Hey guys, we recently added a Cannon Brawl Soundtrack Edition, thanks to Disasterpeace. In game you may have noticed a lot of the music is a dynamic complex layered system set up to match the intensity of the battle. To make the soundtrack, Disasterpeace re-worked all his music from the game into full songs!
And to celebrate, everything is 25% off for a limited time!
You can also get the soundtrack from Disaterpeace's website: http://music.disasterpeace.com/album/cannon-brawl-ost
Hey guys, we recently added a Cannon Brawl Soundtrack Edition, thanks to Disasterpeace. In game you may have noticed a lot of the music is a dynamic complex layered system set up to match the intensity of the battle. To make the soundtrack, Disasterpeace re-worked all his music from the game into full songs!
And to celebrate, everything is 25% off for a limited time!
You can also get the soundtrack from Disaterpeace's website: http://music.disasterpeace.com/album/cannon-brawl-ost
Game design often involves a lot of experimentation, and some experiments don’t always pan out. And on that note we’ve removed bombardment. It was intended to allow weaker players a small chance of beating more experienced players and feel like they at least made a dent before being beaten. However, more often it felt arbitrary and didn’t achieve its design goals for either player. The cost of keeping it in outweighs its benefits so we’ve removed it.
We’ve also slightly tweaked the bomb bots in order to make them harder to spam with early game, but more viable later in the game.
Update Notes:
Removed bombardment
Changed bomb bot cooldown to 18/18/18 from 17/18/19
Changed bomb bot building cost to 65/70/75 from 60/70/80
As always, let us know what you think! [ 2015-07-31 05:29:11 CET ][ Original post ]
Game design often involves a lot of experimentation, and some experiments dont always pan out. And on that note weve removed bombardment. It was intended to allow weaker players a small chance of beating more experienced players and feel like they at least made a dent before being beaten. However, more often it felt arbitrary and didnt achieve its design goals for either player. The cost of keeping it in outweighs its benefits so weve removed it.
Weve also slightly tweaked the bomb bots in order to make them harder to spam with early game, but more viable later in the game.
Update Notes:
Removed bombardment
Changed bomb bot cooldown to 18/18/18 from 17/18/19
Changed bomb bot building cost to 65/70/75 from 60/70/80
As always, let us know what you think! [ 2015-07-31 05:29:11 CET ][ Original post ]
First, welcome to all the new players who have been trying the demo! Based on recent feedback I did some tuning on the comeback bombardment. The goal of the bombardment is to give you a chance if you made a mistake in the first minute or so of a match, but not be so powerful as to feel cheap later on. These changes hope to better achieve that.
Tuning:
Bombardment gets weaker later in the game
Bombardment takes longer after each time it is used to charge up
Changed bombardment UI to hopefully better indicate that you can aim it
Bombardment targeting tries to avoid friendly fire situations, also starts higher up
Let us know what you think! [ 2015-03-20 16:48:14 CET ][ Original post ]
First, welcome to all the new players who have been trying the demo! Based on recent feedback I did some tuning on the comeback bombardment. The goal of the bombardment is to give you a chance if you made a mistake in the first minute or so of a match, but not be so powerful as to feel cheap later on. These changes hope to better achieve that.
Tuning:
Bombardment gets weaker later in the game
Bombardment takes longer after each time it is used to charge up
Changed bombardment UI to hopefully better indicate that you can aim it
Bombardment targeting tries to avoid friendly fire situations, also starts higher up
Let us know what you think! [ 2015-03-20 16:48:14 CET ][ Original post ]
Want to play Cannon Brawl with your friends? We’ve released a free demo so your friends can try it out!
We want to get our multiplayer lobbies bursting with new people so you can always find opponents, whether you’re using our matchmaking system or inviting a friend. That’s why we’ve decided to open up the game for players to try it free.
To celebrate, we’re also putting on a sale this week. If you like what you see, you can get the full game for 40% off!
The free demo allows you to play skirmish games against the AI, unranked multiplayer, and you can accept invites to friend matches from owners of the full game. You’ll get one airship pilot and 5 war machines to try out.
The full game includes much more. It’s got a twenty mission campaign with boss battles, nightmare mode, tons more airship pilots and units to unlock, puzzle levels, and competitive ranked multiplayer.
A demo you say, so why is it called Free-To-Play?
