Name | Brigador | ||
Developer | Stellar Jockeys | ||
Publisher | Stellar Jockeys | ||
Tags | |||
Release | 2016-06-02 | ||
Steam | 7,19€ 6,74£ 8,99$ / 55 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  16  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  8 Hours  | ||
Main Story + Extras |  42 Hours  | ||
Completionist |  230 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 19 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 19 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Brigador Linux Content [752.04 M] | ||
DLC | Brigador Modkit & Map Editor |
In a post from last year, we wrote about how Stellar Jockeys began as a company and what eventually led to Brigador. This time lets look at concepts for a prototype of the game that dates from around late 2013 to early 2014. At this stage in development, the ability to make 2D sprites with dynamic lighting had been established, but the overall gameplay loop and plot had not yet been settled on.
[h2]WELCOMEHOME?[/h2] The games opening slogan came after various iterations of the games plot. Initially the player took the role of the Captain and one idea was to have a screen like this as an opener, which may seem familiar to those who have played the first level Awake On Foreign Shores. It might not be as snappy or as impactful as a pitch-shifted Dr Sbaitso informing you that GREAT LEADER IS DEAD, the point is that it takes a while to eventually land on a line like WELCOME BRIGADOR. [h2](VERY) EARLY FOOTAGE & MAKEUP AND VANITY SET[/h2] Around October 2013, prior to the game going into a closed early access period, the game looked something like this. [previewyoutube=PJj_RMIsWW0;full][/previewyoutube] In February 2014, the game was revealed publicly with the following trailer. [previewyoutube=QdyFtUcfIzw;full][/previewyoutube] In May of 2014, Brigador was successfully greenlit on Steam (back when Steam Greenlight existed). Then in August that same year, Makeup And Vanity Set came on board and lent their electronic music skills for the Contract trailer. [previewyoutube=pvMOWCI2qLc;full][/previewyoutube] Aside from the major shift in music, notice that all the captured footage uses the old aiming lines. Come October 2015, the game launched into Early Access on Steam and with it new aiming lines, though some assets like the orbital cannons and the objective indicators had not yet been reworked. [previewyoutube=0Cu4HA9nH9k;full][/previewyoutube] Though the game initially went into 1.0 on June 2nd 2016, it would take another year of updates to the game to finally settle into what we now know as Brigador: Up-Armored Edition. [previewyoutube=NhKv2aomUQg;full][/previewyoutube] If you enjoyed this short retrospective on Brigador, let us know. Better yet, give us your money and well do more of them. Its on sale as part of Steams Dinos vs. Robots Fest. https://store.steampowered.com/app/274500/ |
Like before, the miniatures are being sold at introductory prices for the first month, which are: [table] [tr] [th][/th] [th]Introductory price[/th] [th]Price after introductory period[/th] [/tr] [tr] [td]Buckmasters[/td] [td]22.50 USD[/td] [td]27.50 USD[/td] [/tr] [tr] [td]Forks[/td] [td]20.00 USD[/td] [td]25.00 USD[/td] [/tr] [tr] [td]Powersuits[/td] [td]27.50 USD[/td] [td]32.50 USD[/td] [/tr] [tr] [td]Infantry[/td] [td]22.50 USD[/td] [td]27.50 USD[/td] [/tr] [/table] Prices are not the same for the four miniatures due to the different amounts of pewter required. In addition, you will receive 15 USD off when adding three of any miniature to your cart. Please note that this introductory period will last until Thursday February 29th, after which they will go up to their intended value. The sums indicated above also do not account for shipping. We learned a lot from the previous run and have taken precautions to deal with any potential influxes of demand or delays. If it so happens that you see a miniature to be out of stock on our store, it should be back in stock within about two weeks. In addition, the latest run of minis will come with new stickers on the blister packs. Since the spincasting process was already detailed in this post from August last year, the rest of this article will detail the contents of each blister pack, along with a few pictures from the workshop. All models come unpainted and unassembled. The images of painted models we provide in this article and on our merchandise store are for demonstration purposes. If youd like to buy a pewter mini right now - head on over to our store. Otherwise, please enjoy the rest of the article. [h2]LOYALIST LIGHT MECH `BUCKMASTER`[/h2] Buckmaster on the right, Fork on the left The Buckmaster loyalist light mech has a Zeus railgun for its main hardpoint and a choice of three weapons for its small hardpoint: a Bonesaw machine gun, a Faker fragmentation mortar, and a Pinch rocket launcher. Each blister pack contains two Buckmasters, unassembled and unpainted. Assembled, the height of the Buckmaster is approximately 1.275 inches tall, or about 3.24 cm. Buckmaster on the right, Fork on the left [h2]LOYALIST LIGHT MECH `FORK`[/h2] Fork on the left, Buckmaster on the right The Fork loyalist light mech has two turret hardpoints and a choice of four weapons for those slots: a Scimitar gatling mortar, a Disco disruption laser, a Confessor HE cannon, and a Crambo machine gun. Each blister pack contains two Forks, unassembled and unpainted. Assembled, the height of the Fork is approximately 1.171 inches tall, or about 2.97 cm. Fork on the left, Buckmaster on the right [h2]LOYALIST POWERSUITS `MONGOOSE` ` PELLINORE` & `DOROTHY`[/h2] Front: Mongooses, Middle: Pellinores, Back: Dorothys The Powersuit pack contains a squad of four Mongooses and two pairs of Dorothys and Pellinores, unpainted and unassembled. The Mongooses have two small hardpoints and are provided with a duo of the following small arms to mix and match as you see fit:
The Pellinore has a choice of Preacher cannon or Galinha laser for its auxiliary hardpoint, and can use the same set of weapons for its small hardpoint as the Dorothy to go with its shield. Assembled, the tallest powersuit is the Dorothy at approximately 0.89 inches tall (or about 2.26 cm), followed by the Pellinore at 0.84 inches (~2.13 cm) and then the Mongoose at 0.814 inches (~2.06 cm). Pellinores front, Dorothys behind [h2]LOYALIST INFANTRY AKA "DAVES"[/h2] The Daves are in 24 different poses. Nine of them are carrying Zweenie lasers, eight of them are equipped with Nobrelite AR18 rifles, four are holding Pinch rocket launchers and three are wielding Bonesaw machine guns. The image below is how the Daves were posed in Blender prior to 3D printing and subsequent molding. The Daves come unpainted and require no assembly as they are already attached to a pewter base. Here are painted versions of the Pinch Daves... Here are the Nobrelite riflemen up front and machine gunners in the back... And here are the Daves armed with Zweenies. The height of each Dave varies depending on pose, but they are roughly 0.7 inches high, or 1.77 cm. Lastly, here are the final weights for each set of miniatures. [table] [tr] [th][/th] [th]Imperial[/th] [th]Metric[/th] [/tr] [tr] [td]Buckmaster[/td] [td]2.3oz[/td] [td]65.2g[/td] [/tr] [tr] [td]Fork[/td] [td]1.7oz[/td] [td]48.2g[/td] [/tr] [tr] [td]Powersuits[/td] [td]3.1oz[/td] [td]87.8g[/td] [/tr] [tr] [td]Infantry[/td] [td]2.5oz[/td] [td]70.8g[/td] [/tr] [/table] If you are newcomers to miniature assembly, we have updated our assembly guide to include the new models for people just like you. https://steamcommunity.com/sharedfiles/filedetails/?id=3018909970 Finally, Stellar Jockeys thanks everyone for the positive reception to (and patience waiting for) the initial run last summer. To both celebrate the response and in anticipation of the new models featured in this article, our community discord ran the Olive Drab Everything mini painting contest from September to October and received a wonderful set of responses. The winners of that competition have already received their pick of the new models. You can view a gallery of the various entrants and winning submissions here and we look forward to seeing what people do with the new store additions. |
