Today's Deal: Save 85% on Satellite Reign!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Wednesday at 10AM Pacific Time
Hi everyone! [img=http://67.media.tumblr.com/827ed92c96202ab34ce5fcbc3509cdcc/tumblr_inline_of6i5h5k1S1u36h9f_540.jpg] Unity Awards Finalist Satellite Reign is a finalist in the 2016 Unity Awards, in the Best Desktop/Console Game category! We were blown away by this, it caught us completely off-guard! Voting is now open, so go ahead and vote for your favourites in each category at the official site: https://unity3d.com/awards/2016 (the page seems to be under heavy load at the time of writing, so try again later if it doesn’t work for you) Mod Support We’re also please to report that Satellite Reign now has some basic modding support. Please bear in mind that we haven’t actually created modding tools—rather we’ve opened up the ability for tinkerers out there to write their own code to interact and modify the game in any way they please. Mods are packaged into .DLL files which the game will execute on load. We’ve made a basic example mod you can grab from GitHub here. We look forward to seeing what cool things the community can do! 5 Lives Team.
Hi everyone! [img=http://67.media.tumblr.com/827ed92c96202ab34ce5fcbc3509cdcc/tumblr_inline_of6i5h5k1S1u36h9f_540.jpg] Unity Awards Finalist Satellite Reign is a finalist in the 2016 Unity Awards, in the Best Desktop/Console Game category! We were blown away by this, it caught us completely off-guard! Voting is now open, so go ahead and vote for your favourites in each category at the official site: https://unity3d.com/awards/2016 (the page seems to be under heavy load at the time of writing, so try again later if it doesnt work for you) Mod Support Were also please to report that Satellite Reign now has some basic modding support. Please bear in mind that we havent actually created modding toolsrather weve opened up the ability for tinkerers out there to write their own code to interact and modify the game in any way they please. Mods are packaged into .DLL files which the game will execute on load. Weve made a basic example mod you can grab from GitHub here. We look forward to seeing what cool things the community can do! 5 Lives Team.
Hi everyone, We've just released an update for Satellite Reign. This build contains some significant changes to the networking backend. Basically, it allows players to connect to one another directly, rather than via the Unity relay servers (though the relay servers are still there as a fallback). This not only allows for significantly lower latency, but it should also get around some player's inability to play together from different regions. Having said that, while this should allow friends in different regions to connect, they still won't show up in the default server list. However, if you change your filter to "Friends" you should see any games being hosted by people on your friends list, regardless of their region. When you're connected, you'll see one of the following in the menu, next to the version number: [DC] - Direct connection. Exactly as it sounds, you're communicating with the host directly over the internet. [PT] - NAT Punch-through. A service hosted on our own server facilitates the connection between the client and host, after which point they will communicate directly. [RL] - The Unity Relay servers. This is the existing communication method, where all traffic is routed through Unity's relay servers. Let us know how it goes! 5 Lives Team.
Hi everyone, We've just released an update for Satellite Reign. This build contains some significant changes to the networking backend. Basically, it allows players to connect to one another directly, rather than via the Unity relay servers (though the relay servers are still there as a fallback). This not only allows for significantly lower latency, but it should also get around some player's inability to play together from different regions. Having said that, while this should allow friends in different regions to connect, they still won't show up in the default server list. However, if you change your filter to "Friends" you should see any games being hosted by people on your friends list, regardless of their region. When you're connected, you'll see one of the following in the menu, next to the version number: [DC] - Direct connection. Exactly as it sounds, you're communicating with the host directly over the internet. [PT] - NAT Punch-through. A service hosted on our own server facilitates the connection between the client and host, after which point they will communicate directly. [RL] - The Unity Relay servers. This is the existing communication method, where all traffic is routed through Unity's relay servers. Let us know how it goes! 5 Lives Team.