A big part of Cannon Brawl is its intense multiplayer matches. We want demo players and owners of the full game to be able to fight each other in unranked multiplayer matches. With steam matchmaking, this ends up being called Free-To-Play. But for Cannon Brawl, you can think of it as a demo. There are no microtransactions or in game purchases. If you like the free demo, you can buy and enjoy the full game like you would with any other demo.
See you on the battlefield!
Want to play Cannon Brawl with your friends? Weve released a free demo so your friends can try it out!
We want to get our multiplayer lobbies bursting with new people so you can always find opponents, whether youre using our matchmaking system or inviting a friend. Thats why weve decided to open up the game for players to try it free.
To celebrate, were also putting on a sale this week. If you like what you see, you can get the full game for 40% off!
The free demo allows you to play skirmish games against the AI, unranked multiplayer, and you can accept invites to friend matches from owners of the full game. Youll get one airship pilot and 5 war machines to try out.
The full game includes much more. Its got a twenty mission campaign with boss battles, nightmare mode, tons more airship pilots and units to unlock, puzzle levels, and competitive ranked multiplayer.
A demo you say, so why is it called Free-To-Play?
A big part of Cannon Brawl is its intense multiplayer matches. We want demo players and owners of the full game to be able to fight each other in unranked multiplayer matches. With steam matchmaking, this ends up being called Free-To-Play. But for Cannon Brawl, you can think of it as a demo. There are no microtransactions or in game purchases. If you like the free demo, you can buy and enjoy the full game like you would with any other demo.
See you on the battlefield!
Big update today featuring a whole new mechanic for the game! We've added a new ultimate power that charges up as your buildings take damage and will allow you to comeback from small mistakes early on.
Features
Added a new mechanic: Comeback Bombardment. As you take damage and your buildings are destroyed you can bombardment power, displayed on the top of the screen. When your meter is full you can call in a bombardment on your enemy by pressing space. The enemy buildings nearest your airship will be targeted. This is to prevent small mistakes in the beginning costing you the game and to provide for more dynamic and surprising matches. We will likely be tuning this going forward.
Tweaked random building select to not pick bank and mountain maker so often
Tweaked random map select to force more variety
Tuning:
Shields now completely absorb Frost Tower shots
Increased frost tower level 2 cost to 60 from 55
Increased frost tower cooldowns by 1 second per level
Lowered warhead life to 10/15/20 from 15/20/25
Fixes:
Fixed crash on OSX Yosemite when spacebar was pressed
On mac, non-xbox 360 Gamepads should behave better
Fix for rare case where an orphaned lobby would impede matchmaking
As always let us know what you think! [ 2014-10-14 19:43:21 CET ][ Original post ]
Big update today featuring a whole new mechanic for the game! We've added a new ultimate power that charges up as your buildings take damage and will allow you to comeback from small mistakes early on.
Features
Added a new mechanic: Comeback Bombardment. As you take damage and your buildings are destroyed you can bombardment power, displayed on the top of the screen. When your meter is full you can call in a bombardment on your enemy by pressing space. The enemy buildings nearest your airship will be targeted. This is to prevent small mistakes in the beginning costing you the game and to provide for more dynamic and surprising matches. We will likely be tuning this going forward.
Tweaked random building select to not pick bank and mountain maker so often
Tweaked random map select to force more variety
Tuning:
Shields now completely absorb Frost Tower shots
Increased frost tower level 2 cost to 60 from 55
Increased frost tower cooldowns by 1 second per level
Lowered warhead life to 10/15/20 from 15/20/25
Fixes:
Fixed crash on OSX Yosemite when spacebar was pressed
On mac, non-xbox 360 Gamepads should behave better
Fix for rare case where an orphaned lobby would impede matchmaking
As always let us know what you think! [ 2014-10-14 19:43:21 CET ][ Original post ]
https://www.youtube.com/watch?v=V9qKU-pt11QToday is the big day, Cannon Brawl is now 1.0!
We’re really proud of what we’ve accomplished. Cannon Brawl is fun, looks fantastic, and explores new areas of design for strategy games. It’s everything we imagined it would be: full campaign, puzzle levels, and deep and competitive online multiplayer.
We've come a long way from the little prototype I made back in college. It won the Activision Independent Games Competition, which launched me and Theresa’s journey into full time indie game development as Turtle Sandbox. It was selected in the 2012 PAX 10, which helped get our name out there and was the first time we demoed it publicly. We launched our alpha in July of 2013 on Early Access, and today we’re now ready to call it done! Of course, we’ll still be supporting it with future patches and updates.