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Once upon a time Stellar Jockeys first game was going to look something like this This isn't the retrospective of some proven developer, full of knowing speeches about their path to success or platitudes of hard work and discipline. We don't have the luxury of hindsight, or the comforting knowledge that everything will work out in the end, at least not yet. So with about a decade behind us, in this post well recount a couple of the first key events and the people that led to where we are now, or at least the start of it. Well be unable to recount the whole story certainly not in one post because so many people have touched what you now know as Brigador: Up-Armored Edition in those past ten years. And no we're not just talking about how the games name changed from its original title of Matador. It might not be as riveting as this excellent retrospective on Diablo II but if for some reason youre wondering how someone even gets into game development, this was how (some of) that happened. [h2]INITIAL MEETINGS[/h2] Before talking about Brigador, we ought to talk about the origins of the company and where its name came from. Back in the fall of 2009, at the University of Illinois, the second meeting of ACM GameBuilders was held wherein people could pitch game ideas. ACM GameBuilders is a community of student game developers at the University of Illinois and is a spin off of the ACM (or the Association for Computing Machinery) which has a number of chapters both across the United States and the rest of the world. In attendance among others at this 2009 meeting were three people: Hugh Monahan, Dale Kim and Harry Hsiao. Both Dale & Harry were the original engineers of Brigador's custom engine and were studying Computer Science at the time. Hugh, meanwhile, was working at the high school associated with the University of Illinois, which granted him credentials to use academic facilities. Hugh was there at that 2009 meeting to pitch - Dale and Harry were there to listen. Reminiscing on the event, Dale explained that out of the majority of the pitches, Hugh's idea was not only clearly described but also actually achievable. A small group formed to work on the project for the rest of the school year, culminating in them managing to show off the project at the university's engineering student showcase event called Engineering Open House. Given the team had managed to pull off the project, Harry, Dale and Hugh realized they could probably make more games in the future, so they stayed in touch... ...But what even was that game? Unfortunately, we don't have any images of it. Effectively it was a clone of the original Star Control game from 1990. The title of this student project? Stellar Jockeys. [h2]ZACH, TOBY & GDC 2012[/h2] Roughly two years after that fateful 2009 meeting a fourth figure comes into the story: Zach Reizner. In the fall of 2011, Zach was a freshman at the University of Illinois studying Computer Science and also attended ACM GameBuilders. At the same time, Dale Kim was graduating and, following another pitch by Hugh in 2011 for a project called That Thing You're Searching For (or TTYSF), Zach was also signed on to work with Stellar Jockeys. TTYSF was originally concepted as a Castle Crashers clone, an image of which we showed at the top, but here's another for good measure. Now who - or what - is Toby? Toby, or rather The Toby Game was one of the first things Stellar Jockeys ever produced. It was an internal game jam project that took place in the first three months of 2012 created with the intention of Hugh having something to show for his first ever Game Developers Conference later in March that same year. Pictured below is Zach in the office space Stellar Jockeys used in 2012, grinning with both the finished Toby and their first ever paycheck (image provided courtesy of Zach). Unfortunately, despite the first iteration of Stellar Jockeys shipping Toby in time for GDC 2012, due to a variety of factors, not only did Hugh go to the Game Developers Conference without The Toby Game, but also Hugh's entire portfolio website was brought down and wasn't functional at all prior to attending the event - so the game never ended up getting shown to anyone there. ...Yet it was not all bad. At Hugh's first GDC, he ended up meeting several other developers who would later go on to either directly join Stellar Jockeys proper later down the line, or have a significant impact on Brigador's eventual development. [h2]BRIGADORS ENGINE NAME FINALLY REVEALED[/h2] Were going to close this post out with this last detail, because if we dont then several thousand more words would be needed to recount what took place during the rest of 2012 alone. Hardly anything has been said about the elephant in the room: the games engine. At one point the Brigador engine was briefly codenamed Ziggy, though it never took off with the other team members. As a result, its just called the Brigador engine internally nowadays. If you aren't familiar with what a game engine is, it's typically defined as a software framework that's used to make and run games, and comes with a suite of development tools. One such example is Unreal Engine, which comes with its own physics engine, renderers, animation and scripting among other things. For anything a game engine can't do, there are also proprietary tools that can handle such things - like how Brigador uses FMOD for its audio. The other main thing about the Brigador engine is that it is entirely custom made and the result of years of work mostly by Dale & Harry. We should also note that at the time of the Brigador engine's creation in late 2011, the game engine landscape was not how it currently is. Using engines like Unity (Escape From Tarkov) or Unreal (Fortnite) came with steep license fees that would typically either require a lot of money up front or significant publisher support. That has changed drastically in the past decade. Although there are open source projects like Godot (Cruelty Squad), it only came into being in 2014. While money is an important factor, the other bonus of not using an off-the-shelf engine is you effectively get to control your own destiny. Most of the above mentioned engines are created with a specific genre of game in mind. If you decide to make a game in an engine that doesn't support a feature you want to have in your game, you are effectively at the whims of the engine's creators as to whether such a feature is important enough to ever get supported. If you've ever read stories about game studios switching engines mid-development, it's likely because the engine they were using wasn't able to support their design goals. So making your own engine all sounds great... except for the part where you have to write the blasted thing. While we won't be going into precise detail behind all 118,435 lines of code that are currently in the Brigador engine, in future posts we will explain how a few things about the game came to be. In fact, we already gave a brief overview of the art pipeline back in Januarys post. Because if you read that previous article carefully, youll get clued into the fact that this and this are actually running in different versions of the same game engine. This post was based on several monthly newsletters that were sent out back in 2021. Click here if youd like to check out our newsletter archive. |
