Invisigun Reloaded v1.8.7 Has been released for Steam, itch.io, Nintendo Switch, and iOS Please update to enjoy online crossplay. There have been some issues with the Nintendo Switch release that affected several things during online play, and this patch focuses on fixing that! This should resolve all issues with Land Grab and Carrier, as well as stuttering and hitches that occurred with 3+ players. In general, this optimizes a lot of things under the hood and performance should be more consistent in all areas of the game, including offline multiplayer and the single player journeys. If you have a PC with limited specs, these performance improvements should benefit you as well. On the new features front, this release also includes full Russian localization! As usual, here are the detailed patch notes:
New
- New localization: Russian
Updates
- GAME: Performance optimizations
- GAME: Faster startup
- GAME: Framerate locked at 60fps to prevent timing drifts
- GAME: Vsync disabled and setting removed due to sync timing issues
- UI: Adjusted some button target visuals for clarity
- UI: Much improved UI performance in online lobbies
- UI: Warning when time-based modes are almost over is more clear
- JOURNEY: Aether's boss shows shields on all body segments instead of just the head
- JOURNEY: Regen shield time on Carmen stage 6 increased from 0.5s to 0.75s
Fixes
- UI: Fixed letterboxing shadows in middle of screen
- UI: Localization corrections
- UI: Fixed some text labels' display in Japanese
- UI: Fixed offset scrolling positions in options menus
- UI: Possible fix for blank interface elements (sanity checks when data loading on startup)
- INPUT: Fixed some instances where control would be lost
- NET: Fix for some disconnection cases when returning to the lobby after a match
- NET: Fixed degrading network performance as a match progresses
- NET: Fixed online stuttering and hitches after the first round
- NET: Fixed incorrect shot style being set on clients
- NET: Fixed freezing that can occur in Zone Control and Carrier modes
- NET: More accurate framerate-independent timers for online modes
- GFX: Fixed Selene's jump shadow showing in the wrong location for 1 frame
- GFX: Fixed Phoebe instantly showing at her teleport destination for 1 frame
- IRIS: Fixed being able to dash over Djaan-Khe's traps
- EPI: Fixed not triggering footstep effects if activating ability midway to the next tile
- DJAAN-KHE: Fixed not triggering footstep effects if activating ability midway to the next tile
Invisigun Reloaded will be free this weekend on Steam from November 7th - 10th, giving everyone a chance to try out the full game! Add it to your library and jump in the single player campaigns or multiplayer battles with no strings attached. Be sure to hop in the official Discord server to chat with other players organizing matches and talking about the game:
http://discord.gg/invisigun
https://youtu.be/MyslaUwGCf8 This is the biggest Invisigun update to date, and the culmination of 5 years of painstaking blood, sweat, and tears. I left a large chunk of my soul embedded in the code of this game, and it drops on Nintendo Switch & Desktop on August 22nd with full PC crossplay for online multiplayer battles! Im beyond excited, and heres what you can expect
The Heros Journey
In the massive, all-new Heros Journey, youll be able to discover each of the 9 original heros unique abilities through puzzle rooms, skill challenges, and boss fights. Before jumping into local or online multiplayer stealth battles, you can find a hero that matches your playstyle at your own pace. The Heros Journey was developed to be very challenging, but three accessibility modes and secondary objectives ensure an enjoyable experience for everyone.
3 New Heroes
By completing any of the original 9 Heros Journeys, youll be able to choose one of the 3 all new heroes to unlock for multiplayer battle modes. Djaan-Khe lays invisible traps that can ensnare and slow foes, Zephyr can fake a shot with a decoy and teleport where it hits, and Violet can send and recall a floating orb that she can use as a remote turret.
Reloaded?
An insane amount of work, polish, balancing, and new content creation went into relaunching Invisigun Heroes on consoles (and the PC update will match). Hence, its Reloaded! Heres whats behind the new name, and changes in the update:
- Challenge Mode has been removed. The Heros Journey essentially replaces Challenge Mode for several reasons. It is designed from the ground up as a proper single player campaign that is challenging and engaging while teaching players each of the 9 original hero abilities. In a game that is all about stealth, bluffing, adaptation, and trickery, the challenge mode was a wrapper around bot matches that frankly did not represent the magical feeling of playing against clever human opponents. It was never as good as I wanted it to be, and rather than misrepresent how the game feels especially to new players the Heros Journey was carefully crafted as a new separate experience to compliment multiplayer. That said, you can still create battle matches and enable bots for the same experience that was in Challenge Mode.
- Guest Edition has been removed. The free demo was always intended to be up for a limited time, and it was easy enough to support it through multiple PC updates. However, an insane amount of work went into porting Invisigun for consoles, and maintaining the Guest Edition functionality was becoming a little burdensome in the growing codebase. It may return at a future point, but would require some rework, polish, and testing no promises!
- The price will be $19.99, but the update is free. Most of the development effort went into creating what is essentially an entirely new single player game, and the new price reflects this. It amounts to what some games would add on as premium DLC, but with an online multiplayer title I didnt want to fragment the player base and have multiple editions floating around to complicate things. Everyone who owns the game gets the update for free on August 22nd, just like any other update, so this felt like the most reasonable solution to me.
The Hero's Journey
- Brand new single player campaign
- Series of ability-specific puzzle rooms and boss fights for each of the 9 original heroes
- Complete a full journey to unlock one of the new heroes
New
- THE HERO'S JOURNEY: Challenging single player campaigns for the 9 original heroes
- NEW HERO: Zephyr
- NEW HERO: Violet
- NEW HERO: Djaan-Khe
- UI: You can (finally) change your controls in pause menus, mid-game
- UI: Destructibles with more than 1 health show damage amounts when hit
- UI: You can anonymize your Steam name in the UI (for streamers)
- UI: You can hide the join key in the UI (for streamers, will only show before the lobby)
Updates
- UI: Ability Boost reference added to Field Guide
- UI: Cold Breath mechanic added to Field Guide
- UI: Updated some input icons
- UI: GIF exporting continues where it left off if you cancel and start it again
- UI: Instant replays can be rewinded a maximum of twice when online
- UI: Updated desktop app icons
- NET: Much improved network behaviors, position syncing, and local client responsiveness
- GAME: Single player bot challenge mode replaced by The Hero's Journey
- GAME: Mine carts will explode and stun players if bumped too much between them
- GAME: Improved mine carts physics and movement feel for remote clients
- GAME: Selene is her default character color in the tutorial instead of Player 1's default color
- GAME: Adjusted birds clustering spread and selection of better landing spots
- MAPS: Chaos Pit reskin
- CRONUS: Bombs will trigger switches that they land on
- CRONUS: Bomb impacts will push mine carts
- CRONUS: Bomb impacts will push carriers
- CRONUS: Ability uses before spam cooldown increased from 2 to 3
- PROTEUS: Ability Boost also increases drone zap time from 1.5s to 2s
- RONIN: Slashing shots will still play FX and display a notice when maxed out
Fixes
- INPUT: Fixed inverted y-axis
- UI: Fixed screen visual effects affecting UI when paused
- UI: Fixed steam vents demonstrations in the Field Guide
- UI: Better fallbacks if some data can't be read, prevents some edge case lockups
- UI: New achievements earned are not shown again later if you skip the achievements scene
- UI: Fixed height of post-match action menu
- UI: Fixed issue where some scenes could fade out twice
- UI: Dialog boxes won't go out of focus
- UI: Fixed end-of-round UI and FX playing when remote clients disconnect leaving 1 host-side player
- UI: Fixed edit powerups button remaining disabled if changing powerups to not drop
- NET: Fixed more edge cases when there is no internet connection
- NET: Fixed soft lockup if a remote client disconnects post-round while others are waiting
- NET: Fixed soft lockup if a remove client disconnects during the loading scene before the match starts
- NET: Fixed client stuck in lobby after connecting if transitioning there while the match has moved on
- NET: More reliable buffered shots online (ex: during Selene's jump)
- NET: Fixed timing issues with rapid firing and lag
- NET: Fixed spectator views being stuck if replays are disabled
- GFX: Player color selections are preserved when rematching
- GFX: Yeti breath doesn't cause screenshake on impact
- GFX: Fixed incorrect shadows when shaking tall grass sprites
- GFX: Fixed mine cart particles sometimes shooting off the screen when shot perpendicularly
- GFX: Fixed ice bushes not leaving stumps behind
- GFX: Heroes won't continue their ability start animations if interrupted (stunned)
- GFX: Fixed sorting of markers (sometimes appearing under snow)
- SFX: A handful of audio cues were assigned to the wrong mixer busses
- SFX: Improved consistency and reliability of music fade outs between scenes
- GAME: Fixed slowdown caused by blast barriers appearing near certain other objects
- GAME: Some performance improvements
- GAME: Fixed revealer hiding players if it runs out after a round is over
- GAME: Fixed revealers slowly moving towards players if the game is paused
- GAME: Fixed pit beasts spawning on mine cart tracks
- GAME: Fixed hitboxes on some neon signs
- GAME: Fixed steam vents glitch when restarting particles
- GAME: Fixed powerup parachute boxes sometimes not showing up
- GAME: No respawn if there isn't enough time left (fixes sudden death issues)
- BOTS: Phoebe bot won't try and use her ability if she's on her own teleporter
- BEAST TAMER: Fixed beasts spawning and shaking when game is paused
- EPI: Fixed incorrect hitbox size for real Epi when ghost is active
- EPI: Fixed ability cooldown bar not showing up when ghost Epi is killed
- EPI: Ability cooldown bar should omit the spam window flashing time at the end
- EPI: Fixed real Epi dying if ghost Epi is hit by 2+ projectiles in the same frame
- EPI: Fixed real Epi not getting hit by a Cronus bomb if ghost Epi is in the same tile
- EPI: Fixed real Epi being pushed around if a player is bumped into that location
- EPI: Fixed inconsistent knockback distance of ghost shots (should be 1 tile max)
- CARMEN: Can't place a block where a ghost Epi is standing
- CARMEN: Fixed spam cooldown when attempting to build in invalid locations
- PHOEBE: Fixed being able to teleport into real Epi when ghost Epi is out
- CRONUS: Fixed running in place if you bump a wall while deploying the target
- CRONUS: Fixed bombs not clearing out sand piles
- CRONUS: Fixed edge case leaving a target on the host's side if a client spams ability
- PROTEUS: Fixed scanner drone beam FX continuing to play when game is paused
- IRIS: Fixed dash distance and spam window calculations when she is slowed
- IRIS: Fixed collection of powerups that are between 2 teleporters while dashing
- RONIN: Fixed being able to slash shots behind him
Invisigun Heroes will be at Minefaire this weekend, April 13th-14th at the Los Angeles Convention Center. Come chat with us in the indie game section, enjoy some intense multiplayer battles, and get a sneak peek at the new content on the way later this year. Hope to see you there!