Hi everyone. We've been working on improving the network performance for Satellite Reign, as well as trying to help people in different regions play together. We've updated the beta channel we used before the Co-op release with a build which allows players to connect directly instead of via the Unity relay servers. In our small-scale testing, it has been a massive improvement, but we'd like to test it on a larger player pool before setting it live for everyone. To try it out, right-click on Satellite Reign in Steam, select Properties, and go to the BETAS tab. From there, click the drop-down box and choose coop_beta from the list. You will then update to the latest build. Just note, while this should allow friends in different regions to connect, they still won't show up in the default server list. However, if you change your filter to "Friends" you should see any games being hosted by people on your friends list, regardless of their region. Let us know how it goes! 5 Lives Team.
Hi everyone. We've been working on improving the network performance for Satellite Reign, as well as trying to help people in different regions play together. We've updated the beta channel we used before the Co-op release with a build which allows players to connect directly instead of via the Unity relay servers. In our small-scale testing, it has been a massive improvement, but we'd like to test it on a larger player pool before setting it live for everyone. To try it out, right-click on Satellite Reign in Steam, select Properties, and go to the BETAS tab. From there, click the drop-down box and choose coop_beta from the list. You will then update to the latest build. Just note, while this should allow friends in different regions to connect, they still won't show up in the default server list. However, if you change your filter to "Friends" you should see any games being hosted by people on your friends list, regardless of their region. Let us know how it goes! 5 Lives Team.
Hi everyone! We've updated the main branch with the co-op build of Satellite Reign, so now everyone will have access be default! We're not "officially" launching until the end of the week, but we wanted to get a few days of it being tested by everyone, now that we've addressed the most critical issues. First thing you'll notice, is you'll be greeted with a choice between Singleplayer and Multiplayer. To play co-op, simply select Multiplayer, and either load up your own existing save as a host, or join someone else as a client We were having issues for some time with random disconnections, as well as an issue where clients would suddenly see everything stop (e.g. agents not responding, enemies and civs standing still), but everything is fine for the host. We're fairly confident we've solved this issue, but if anyone experiences this, please let us know! It haunted our dreams for so long, we're almost finding it difficult to believe that it's fixed! We're also aware that you may not be able to see games hosted in other regions. We're using the Unity networking system, which uses their own relay servers, located around the world. Currently, games hosted in other regions don't seem to be showing up in the server browser—however games hosted by overseas Steam friends should be visible if you change the filtering to "Friends." We've contacted Unity about possible solutions. We've made a feedback thread for this build. Post here if you've got any feedback! https://steamcommunity.com/app/268870/discussions/0/359543542234630557/ Thanks so much for your support! 5 Lives Team.
Hi everyone! We've updated the main branch with the co-op build of Satellite Reign, so now everyone will have access be default! We're not "officially" launching until the end of the week, but we wanted to get a few days of it being tested by everyone, now that we've addressed the most critical issues. First thing you'll notice, is you'll be greeted with a choice between Singleplayer and Multiplayer. To play co-op, simply select Multiplayer, and either load up your own existing save as a host, or join someone else as a client We were having issues for some time with random disconnections, as well as an issue where clients would suddenly see everything stop (e.g. agents not responding, enemies and civs standing still), but everything is fine for the host. We're fairly confident we've solved this issue, but if anyone experiences this, please let us know! It haunted our dreams for so long, we're almost finding it difficult to believe that it's fixed! We're also aware that you may not be able to see games hosted in other regions. We're using the Unity networking system, which uses their own relay servers, located around the world. Currently, games hosted in other regions don't seem to be showing up in the server browserhowever games hosted by overseas Steam friends should be visible if you change the filtering to "Friends." We've contacted Unity about possible solutions. We've made a feedback thread for this build. Post here if you've got any feedback! https://steamcommunity.com/app/268870/discussions/0/359543542234630557/ Thanks so much for your support! 5 Lives Team.
Just a minor update to the co-op beta today.
- New main menu, to clearly choose between single-player and multiplayer modes.
- Fixed an issue with the server browser only allowing a total 3 people per game.
Just a minor update to the co-op beta today.
- New main menu, to clearly choose between single-player and multiplayer modes.
- Fixed an issue with the server browser only allowing a total 3 people per game.
Hi everyone! Another update to the co-op beta today. Change list is below!
- Multiplayer UI changes.