You probably know that each game on Steam has a community hub section where players can post their own artwork. What you probably dont know is the vast majority of these types of posts for Brigador dont ever appear on Steam or other spots on the internet like our Twitter account or r/brigador they're on our discord server and we even have a hall of fame gallery channel dedicated to them called #becks_best. Prism-kunZi can frequently be found doodling in #design_bureau and takes commissions on Twitter. [h3]C.C.'s CONSPIRACY[/h3] by Flyingdebris Flyingdebris images frequently cause hysterics and can also be found posting mechs on Twitter. [h3]ZED MINIMUS[/h3] by ceriseCisilipp ceriseCisilipp is one of our moderators and is often seen in the #welcome_brigador channel. [h3]ZEDS OF A FEATHER[/h3] by Flyingdebris (inspired by ceriseCisilipp) [h3]MAN OF INTEGRITY[/h3] by Flyingdebris Flyingdebris images frequently cause hysterics and can also be found posting mechs on Twitter. [h3]MODESTO RECEIVES HIS CONTRACT[/h3] by Juntti [h3]THINKER FROM VOLTA[/h3] by Juntti [h3]COOKING WITH NORMAN[/h3] by Juntti When Juntti is not depicting Norman as more miserable than the paparazzi photos of Ben Affleck, he can be found dropping sketches in #design_bureau. [h3]TOUROS, MOG AND VARLET IN THE STYLE OF METAL SLUG[/h3] by Lowkek Ops In addition to sharing sketches in #design_bureau, Lowkek Ops takes commissions on Twitter. [h3]MOG M-841[/h3] by shoho [h3]C.C.'s LECTURE[/h3] by shoho [h3]ZED ON LEGS[/h3] by shoho When not attaching legs to a Zed, shoho takes mecha commissions on their Twitter. [h3]THE NEW PEOPLE'S ARMY MAGAZINE COVER[/h3] by ArcticST6 [h3]AUTOBALANCED TO TEAM: [CORVIDS][/h3] by ArcticST6 ArcticST6 is a server regular and can usually be found sharing WIP sketches in #design_bureau. [h3]ALTERNATE VIDEO GAME CAPSULE ART[/h3] by ceriseCisilipp ceriseCisilipp is one of our moderators and is often seen in the #welcome_brigador channel. [h3]BRIGADOR KILLERS LORE CLARIFICATION[/h3] by SCOREGOBLIN [h3]MARIUS BECCUS[/h3] by SCOREGOBLIN SCOREGOBLIN is one of our moderators and is frequently sighted organizing community game and movie nights. [h3]BRIGADOR KILLERS FAN TRAILER[/h3] by chasiubao [previewyoutube=d0w6UnuRgBA;full][/previewyoutube]chasiubaos antics became so powerful that we figured it would be safer to just hire them to help us make Brigador Killers. [h2]LORE[/h2] [h3]VAMOS A LA PLAYA[/h3] by mellonbread Dennis purchased a cup of affogato from the JUST ICE vendor and walked, carefully spooning the gelato into his mouth, wary of backsplash from pieces that fell off the tiny spoon. There was one cloud in the sky and he wished it would occlude the sun, because his hands were full and he couldn't take off his jacket without putting his ice cream down. Which would have required him to awkwardly balance the cup on the boardwalk railing, or set it down on the ground, and he didn't want to do that. The wind might knock it over.mellonbread is a long time member of the discord and can also be found on Twitter. [h3]LIBRARIES OF SOLO NOBRE[/h3] by Eschaton Solo Nobre did have a few libraries. One of the best was the Vorebey Book Reliquary, which fulfilled a triple museum, mausoleum, and book-haus purpose. All quiet stone and death, like the Necropolis - I used to go there for a sleep when it was raining. Out in front of it, the Corvid moleques were usually hawking used books and samizdat, their wares laid out in blankets on the street - ready at a moment's notice to run. Later, we'd make a joke of gunning our engines when we turned that corner; watching them run, though none of us really cared to enforce anything. Inside, you could enjoy the echoes of fine heels on fine polished marble in the lobby; an enormous cross whose arms are the reliquary on the left, toward the west, and the library at the right.Eschaton has an AO3 account containing more of their writing in addition to their many posts in #lore_boar. [h3]SVATI VADEKAR[/h3] by heroin chic-fil-a As Solo Nobre progresses through its economic and social rationalisation, I am reminded that not everyone is in tune with our mission. For those that recognise us as what we are - liberators, bringers of prosperity and stability - the fruits of Concern investment are eagerly harvested and enjoyed, the seeds replanted so that they may grow again and tenfold. But there are some among our native business partners who do not fully understand the purpose of the Concern's system, and their particular greed must be pulled by its roots before it can spread.heroin chic-fil-a is often found honing their craft in the #lore_boar channel. [h3]OWN A ZWEENIE[/h3] by ArcticST6 Own a Zweenie for home defense, since that's what the 4 Founders intended. Four separatists break into my house. "What in Martims beard?" As I grab my tanker cap and Zweenie rifle. Blast a searing armor-piercing laser through the first man, he's dead on the spot. Draw my Nobrelite on the second man and fire a burst off, miss him entirely becauseArcticST6 is a server regular and can usually be found sharing WIP sketches in #design_bureau. [h3]WHAT DO YOU MEAN THE BLACK HAND CAN'T DEFEAT HARDSHIELDS ARE YOU DENSE[/h3] by Eschaton and ceriseCisilipp That's it. I'm sick of all this "Masterwork Graser" bullshit that's going on in the War Council OpFor Threat Evaluation system right now. Black Hands deserve much better than that. Much, much better than that.Eschaton has an AO3 account containing more of their writing in addition to their many posts in #lore_boar. ceriseCisilipp is one of our moderators and is often seen in the #welcome_brigador channel. [h2]MODDING[/h2] [h3]BRIG'ARDCORE[/h3] by the huanglong [previewyoutube=oH5T8BW-P6w;full][/previewyoutube] BRIG'ARDCORE is a mod which aims to promote a more tense and tactical sandbox gameplay with more diverse enemies and weapons including flamethrowers, sabots, proximity mines and time bombs. Many aspects of the base game have been modified to achieve this. BRIG'ARDCORE plays best at difficulties 2-4 for light vehicles, and 5-8 for heavy vehicles. It's not even remotely fair and death can come suddenly, so long runs and campaign missions are not recommended for beginners.As of time of writing, BRIGARDCORE is in version 1.09 and can be downloaded via the #uploads channel in our discord server. Please be sure to pay attention to the installation instructions that come with the zip file! [h3]WHATEVER THIS THING IS[/h3] by the huanglong [previewyoutube=NKjSssnBcL8;full][/previewyoutube]the huanglong has a habit of confusing our designer by showing off things they modded we werent sure were even possible in the #maps-and-modding channel. [h3]AUDIO KINETIC PARP[/h3] by Loki [previewyoutube=Fbqd0vamvms;full][/previewyoutube]Loki frequently tinkers with various noises from the game in FMOD and can be found in #maps-and-modding explaining how to do so. [h3]PLASMA LAUNCHER[/h3] by thedanyourmancouldsmelllike [previewyoutube=RO2dNN01eZo;full][/previewyoutube] [h3]ASSORTED VEHICLE PACKS[/h3] by thedanyourmancouldsmelllike thedanyourmancouldsmelllike has put together various vehicle packs over the years, such as this one for the Loyalist roster. - Billman Assault Mech: An aggressive mech with modest aux/turret armament but a reinforced ramming prow and a boost ability instead of its stomp, ideal for ramming through enemies or obstacles alike.The vehicle packs by thedanyourmancouldsmelllike can be found in the #uploads channel. Be sure to follow the installation instructions. [h3]BRIGADOR