https://youtu.be/wjYl0wN18T8 I'm overjoyed to finally be able to discuss everything that's in been development - but secret - for the past year. This spring (release date TBD), Invisigun Heroes will launch on consoles (Switch, PS4, Xbox One), with a massive amount of new content. The update will go live for all desktop players at the same time. Many more details will emerge in the near future, but here's a quick overview of the new content:
- The Hero's Journey: This brand new single player campaign presents you with a challenging set of puzzle rooms for every hero that culminate in a boss fight. The rooms and boss will require that particular hero's ability to solve, and they provide a ton of offline content to enjoy while at the same time better preparing you for multiplayer strategies.
- 3 New Heroes: Completing the new single player journeys will unlock the new heroes: Zephyr, Djaan-Khe, and Violet. The specifics of their identities and abilities are still a surprise.
- Unlockables: Completing the journeys will also earn you a brand new shot style you can choose when selecting heroes. The rooms also have collectible microchips that provide an additional challenge on top of just completing it, and picking them up will unlock more and more scoreboard emotes for use in multiplayer battles.
To commemorate such a joyous occasion and the 2-year anniversary of Invisigun's desktop launch, it's 50% off for the next two weeks - and all the content above is on the way for free!
Greetings! This latest patch is all about bug fixes and some big performance gains (if for some reason your computer was struggling to handle it). There are also two new relay servers regions added for non-direct fallback connections: Russia (Moscow), and Russia East (Khabarovsk). There is a huge amount of new content that is very far along, but is still a secret. I promise I'll be able to reveal it soon! As usual, you can always keep up to date with what's coming down the pipe for the next patch here: http://www.sombr.com/pub/SIG/changelog/
New
- NET: Added server region: Russia (Moscow)
- NET: Added server region: Russia, East (Khabarovsk)
Updates
- Performance improvements across the board
- UI: Added a status indicator icon when players are slowed
- GAME: Carrier now bounces off walls
- GAME: Carrier is affected by conveyor belts
- GAME: Proximity doors jammed-open time reduced from 15s to 10s
- AETHER: Pound will affect the carrier
- SELENE: Slight effect added when double and triple jumping
- IRIS: Ability boost changed to leave a trail of fire behind her dashes
Fixes
- IRIS: Fixed an issue that could occasionally cause Iris to overshoot her dash target by a hair (and bump)
- IRIS: Fixed collision issues when dashing into mine carts
- EPI: Fixed hidden indicator for replays and specators when ghost Epi is inside igloos
- UI: Fixed Steam nickname not showing up if host chooses a hero before clients join
- UI: Fixed initial value of planet progress in challenge setup
- UI: Fixed match information not updating in local match lobbies when changing settings
- UI: Hero profile demos will auto correct if they mess up due to framerate or performance issues
- UI: Fixed black screen after dialog dismissal when an online match fails to be created
- UI: Instant replay text is dismissed when skipped quickly
- NET: Fixed unresponsive lobby if a host recreates a match after being disconnected
- GFX: Fixed pixel misalignment sprite wall seams on a bunch of map borders
- GFX: Fixed frozen hero sprites when running while firing
- GAME: Fixed issue where players could occasionally get momentarily stuck against a tile
- GAME: Fixed potential for embers to spawn while the match is not active
- GAME: Fixed meteor falling / impacts while the match is not active
- GAME: Fixed up some mine cart interactions with Iris' dash
- Triple Trouble: Fixed missing center tile for zone control
The latest patch is now live, with a pretty massive changelog! While most of you will care most about the new features, I'd definitely encourage you to check out all the other updates and fixes. Most notably, you can now edit the match settings without having to leave the player lobby, which should help you keep your group together online. This patch also tremendously improves initial network connections when creating and joining online matches, and a bunch of surrounding edge cases. Alright, on to the shiny stuff!
Ability Boost
Ability Boost is a hero-centric powerup that affects each character in a unique way. It's now more important than ever to pay attention to what powerups your opponents have picked up, because Ability Boost can really shake up the match dynamics.
Emotes
If you die in a round and other players are still battling out, you can pass the time by choosing a quick emote to display on the scoreboard UI. When the round is over, your chosen emote will also show up over your hero's remains on the battlefield. Stay tuned for many more emoticons to come in future updates!
Dualshock 4 Lights
Self-explanatory. This was pretty satisfying to add. :)
New
- New powerup: Ability Boost
- UI: You can choose an emoji to display on the scoreboard after you die
- UI: You can now edit the match settings without leaving the lobby!
- UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac)
- NET: Online matches will auto start from the lobby after 30s of inactivity
- NET: All matches will auto return to the lobby after 30s of post-match inactivity
Updates
- Land Grab: Markers appear a little bit faster when you've reached a tile
- NET: Better selection of open UDP ports
- NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online
- UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact)
- UI: Better render texture selection for screen recording depending on platform
- UI: Loading indicator in lobby shows when match is preparing to start
- UI: Most menus and options now wrap vertically and horizontally when navigating
- UI: Map selectors show an indicator for how many maps there are & which you are on
- UI: Updated Cerebrus planet look
- UI: Unified lobby actions menu and start match behavior / inputs
- UI: Hero profile demos updated; some have a second player to show ability interactions
- GAME: Improved handling to protect against saved data corruption
- SFX: Increased buffer for simultaneous replay audio cues (less dropped replay SFX)
Fixes
- EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock
- EPI: Fixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug)
- RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped)
- SELENE: Fixed Selene leaving soot footprints even if jumping over Cronus' bomb impact tiles
- GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real)
- GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled (for real)
- UI: Some localization fixes for button labels
- UI: Fixed being able to navigate to the title screen bulletin items even if they aren't visible
- UI: Fixed cooldown indicator errors if pausing and resuming before ever having spammed abilities
- UI: Fixed some display issues with hidden indicators in replays
- UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc)
- UI: Partial GIF files are deleted if the export process is canceled
- UI: Fixed different spectator modes visibility in time delayed situations
- UI: Fixed fade-in on tips screen
- UI: Fixed copyright date
- UI: Potential fix for instant replay starting too soon, overlapping the "Match Over" message
- UI: Some Italian localization corrections and updates
- NET: Game doesn't soft-lock on catastrophic network transport layer failures
- NET: Fixed edge case that could leave a client in a joining state while the match is being delisted
- NET: Fixed potential for online lobbies to fail to continue after playing local matches
- NET: Fixed LAN matches not broadcasting for local network discovery after multiple match sessions
- NET: Fixed LAN match joining
- NET: More reliable LAN broadcasting and discovery
- NET: Removed duplicate LAN match listings due to multiple network interface broadcasts
- NET: Fixed LAN matches counting as online matches in stats
- NET: Fixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown
- NET: Fixed an issue that could cause some matches to not properly list and delist from the matchmaker
This is mostly a maintenance update with a bunch of quality-of-life improvements and bug fixes, but there is also a whole new map thanks to a community Cartographer. Enjoy the new Cerebrus map: Chaos Pit.