- add some null checks to Hijack, because of a null that happened when exiting to menu, where Energy was null (had persumably been deleted)
- Manager.Destroy, destroys aientities if they are passed in.
- [SRC-1039] Stop agents taking turns turning valves if equipped with atlas arms
- fix a null in cctvCamera and add some debugging to try and catch what is going wrong
- Added transition from T_Run_Idle to Panic_Run01
- [SRC-1042] fixed missing ammo box description
- [SRC-1043] fixed agent ability buttons toggling with space or enter
- Add icon for AmmoPack.
- [SRC-1035] Weapons are now referenced by weapon slot index, as per how they are arranged within the items component which can sometimes get out of sync with weapons.
- melee and cloak kills wasnt updating the right stat (steam had a conflict where a stat and an achievement had the same name)
- fix projectile particles nor being destroyed with trashman
- [SRC-730] [SRC-531] removed offmesh links on spawn doors that allowed enemies to think they could nav into the doors without using their BI
- fix the Queued Commands so the line dras and gotoPoint icons get networked
- Added SERVER_FULL token.
- Navmesh fixes for SRC-1031 SREX-4008 and SREX-3999
- [SRC-800] MpTest can now be controlled via command line.
- [SRC-982] Pack anim float into single byte value.
- [SRC-982] Pack KnockBack vector into single 32bit value.
- [SRC-982] Increase MaxPendingBuffers to 32
- fix queued waypoints
- force cleanup (squad remove etc)on some aientityes that have their own OnDestroy implementation
- [SRC-1029] Fix graph node log spam
- Added null check for m_Target in PushGoto.
Hi everyone! Another update to the co-op beta today. Change list is below!
- Multiplayer UI changes.
- add some null checks to Hijack, because of a null that happened when exiting to menu, where Energy was null (had persumably been deleted)
- Manager.Destroy, destroys aientities if they are passed in.
- [SRC-1039] Stop agents taking turns turning valves if equipped with atlas arms
- fix a null in cctvCamera and add some debugging to try and catch what is going wrong
- Added transition from T_Run_Idle to Panic_Run01
- [SRC-1042] fixed missing ammo box description
- [SRC-1043] fixed agent ability buttons toggling with space or enter
- Add icon for AmmoPack.
- [SRC-1035] Weapons are now referenced by weapon slot index, as per how they are arranged within the items component which can sometimes get out of sync with weapons.
- melee and cloak kills wasnt updating the right stat (steam had a conflict where a stat and an achievement had the same name)
- fix projectile particles nor being destroyed with trashman
- [SRC-730] [SRC-531] removed offmesh links on spawn doors that allowed enemies to think they could nav into the doors without using their BI
- fix the Queued Commands so the line dras and gotoPoint icons get networked
- Added SERVER_FULL token.
- Navmesh fixes for SRC-1031 SREX-4008 and SREX-3999
- [SRC-800] MpTest can now be controlled via command line.
- [SRC-982] Pack anim float into single byte value.
- [SRC-982] Pack KnockBack vector into single 32bit value.
- [SRC-982] Increase MaxPendingBuffers to 32
- fix queued waypoints
- force cleanup (squad remove etc)on some aientityes that have their own OnDestroy implementation
- [SRC-1029] Fix graph node log spam
- Added null check for m_Target in PushGoto.
Hi everone, We've updated the co-op beta branch with some more fixes. A full list of the changes can be found below. We're still trying to track down the cause of a major connection issue, where players will stop recieving data from the host (everyone in the world seems to just stand still), but everything still appears fine on the host's end. Please let us know if you see this occur. There's also a minor issue where full servers will not show up in the server browser, regardless of your filter settings. 5 Lives Team
- [SRC-1022] Don't open door on call to UpdateHardwired while resetting.
- Civilian updates MoveSpeed from states as well as network, because they have a specil branch in mech anim that can cause them to go out of sync (no walk to sprint) if they start walking then try to sprint. Caused by sync vars arriving 0.3 secs after the rpc is called
- emergency fallback if a compound doesnt have a graphnode to escort to when arresting
- [SRC-874] Simplify door logs. Changed internal format of SNID. If bit 0 is set then value is NID, otherwise SID. Value is stored in higher bits. Precache NetworkIdentity component in UID. Added null check for _cause in Health.DieLogic.