SCRIPTING[/h3] by chasiubao Stellar Jockeys note: The following two videos were made possible in-engine because chasiubao had been given access to a fork of the engine and could (re)write parts of the game's code as needed. This is why things like spawning in new units at runtime, faction infighting, weapon switching and various other things not achievable with the modkit are possible. [previewyoutube=eiWBAYXL0sA;full][/previewyoutube] [previewyoutube=BvT0SN4tcoU;full][/previewyoutube]chasiubaos antics became so powerful that we figured it would be safer to just hire them to help us make Brigador Killers. [h3]SATELLITE MIND[/h3] by Briggs Satellite Mind is a large and fairly difficult map set in a high-end district that also just happens to contain one of the NEP's largest communications arrays. You've been contracted to destroy various NEP structures in the district because they are ruining the client's view. [h3]BLACK FAIRY 2.0: JUST IN TIME FOR HALLOWEEN EDITION[/h3] by Briggs This zip contains two maps, Black Fairy and I'm Not In Love - both have been improved on since their original versions last year, such as a slightly larger map, a new area, changes to enemies, new enemies, and even a playable version of one of the new enemies, complete with custom sprites. Of course, this time around there are more than just Spacers lurking in the forest... Briggs maps can be found in the #uploads channel. Please be sure to follow the installation instructions. When not making maps, Briggs can also be found making other things. Speaking of [h2]MODELLERS[/h2] [h3]LEGO BUILDS[/h3] by Briggs Briggs has also recreated a number of Brigador vehicles in LEGO form. Can you name them all? [h3]3D PRINTS[/h3] by themerchantofbenis Last and by no means least are the 3D printed works of themerchantofbenis themerchantofbenis can usually be found in #design_bureau sharing their latest work Many more such posts can be found in the #becks_best channel on our discord server. You can join it by clicking here. [Teen Spacer Squad cover image thumbnail by flyingdebris, EDS header image banner by ArcticST6] https://store.steampowered.com/app/274500/Brigador_UpArmored_Edition/ |
You may notice a brief download for Brigador: Up-Armored Edition if you are on Windows. This is because we have marked the Visual C++ Redistributable 2022 (also includes 2019, 2017 & 2015) on the backend for download. Previously we marked the Visual C++ Redistributable 2019 (also includes 2017 & 2015) on the backend for download. |
In this article a number of words are linked to Wikipedias glossary of computer graphics so that you can follow along without too much interruption.
[h2]WHERE DO YOU GO FROM HERE?[/h2] What you've read so far is an abridged version of what goes into what you actually see on your screen when you play Brigador and why it looks the way it does. For our next game, Brigador Killers, what we are changing about the visuals is we are doubling the output resolution of all sprites from their 3D models. In the next two images you will see the first game's masthead Touro Loyalist mech. The first image is from Brigador with the camera set to a 3x zoom... While this is an image of the Touro at the doubled output resolution at 1x zoom. ...And together in the same scene within an early dev build of Brigador Killers. We realize that this article may not end requests from people asking for different camera angles, but we hope players will be able to better enjoy a new level of detail that goes into each art asset in both our sequel and our current game. Speaking of which, Brigador is currently on sale. https://store.steampowered.com/app/274500/ Thanks for reading. [N.B. This article is based on a previous newsletter from September 2021 and a Twitter thread on the same topic from June 2022.] |
One of the lesser discussed aspects of Brigador: Up-Armored Edition but what has had a subtle impact on its reach is its localization, so were going to take a look at how Brigador was localized from a technical and linguistic standpoint, and what sort of challenges were posed by doing so.
In more plain terms, everywhere you find text in Brigador with the notable exception of hard art assets like signage in levels or on some loading splash screens for certain locales behind the scenes all of it got ripped out of its original spot and replaced with a string. For example, instead of this equipment entrys title and body: EMP GrenadeIn their place now sat: abilities.special_ability_emp_01.nameand abilities.special_ability_emp_01.descriptionOr visualized side by side in a spreadsheet A lot of the text entries follow this sort of string-naming scheme and there are roughly 1200 strings that contain Brigadors ~50k word count. What we havent yet explained is why we had to go about ripping out all user interface text and replace it with these string IDs. In most modern applications, places where text is visible to the end user dont actually contain the raw text. Instead, itll contain some kind of variable (in our case a string or, as can be seen from the screenshot an msgid or Message Identifier) and this is the thing that points to something else that contains the text we want to display. In Brigadors case that something else is what sits in the games \Brigador\assets\text directory: Seen above are a dozen folders with language codes. Each folder contains an MO file and, unfortunately for the lore hounds out there that want to read all the games text in one go, MO files are not human readable. Fortunately, these files are Brigador readable. They are what the game points to at runtime when you launch Brigador, depending on either your operating systems current language or if you have already switched the games language to something else. To get to this point, a text goes through the following abridged steps starting from the translator: This process was repeated for every language. In other words, if we had to hit copy and paste a few hundred times for a language, we had to repeat that copying and pasting ten times more to cover all the current languages. Our producer doesnt have a picture of their old keyboard, but the Ctrl, C and V keys on it were thoroughly worn out by this process. In addition, it was not trivial to bolt on the localization feature to Brigador because: Ultimately the localization feature works. We wont dwell too much on the problems, save for answering these questions we posed at the start now that youre armed with some knowledge about the process: What fonts and alphabets are currently supported by the game engine?We only supported the Latin alphabet with our set of fonts at 1.0. Nowadays we support Chinese, Japanese and Korean alphabets. Most fonts that support the Latin alphabet usually support characters like diacritics which covers most European languages, even alphabets for Russian and Polish. The fonts used in Brigador are Rubik, Iroha Maru Mikamki and Noto Sans. Rubik supports Latin & Cyrillic, Iroha Maru Mikamki supports Japanese, and Noto Sans supports Simplified & Traditional Chinese and Korean. What are the character limits in the user interface?The bulk of Brigadors text is found in the INTEL/ACQUISITIONS lore entries which have plenty of space. Places that had space constraints like the objective counters in a level or SETTINGS menu labels were limited between 10-25 characters including spaces. To know how much space that is at most, type out twenty-five Ws on your keyboard like so: WWWWWWWWWWWWWWWWWWWWWWWWW(Capitalized, the letter W is the widest letter in the Latin alphabet) Remember, this is including spaces. That short sentence you just read was 34 characters including spaces. It is not a lot of room. Those of you that are