There is so much in development for the game at the moment, and it's extremely difficult to refrain from spilling the beans on everything. You can trust me that there will be some big announcements in the coming months!
New
- New Cerebrus map: Chaos Pit
Updates
- SYSTEM: This update will require DirectX 11 or OpenGL on Windows (DirectX 9 won't be supported)
- GAME: Player visibility time after using their ability now includes the brief spam window time
- UI: Ability recharge bar flashes during the short post-cooldown spam window time
- UI: Game base resolution changed from 484x272 to 480x270 (resolution preferences will be reset)
- UI: Some Chinese localization edits
- UI: Improved progress scene performance
- UI: Optimized screen fading transitions
- UI: When exiting the lobby, you can choose to go back to match setup or the title screen
Fixes
- EPI: Fixed edge case that could cause ghost Epi's position to be out of sync online
- GAME: Fixed edge case that could cause a downward spiral if save data is corrupt
- GAME: Cronus bombs' soot shouldn't affect players with Silent Steps
- GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them
- UI: Fixed error that prevented all victory phrases from showing up (custom or default)
- UI: Fixed loss of UI focus if spamming save/cancel buttons in options sub panels
- UI: Fixed timing edge case that could cause the cooldown indicator to not show online
- UI: Fixed edge case that could leave a dialog box onscreen
- NET: Fixed edge case that leaves the client in lobby-limbo if the host disconnects
- NET: Fixed remote clients not skipping tips screen when playing consecutive online matches
- NET: Handled some edge cases when there is no internet connection present
I'm excited to announce that Invisigun was accepted into the MIX indie section for EVO 2018! If you're going to be at EVO, or happen to be in Las Vegas / Mandalay Bay next week, stop by the booth and say hello. There's going to be a solid selection of awesome indie games to try out, so I hope to see some of you there.
More information...
I'm happy to add French and Chinese to the supported languages (see your options screen), thanks to the excellent hard work and attention to detail from Jean Serfati and Kai Shao. That brings the supported languages up to 6 as these two new additions join English, Japanese, Spanish, and Italian. It's exciting to welcome in a new group of players. :)
To celebrate, enjoy the 35% off sale for a limited time!
While there are major things in the works for Invisigun, I still can't announce any details just yet. However this patch also brings a few more updates and bug fixes. Thanks to the Discord community (discord.gg/invisigun) for continuing to post suggestions and report any issues.
New
- New localization: French
- New localization: Chinese
- UI: Language selector is presented on first launch
- UI: Some title screen layout adjustments for localization (complete reskin later)
Updates
- CRONUS: Finally has a unique victory pose (like the rest of the cast)
Fixes
- GAME: GIF export files are properly closed when canceling
- GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled
- GAME: Fixed not being able to split shots on clients if projectile is already destroyed on the host
- GAME: Fixed possibility for two projectiles to create a blast barrier instead of hitting objects
- GAME: Fixed missing left ember spawner on The Catacombs
- GAME: Random map is refreshed when returning to the lobby from a match
- GFX: Fixed the tint of Epi's ghost in his victory pose
- UI: Fixed sorting of UI dialogs when in-match
- UI: Fixed resolution "free" label value change when changing languages
- UI: "Keyboard" is now properly localized on player selectors
- UI: Fixed potential for game to stall if localized text parsing fails in some edge cases
- UI: Better spacing in GIF end cards for multi-line Steam usernames
- UI: Fixed Connect button being selected after removing IP digits using the GUI
- UI: Various minor layout fixes for different locales
- UI Fixed ready up indicator minor scaling issues
- AUDIO: Fixed replays always playing SFX at max volume
- EPI: Fixed ghost Epi getting hit instead of real Epi if standing in the same spot
This update is all about customization and tailoring things to your own preferences!
Custom Colors
While you could previously set your 4-color palette in options, you can now very easily switch your hero's color in the lobby by pressing down to cycle through all the colors.
Powerup Toggles
In Match Setup, you can now edit the list of powerups that can drop during the match. Standard tournament play should have all of them enabled, but for your own matches feel free to change it up!
Better GIFs
GIFs got a major overhaul for this patch. Aside from fixing some export issues for high-refresh rate monitors and high framerate PCs, they now export way faster for everyone. And the best part - there's a fancy custom end card showing your Steam name, the date of the GIF, and the winning hero for that replay. I'd love to see players from all over tweet their GIFs tagged #Invisigun. :)
Hero Balance Updates
As always, there are some hero tweaks as the result of the past few months of play, tournament analysis, and feedback from the community. Here are the most significant: PROTEUS: Reducing the drone's pulse count to 2 made Proteus less viable and not able to capitalize in too many situations. Reverting it back to 3 puts him back in the competitive lineup. CRONUS: He was just on the verge of having a difficult time controlling area, so a very slight increase in bomb drop speed (10 units/s to 12 units/s) was needed. CARMEN: She was simply able to fortify too easily, and upkeep of her fort was too easy compared to the work needed by foes to chip away at it. For this reason, her simultaneous blocks has been reduced from 3 to 2, spam detection window increased very slightly (0.5s to 0.75s), and bumps to remove reflection reduced (5 to 3). PHOEBE: A simple change, but Phoebe can't teleport again instantly after teleporting. This shouldn't affect her gameplan too much, but prevents an abusive edge case situation. RONIN: He had very little risk to spam slashes while baiting and collecting shots in open lanes. For this reason, his spam count was reduced from 3 to 2 before he has a cooldown.
Full Patch Notes
This update is actually pretty massive, and aside from the main new features, there are tons of bug fixes (many of which should be much appreciated by the community), and quality of life updates. It's even more rock solid and many situations have been fixed, especially for online play and situations affected by latency. Here's the complete list:
New
- UI: Player colors are changeable in the lobby for the match
- UI: Available powerups can be customized in match setup
- UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name
Updates
- PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2
- CRONUS: Bomb drop speed increased from 10 to 12
- CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5
- CARMEN: Max simultaneous blocks reduced from 3 to 2
- CARMEN: Spam detection time window increased from 0.5s to 0.75s after placing a block
- PHOEBE: Phoebe can't teleport back for 0.25s after teleporting
- RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets in
- GAME: Guardians deploy from powerup pickup position
- GAME: Land Grab default time limit reduced from 150s to 90s
- GAME: Birds will scatter from Aether's pound and Cronus' bombs
- GAME: More heroes can reliably buffer the next shot during their ability
- NET: Host join key is persistent for the entire game session if the region is the same
- NET: Last client join key used is saved for the session
- UI: Guardian shows an indicator over targeted players when they are visible
- UI: Title & Invisigun electricity FX don't continue forever
- UI: Initial player choice is consistent (always begins on Selene)
- UI: Custom phrases show an indicator on the victory phrase dialog
- UI: Changed training pause label from "Exit" to "Menu"
- UI: Updated victory phrase character presentation
- UI: Lobby hero selectors show a loading spinner until they're ready for input
- UI: Improved some powerup icons
- UI: Added some icons to options buttons
- UI: Smoother and more accurate replays and exported GIFs
- UI: Even faster animated GIF exporting
- UI: Replay GIFs show connection strength for online matches
- UI: Better mini powerup icons on the scoreboard
- SFX: Updated map loading audio cue
- GFX: Power shots have a subtle animation on the front of the projectile
- GFX: Softer rolloff for lighting fx
Map Updates
- The Conundrum: layout adjustments
- Polar Express: minor tile swap, fewer ember spawns from the edges
Fixes
- CARRIER: Fixed some bumping and positioning issues
- SELENE: Selene can't evade scanner drone detection by jumping anymore
- SELENE: Fixed not being able to buffer a shot after a double jump
- CRONUS: Fixed issues with bomb trail timings when the game is paused
- CRONUS: Fixed drop target stopping when bringing up the match menu during an online game
- CRONUS: Fixed soot tracks sometimes showing up where a player was before stepping into soot
- PHOEBE: Fixed proper destruction of projectiles teleported under mine carts
- PHOEBE: Added some failsafe checks to prevent Phoebe getting shot immediately after teleporting online
- PHOEBE: Potential fix for getting shot right after teleporting online
- EPI: Fixed real Epi disappearing from spectator view & replays while ghost Epi is teleporting
- EPI: Fixed possibility for remote client Epi to teleport to ghost's position on button mash
- EPI: Fixed ghost Epi not leaving soot prints from Cronus' bombs
- IRIS: More accurate powerup pickups while dashing online
- IRIS: Fixed occasional failure for client dashes to work properly on remote connections
- IRIS: Fixed occasional inability to dash through proximity doors
- RONIN: Fixed some slash FX not showing up for remote clients
- GAME: Fixed incorrect bot showing victory pose
- GAME: Guardians could destroy the wrong shots if the original target was already destroyed
- GAME: Fixed potential for mine carts to get stuck against some rocks
- GAME: Fixed conveyor belt speed and player positioning due to physics timestep changes
- GAME: Potential fix for projectiles sometimes stalling
- GAME: Powerups don't repeatedly drop while the match is inactive
- GAME: Fixed potential for projectiles to sometimes ricochet in diagonal directions
- GAME: Fixed potential for two orthogonal projectiles to sometimes create diagonal cluster bombs
- GAME: Fixed players not being able to get hit by their own split shots
- GAME: Fixed players being invulnerable to their own cluster shots
- GAME: Improved accuracy of cluster bomb spawn location
- GAME: Fix for hitting your own resisted shots if walking into them with lag
- GAME: Fixed an issue causing short stun times canceling existing, longer stun times
- GAME: Fixed occasional possibility for players to be invisible during respawns or round resets
- UI: Navigating back from Match Setup after arriving from Host a Match returns to Join Scene
- UI: Fixed incorrect "up" controller label on player selectors in lobby
- UI: Fixed traning pause menu input label when switching between keyboard and controllers
- UI: Fixed spectator replay controls when switching between keyboard and controllers
- UI: Fixed flickering UI elements on instant replay following export of GIF
- UI: Fixed erratic replay lengths, playback, timing and GIF exports depending on device specs
The v1.6.25 patch is now live! Aside from plenty of bug fixes, the most notable tweaks include changes to Cronus and Proteus to bring them more in balance to the rest of cast, and some quality of life UI improvements. To round it off, check out the 3 all new Cerebrus maps created by community Cartographers, and enjoy 100% Italian localization!
