Her long awaited vacation cut short by an orbital invasion, bounty hunter Ethelyn Dax takes on a whole army of mercenaries and their robotic auxiliaries to reconquer the resort city of Ctesiphon.
Blast your way through seven levels and a climactic bossfight with an old rival, making use of an arsenal of varied weapons to take on a multitude of enemies. Level design is open-planned, encouraging you to flank enemies, find alternate paths, and scout for secrets.
Made from scratch over the course of nearly a decade by a single developer on Linux using C/C++, OpenGL, and open-source Quake mapping tools (with the exception of the key art, music, and a couple of textures). The entire game, the engine it runs on, and the tool stack for all the assets went through multiple rewrites and long hiatuses before finally taking its final form in the last couple years of development.
Changes in version 1.01
Compatibility Breaks
Due to updating to a more recent version of Trenchbroom, many models had to have their default orientation changed. Because of this, all saves made with the previous build of the game are invalid and the game will prevent you from loading them. This won\'t be necessary for every update but it was unavoidable this time.
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Bugfixes
Changed gamepad detection on Linux to query capabilities instead of searching for keywords in the file system. This should allow Steam Deck controls to be detected, but due to the weird way the deck reports its inputs to evdev it still isn\'t going to work properly for now. I don\'t have a Steam Deck of my own so it\'s pretty difficult to get it to work right.
[/*]Notifications are no longer visible when HUD is hidden
[/*]The theme song Island Hopping is now correctly played at full volume. Sound stream crossfading had only been being applied downwards.
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New Features
Major sound balancing pass. Menu effects, and the gunshots of the Shotgun and Submachinegun have been softened to make them easier on the ears at full volume.
[/*]Optional aim assist when using a gamepad.
[/*]Gamepad rumble support with configurable strength. By default rumble is only triggered if actively using a gamepad, but it can be overriden to fire even when using the keyboard.
[/*]Dialog is now tied to actors in the map, so that messages can be interrupted and cut short
[/*]Made mech gibbing explosions much more dramatic
[/*]Interrupted messages can now trigger alternative dialog
[/*]Setting menus now ask for confirmation when you attempt to reset to defaults
[/*]Maps are now compiled with support for vertex-normals, such that illumination by the flashlight on curved surfaces should no longer be flat-shaded.
[/*]Map files now have a checksum for comparison with save files. If a map has been updated since a save in that map was written, a warning will be shown that the save may not restore correctly.
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Minimum Setup
- OS: Ubuntu 12.04 LTS
- Processor: Intel Core i5-2450MMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: nVidia GeForce GT 640M
- Storage: 400 MB available space
Recommended Setup
- OS: Manjaro Linux
- Processor: AMD Ryzen 5 3400GMemory: 4 GB RAM
- Graphics: AMD Radeon RX 5700
- Storage: 400 MB available space
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