSZ. With dozens of ships, 900+ upgrades, and close to 100 hours of content already there's never been a better time to jump on board. The NeonXSZ promotion is scheduled to begin at 10am on April 12th.
The major March 2015 content patch is now live. Click to see full patch notes. For a more detailed overview of the new patch (with screenshots and gifs) you can see the patch preview announcement HERE
Patch 0.9 is just around the corner folks. Bringing with it a bevy of new ships, upgrades, gadgets and environments, the next content patch should be touching down within the next couple of weeks. Here's a preview of what's in store.
It's been less than two weeks since the last major content update and we've already got new stuff to show.
Above we have an all new hull for the FR2 - Malefactor. Unlocking at around level 30 this beast packs a serious punch. It looks great from the cockpit too....
Next up we have the new C2 - Assiduous corvette:
Like the FR2 it's foward gun turrets look awesome from the cockpit:
Last up is a new missile class ship the M3 - Stalker:
This next update will also be adding bags of new content for levels 50-60. If you're not already level 50 then get busy.
The latest major content patch is now live. Click to see full patch notes.
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