New
- Localization: Italian
- New Cerebrus map: Summit
- New Cerebrus map: Yinyang
- New Cerebrus map: Polar Express
Updates
- CRONUS: Bombs no longer show nearby player indicator
- CRONUS: Bomb impact area powers up the longer the target is left out
- CRONUS: Bombs briefly show the impact area when a target is marked
- PROTEUS: Scanner drone shocks tagged players 2 times instead of 3
- PROTEUS: Scanner drone re-deploy cooldown also applies to self-destruction
- UI: Simplified lobby host info; better readability and presentation
- UI: "Join Code" is now known as a "Join Key"
- UI: Post-round scoreboard shows Steam nicknames
- UI: Post-match stats table headers changed to icons for localization space
- UI: Reduced controller vibration in some UI scenes
- GFX: Better tile transitions in maps with very different adjacent surface types
- GFX: Improved Selene's victory pose sprite
Fixes
- CRONUS: Fixed an issue where the center bomb tiles spawned simultaneously instead of staggered
- CRONUS: Fixed bomb trails damaging scanner drones by touching their scan radius
- GAME: Fixed revealer carrying over to the next round
- CARRIER: Fixed carrier ball interactions while players are teleporting
- UI: Fixed being able to quickly back out of scenes while they are transitioning in
- UI: Fixed "Player Disconnected" popups when remote clients try to join an active match
- UI: Fixed spam cooldown indicator still visible when a player dies
- UI: Fixed blank lobby region flag when joining a match in "ANY" region
- UI: Fixed flag icon showing in lobby when connected via IP
- UI: Long controller names are truncated in lobby player selectors
- GFX: Fixed pit beasts sorting issues with sand piles
- GFX: Fixed y-sorting of Beast Tamer coins
- GFX: Fixed y-sorting of some fence posts on Ice Prison
- GFX: Fixed map objects showing proper bump FX over network
- SFX: Fixed music fade out when exiting challenge mode
The v1.6.25 patch is now live! Aside from plenty of bug fixes, the most notable tweaks include changes to Cronus and Proteus to bring them more in balance to the rest of cast, and some quality of life UI improvements. To round it off, check out the 3 all new Cerebrus maps created by community Cartographers, and enjoy 100% Italian localization!
New
- Localization: Italian
- New Cerebrus map: Summit
- New Cerebrus map: Yinyang
- New Cerebrus map: Polar Express
Updates
- CRONUS: Bombs no longer show nearby player indicator
- CRONUS: Bomb impact area powers up the longer the target is left out
- CRONUS: Bombs briefly show the impact area when a target is marked
- PROTEUS: Scanner drone shocks tagged players 2 times instead of 3
- PROTEUS: Scanner drone re-deploy cooldown also applies to self-destruction
- UI: Simplified lobby host info; better readability and presentation
- UI: "Join Code" is now known as a "Join Key"
- UI: Post-round scoreboard shows Steam nicknames
- UI: Post-match stats table headers changed to icons for localization space
- UI: Reduced controller vibration in some UI scenes
- GFX: Better tile transitions in maps with very different adjacent surface types
- GFX: Improved Selene's victory pose sprite
Fixes
- CRONUS: Fixed an issue where the center bomb tiles spawned simultaneously instead of staggered
- CRONUS: Fixed bomb trails damaging scanner drones by touching their scan radius
- GAME: Fixed revealer carrying over to the next round
- CARRIER: Fixed carrier ball interactions while players are teleporting
- UI: Fixed being able to quickly back out of scenes while they are transitioning in
- UI: Fixed "Player Disconnected" popups when remote clients try to join an active match
- UI: Fixed spam cooldown indicator still visible when a player dies
- UI: Fixed blank lobby region flag when joining a match in "ANY" region
- UI: Fixed flag icon showing in lobby when connected via IP
- UI: Long controller names are truncated in lobby player selectors
- GFX: Fixed pit beasts sorting issues with sand piles
- GFX: Fixed y-sorting of Beast Tamer coins
- GFX: Fixed y-sorting of some fence posts on Ice Prison
- GFX: Fixed map objects showing proper bump FX over network
- SFX: Fixed music fade out when exiting challenge mode
To celebrate the one-year anniversary of Invisigun Heroes' launch, it's on sale for a whopping 67% off for one week!
Online Tournament Tonight (2/8/2018)
Don't forget to join tonight's celebratory online tournament for fun & prizes. Signups are at 5:30pm (PST) and the tournament begins at 6:00pm (PST). For all the details, click here!
To celebrate the one-year anniversary of Invisigun Heroes' launch, it's on sale for a whopping 67% off for one week!
Online Tournament Tonight (2/8/2018)
Don't forget to join tonight's celebratory online tournament for fun & prizes. Signups are at 5:30pm (PST) and the tournament begins at 6:00pm (PST). For all the details, click here!
LA Tournament Tonight: Wednesday, February 7, 6pm - 10pm
If you're in the Los Angeles area, join us at Gallery Nucleus for a special one-year anniversary tournament with prizes including cash, art prints, pins, and soundtrack download codes! On the first Wednesday of every month, Gallery Nucleus hosts their Bits + Pieces gathering, and the tournament will be a part of that. It's free to the public, so come hang out and play games - including a wide assortment of tabletop. View the event info here.
v1.6.15 Update
This is mostly a maintenance & stability update with a solid amount of gameplay updates and bug fixes, but it does also include a new Cerebrus map. Enjoy!
New
- New Cerebrus map: Back to the Future
Updates
- RONIN: Slashed players will incur 0.25s of hard stun / push back, and 0.35s of soft stun
- PROTEUS: Scanner Drone won't continue to shock dead players
- PROTEUS: Next Scanner Drone has a 3s cooldown from the time the last was destroyed (if shot down)
- CRONUS: Drop target movement speed increased from 0.17s to 0.15s per tile
- CRONUS: Bomb hit time & lingering fire increased from 1s to 1.5s
- AETHER: Ground pound hit window is active for 0.25s instead of 1 frame
- GAME: Arx-515 teleporters are disabled for 1.25s while being used
- GAME: Reduced visibility time after firing from 0.75s to 0.5s
- GAME: Slightly reduced replay recording memory usage
- GAME: Improved presentation of players visible due to Revealer powerup
- GAME: Players are snapped to the nearest tile when firing perpendicular to movement
- GFX: Removed FX when revealer ends, which had the potential to reveal real Epi's position
- GFX: Clarified readability of some boundaries on Aqueduct
- GFX: Powerup parachute drops are slightly transparent until near the ground
- UI: Hero Profile demos properly show ability cooldown indicators
Fixes
- EPI: Fixed cluster shots from ghost Epi breaking shields
- CRONUS: Fixed target disappearing on clients after attempting a drop over a disallowed area
- CRONUS: Better drop target local simulation and feel for remote clients
- MAPS: Added missing fence posts around holes on Conundrum
- GAME: Slightly increased physics step rate to prevent some fast-moving collision misses
- GAME: Fixed bumping builder blocks destruction after the reflection shield is already gone
- GAME: Fixed potential to get shot in your original spot after teleporting online
- GFX: Fixed projectile collision visuals' positions due to high-speed physics
- GFX: Fixed projectile collision visuals' positions on network clients
- GFX: Fixed exported GIF speeds due to vsync differences
- UI: Fixed occasional disappearing in-match pause menu
- UI: Fixed Proteus hero profile demo
- UI: Fixed insane speed when changing controller setup types using analog sticks
- PREFS: custom config file will no longer be reset during updates (after this release)
- PREFS: custom config file has option to disable fullscreen FX for strobe-sensitive players
LA Tournament Tonight: Wednesday, February 7, 6pm - 10pm
If you're in the Los Angeles area, join us at Gallery Nucleus for a special one-year anniversary tournament with prizes including cash, art prints, pins, and soundtrack download codes! On the first Wednesday of every month, Gallery Nucleus hosts their Bits + Pieces gathering, and the tournament will be a part of that. It's free to the public, so come hang out and play games - including a wide assortment of tabletop. View the event info here.
v1.6.15 Update
This is mostly a maintenance & stability update with a solid amount of gameplay updates and bug fixes, but it does also include a new Cerebrus map. Enjoy!