experienced in this field might be saying something like Wait, couldnt you just resize the UI elements independently? and if our game were like a lot of other applications, the answer would be Yes, of course we could. Unfortunately, given how simple the menu system is, the localization feature is such that the chosen size for the UI text ends up being global. What that means is attempting to change the size of the text in one place affects the size of all text. Please refer to the GIF below to see this problem visualized. For languages that are typically 10-20% longer in translation like German or Polish this entailed a lot of truncation in multiple places (usually the SETTINGS menu) because left untruncated the translated text would be illegible either due to running out of bounds or overlapping text on the line below it. By contrast, Chinese, Korean and Japanese had the opposite problem in that they were typically very compact, which tangentially was a problem for a lot of older generation video games from Japan being localized for Western audiences because their UIs would require significant reworks in order to accommodate an English localization. Is there any text that gets used in multiple places?This was another headache. A common trick when creating a user interface is the reuse of the same piece of text in multiple places (for example, the word YES in a confirmation window) meaning you only ever need to create one instance of that text. While we can get away with this in English because YES means a positive response regardless of the question being asked it doesnt always work in other languages. This is because answers to particular questions can vary depending on language (in the sense that translation of the word shouldnt be YES but instead something like CONFIRM or ACCEPT in the target language). Unfortunately, we werent able to give such elements in Brigador their own separate strings, though to the best of our knowledge we largely got away with it, probably because such buttons are rarely encountered in the game. Despite the localization work being a significant slog, lets try to end this segment on a positive note: it all ends up as text data in binary so the cost of adding localization to Brigador: Up-Armored Edition is ludicrously small, from 550 KB for Traditional Chinese on the low end to 904 KB for Russian at the high end, or about 7.4 MB in total for 50 thousand words repeated 12 different times. [h2] THE VOICES OF BRIGADOR[/h2] The process of translating the text was the least of our problems due to Stellar Jockeys producer already having experience in localization. This meant we knew what sort of behavior to expect from our translators and how to provide them with what they might need. With a few exceptions, most of our translators across various time zones were able to reach us via a private channel on our Discord server that wed specifically set up for them. This was where wed answer questions about Brigadors terminology and provide gameplay screenshots or footage where needed. Projects like these typically end up with a lot of frequently asked questions so its usually a lot more efficient to have everyone in the same room rather than repeating yourself up to eleven times, and often times our translators ended up brainstorming together, even if their target languages were different. The main task for the translators aside from coming up with cool phrase in target language for a thing was handling the lore entries in Brigador, which are mainly written by three fictional characters who are also unlockable pilots in Freelance mode: Efi (), MB (Marvin Beck), and m.p.C.C. (Cephei Chatfield) and sign off as such at the bottom of each text with a signature. Efi is a gearhead that predominantly writes the weapon descriptions in strict technical detail, MB is a breathless nerd that talks about vehicles in a laidback and sardonic manner, while m.p.C.C. is a spacer putting out dossiers on the pilots for the SNC. Despite appearing in text format only, they are individual characters in their own right, which needed to be reflected in their writing in translation. The other big challenge boiled down to answering the question of Do we leave it as is or translate it?. This is because terms like "Touro" (literally, Bull), "Novo Exercito de Povo" (New Peoples Army), "Solo Nobre" (Noble Soil) are Portuguese in origin. We left it up to the translators to decide whether such terms be left as is, transliterated or crafted anew. There are ups and downs to whichever choice one makes, but the important thing was to communicate the notion that Novo Solo is a planet that has its own language and culture that was not Anglocentric. This question also extended to campaign mission names that are direct references to actual songs, and to weapon names with nouns like Donkey, Carlos and Otomo. Generally speaking, the further a translation was from English geographically, the more these things tended to be given targeted translations. Lastly, each language varied in how many translators and editors worked on that language, ranging from just one for French, German and Italian, to almost a dozen on Chinese. [h2]ANECDOTES FROM THE TRENCHES[/h2] A number of amusing things from all languages came up during Brigadors localization. Here are a handful. [h3]FRENCH[/h3] The original text for Moerbeke Quarters lore description reads in English: lol yea ve ben to the bek. best ploid n lyears lmfo 100 top ben 2 lng tho try gin soononTo first translate this, we needed to translate what the message even is into plain English. The entry is two comments written on a message board of sorts, but written in SMS-style shorthand. Expanded into normal speech, what Moerbeke is meant to read is as an exchange between two users. Yeah, I've been to the Moerbeke Quarter. BestHow this ended up in French was thus: put1, ete a bek. meilleur ploid dpui D an. imfao top 100. essr 2 revenir bi1toWe hope this clears up any confusion about what this entry was about for the French native speakers reading. As for some of the achievement titles in French: Through a Scanner became Substance Mort which is the French title of the Philip K. Dick book; When Im On The Road, Im Indestructible became Je nai besoin de personne en Harley Davidson which is the title of a very famous song by Brigitte Bardot penned by Serge Gainsbourg, and the now-unused Your Own Supply (an achievement for killing yourself with Tubaro but was removed because we can't accurately track damage sources) became Tu payes pas le gaz (literally You dont pay for gas, which is a popular saying in French when someone farts in public). Our French translator also noted that they didn't translate most of the faction names and left them as is, except for Spacer which became Spacien in French, because it would be more familiar to a French science fiction reading audience. Also, Spacer is the title of a somewhat embarrassing disco effort from a French pop singer back in the late 1970's: [previewyoutube=8rwaIeMDLxI;full][/previewyoutube][h3]SPANISH[/h3] Our Spanish translators recalled that translating the Loyalists faction name was a particular bugbear: The most direct translation Realista was a term used during colonial times in South America and it has the implication of monarchic rule so it was both old-fashioned and misleading so that was a no-go. We then went with fieles al regimen which was closer in spirit but as you might imagine, replacing an adjective with a whole phrase presented some logistical difficulties in some sentences, which ended up extremely ungainly. There were a few scenario briefings where loyalist would appear many times and a longer phrase made the repetition very evident. We spitballed a few alternatives until a few days or so before the deadline, when we were re-reading to check everything was okay. The other translator made the comment that, if you think about it, the 'loyal' part of the term sounds kind of redundant in Spanish, especially since these are the regime's forces after all. So, we went with del regimen, which sounded much better, was as invisible as 'loyalist' in terms of lexical density and repetitions, and it fit perfectly in every single sentence. We went through the whole text again and replaced every instance of fieles al regimen with del regimen and that's how the main enemy faction in Brigador got its localized name like a week before the deadline after months of struggling with finding a good alternative."