- stop drones log being full of set anim value spam when game is debug paused
- hold a reference to the current GotoPoint for ability Apply Mod and force
- Avoids a clear commands that cuases issues when BI cancels abilities
- [SRC-874] All door states are now completely synced via NetworkDoorManager.
- remove redundant if
- [SRC-984] Handle null case returned from GetAbilitiesToAllow in GetAbilitiesToAllowHelper.
- move ClearCommands out of abilityApplyMod Cancel so its only called from ability handle mouse when clicking to cancel an ability, so its not called from using wonka doors
- dont triple damage for melee attacks in uber mode
- [SRC-937] Initialize world scan to active if it's active on server at connection time. Code cleanup, formatting and dead code removal.
- [SRC-1009] ] Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive.
- [SRC-992] Initialize PDA scale to 0.1. To stop "This MeshCollider requires the mesh to be marked as readable ..." error when playgin anim.
- [SRC-1009] Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive. Removed SniperSetupMarker prefab from Trashman.
- Adjusted cloth-sim restrictions to fix leg clipping.
- [SRC-800] Added MpTest script to MpTest prefab.
- [SRC-800] Added higher level MpTest script.
- [SRC-942] Track total bytes sent via SendBytes.
- add some null checks for scamera focus comms
- change arrest kick damage to flag as a no Message damage
- [SRC-1016] Fix null ref on client when TurretAI is destroyed.
- [SRC-800] Utility prefab to simplify launching multiplayer games.
- [SRC-1014] Ensure modifier callbacks are unregistered from drone on destruction.
- add a new ammo type for melee that doesnt send a message melee_no_message is an alternative hit type to melee and is used for kicking an arrested enemy
- up version number on main branch
- disable tracking collider names to find null object type
- add a debug system for suspicion
- dont exit GotoAndHeadShot if you have a StateBasicInteract as a child (trying to nav somewhere using wonka doors/zip wire)
- fix for null ref exception in turrets
- Stop wait mode when starting investiagte from StatePatrolGraph
- Fix agents dieing and leaving behind a suspicion buubble (because they go into downed state their perp was null)
- allow mini mechs to arrest
- fix zipwire weird stuck in falling bug on client we were setting zipwire fall and knockback on same game turn on chost, client would get them delayed and possibly the wrong way wrong maybe? Removed the knockback it wasnt needed
- [SRC-924] Call ResetGame when attempting to connect to server but booted before player name can be entered.
- [SRC-927] Ensure camera position is initialized before agent selection screen is displayed.
- [SRC-943] Set anim when Shoot state is pushed rather than on construction. Removed dead code. Revive target only equips weapon on pop on server.
- enable multiplayer all the time
- Make the mech anim state change log out to the aientity log system
- [SRC-967] Perform Do_damage on client, so correct impact type can be returned.
- [SRC-980] Cloneables list ui is now updated in response to changes in AIEntity.NextCloneableId.
- Fixed navmesh break in industrial armoury
- Fixed building with no collision in Grid...again
- dont arrest people in state downed dont clear stack on the client for MSG_Knockoutnull check in some debug code
- add logging for why shoot state ends
- [SRC-998] Change max (external) connections to 3.
- remove a redundant log
- fix null ref in arrested
- fix for abilities not being disabled on stateDowned
- [SRC-999] [SRC-991] Fix chat null ref and input issues.
- [SRC-979] CCTV camers now check for "not ally" rather than "is enemy" when determining line of sight to "suspicious" targets.
- [SRC-969] If user has no current weapon, or no toggle-to weapon, always set weapon to toggle to to be the newly aquired weapon.
- Fixed building with no collision
- [SRC-992] Stop map zoom being set to negative value.
- make the assasinate more generous for the angle of view they can have to you.