New
- New Cerebrus map: Back to the Future
Updates
- RONIN: Slashed players will incur 0.25s of hard stun / push back, and 0.35s of soft stun
- PROTEUS: Scanner Drone won't continue to shock dead players
- PROTEUS: Next Scanner Drone has a 3s cooldown from the time the last was destroyed (if shot down)
- CRONUS: Drop target movement speed increased from 0.17s to 0.15s per tile
- CRONUS: Bomb hit time & lingering fire increased from 1s to 1.5s
- AETHER: Ground pound hit window is active for 0.25s instead of 1 frame
- GAME: Arx-515 teleporters are disabled for 1.25s while being used
- GAME: Reduced visibility time after firing from 0.75s to 0.5s
- GAME: Slightly reduced replay recording memory usage
- GAME: Improved presentation of players visible due to Revealer powerup
- GAME: Players are snapped to the nearest tile when firing perpendicular to movement
- GFX: Removed FX when revealer ends, which had the potential to reveal real Epi's position
- GFX: Clarified readability of some boundaries on Aqueduct
- GFX: Powerup parachute drops are slightly transparent until near the ground
- UI: Hero Profile demos properly show ability cooldown indicators
Fixes
- EPI: Fixed cluster shots from ghost Epi breaking shields
- CRONUS: Fixed target disappearing on clients after attempting a drop over a disallowed area
- CRONUS: Better drop target local simulation and feel for remote clients
- MAPS: Added missing fence posts around holes on Conundrum
- GAME: Slightly increased physics step rate to prevent some fast-moving collision misses
- GAME: Fixed bumping builder blocks destruction after the reflection shield is already gone
- GAME: Fixed potential to get shot in your original spot after teleporting online
- GFX: Fixed projectile collision visuals' positions due to high-speed physics
- GFX: Fixed projectile collision visuals' positions on network clients
- GFX: Fixed exported GIF speeds due to vsync differences
- UI: Fixed occasional disappearing in-match pause menu
- UI: Fixed Proteus hero profile demo
- UI: Fixed insane speed when changing controller setup types using analog sticks
- PREFS: custom config file will no longer be reset during updates (after this release)
- PREFS: custom config file has option to disable fullscreen FX for strobe-sensitive players
The Cronus Update is now live (v1.6.1), with perhaps the most exciting content addition so far: a brand new hero! With the new Bomber ability, you can deploy a moving target and lock it in to call in a lethal airstrike. Cronus is all about area denial, flushing out opponents, and flanking while they are preoccupied. Here's the full patch teaser:
https://www.youtube.com/watch?v=bKJIS1QdzQU
[quote]Addicted to military science, Cronus was a protégé of the great Tactical General Lunarra. "Keep your eyes on the skies, boys."[/quote]
In addition to a new hero, enjoy the new planet Cerebrus with 7 new maps! This planet contains maps created by Kickstarter backers who donated at the Cartographer tier, and they were allowed to freely mix and match pieces from different worlds. Expect a little zaniness.
Last but not least, the game is 100% localized for Latin American Spanish (ES-419). I'm looking forward to new cadets. :)
New
- New hero: Cronus
- New planet: Cerebrus (Kickstarter Cartographers' designs)
- New Cerebrus map: Temple Garden
- New Cerebrus map: Triple Trouble
- New Cerebrus map: The Four Seasons
- New Cerebrus map: Aqueduct
- New Cerebrus map: Ice Prison
- New Cerebrus map: Cold Storage
- New Cerebrus map: The Conundrum
- Localization: Spanish (Latin American, ES-419)
Updates
- UI: Added ability to change the game mode in the post-match menu
- UI: Improved map thumbnails (reflects game-lighting)
- UI: Time-based game modes modifier increment changed from 10s to 5s
- UI: Changed UI title font to support more localization glyphs
- GFX: Cluster bombs match their owner's color
Fixes
- UI: Fixed "FREE" resolution setting in windowed mode always reverting back to fixed sizes
- UI: Fixed resolution / bluriness when using Alt+Enter to toggle fullscreen
The Cronus Update is now live (v1.6.1), with perhaps the most exciting content addition so far: a brand new hero! With the new Bomber ability, you can deploy a moving target and lock it in to call in a lethal airstrike. Cronus is all about area denial, flushing out opponents, and flanking while they are preoccupied. Here's the full patch teaser:
https://www.youtube.com/watch?v=bKJIS1QdzQU
[quote]Addicted to military science, Cronus was a protg of the great Tactical General Lunarra. "Keep your eyes on the skies, boys."[/quote]
In addition to a new hero, enjoy the new planet Cerebrus with 7 new maps! This planet contains maps created by Kickstarter backers who donated at the Cartographer tier, and they were allowed to freely mix and match pieces from different worlds. Expect a little zaniness.
Last but not least, the game is 100% localized for Latin American Spanish (ES-419). I'm looking forward to new cadets. :)
New
- New hero: Cronus
- New planet: Cerebrus (Kickstarter Cartographers' designs)
- New Cerebrus map: Temple Garden
- New Cerebrus map: Triple Trouble
- New Cerebrus map: The Four Seasons
- New Cerebrus map: Aqueduct
- New Cerebrus map: Ice Prison
- New Cerebrus map: Cold Storage
- New Cerebrus map: The Conundrum
- Localization: Spanish (Latin American, ES-419)
Updates
- UI: Added ability to change the game mode in the post-match menu
- UI: Improved map thumbnails (reflects game-lighting)
- UI: Time-based game modes modifier increment changed from 10s to 5s
- UI: Changed UI title font to support more localization glyphs
- GFX: Cluster bombs match their owner's color
Fixes
- UI: Fixed "FREE" resolution setting in windowed mode always reverting back to fixed sizes
- UI: Fixed resolution / bluriness when using Alt+Enter to toggle fullscreen
In a few days, the Cronus update will drop - a brand new hero, the planet Cerebrus to house the new Kickstarter backer-created maps, and full Spanish localization! Stay tuned...
In a few days, the Cronus update will drop - a brand new hero, the planet Cerebrus to house the new Kickstarter backer-created maps, and full Spanish localization! Stay tuned...
Grab it now! This update includes 2 all new powerups (Cluster Shot & Guardian), as well as more game updates, fixes, and spooky content for this spooky season. Thanks to everyone for their continued feedback and support.
New Hero Coming Soon
The anticipated new hero is imminent. Stay tuned!
New
- New powerup: Cluster Shot
- New powerup: Guardian
Updates
- GAME: Blizzards vary in intensity, with max intensity slighty reduced
- MAPS: Adjusted Zone Control area on The Long Run
- GFX: Updated frozen player visuals
- GFX: More efficient pooling & performance for sprite trails (dash, jump, etc)
- SELENE: Added a subtle jump trail
- UI: Updated some sprites to reduce buzzing on contrast-sensitive monitors
- UI: Updated discord URL to the verified official address: discord.gg/invisigun
- UI: Minor update to Epi's character image
Fixes
- GAME: Fixed being able to act on an already-existing shot after picking up Split Shot
- GAME: Fixed resistance & diagonal shot interactions
- GAME: More reliable slow-motion timing for end-of-round moments
- AI: Fixed several path-finding errors for bots
- AI: Fixed bots staying in place momentarily while soft-stunned
- SELENE: Fixed buffered shots still firing when landing on another player
- RONIN: Slashing a player shouldn't remove their shield
- MAPS: Fixed asymmetrical issue on Snowergrown
The 1.5.50 patch is now live and the standout new feature is Steam friends support! This means that you can invite or join your friends to online matches, either directly through your Steam friends list, or within the game from the lobby menu. There is also better fallback handling for controllers and gamepads that aren't officially supported, so if your device didn't work before, chances are it will now.
As usual, there are plenty of balance changes as well to address the latest community feedback and input from high-level players. Aether has received the most notable changes, and is more cohesive and focused with care put into his risk/reward ratio. Here are the full patch notes:
New
- NET: Join & invite your Steam friends through the in-game lobby menu or Steam friends list
- GAME: Experimental fallback for unsupported controllers & generic USB gamepads
- GAME: Added an achievement for completing the training
- UI: Your Steam nickname will show at the top left of the title screen
- UI: New lobby chat message: "I'm going to spectate this match."