Huge thanks to everyone who played the Early Access builds, we got a ton of great feedback and it’s made the game better than we ever thought possible. It’s been great to have players who play the game at a higher level than we do and can help balance and tune in ways we couldn't have done on our own.
We’ll be streaming on Twitch from 12pm-8pm PST here: http://www.twitch.tv/cannonbrawlgame. Stop on by to join our celebration of launch day and see some exciting match ups in online multiplayer!
https://www.youtube.com/watch?v=V9qKU-pt11QToday is the big day, Cannon Brawl is now 1.0!
Were really proud of what weve accomplished. Cannon Brawl is fun, looks fantastic, and explores new areas of design for strategy games. Its everything we imagined it would be: full campaign, puzzle levels, and deep and competitive online multiplayer.
We've come a long way from the little prototype I made back in college. It won the Activision Independent Games Competition, which launched me and Theresas journey into full time indie game development as Turtle Sandbox. It was selected in the 2012 PAX 10, which helped get our name out there and was the first time we demoed it publicly. We launched our alpha in July of 2013 on Early Access, and today were now ready to call it done! Of course, well still be supporting it with future patches and updates.
Huge thanks to everyone who played the Early Access builds, we got a ton of great feedback and its made the game better than we ever thought possible. Its been great to have players who play the game at a higher level than we do and can help balance and tune in ways we couldn't have done on our own.
Well be streaming on Twitch from 12pm-8pm PST here: http://www.twitch.tv/cannonbrawlgame. Stop on by to join our celebration of launch day and see some exciting match ups in online multiplayer!
Just before our final launch on September 19th, we've added native Linux support! We want to show our support for the Linux community and want to be part of the movement to bring more games to this beloved platform.
Let us know in the forums if you run into any issues!
Just before our final launch on September 19th, we've added native Linux support! We want to show our support for the Linux community and want to be part of the movement to bring more games to this beloved platform.
Let us know in the forums if you run into any issues!
After over a year of improvements, fixing, and tuning we're locking down a final release date. On September 19th we'll be flipping the switch from Early Access to final release.
We could not have done it without the help of all you Early Access players. Your feedback has been invaluable in making Cannon Brawl the best game it can be.
We're also headed to PAX this year as part of the indie MEGABOOTH. Stop by if you're attending!
After over a year of improvements, fixing, and tuning we're locking down a final release date. On September 19th we'll be flipping the switch from Early Access to final release.
We could not have done it without the help of all you Early Access players. Your feedback has been invaluable in making Cannon Brawl the best game it can be.
We're also headed to PAX this year as part of the indie MEGABOOTH. Stop by if you're attending!
Assuming no new lobby related issues crop up with this build, I’ll be defaulting people to joining the lobby on game start up one week from now in a silent update. Thanks also for reporting all your crash, it helps me get them fixed!
Features/Improvements
UI art pass on the lobby!
Tuning:
Reduced fall damage slightly
Added new land on Lava Desert map to allow better defense of your HQ
Fixes:
Attempt fix for the ‘right click’ join game crash on friend invite lobbies
Fixed bug where a building with over 100hp would not be killed from water damage
Fixed lobby visibility issues with friend invites and leaderboards
Fix for various rare crashes around matchmaking running in the background
Fixed sound bug when taking over an enemy building with a bank with no other targets in range
Fix issue where matchmaking in background would occasionally match a campaign level
Attempt fix for rare issue where bank takeovers could get out of sync
Assuming no new lobby related issues crop up with this build, Ill be defaulting people to joining the lobby on game start up one week from now in a silent update. Thanks also for reporting all your crash, it helps me get them fixed!
Features/Improvements
UI art pass on the lobby!
Tuning:
Reduced fall damage slightly
Added new land on Lava Desert map to allow better defense of your HQ
Fixes:
Attempt fix for the right click join game crash on friend invite lobbies
Fixed bug where a building with over 100hp would not be killed from water damage
Fixed lobby visibility issues with friend invites and leaderboards
Fix for various rare crashes around matchmaking running in the background
Fixed sound bug when taking over an enemy building with a bank with no other targets in range
Fix issue where matchmaking in background would occasionally match a campaign level
Attempt fix for rare issue where bank takeovers could get out of sync
Just a quick update to fix some bugs and incorporate a lot of new tuning. The rest of the tuning feedback will come in another update.
Improvements:
Added an (*) to the lobby overlay and chat tab that indicates when new chat has arrived but hasn’t yet been read.
Profanity filter is a bit less aggressive. Also added an option in the settings menu to disable it.