[h3]GERMAN[/h3] Our German translator told us: I put big emphasis on trying to not make it sound like a translation from English, which is sadly very common in German video game translations nowadays. Leaving most terms and names in English, sentences that clearly still carry the English syntax and going for a lot of the Latin loan word equivalents instead of proper German words... I tried really hard to avoid all of that, and I think as a result the translation did end up having a very peculiar character. Also trying to differentiate the different character voices was fun. Sometimes I wondered if the result was actually good, but whenever I read back the translated text or checked stuff in-game, I found myself pretty captivated and couldn't stop reading it, so I guess at least I think it's good. I do recall a German Let's Play where the guy laughed out loud at my translation Deppenbus for the Shortbus and then called the German translation in general eccentric. I think that's a success![h3]ITALIAN[/h3] Our Italian translator reminisced the following: I loved translating the mission names! As they're all song titles, sometimes I got creative and spun them around into other music references that, while maintaining the meaning of the original title, also meant something else in Italian. 'I'll Be What I Am' became 'Son Chi Sono' (I Am Who I Am), which is a line that really stuck with me from the Italian version of Cyrano de Bergerac. Also the achievement 'Lore Boar Wants More' became 'Mike of Solo Nobre' in translation, which is a reference to someone called 'Sabaku No Maiku' or 'Mike of the Desert', who is basically Italys VaatiVidya.[h3]JAPANESE[/h3] Our Japanese translation was handled fantastically by a couple of workhorses from an established Japanese translation agency. We dont have any comments from them, but we did receive occasionally amazing reviews from Japanese critics, such as this one excerpt from this blog which we enjoyed via machine translation but was kindly translated properly by a twitter user: Have you ever eaten lasagna made by an American?[h3]CHINESE[/h3] The first pass on Chinese that we put out was unfortunately of subpar quality, which we werent aware of until a few negative reviews appeared. Luckily, someone within our community emerged to help us fix the translations and gave everyone else involved some fascinating insights into a number of topics while they were at it. Regarding their translation of the Johnny Five Aces entry, in Chinese J5A was renamed to (Wxng Wngpi Zhung N) or Five Star Ace Johnny. This had a couple of cultural references to boot, because in Hong Kong, the ace card in poker is called "" (a cigarette). So having four aces would be called "" (or four smokes). Meanwhile the fifth ace here calls forth imagery from a scene in the 1990 Stephen Chow action comedy God of Gamblers II. The translation for the vehicle name "Propter" ended up something of a conundrum for some of the translators as there was no explicit idea or meaning behind the name, but instead chosen as a just-so articulation of style and how the word sounded. Our Chinese editor christened itor, approximately, Pi Tu. This phrase carries the meaning of . The Propter is built out of classic cars, so this name should fit with its stylish appearance. Also, the way it's pronounced ("Pi Tu") should be a phonetic match to Propter.Lastly, our Chinese editor was very proud of their work on Luis Leng who ended up with a proper Chinese name. It gave me an idea: what if I assign him an actual Chinese name? Leng, , became the surname. As for the first name... Luis is usually translated as (Lys), but a Chinese persons name is mostly two to three characters long (one character for the surname and a two-character first name being the most common) so I needed to twist it a bit. His name ended up as (Lng L Y). I gave the same treatment to Efignia Tseng as well so that shed be called (Cng' ifi), and (ifi) would also take care of her nickname "Efi".[h2]THERE'S A CONCLUSION?[/h2] Despite numerous hitches were immensely proud with how the Brigador localization turned out. Its helped the game reach audiences we otherwise wouldnt have been able to if it remained as English alone and its heartened the team to know the appeal of the game is wider than we might have once thought. For the sequel Brigador Killers (consider wishlisting and following!) we intend to work with many of the same translators again, though we will be retooling the user interface of the next game to better serve localization. https://store.steampowered.com/app/903930/Brigador_Killers/ |
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Acknowledgment to Studio ZA/UM (Disco Elysium) for inspiring this post with their own and to mobygames for cataloguing a number of old box arts. |
Were proud to announce that the Deluxe Edition of Brigador (game + four OSTs + audiobook) is part of the Tactical Combat bundle over on Humble this month alongside several other exceptional titles. The full nine-game bundle will set you back 15 USD and a chunk of the proceeds go to charity. Details can be seen on the Humble page here. |
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We neglected to mention in our recent Steam post that the minor update to Brigador that will change the splash art on launch will also reset your global.json file back to vanilla. This will nullify whatever mods you may have set up or other alterations you have made to the game's data. If you wish to keep your changes, you can back up a copy of your game. Steam will then open up the folder on your computer where Brigador is located. Copy and paste this entire folder somewhere else on to your machine and it will remain untouched by the update. The overall file size of the Brigador folder (with the modkit included) is typically under 2 GB in size. Changelog: [expand type=details]
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[h2]OBLIGATORY COMMERCIAL MESSAGING[/h2] |
Following an influx of recent signees to the Brigador Action Agreement, the SNC Informatics Division has been tasked with providing a brief informational pamphlet for new Contractors (hereafter referred to as Brigadors). The following selected material for said pamphlet has met the approval of the Informatics Committee in its second reading and is now ready for distribution. |
Graphics:
Savegames:
Autoturrets:
Happy new year, Brigadors. May your 2022 be safe and joyful. |
Back in our October update news post we wrote that wed set aside time for another update to our first game, Brigador. We have instead focused the rest of our 2021 energies on Brigador Killers development. As developers, we think this is the more responsible thing to do, because if were going to send Brigador off into the sunset, wed much rather it be with the boom of an Audio Kinetic Pulse than the pfft of a Smoke Launcher. We hope you understand. However, that's not all we have for you today.