- up version number to 1.10
Hi everone, We've updated the co-op beta branch with some more fixes. A full list of the changes can be found below. We're still trying to track down the cause of a major connection issue, where players will stop recieving data from the host (everyone in the world seems to just stand still), but everything still appears fine on the host's end. Please let us know if you see this occur. There's also a minor issue where full servers will not show up in the server browser, regardless of your filter settings. 5 Lives Team
- [SRC-1022] Don't open door on call to UpdateHardwired while resetting.
- Civilian updates MoveSpeed from states as well as network, because they have a specil branch in mech anim that can cause them to go out of sync (no walk to sprint) if they start walking then try to sprint. Caused by sync vars arriving 0.3 secs after the rpc is called
- emergency fallback if a compound doesnt have a graphnode to escort to when arresting
- [SRC-874] Simplify door logs. Changed internal format of SNID. If bit 0 is set then value is NID, otherwise SID. Value is stored in higher bits. Precache NetworkIdentity component in UID. Added null check for _cause in Health.DieLogic.
- stop drones log being full of set anim value spam when game is debug paused
- hold a reference to the current GotoPoint for ability Apply Mod and force
- Avoids a clear commands that cuases issues when BI cancels abilities
- [SRC-874] All door states are now completely synced via NetworkDoorManager.
- remove redundant if
- [SRC-984] Handle null case returned from GetAbilitiesToAllow in GetAbilitiesToAllowHelper.
- move ClearCommands out of abilityApplyMod Cancel so its only called from ability handle mouse when clicking to cancel an ability, so its not called from using wonka doors
- dont triple damage for melee attacks in uber mode
- [SRC-937] Initialize world scan to active if it's active on server at connection time. Code cleanup, formatting and dead code removal.
- [SRC-1009] ] Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive.
- [SRC-992] Initialize PDA scale to 0.1. To stop "This MeshCollider requires the mesh to be marked as readable ..." error when playgin anim.
- [SRC-1009] Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive. Removed SniperSetupMarker prefab from Trashman.
- Adjusted cloth-sim restrictions to fix leg clipping.
- [SRC-800] Added MpTest script to MpTest prefab.
- [SRC-800] Added higher level MpTest script.
- [SRC-942] Track total bytes sent via SendBytes.
- add some null checks for scamera focus comms
- change arrest kick damage to flag as a no Message damage
- [SRC-1016] Fix null ref on client when TurretAI is destroyed.
- [SRC-800] Utility prefab to simplify launching multiplayer games.
- [SRC-1014] Ensure modifier callbacks are unregistered from drone on destruction.
- add a new ammo type for melee that doesnt send a message melee_no_message is an alternative hit type to melee and is used for kicking an arrested enemy
- up version number on main branch
- disable tracking collider names to find null object type
- add a debug system for suspicion
- dont exit GotoAndHeadShot if you have a StateBasicInteract as a child (trying to nav somewhere using wonka doors/zip wire)
- fix for null ref exception in turrets
- Stop wait mode when starting investiagte from StatePatrolGraph
- Fix agents dieing and leaving behind a suspicion buubble (because they go into downed state their perp was null)
- allow mini mechs to arrest
- fix zipwire weird stuck in falling bug on client we were setting zipwire fall and knockback on same game turn on chost, client would get them delayed and possibly the wrong way wrong maybe? Removed the knockback it wasnt needed
- [SRC-924] Call ResetGame when attempting to connect to server but booted before player name can be entered.
- [SRC-927] Ensure camera position is initialized before agent selection screen is displayed.
- [SRC-943] Set anim when Shoot state is pushed rather than on construction. Removed dead code. Revive target only equips weapon on pop on server.
- enable multiplayer all the time
- Make the mech anim state change log out to the aientity log system
- [SRC-967] Perform Do_damage on client, so correct impact type can be returned.
- [SRC-980] Cloneables list ui is now updated in response to changes in AIEntity.NextCloneableId.
- Fixed navmesh break in industrial armoury
- Fixed building with no collision in Grid...again
- dont arrest people in state downed dont clear stack on the client for MSG_Knockout null check in some debug code
- add logging for why shoot state ends
- [SRC-998] Change max (external) connections to 3.
- remove a redundant log
- fix null ref in arrested
- fix for abilities not being disabled on stateDowned
- [SRC-999] [SRC-991] Fix chat null ref and input issues.