Tuning:
Bank bribe amounts changed to 20/25/30
Bank bribe range per level reduced
Bomb bots no longer do reduced damage vs. Fortified Mines
Bomb bots now cost 60 instead of 55 and cooldown set back to 17/18/19
Increased level 2 Cannon Tower cost to 60 from 55
Increased mountain maker cooldown to 19/21/23 from 18/19/20
Decreased Prince heal rate to 6hp/10s from 7hp/10s
Increased King shield ring cooldown to 35s from 30s
Increased Taskmaster cooldown to 50s
Fixes:
Attempt fix the crash where no error dialog appears - let me know if you have any crashes where it says "Cannon Brawl has stopped working" this after updating!
Fixed some crashes in nightmare mode
Fixed some crashes in lobby chat and scrolling through users
Fixed crash if you played for a long time and made too many mountains
Fixed issue where chat window couldn’t be closed if opened after opponent left the game
Fixed issue where the initial building spot count was different for red and blue on the Forest map
Welcome to the next update in our beta phase. Thanks everyone for all the feedback, we’ve got a new batch of fixes and tweaks, as well as a first step toward a global multiplayer lobby. We also did some tweaking to the banks, with the objective of making them more useful during the mid game, and encouraging bribing attack buildings mid-game. They may end up being way too powerful, or way too weak. Be sure to weigh in with a comment and we’ll be hotpatching in new balance changes there.
Features:
First pass on the activity lobby. Press J to join it from the main menu, from here you can see who is online, chat to them, and start the quickmatch search. While the quickmatch search is running you can hide the lobby and do other stuff like play the campaign until a match is found! This is still using placeholder art a lot about it could be changed in future updates. There are probably some lingering bugs with this feature, so let me know if you find any.
Tuning:
Level 1 drill costs 65 instead of 60
Flamethrower no longers destroys extra ground when it dies
Shields block mountain maker shots
Level 1 sheilds now cost 50 from of 45
Reduced demolisher cooldown to 16/17/18 from 17/18/19
Reduced demolisher level 1 cost to 55 from 60
Banks now generate gold even when on cooldown
Increased bank buyout progress to 20/30/40 per shot from 10/15/20
Banks now have a range that is upgradeable per level
Reduced hitbox sizes for lightning rod and accelerator and changed their life to 7 to help reduce ‘clock-blocking’
Fixes:
Attempt fix drill bug where drills could stay on the screen sometimes with a high latency connection
Fixed bug where you could build inside a diamond mine on Southern Coast without having dug it out first
Fixed some rare crashes
Fix a bug where the HQ could be damaged on the final boss without killing the hands first
We’re excited to announce with this update, Cannon Brawl is now in Beta! Beta marks one of the last remaining steps until final release. The game has come a long way since our launch last year and we’ve added a ton: nightmare mode, puzzle levels, new buildings and pilots, and new multiplayer maps.
Thanks everyone for all the feedback. Cannon Brawl is the best game we’ve ever worked on, and it wouldn’t have been possible with your help!
And now for the notes for this particular build:
Features/Improvements:
Added the Knight pilot. Every 45s the knight can heal a building for 5 life and increase it’s maximum life by 5. His buildings will be hard to beat if you stack them with floating platforms and repair centers! He’s waiting in the armory to be unlocked.
Added the Lightning Rod building. This is a territory balloon replacement that bestows flames, shots, and lasers a damage bonus if they pass through the lighting rod’s area of effect. The bonus also stacks, so you can set up a path of lightning rods for lots of extra damage. These combo with the missile towers for devastating effect. We’ll likely need a lot of tuning feedback on this one! The Lightning rod is also in the armory.
Added Monthly Ranking leaderboard. This leaderboard tracks players ranking activity for the current month. This uses a monthly elo, which separate from your all time ranking. Each month this will reset and the monthly leaderboard will be cleared so you can start anew at staking your claim as the top brawler.
Lots of visual tweaks
Added a few new sound effects
A new quest is now generated immediately after a current quest is completed
Added a new quest: Flank the Shields - Destroy shield towers while their shields are active
Added a new quest: Three by Three - Win a multiplayer game or Battle vs. AI (insane) with at least three fully upgraded towers remaining. (Thanks to QQTastic for this one).
Fixes:
Changed the way sounds settings are saved. This will cause everyone’s volume levels to reset once when they get the new build, but they should save normally afterwards.