- PREFS: Set your own data export path in the "config.json" file in the game directory
Updates
- GAME: The shield is only lost when dealt actual damage (not via stuns, Yeti breath, etc)
- GAME: Lower chance of character repetition when choosing random heroes
- GAME: More obvious shocked/soft-stun effect and audio
- GAME: Bubble Suit removed
- NET: Online play requires the latest version if there's an update available
- AETHER: Aether is immobile for 0.3s after a ground pound
- AETHER: Aether's spam cooldown increased from 0.5s to 0.7s
- AETHER: Aether's pound has a circular radius of 2 units from his center
- AETHER: Pound hard stuns for 1.25s
- AETHER: Pound pushback force is uniform
- CARMEN: Destroyed block rubble remains for 3s instead of 0.5s
- PROTEUS: Tagged players are slowed more (multiplier changed from 0.65x to 0.45x)
- PROTEUS: The Scanner Drone can't be self-destroyed while pulse-revealing players
- IRIS: Spam allowed reduced from 3 to 2
- EPI: Epi has an ability cooldown of 2s if the ghost is killed (no self-imposed cooldown)
- UI: "Join Public Match" is now "Quick Match" with an icon update
- UI: Searching for a public match in "Any" region is faster
- UI: More fun title screen news
Fixes
- GAME: Fixed projectiles having no velocity if split while being reflected
- GAME: Fixed controller lockup in lobby when switching from previously chosen player slots
- GAME: Fixed perma-visibility after teleporting while revealed
- GAME: Fixed disappearing revealer if it's pursuing a teleporting player
- GAME: Fixed possibility that a Beast Tamer pit beast could spawn outside the map
- AETHER: Aether no longer gets stunned if walking into a player that he pounded
- EPI: Fixed real Epi teleporting to ghost Epi if inputs are triggered twice in a frame
- UI: Fixed some lobby UI initialization before an online match is created
- UI: Fixed edge cases that could cause a client to be stuck "waiting for host" in the lobby
- UI: Fixed pause menu "Return to Lobby" button for Challenge Mode
- UI: Fixed color & bloom values in field guide
I'm happy to announce that the latest patch is now live! There are many important balance changes, updates, improvements, and bug fixes contained here, so please peruse the full changelog below if you're interested in all the details.
New
- MAPS: New Nemoris map: The Orchard
- MAPS: New Glaciarii map: The Outpost
- MAPS: New Arx-515 map: The Nerve Center
- MAPS: New Arenae map: The Chasm
- MAPS: New Craterus map: The Catacombs
- UI: New lobby chat message: "Are you ready?"
- UI: New lobby chat message: "Waiting for more cadets..."
- UI: The scoreboard shows a progress bar while a player is waiting to respawn
- UI: Redesigned the battle mode select interface
- CARMEN: Destroyed builder blocks leave rubble for 0.5s that prevent new blocks in the same spot
Updates
- GAME: Base reload speed increased from 0.5s to 0.75s
- GAME: Resistance distance reduced from 5 to 4
- GAME: Reload Speed powerup stack increased from 2 to 3
- GAME: Updated death animation sprites to show Invisigun dropping
- GAME: Respawn time for respawn game modes scales up with player count (4s, 5s, 6s)
- GAME: Beast Tamer diameter increased from 3 tiles to 5 tiles
- GAME: Zone Control default time reduced from 60s to 45s
- NET: Split shots for laggy clients is more accurate to local projectile position
- NET: Reduced some bandwidth usage
- NET: Smoother player movement
- UI: Added new victory phrases from tournament winner (Scaltra)
- UI: Brightened player nicknames on scoreboard a little bit
- UI: Achievements earned scene can be skipped
- PROTEUS: Scanner drone movement speed increased from 6.5 to 7.5
- PROTEUS: Scanner debuff time increased from 1s to 1.5s
- PROTEUS: Scanner drone shock effects match debuff duration
- PROTEUS: Scanner drone does not stop moving when shocking tagged players
- EPI: Epi no longer fakes a step effect when toggling the ghost
- IRIS: Improved dash feel & visual smoothness online
- CARMEN: Bumping blocks 5 times also damages them instead of just removing the reflector
- AETHER: Projectiles in range are no longer damaged on the first windup frame
- GFX: More color variation in bird flocks
Map
- Updates
- The Great Hall: Removed 4 trigger walls to open up channels into the center
- Carte Blanche: Updated to have 2 carrier tokens at top & bottom centers
Fixes
- UI: Fixed some color tinting issues with hero images
- UI: Fixed cooldown indicator orientation for mirrored spectator rounds
- UI: Fixed initial scoreboard values in time-delayed spectator mode
- UI: Fixed time-delay icon showing up when there are no spectators
- GAME: Fixed carrier starting positions on Red Rob's Border
- GAME: Fixed carrier starting positions on Ring of Fire
- GAME: Fixed head start visibility when host is spectating
- GAME: Fixed stall if the round ended early while a host specator was in time delay
- GAME: Fixed carrier token positioning while teleporting
- GAME: Fixed zone colors being too washed out for bright color palette choices
- GAME: Fixed soft lockup if starting a public online match after exiting challenge mode
- PROTEUS: Fixed potential scanner drone movement due to nearby physics collisions
- PROTEUS: Fixed scanner drone targeting behaviour for tags that are out of bounds
- PROTEUS: Fixed edge case that could prevent drone destruction & cause double-shocking
- AETHER: Fixed windup FX staying onscreen in profile demo
- IRIS: Fixed dashing perpendicularly while moving between two tiles
- IRIS: Fixed sorting of dash trail
- IRIS: Fixed trim color tinting of dash trail sprites
- PHOEBE: Fixed sorting of portals and zone control effects
- AUDIO: Fixed chained audio events not compensating for spectator mirroring
- AUDIO: Fixed match over audio cue playing early for delayed spectator matches
- AUDIO: Fixed hard panning of audio cues at horizontal map boundaries
- SYSTEM: Added fallback handler for corrupt stats data
- SYSTEM: Added fallback handler for corrupt challenge data
It's time for another BIG patch, once again bringing more fixes, map adjustments, balance tweaks, and two huge new features: Spectator support and Streamer instance support. I'm extremely excited about these in particular because they allow for exciting and unique match perspectives for viewers of live streams.
Spectator Mode
Simply join a lobby and don't choose a hero, and you'll be spectating that match! Spectators can choose to view the game as the players do - but also through a new visibility mode that shows invisible players as silhouettes.
Streamer Instance
Activate the "eye" button on the title screen to launch a second copy of Invisigun alongside the first - and it has a completely unique set of preferences. Coupled with spectator mode, this lets you participate in matches in the first game while streaming a separate spectator copy for your viewers in the second game. Public matches are time-delayed to prevent abuse, while private matches are real-time. For an in-depth overview of a common streaming + spectating setup, check out LEmental's detailed overview here: http://steamcommunity.com/sharedfiles/filedetails/?id=1107056480 This hopefully opens up a whole new world of sharing the game's action with others, and I hope you enjoy the slew of other updates with the patch. Here's the full changelog:
New
- NET: Spectator mode with visibility options! Simply join a lobby without a hero.
- NET: Streamer mode lets you launch a 2nd game copy from the title screen with its own persistent preferences
- UI: Rock paper scissors added to the lobby chat messages :)
- UI: More game preferences are available in the match pause menu
- UI: More game preferences are available in the training pause menu
- UI: You can bring up the options/pause menu in online matches, but the match keeps running
Updates
- UI: Fullscreen and window sizes change immediately rather than after exiting options
- UI: Inputs are processed only if the game is in focus
- UI: Notice when instant replays begin
- UI: Miscellaneous UI presentation updates (logo, Invisigun)
- UI: Most vertical menus now wrap around when selecting items
- UI: Outlined some small labels for readability
- GFX: Hero profile demos show silhouettes for invisible players
- EPI: Real Epi matches the animations and facing direction of Ghost Epi 1:1
- GAME: Proximity doors shots to jam reduced from 4 to 3
- GAME: Proximity doors jam time increased from 8s to 15s
- MISC: Guest Edition preferences are separate from full edition - some prefs may be reset
Map Updates
- Pacmanesque: layout adjustments around the center
- Split Decision: reduced the size of the sand pits
- The Woods: positioning adjustments of boundary light shafts
- The Thicket: Side paths created along left and right borders
- Jungle Tomb: Entrances added to left and right edges of center
- Edward's Snowed In: Removed snow patches under bushes and blocks
- Carte Blanche: Removed top and bottom center mine carts
- Chamber of Time: Removed center light shafts at left and right boundaries
- X-Claim: Reversed polarity of two trigger walls to open up quadrant dynamics
- Crypt Creeper: Opened up area surrounding powerups a bit
- The Crate Divide: Opened up left and right channels a bit
- The Great Hall: Trigger switches add to top and bottom centers
- Dual Tracks: Moved spawn points out of the way of mine carts
- Red Rob's Border: Created nooks in the top and bottom center regions
Fixes
- UI: Fixed character images sometimes over-tinting in lobby selectors
- NET: Fixed timing edge case that could stall a match if a client disconnects
- EPI: Revealer will continue to reveal both Real and Ghost Epi for its duration
- IRIS: Fixed her dash trail sprites sometimes facing the wrong way
- AETHER: Fixed not being able to ground pound sand piles
- RONIN: Fixed not being able to slash sand piles
- PHOEBE: Fixed sorting of portal counter label with other objects
- MAPS: Fixed up some collision issues with neon signs on Arx-515 border walls
- MAPS: Fixed some doubled-up tiles on Crypt Creeper that caused extraneous bumping
- MISC: Much more efficient memory allocation of video buffers, less resource churn
- MISC: Fixed interaction between Split Shots and Resistance
- MISC: Firing when walking halfway off a portal will not cause you to teleport again
- GAME: Fixed shots not colliding with their owners after being resisted
The 1.4.11 update is now live! While this is mostly a maintenance update, there are a few notable things going on.