- [SRC-979] CCTV camers now check for "not ally" rather than "is enemy" when determining line of sight to "suspicious" targets.
- [SRC-969] If user has no current weapon, or no toggle-to weapon, always set weapon to toggle to to be the newly aquired weapon.
- Fixed building with no collision
- [SRC-992] Stop map zoom being set to negative value.
- make the assasinate more generous for the angle of view they can have to you.
- up version number to 1.10
Its finally here! As of RIGHT NOW, you can jump in and play the co-op beta for Satellite Reign Uplink. Well cut right to the chaseheres how you can get it on Steam:
[olist]
It’s finally here! As of RIGHT NOW, you can jump in and play the co-op beta for Satellite Reign Uplink. We’ll cut right to the chase—here’s how you can get it on Steam:
[olist]
Hi everyone, We've just released a minor update for Satellite Reign, addressing some of the issues which people found in the last update. Here are a few of the changes:
- Fixed keyboard bindings not working correctly
- Fixed Uzy Korp Assembly plant mission not properly releasing escort VIP
- Fixed some enemies (particularly minimechs) not correctly responding to attacks/suspicious activity)
- Fixed pings not resetting if game is saved while prototypes are still dropped in a compound after dying.
- Fixed minor environment collision issues in CBD
Hi everyone! We've got a new update out now for Satellite Reign! This has loads of fixes for abilities issues, missions, AI, and general bug fixes. Too many to list! Cloth has finally been re-enabled after receiving a fix from Unity, the initial load times are improved, and we're now on the latest version of Unity in preparation for multiplayer. Please let us know if you have any issues. Here's a new thread for any feedback: http://steamcommunity.com/app/268870/discussions/0/357284131782843033/ Thanks for your help! Next up, multiplayer beta! 5 Lives Team.
Hi everyone. We've updated the nightly branch again with a new build. Hopefully this will be good to go onto the main branch. We identified and fixed many more bugs, so let us know how it goes in the following forum: https://steamcommunity.com/app/268870/discussions/2/361787186418456675/ Thanks again! 5 Lives Team.
Hi everyone, We've released a new update to the nightly channel. This should hopefully address the issue some people had with the "Failed to launch game as host" error message when trying to load a game. We've also changed the linux build back to the older Unity OpenGL renderer, as the new one was preventing the game from loading for those on older GPU drivers. Please post your feedback in the following thread: http://steamcommunity.com/app/268870/discussions/2/365163686038478117/ If this build is good, it'll be moved over to the main branch after the weekend, and then the co-op beta will follow shortly! Thanks everyone! 5 Lives Team.
This build has a ton of bug fixes. Everything from escorting/hijacking civs through vents, to lost weapons on save games. (Caused by having multiple weapon drones active while saving). It has also gone through a few Unity upgrades (this build is with Unity 5.3.3p3) We have seen a few issues with Linux and are chasing these up. (try -force-OpenGL to see if that helps if you have issues with the default renderer) Windows and Mac have had extensive testing and should be all good. If this build goes well we will move it to the main branch, in preparation for the next step, an open beta of the multiplayer co op mode we have been working on. Thanks 5 Lives Team.
Unfortunately, cloth has been temporarily removed from Satellite Reign. This effects agents, some enemies and some civilians. A number of people have reported a crash that we have tracked down to Unity's cloth system. We spent a week trying various workarounds, but to no avail. We will re-enable the cloth when Unity fixes this bug. [Unity appears to have removed the bug now but will leave the link incase it comes back] http://issuetracker.unity3d.com/issues/physics-loading-models-w-slash-cloth-component-causes-physics-crash 5 Lives Studios.
Hi again, A few people commented on the last update still still not addressing the issue when getting the Hacker. After a bit of repetition, we did manage to get it to occur again, and so Mike has gone ahead and made a few more changes. The crash appears to be resolved now, but again, please let us know if you're still having issues. It's a tricky one, as it's something within Unity we can't tinker with ourselves, so we simply have to try to step around it. However, Unity are aware of the issue, and we passed on what we know. Thanks for bearing with us!