Finally, because we've added so much to the game since launch, we're pricing the game at $14.99 for the 1pk and $19.99 for the 2pk. But, we're running a 40% off week long sale at the same time in case you want to get in close to the original price. [ 2014-07-07 20:55:28 CET ][ Original post ]
Cannon Brawl is a unique take on artillery games with a real-time twist. Drop war machines from airships along destructible terrain and defend territory. Claim floating islands, advance armies, and punish opponents while taking skill shots in a fun 2D world. Cannon Brawl is approachable, with twenty ramping campaign levels, while multiplayer modes let players test their skill and battle for glory.
Cannon Brawl is the next evolution of the artillery genre and now you can play it on Mac as well as Windows!
Give Cannon Brawl a shot and post your feedback on the forums!
Quick update today, but a major change to the beginning of the game:
Features/Improvements:
Big overhaul on the mainmenu, awesome all new art and animated intro sequence to the title screen. This give some added atmosphere before you even get into the game.
New terrain art half of the puzzle levels
Fixes:
Gamepads should now work on mac (attempt #2)
Fixed bug where you could build in the ground on the forest map
This build update is focused on fixing bugs and improving performance.
It is a significant update because of two reasons:
1) I changed a good chunk of network code to help fix the shield vs grenade launcher bug and fix some rare and outlying de-sync issues. In my testing worked well...but it's a large code change so it's possible (though hopefully unlikely) there are new bugs. Let me know if anything gets fishy during networked games.
2) Lots of mac bugs are fixed (thanks all for reporting them) including the hang on mission complete and the gamepads should now work. If you tried it on mac, give it another go!
Anyway, here's the full notes:
Features/Improvements
You can now scroll individually through the leaderboard and press A or Spacebar to open up to that users steam profile page.
Various performance improvements
Fixes:
Fixed bug on mac where game could hang after campaign missions
Fixed bug on mac where game could hang after first quest screen
Upgraded to MonoGame version 3.2 for the mac build, which fixes other various issues.
Gamepads should now work on mac
Reworked shot network multiplayer code to help fix divengent behavior when shots impact shields right as it goes up. This ended up changing a lot of code, there could be more issues still, let me know if you find any.
Fix bug where players online was always 0, even if more people were online. This is actually due to a steam sdk call failing (it’s very rare there are ever 0 people online). Valve fixed their issue so it should now work again.
Fixed possible crash on warship level
Fixed bug where options buttons were showing on top of leaderboard UI
Fixed bug where gamepad would control the game when the steam overlay was up
In our next update we'll be back to adding new stuff! [ 2014-05-31 00:30:25 CET ][ Original post ]
Added 10 optional puzzle levels into the campaign. Removed the ‘challenge levels’ menu option, since they are now integrated on the campaign map to help improve pacing. Instead of 20 intense battles in a row you’ll get some puzzle levels sprinkled in between (you’ll notice the puzzle levels as new purple dots on the map). Beat them to unlock XP to spend in the armory. Let us know what you think!
New UI pass on player status and ready states during army selection
Tuning:
Increased driller cooldown to 75 seconds
Decreased driller blast radius
Decreased grenade launcher range
Increased grenade launcher cooldown to 16 from 14
Increased building platform health to 7 from 5
Decreased frost dmg down by one per level
Lowered frost tower range slightly
Decrease king shield regen time to 30s from 35
Increased cooldown bonus reach range on accelerator
Reduce’s uncle damage back to 7, lower cooldown to 35s
Fixes:
Fixed shift not working on mac
Error messages on crashes will now show up on mac
Fixed a crash in nightmare mode
Thanks for all the tuning feedback and bug reports! [ 2014-05-16 23:49:49 CET ][ Original post ]
Added a new pilot, the Driller, who can destroy a chunk of ground around their airship every 60s as an active ability. Use this pilot to drop enemy buildings that are sitting on precarious edges, or use them to make edges more precarious! This pilot is unlocked in the campaign, if you’ve already beat the campaign you’ll automatically have access.
Added a new pilot, the Banker, who gains 1g per 5 seconds per economy building out on the map. Stack them with gold mines and banks for maximum gold output. The Banker can be unlocked from the Armory.
Added a new building, the Fortified Mine, it costs more than a regular mine, but has additional health and heals buildings around it over time. The fortified mine can be unlocked from the armory. This one could be tough to balance, so let me know what you guys think after you’ve tried it in battle.