100% Linux
Linux users now have full online feature parity, which mostly means connections work properly when joining and hosting (for NAT traversal and/or relay servers). Also, a nasty black-screen bug for some Linux distributions when running in fullscreen is fixed. Thanks to all the Linux users for your patience, bug reports, and log files which helped tremendously!
Online sync fixes
Many positional and synchronization issues have been fixed when playing online, and this is especially noticeable at higher lag values. The last patch introduced a regression which unfortunately affected a lot of this, so it's all good now.
Bot improvements
The AI has been improved in many areas for bot traversal, navigation maps and pathfinding, decision making, and specific ability rules. Their development is an organic process, however, so I hope to continue to improve them with each future patch. Here's the full changelog:
New
- NET: You can search and join active LAN matches from the join menu
Updates
- BOTS: Phoebe is smarter about potentially teleporting a shot into herself
- UI: Added flag icons in region selections and lobby host info
- UI: Added locale icons in options
- UI: Some join UI layout adjustments
Fixes
- NET: Fixed online case where Phoebe could fail to drop a portal where she teleports from
- NET: Full online functionality restored on Linux, including NAT punch for direct connections
- NET: Fixed some online connectivity issues on all platforms
- NET: Fixed shots going through ghost Epi for remote players
- NET: Fixed player positioning sync issues online
- NET: Fixed some ability activations during teleportations with latency
- GFX: Fixed case that generated incorrect blast barrier colors
- GFX: Fixed black screen issue that occurs on some Linux configurations in fullscreen
- GFX: Fixed some y-sorting issues with training room tiles
- BOTS: bots properly navigate Arenae's changing trigger walls
- BOTS: bots properly navigate around mine carts
- BOTS: Carmen won't try placing blocks while inside an igloo
- BOTS: Proteus won't try deploying a drone while inside an igloo
- BOTS: Phoebe won't try and place a teleporter inside an igloo
- BOTS: Ronin won't try and slash Yeti breath
- UI: Fixed scene transitions when spamming back/exit
- AUDIO: Made metal surface footstep sounds more distinguishable from concrete
- MISC: Fixed possibility for blizzards to remain active into the next round
- MISC: Fixed scanner drone tags remaining in Proteus' profile demo
Full Japanese translation
Pleased to announce that Invisigun is now fully localized in Japanese as of the 1.4.5 update. Simply head into options and choose between "EN" and "JP" as your locale - no restart necessary. As more translation work gets underway, additional locales will be available in future patches. As always, full online play between regions is supported as your language preference has no bearing on your preferred network region.
35% off during the Summer Sale
Also don't forget to let your friends know that Invisigun's part of the Steam Summer Sale, and is 35% off for a limited time!
Here are the full release notes for version 1.4.5:
New
- Localization: Japanese
Updates
- Ping times displayed in the UI are clamped at maximum values
Fixes
- Fixed default values for some UI text labels
- Fixed handling of input during splash screen transitions
- Fixed replay rewind audio cue stacking up on repeat
- Epi does not flash when activating his ability
- Fixed chat indicators briefly showing when quickly exiting the lobby
- Fixed sorting issue with drone and blizzards
- Fixed fade out of blizzard audio when replays are finished
- Teleporters rewritten from scratch to address local & online issues
- Fixed issues with teleporting while stunned or soft stunned
- Fixed sorting issue with frozen players and powerups
- Fixed players sometimes getting bumped when adjacent to a frozen player
- Fixed positioning issues with frozen players and some collision edge cases
- Fixed positioning of Full Version lock icon in main menu for Guest Edition
- Fixed missing dust kickup FX while running & visible on clients
- Fixed pause menu audio cues playing during replays
- Reworked blizzard audio cue to fix some edge cases
- Fixed Ronin's slash hitting his own frozen block
- Improved keyboard input handling in join scene
- Improved input validation when typing in an IP address
- Fixed Epi teleporting if deactivating ghost while standing on a teleporter
- Fixed pit beasts not receding from an adjacent Epi that has a ghost out
After a long period of hard work, I'm happy to release the 1.4 patch. The primary focus of the patch was to balance some abilities, but there are a slew of bug fixes and some cool new features as well!
Customizable color palette
- Custom Colors: In the options screen, you can specify a custom set of 4 colors used by the players and all in-game effects (shots, disturbances, etc). These are local-only, so each client can specify and see their own preferred color palette. This is the first step towards better accessibility for color blind players, and in future updates I'll be working to ensure that viable color combos exist for the most common types of color blindness.
Ability balance changes
- Aether: Aether's spam cooldown was slightly increased, and it appears after his first ground pound now instead of after two. It was previously too easy for Aether to pound twice with little-to-no escape options for the opponent, and this rewarded abusing his ability.
- Selene: Selene's jump time has been slightly increased. Since she is invulnerable during her jumps, she would quite easily be able to avoid incoming fire without enough time for opponents to react to poorly-timed leaps. While the adjustment is slight (0.1s longer), it makes a difference in many situations.
- Phoebe: While Phoebe is versatile she was somewhat balanced already. However, she could technically avoid dangerous situations infinitely, with no penalty, if she chose. While this didn't guarantee victory, it did mean that she could create stalemates until she decided to engage. The new limit of 3 teleports per portal ensures that she has to strategically place a new portal after using it a few times. Note that this doesn't apply to teleporting shots - that is still unlimited.
- Proteus: Proteus' previous iteration had many issues, but what stood out in particular was the high versatility, lack of focus/identity, and overlap with Aether's ability. The drone could previously be used as a moving shield, a tracking revealer, and a mobile ground pound. While he wasn't exactly overpowered, it was too easy to abuse this versatility in many situations. The new Proteus design solves these issues and provides a more cohesive, fun, and unique ability that concentrates on the core of revealing opponents.