Hi everyone, We managed to identify the cause of a crash some users were experiencing when saving the Hacker in the tutorial or updating their clones. We've notified Unity of what we found, and in the meantime have implemented a workaround to prevent it from happening, so please let us know if you get any more crashes—our testing has been very stable. Another minor fix with the melee kick not causing damage has also been addressed. Thanks again for your reports!
After a long wait—longer than anticipated—Satellite Reign's localisation update is finally available! In the time since the last update, we've moved to a new version of Unity, fixed several AI, navigation and mission bugs, and started altering systems in preparation for multiplayer—so things took longer than expected. We apologise for the long delay. And—with great timing—the Steam Exploration Sale is also underway, so Satellite Reign is currently at its lowest ever price with 40% off! For now, we're hard at work to bring co-op multiplayer to Satellite Reign. We'll also be updating the Nightly branch with the multiplayer build in the coming weeks so people can try it out and stress-test it, so we'll make another announcement once that is available. Thanks again for your patience. We hope you're enjoying the game!
Hi all, Another minor bug-fix update. It seems we broke certain items being awarded in the process of fixing another bug. That should be sorted now. Thanks to everyone who posted bug reports on the forums. There'll be another minor update in the coming days to fix a known issue of the floor not being correctly navigable at the far back rooftop in the CBD prison. Also, just a note, because people keep asking—yes, localisations are on the way. It's currently in the final stages, and we'll make an announcement when they're ready to go. Thanks everyone! -5 Lives Team.
Hi everyone, Just a small bug-fix update today. A number of users have been kind enough to email us their save files so we could track down and squash a few troublesome bugs. They were mostly related to issues with respawning VIPs and lost prototypes in a handful of missions.
- Wyvern Continental Hotel will now properly return lost prototypes to the facility to be retrieved. Occurred if game was saved and closed while lost prototypes were still on the ground.
- Fixed CBD Pass 1 mission issue if Dr. Tyson is bribed rather than assassinated.
- Fixed situation where VIP in prison Asylum would not respawn after a failed escort.
- General fixes to mission components across the board.
- Fixes to ATM and Data terminal achievements not being awarded.
- Fixed civs sitting on chairs not receiving damage from gunfire.
Greetings Agents!
It's been one week since Satellite Reign was released! Thanks again to all our backers and everyone who has supported the game so far. We appreciate all the feedback and bug reports you've provided, and hope that you keep it up.
We've got a whole bunch of new additions and bug fixes in this update. Let's start with the new stuff!
Iron Man Mode
For those who want a bit more of a challenge, we've added the option to start a new game in Iron Man Mode. This resets an agent's skills and XP upon death. This option—along with the following—are only available on new games, and unfortunately cannot be used on existing save games.
Ultra Damage Mode
If Iron Man Mode wasn't hard enough, we've added Ultra Damage Mode which multiplies the damage dealt as well as received by roughly three times! You'll down enemies much quicker, but you're just as vulnerable as they are. It's a much more brutal and on-the-edge experience for those who are gluttons for punishment.
Slow Down Time Ability Unlocked
We've had a lot of requests for a 'Real-Time with Pause' feature. We felt we had covered this with the 'Team Stims' ability for the Support agent, which slows down time allowing you to issue orders at a more leisurely pace. Admittedly, it takes a while to unlock and fully upgrade this skill, so for those who wanted to to have it available from the beginning, we've added a new game option to fully unlock this ability. We hope this is good news for those of you who want to take their time contemplating their next move.
Bug Fixes
- Various navigation improvements
- Various mission fixes including VIP respawning
- Various fixes to buggy vehicles and traffic
- Fixes for ziplines dropping agents out of the world
- Fixes for looping sounds persisting after game loads, fixed various sounds not being affected by volume controls and sounds which should be localized but were infinite.
- Fixes for billboards not breaking correctly
- Various other minor fixes
Additions
- Iron Man Mode
- Ultra Damage Mode
- Slow Down Time Ability Unlocked
- Added achievements for hacking data terminals and ATMs
- Added option to invert mouse panning, panning speed also decreases when zoomed in.