[h2]Happy Holidays from Stellar Jockeys![/h2] |
[h3]Stability & Performance[/h3]
[h3]UI[/h3]
[h3]Menus[/h3]
[h3]Modding[/h3]
For a detailed history of all change logs to the game, please refer to this thread on our discussion forums. [/expand] We hope you enjoy the update and thank you for reading! If you experience technical difficulties, please:
- Stellar Jockeys |
A crash bug slipped by us, so I've reverted the update to the previous known good build, from August 10. Sorry for the inconvenience. |
Vehicle Handling:
Optimization:
Modkit:
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Mac Platform: |
ZED SPEAKS AGAIN:
Meatless Loadout Menu:
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Achievements:
Misc. fixes:
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[h3]BALANCE CHANGES[/h3] The detonation ranges on Corvid and Spacer Kamikaze units has been slightly increased. Check this thread to see all the numbers that have been tweaked in this update. [h3]LIGHTING[/h3] The visuals of several lighting presets has been adjusted to be more legible. [h3]QUALITY OF LIFE[/h3] Everyone who wanted to double click things in the Freelance menu to buy them can now do so, while vehicles with auto-firing guns now show up in the loadout preview. [h3]MODKIT[/h3] An updated version of the Modkit & Map Editor DLC is almost ready. If you already attempted to use the old version of the modkit, you'll have noticed several missing assets. The new modkit will contain the assets compatible with this version of the game, and with an updated comunity compilation, featuring new modded vehicles. Don't forget that there is a guide available on how to get set up with the modkit here. Full Changelog [expand type=details] [h3]Game[/h3]
[h3]Stability & Performance[/h3]
[h3]UI[/h3]
[h3]Lighting[/h3]
[h3]Menus[/h3]
[h3]Sounds[/h3]
[h3]Modding[/h3]
For a detailed history of all change logs to the game, please refer to this thread on our discussion forums. [/expand] We hope you enjoy the update and thank you for reading! If you experience technical difficulties, please:
- Stellar Jockeys |
OS: Windows 10 on Linux: OS: Debian 10 or Ubuntu 20.04 Special thanks to Eschaton, Loki and Hara in particular for running benchmarking tests. Lastly the game is now a stable 64 bit version for Windows, Mac and Linux. [h3]MODKIT[/h3] We warned in our news post last week that modders should back up their copy of the game if they wished to preserve any changes. If you have not yet done so, the simplest way to back up a modded version of the game is to make a copy of your Brigador folder somewhere else on your computer. By default on PC this is usually C:/Program Files (x86)/Steam/steamapps/common/Brigador Due to the update we are still in the process of updating the community compilation to work with the new version of the game. In the next few weeks the Modkit & Map Editor DLC will be updated, along with a new community compilation in it after our follow up patch (many thanks to SCOREGOBLIN and our Discord Modding Experts for their feedback and work). However, that won't prevent you from modding your copy of Brigador. If you are new to modding, we have a guide on how to get started (check out Section 4). You will still be able to tinker via the debug panel and change weapon damage values or fool around with other data in the game. [h3]IMPORTANT NOTE TO ALL MAC USERS[/h3] This update will be the last update for Mac OS platforms. This is for - but not limited to - two big reasons:
Both of these together mark a fundamental change in how Mac machines function. From this point on it is only a matter of time until OpenGL itself disappears from Apple's operating systems, and with it the ability to run Brigador. Though projects like MoltenGL exist, the amount of work that would be required to make Brigador functional on a modern Apple machine will be unjustifiable. That said, we don't expect any major updates to Brigador after this update, but from this point on we will no longer continue to support Mac devices. If you are a Mac user reading this in the future, about your store purchase. Full Changelog [expand type=details] [h3]Game[/h3]
[h3]Stability & Performance[/h3]
[h3]UI[/h3]
[h3]Menus[/h3]
[h3]Sounds[/h3]
[h3]Modding[/h3]
For a detailed history of all change logs to the game, please refer to this thread on our discussion forums. [/expand] We hope you enjoy the update and thank you for reading! If you experience technical difficulties, please:
- Stellar Jockeys |
Steam will then open up the folder on your computer where Brigador is located. Copy and paste this entire folder somewhere else on to your machine and it will remain untouched by the update. The overall file size of the Brigador folder (with the modkit included) is typically under 2 GB in size. [/expand] ATTENTION ALL NON-MODDERS Nothing to worry about - but maybe check out the game's existing community compilation within the modkit when you're ready? We have a guide on how to get started, how to make maps, and so on. https://steamcommunity.com/sharedfiles/filedetails/?id=2464626495 We're looking forward to dropping the update to Brigador: Up-Armored Edition soon. |
Were running a week-long sale on Brigador and all its content from Monday April 19, 2021 to Monday April 26, 2021. Picking up the deluxe edition of Brigador at 57% off will net you:
If youre already a long-time player of the game thank you for your support! In case youve exhausted everything you have from the base game experience, here are a few other things you can do that you might not be aware of
We know that weve been quiet on the dev front recently thank you for all your questions. Please enjoy this recent entertaining discussion between Hugh and their friend Jon discussing the rationality behind a hypothetical form of space travel in the Brigador universe via something called the Fugue. [previewyoutube=ICXwN8JsJQQ;full][/previewyoutube] |
Happy holidays, everyone! Just a quick reminder to you all that the Steam Winter Sale ends on January 5th at 10:00 Pacific. As per usual, Brigador: Up-Armored Edition is 55% off, while the game + OSTs + audiobook bundle is even cheaper.
If you have any merch-related questions, or if you'd like to just email us, you can always reach us at team@stellarjockeys.com Happy New Year! - Stellar Jockeys Team |
A small user interface update is coming to Brigador: Up-Armored Edition, but we wanted to give you all advance notice, particularly if you have been modding the game recently. |
Hey everyone! It's sale time once again, which means you can get the full Deluxe Edition bundle of the game + all OSTs + audiobook at 71% off for the duration of Steam's 2020 Halloween Sale. |
Hey everyone! We're proud to put Brigador: Up-Armored Edition up for sale again. |
We are delighted to have been selected for the Indie Mega Booth Going Away (For Now) Sale which runs for one whole week starting today. You can buy Brigador: Up-Armored Edition at 55% off, while the Deluxe Edition Bundle that includes the OSTs and audiobook along with the game is at an even larger discount. |
You can now take part in the Powersuit Mini-Map Contest thanks to the efforts of our Discord community. In this contest your goal is to make a single short traditional campaign-style mission tailored for mog-scale combat on unusually small maps, so make every tile count!
[h3]Requirements[/h3]
To help you get started, here's where to download our map editor tools https://store.steampowered.com/app/468270/Brigador_Modkit__Map_Editor/ ...here's a video tutorial on the map making process in Tiled explained by Jack and Hugh [previewyoutube=yGlhwe8hxTc;full][/previewyoutube] ...need a quick refresher on the four vehicles and weapons? Here's the Brigador wiki. ...and optionally, the community has prepared this powersuitcontest.zip file which contains pre-connected placeholder files using the four loadouts NB: The pre-connected placeholder files using the four loadouts should be renamed and relinked before submission so that there are no file conflicts in the judge's folders. Submissions should be set up to run out of _modkit rather than the root game file structure. Along with the submission of all required materials (mission file, overmap file, lighting file, etc.), each submission should also have a declared difficulty level (easy, medium, or hard) and, optionally but highly encouraged, a small description of the concept and/or an in-universe mission briefing of appropriate length if the existing engine limit on mission descriptions is too restrictive. [h3]Judging & Rewards[/h3] Three judges from our community will give feedback on every map, and then collectively score them to decide the overall winner. The creator of the overall winning map will have their current discord icon added as an emoji in the server. Map submissions will be judged on gameplay, visual design, and uniqueness. Secondary elements, such as music, banner, mission name etc. while not being major criteria, will be considered. Lastly, the submitted maps will then be sequenced into a campaign run (e.g. G1, G2, G3) to be later released as a downloadable public mission pack. Got questions? Leave them below, or head over to our community Discord and ask any of the modding experts in the maps-and-modding channel. Remember: send your submissions to @SCOREGOBLIN via Discord on or before May 31st. |