AI will now try to use Prince, King, Task Master, and Minionette powers actively
Improved AI target selection (it now prefers not to attack targets that require lots of digging to get to)
Improved AI higher level decision making regarding building vs upgrading
Tuning:
Pilot active abilities can not be used within a small radius of the enemy HQ.
Adjusted gold mines on The Lava Desert multiplayer map such you can no longer zone out the enemy diamonds by building on the exact center build spot.
Reduced building platform health to 5 from 10
Increased range on all levels of the mountain maker
Increased Uncle’s damage to 10, and his ability recharges in all territory, increased cooldown from 35 to 40
Increased Prince’s heal rate from 5hp/10s to 7hp/10s
Reduced cannon costs to 45/55/90 from 45/60/95
Minion now does 50% more terrain damage (up from 35%) and takes 75% less fall damage (up from 50%)
Fixes:
Fixed bug where if you upgraded a laser while firing it would not do the correct amount of shield pulses
Fixed bug where shot whistle continued while shots went off screen
Fixed bug where quest UI would stay on the screen if it was visible while accepting a friend invite
Fixed bug where in rare cases a building built on top of a just destroyed building platform could also be destroyed
Fixed issue where AI would stall out trying to dig to a diamond mine with a cannon that couldn’t reach it
Time to try out a new pilot and some new tuning on the demolisher. As always lots of fixing and tuning, thanks everyone for the feedback. More updates to come soon!
New Features:
New Pilot, the Smuggler. Ever wish you could have just one more building? Now you can! The smuggler can bring one extra building type into battle and starts out with 50 extra gold. Head over to the armory to unlock him, try him out, then let us know what you think balance-wise.
More UI polish, this time the character select screen the level map ui get a nice facelift.
In game sound effects now have stereo placement
Final boss gets a new art pass and is looking really awesome
Fixes:
Building on a damaged floating platform gives the new building a health bonus scaled by the the about of health left on the floating platform (instead of the floating platform’s maximum health).
AI will no longer target walking demolishers with their warheads
Quest display is hidden after returning to the main menu
Mountain maker terrain blobs better match the biome they are a part of
Fixed bug where one side occasionally started slightly early in networked multiplayer
Fixed a bug where the grenades would occasionally move strangely after bouncing
Warheads no longer keep the health bonus from floating platforms after being launched
Tuning:
Increased quest rewards on harder quests to 150xp.
You now must be playing ranked or unranked quickmatch to complete most multiplayer quests
Check out our development livestream: http://www.twitch.tv/cannonbrawlgame
At 11am PST (which is to say, right now) I'll be writing some code for Cannon Brawl. Please come hang out for a glimpse into the day to day of game programming, or to ask questions about the game.
See you there!
Pilot an airship, command powerful weapon emplacements like cannons, giant flamethrowers, and high powered lasers. Destroy the very earth from under your enemies feet!
Cannon Brawl is an exciting mix of real time strategy and artillery gameplay. Your ability to manage combat priorities and focus through the madness of battle will be put to the test.
Advance across the kingdom in single player to unlock and discover new units, then experiment with each one to find your favorite combination in online multiplayer.
Choose from over fifteen units and five airship pilots for a huge variety of strategic combinations. Want to turtle up and launch big warheads from afar? You can! Want to rush to the high ground and launch a rain of missiles from above? You can! Try out tons of other strategies and crush your friends!
Key Features
Action Strategy like you've never seen - Unique blend of 2D artillery and real time strategy gameplay results in intense tactical battles
Battle Near and Far - Competitive 1v1 online multiplayer with ranked matching, invite a friend for a private battle, or plugin in a controller and get your buddies together for a home tournament
Strategic Options - Choose from 15+ weapons and defenses and combo them with 5+ different airship pilots for hundreds of strategic options
Dynamic Battlefields - Destroy the terrain with cannons, lasers and more
Epic Adventure - Battle across our full campaign mode with big boss fights spanning 20 missions, charting new territory across 5 unique environments
Regular Updates - Better balancing, tuning, improvements, new features, and more!
MINIMAL SETUP
OS: Ubuntu
Processor: Any processor with 2 or more coresMemory: 2 GB RAM
Memory: 2 GB RAM
Graphics: ATI or Nvidia Videocard with at least 256MB. or Intel GMA 950 or newer
Storage: 1 GB available space
Memory: 2 GB RAM
RECOMMENDED SETUP
OS: Ubuntu
Processor: Any processor with 2 or more coresMemory: 2 GB RAM
Graphics: ATI or Nvidia Videocard with at least 256MB. or Intel GMA 950 or newer