Localisation
Translation into French, Italian, German, Spanish, Russian and Czech is still on the way and we're hoping to roll them out in a few weeks. We'll notify everyone with an announcement when that happens. We'll be continuing to fix bugs as they come. In the meantime, we hope you enjoy these new additions to the game! -5 Lives Team.
Satellite Reign is Now Available on Steam and is 20% off!*
Satellite Reign is a real-time, class-based strategy game, set in an open-world cyberpunk city. You command a group of 4 agents through rain-soaked, neon-lit streets, where the law is the will of mega-corporations. Use your agents to sneak, shoot, steal, and sabotage your way up the corporate ladder, and take control of the most powerful monopoly of all time.
*Offer ends September 3 at 10AM Pacific Time
Front Page here we come. Tell your friends, tell your enemies, post up reviews, tweet the tweets, watch the new game play trailer. https://www.youtube.com/watch?v=bpahop3UI4E Enjoy the game. Don't tell us any bugs we have gone the pub. Mike.
No biggie.. Just build 1.0 after over two years of dev. Slightly earlier than expected due to a bad uploaded Mac build on v 0.99. Now fixed. And Mac is now a Universal build running 64 bit or 32 bit. Expect a 1.01 build to follow, we're not stopping any time soon. Mike
Change list here: http://steamcommunity.com/app/268870/discussions/2/520518053432571153/ We have fixed the bug where windowed mode would produce a 0 by 0 window. If you are currently suffering this problem, run the game build 0.98, it will edit your registry settings to fix the 0,0 then it will exit. You will have to run again for the registry changes to take effect. Or you can simply run the game and hold down left shift (or alt on Mac and Linux) to bring up the pre-game Resolution selector. Some dev options have been removed (like disabling xray/HDR/extra dev debug info/... ) if you have these options on in your options6.xml you can hand edit it or delete the file. Mike.
Satellite Reign
5 Lives Studios
5 Lives Studios
2015-08-27
Action Indie Strategy Singleplayer
Game News Posts 33
🎹🖱️Keyboard + Mouse
Mostly Positive
(2510 reviews)
http://www.satellitereign.com/
https://store.steampowered.com/app/268870 
The Game includes VR Support
Satellite Reign Linux [1.3 G]
Satellite Reign Soundtrack
Satellite Reign Novella - Reboot
Satellite Reign Art Book
Deluxe Edition
Contains the game, original soundtrack, 'Satellite Reign: Reboot' e-book and 'The Art of Satellite Reign' e-book.
Strategic Cyberpunk Action
Satellite Reign is a real-time, class-based strategy game, set in an open-world cyberpunk city. You command a group of 4 agents through rain-soaked, neon-lit streets, where the law is the will of mega-corporations. Use your agents to sneak, shoot, steal, and sabotage your way up the corporate ladder, and take control of the most powerful monopoly of all time.
Each of your agents can be tailored toward your favoured play-style, while still maintaining their own unique specialisations. Shape your team into an offensive war machine, or an elite covert spec-ops outfit, and take the open-world city as your own.
Open World
The city of Satellite Reign is one big, open playground. No individual levels to pick between, the whole world can be explored seamlessly. Uncover new missions while you explore, and pick and choose which objectives you want to tackle.Customise your Team
Each of your four agents can be tailored to suit your play style. Choose their skills, weapons, gear, augmentations, and even their genetic base by cloning exceptional individuals from the general population.Multiple Strategies
There's no 'right-way' to complete your objectives. The world has been designed to facilitate emergent gameplay, allowing you to choose from and combine a wide range of strategic options. Sneak in through ventilation shafts, hack doors, take out power generators, hijack the minds of guards, or just blow the front door down. Countless opportunities await.- OS: Ubuntu 12.04 or newer
- Processor: x86 Dual Core 2.4 GHzMemory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: OpenGL 3.2+ GPU with 1GB of memory
- Storage: 2 GB available space
- Processor: x86 Quad Core 3.4GHz or greaterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+ GPU with 2GB of memory
- Storage: 2 GB available space
[ 5166 ]
[ 1903 ]