Drop by our booth at PAX East 2020 in Boston, MA, from Thursday February 27th to Sunday March 1st. We'll be personally demoing Brigador Killers as well as talking to fans and showing off prototypes of future merchandise, so come and see us! Our booth is number #30041, and here's where you'll find us. |
We have updated the Brigador OST and Audiobook to use Steam Soundtracks! If you owned the Brigador Deluxe DLC, they are now available in your Steam Library under "Soundtracks". As an added bonus, we've also added lossless versions of each of the Makeup and Vanity Set albums, which will be automatically downloaded alongside the MP3s. If you haven't had a chance to pick up the Deluxe DLC, each of the OST albums now has individual entries: |
Today's Deal: Save 35% on Brigador: Up-Armored Edition!* |
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What are you buyin', Brigador? First 50 orders using the discount code TEXAS7 get 15% off. |
https://i.imgur.com/tgUVR44.jpg |
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Hi! We've been pushing fixes every day to Brigador: Up-Armored edition, so here is a cumulative Steam hotfix list since Friday:
General
Missions and Maps
User Interface and Localization
Achievements
We are really excited to see the tremendous response to the re-launch, and we'll continue working hard on making sure everyone can enjoy it to the utmost! We'll bring these updates to the other platforms as soon as we can. |
Hi! We've been pushing fixes every day to Brigador: Up-Armored edition, so here is a cumulative Steam hotfix list since Friday:
General
Missions and Maps
User Interface and Localization
Achievements
We are really excited to see the tremendous response to the re-launch, and we'll continue working hard on making sure everyone can enjoy it to the utmost! We'll bring these updates to the other platforms as soon as we can. |
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In the mean time, we've used your feedback to guide today's Design Bureau update, which includes a major rebalance to all weapons, better descriptions for weapons and campaign loadouts, more LORE (we always have time for more LORE), an FAQ section with a more thorough explanation of gameplay mechanics, and three new playable vehicles: The Spacer Zöllig Heavy mech, the Loyalist Kilgore Ultra tank, and the Corvid Canavan Light anti-grav. A complete changelog can be found here. To celebrate this update we've also discounted Brigador for the next 4 days, so if you've enjoyed the game please tell your friends, and if you haven't picked up the OST + audiobook now's the perfect time to do so! We'll continue with minor updates between now and the re-launch, and remain happy to answer any questions you may have over in the discussion forums. Thanks again, and as a small reminder if you haven't left a review for the game yet please do—recent changes to how Steam collates reviews brought us back below the minimum 500 review threshold for the Overwhelmingly Positive rating, which is pretty important for us. If you like the game, let us know, and if you don't, well tell us what we can do for you and we'll see what we can do. Otherwise, catch you all in June! |
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All you who had problems with the AK Pulse and any Party Van campaign missions rejoice! The new and improved Audio-Kinetic Pulse has just arrived. The blast is in a forward cone now instead of a full 360°. Now you can properly mousehole through the environment, and most importantly the new pulse will actually kill enemy units. |
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Rolling |
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Hello everyone! We just went live with a big update. In addition to some balance changes and new Lore entries, we now have alternative control schemes available in the game. In addition to the controller support added last patch, we now have a more traditional 'twin-stick' style movement scheme - pressing 'W' will move your vehicle up on the screen rather than forwards at your current orientation. We also have some additional variants for how this alternative control scheme orients on your screen. |
Time Scaling is an additional option given for players to enjoy the game the way they want to, up to 50% slower if you care to try. We know that learning the control scheme takes time, or maybe the game seems excessively difficult? Try dialing down the game’s overall pace a little bit, until you get the hang of it. This the first of a rolling set of updates through September. Volume II of the soundtrack is coming, Loyalists spawnlists for Freelance mode, and additional Lore entries are all in the works. Please continue posting your feedback and comments in our Steam forum, it’s been great to hear what everyone has to say about the game. |
It's been a long road, getting from there to here, but Brigador has finally left Early Access! |
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Big news, with more coming soon! First, for anyone who's attending PAX East this year, we're showing Brigador once again as part of the Indie Megabooth. We're tucked into a minibooth, so just look around for these two idiots in military jacksuits: |
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We're all looking forward to spring and being able to open up the windows-- the number of computers we have in one room has hit the double digits, so a little ventilation goes a long way. |
New build is up. Free Mode now has you facing the Corvid Uprising, all 40 different units. Because I didn't have time to do a full 20 strength spawnlist, and because it's expedient to condense that for testing, there's now only 4 strength levels. First map should be around a 2nd map in strength, followed by ~str 6, str 11, str 18. If you can beat the 4th map and beyond, especially with any kind of regularity, I want to know about it in the discussion threads. How often, how many times you did it, and what equipment you were using. Also the smoke grenade nerf is coming next week so if you know what's good for you don't do the 'huff your own fumes and stomp everyone who comes in' trick because it's going to get you killed once the next week's build goes up. |
Hello everyone! |
Hello everyone! |
Hello everyone, hope you all had a wonderful holiday. Here's the current situation with Brigador: |
Sorry for the late update, and unfortunately no new context was ready for this week.
The main aspect that we're testing and looking for feedback on is the aiming. Although feel free to offer feedback or suggestions about other aspects. The current system is to default to a low sensitivity (fine) aiming mode and while holding LEFT SHOULDER to switch to a higher sensitivity (coarse) aiming mode. There's also an adjustment for the sensitivity based on the cursor's distance from the player unit. ** If you encounter issues with your mouse due to a controller, pressing F2 should let you use the mouse as normal without interference from the controller. ** KNOWN ISSUES: - Holding buttons does not repeat in the menus. - Only at most 8 detected controllers and respond to activating for use. - Linux only: controllers plugged in after the game launched are not detected. - Probably other stuff I'm forgetting. It should be noted that a proper implementation for controller support will probably not happen soon. |
Because of taking a few days off for Turkey Day and the general upheaval with the team right now (one member is in the middle of moving across the country, and we just hired a sound designer), we'll be skipping next week's update in favor of a single, larger one come December 9th. And now that we've finally settled on and hired a sound designer, we can begin working over the soundscape. Expect to see some changes coming in starting at the end of January. Thanks for bearing with us, and enjoy the holiday! Here's the changelog: |
This update was all about weapons. First off, added some much needed extra info to the loadout screen when selecting weapons, including things like loudness and explosion size. Eventually these descriptions will be more colorful rather than just straight info-dumps, but for now that's better than nothing. If all goes well we'll get one more update in before the Thanksgiving holiday gets underway (all 4 members of the team are American), and otherwise we're making good progress towards adding in stat tracking and the unlocking system. We'll tell you more when there's more to tell. In the mean time, here's the changelog: |
Couple of changes. First, we're switching the weekly update schedule to run every Wednesday instead of every Friday. As part of that, we've posted the first Wednesday update extra early so you folks can get your hands on it. With the holiday season coming up we're only going to do one more weekly update this month before going on break, after which we'll get back to it in December. |
The first of many weekly updates! Every Friday we plan to post a new update, usually with new content, for Brigador so that there's always something new for you to try on the weekends. Here's to the first of many! |
Hello everyone! Our store page is back up as you can see along with the forums, and we're now less than 3 weeks from the Early Access release! We can't wait to share the game with everyone come Oct. 20th. Please spread the word and get your copy day 1-- every purchase helps us make this a bigger and better game. |