Balance Changes
- Proteus: Drone reworked from the ground up
- Proteus: Drone deployment time reduced from 0.4s to 0.25s
- Proteus: Drone no longer automatically follows targets
- Proteus: Drone reveals, slows, and tags players in range
- Proteus: Drone provides distance and direction indicators on any tagged players
- Proteus: Activating again will reveal & slow tagged players 3 times in a pulse
- Aether: Activations before cooldown reduced from 2 to 1
- Aether: Cooldown increased from 0.375s to 0.5s
- Phoebe: Can teleport 3 times, then the portal is destroyed and must be re-created
- Selene: Jump time increased from 0.5s to 0.6s
New
- Choose your own character color palette in options
- New controller support: Hori Fighting Commander 4 (Mac, Windows)
- The options menu item shows an icon when it has new features
- Lobby shows indicators when remote players are choosing a chat message
Updates
- Security camera behavior improvement (prioritize new targets based on motion)
- Security cameras track players slightly faster
- Clarified shorthand units in the UI (like "s" for seconds)
- Improved meteor trail visuals
- You can quickly scroll through chat message selections by holding down the input
- Scanner Drone trim matches owner's color
- Run speed initial multiplier reduced from 1.4 to 1.35
- Slightly adjusted ambient SFX compression during loud sounds
- Updated scanner drone radius visuals
- Added dev footnote to Sombr Studio splash screen
- Tall weeds no longer slow down projectiles
- Tall weeds rustle audio cue is at a lower volume when caused by projectiles
- Adjusted options menu layout
- Windowed resolution shows the actual sizes in options
- Updated scanner drone audio cues
- Security camera detection radius reduced to the immediate 8 surrounding tiles
Fixes
- Fixed replay indicators showing up for dead players inside igloos
- Fixed meteor drop speed compensation for frame rate
- Complete sorting pass for everything in the game
- Fixed code reflection error causing some log spam
- Fixed ground pound damaging objects with trigger radii
- Fixed proximity gate activation by bumping into an object adjacent to it
- Fixed particles initialization issue with projectiles
- Fixed failure to focus and remap keyboard layout controls in options
- Fixed destruction of meteor particle trails on impact
- Fixed post-match UI focus for Guest Edition hosts
- Fixed Epi with Silent Steps making a fake step when toggling the Ghost
- Fixed post-match map selection after a specific map is chosen from all planets
- Selene is still tracked by a scanner drone while she is airborne
- Fixed instances of deactivating the Ghost revealing Epi
- Fixed bot information on player selectors while bots are joining
- Fixed edge case that could sometimes prevent step FX from showing up
- Fixed bounds check on statistics
- Fixed shorter stun situations overriding pre-existing longer stun situations
- Fixed possibility for players to push through each other after repetitive bumps
- Fixed Bubble Shield incorrectly preventing soft-stun in non-bump situations
- Fixed remote clients being able to spam the ready input before a round
- Fixed cases where bots could still fire while frozen
- Fixed case where the wrong bot could sometimes earn a point in Challenge Mode
- Fixed cold breath effects vertical position on Glaciarii maps
- Fixed some UI text layout issues with menu items
- Fixed animated spinner graphic in post-match waiting-for-host UI
Version 1.3.14 is now live with 2 new powerups: Bubble Suit and Resistance. There's a bunch of other updates and fixes to come along with this, so please enjoy these lengthy patch notes. Have fun! :)
New
- New powerup: Bubble Suit
- New powerup: Resistance
- Connection strength indicators added to player lobby
- New player lobby UI layout
Updates
- Credits music track updated to match final release
- Removed "Exporting replay" net message
- 'custom_phrases.txt' is now stored in ~/Invisigun Heroes/
- Custom phrases has its own options panel with more clear instructions
- SFX adjustments in options plays shot sound for reference
- Any player can export a replay GIF (not just the winner)
- Replay is viewable during GIF export
- Removed Ability Recharge powerup (unbalanced)
- Pressing submit again will locally dismiss your lobby message right away
- Split shot is limited to a stock count on pickup, but stacks with no cap
- Base resolution changed to match aspect ratio of 16:9 (screen options will be reset)
- Better sprite sorting for composite objects (powerups, security cameras, minecarts)
- Builder blocks at spawn positions will be destroyed if a player respawns into them
- Added version update warning when hosting a match
- Run speed initial multipler increased from 1.25 to 1.4
- Run speed max multiplier increased from 1.5 to 1.65
Fixes
- GE: Fixed some options resetting when returning to match setup (bots, etc)
- Text indicating bots will join only show up on appropriate number of lobby slots
- Fixed respawning of final sudden death players that are dead when it starts
- Fixed NAT punchthrough for direct online connections with Mac hosts
- Fixed some pixel scaling artifacts on ready indicators
- Ping calculations and connection strength UI are finally fixed!
- Fixed UI transition issue in Field Guide when spamming Back button
- Fixed issue preventing Selene from double-jumping in close proximity to a projectile
- Fixed pausing & resuming of some long sounds when the game is paused
- Fixed slow down / speed up replay input labels for keyboard players
- Fixed real Epi getting hit by Yeti breath and ghost Epi shots
- Fixed Aether's windup effect playing when he's inside an igloo
- Fixed a few igloo sprite clipping issues
- Fixed dismissing a dialog in lobby also applying input to player selectors right after
- Fixed shield appearing for a single frame when activating Ghost Epi
- Fixed input spamming issues with lobby chat messages
- Fixed Epi visibility when disabling Ghost during lightning
- Fixed real Epi's shield showing up for one frame when visible Ghost is deactivated
- Fixed real Epi being revealed if deactivating a Ghost under a Scanner Drone
- Fixed lobby chat messages sometimes not hiding
- Fixed replay hidden indicators inside igloos when players are visible
- Fixed ready indicator UI glitch on initial visibility
- Fixed builder block creation audio cue inadvertently playing in some cases
- Fixed network port resetting to 7777 for IP games after playing matchmaker games
I've been working hard since the last release on a ton of updates, including some exciting community-focused features. Thanks to everyone who offered suggestions and helped with the ongoing alpha tests!
FREE Guest Edition
I'm happy to announce that a FREE Guest Edition download of Invisigun Heroes is now available for a limited time. GE players can host and join matches, including playing with friends who own the full version. Some features and content are limited to the full version, but there has never been an easier way to try the game and join your buddies.
4-pack discount
Invisigun Heroes is now available on the Humble Store in both standalone and a discounted 4-pack, which is essentially buy-3-get-1-free. Combined with the free Guest Edition, it's a great time to try everything out with a group of friends.
Official soundtrack released
The official soundtrack by Paper Sound is finally released! If you are a Kickstarter backer at the reward tiers that included the OST, your download codes have already been sent out. If you are new to the game, enjoy the pulsing ambient soundtrack that you've come to love in the game with high quality, 24-bit masters.
v1.3.0 update
Along with all of this goodness, version 1.3.0 is now live. Featuring 5 all new maps, this is a big update that also includes a huge list of balance updates and bug fixes. Many online and networking edge-cases have been fixed for a much more polished experience. Thanks everyone, and have fun!
New
- New: Guest Edition lets your friends play free
- Send pop up chat messages in the player lobby
- New Craterus map: Dual Tracks
- New Arenae map: The Great Hall
- New Nemoris map: Jungle Tomb
- New Glaciarii map: Snow Chute
- New Arx-515 map: Vomitron
- Added a master volume audio option
- Master volume for new installations is set to 70%
- Master volume can be adjusted in training & match pause menus
Updates
- Conveyor belts have a new metal footstep surface sound
- Tall weeds will slow projectiles
- Survival defaults to 4 rounds instead of 5
- Challenge mode is 2, 3, and 4 rounds for Easy, Medium, and Hard respectively
- Updated credits scene music track to final OST version
- Updated some credits
- Instant replays have a "Visible Replay" label
- Player lobby selections are made using the Fire button only
- Epi's ghost shot stun reduced from 0.35s to 0.2s
- With a Shield powerup, hard stun time is reduced from 0.33s to 0s
- Steam vents have a metal footstep sound
- Added random planet selection UI transition in match setup
- Clarified input controls displayed on lobby player selectors
- Reduced music volume default mix to 80% for new installs
- Adjusted UI transition audio blips
- More dynamic and flexible news tidbits on the title screen
- Updated the random planet & random map icon
- Instant replays show the game version
- Random map shows the set size in the player lobby
Fixes
- Fixed weeds not interacting with projectiles on clients
- Fixed missing shield indicator on real Epi with active ghost Epi
- Fixed real Epi with shield dying on projectile impact with active ghost Epi
- Fixed Ronin slashing real Epi having no effects aside from deactivating ghost Epi
- Fixed missing zone on Snow Country for Cold Men
- Fixed double selection arrows on map selectors when random is chosen
- Fixed some pixel-scaling issues with popcorn text and ready indicators
- FIxed missing mine cart tracks near lava on Firewall
- Updated Rewired input manager to 1.0.0.112
- Fixed audio spatialization of trigger walls and meteors in Field Guide
- Fixed general dialog box focus issues
- Fixed post-match disconnection dialog focus on client when host disconnects
- Fixed disconnection state if client has no players when the match starts
- Fixed client stuck in joining state when host has disconnected at the same time
- Fixed proper client disconnection if moving into lobby as host moves on to match
- Fixed conveyor belts sometimes playing improper footstep surface sound
- Fixed players getting stuck on teleporters after teleporting with laggy connections
- Fixed empty in-game changelog
- Fixed an issue that could affect saving and loading of external data files
- Fixed y-sorting issues with a lot of small effects (dust puffs, etc)
- Fixed footstep sound inconsistency on mine cart tracks
- Some minor Field Guide description edits
- Fixed possibility of mine carts shaking a bit when at rest
- Fixed Epi triggering surface effect where he stands on ghost toggle
- Fixed Epi triggering surface effect that is under an occupied tile on ghost toggle
- Fixed trigger walls colliding with players when stepping on a switch adjacent to them
- Fixed position-on-death issue after real Epi activates a Ghost on a conveyor belt
- Fixed footstep sound effects sometimes playing when Match scene is transitioning out
- Fixed Challenge Mode post-round UI progress bar values for bots
- Fixed net synchronization of Epi's fake step on ghost activation & deactivation
- Fixed Selene being able to jump over Yeti caves
- Fixed proximity doors remaining open due to presence of dead bodies
- Fixed y-sorting conflict between powerups and gold inside mine carts
- Fixed security camera audio still playing after it has been destroyed
- Fixed continue audio cue not playing on clients in lobby
- Sudden death in Deadline works properly (next kill wins, no more timer)
We'll be exhibiting Invisigun Heroes at the SXSW Gaming festival in Austin, from March 16th to 18th. It's nominated for a Gamer's Voice award in the multiplayer category, so come check us out at booth 1832 and vote! :)
We'll be out of town for a week or so, so if you have any support questions or immediate needs, please check the official wiki or the discord channel. Thanks!
Version 1.2.0 is now live, with TONS of map adjustments and layout changes based on community feedback (as well as some bug fixes and continuous general improvements). The goals were to address any map balance issues, dead zones, and problem areas, and I hope you enjoy all the changes. :)
Updates
- Reduced the contrast in some city floor tiles
- Added "Mechanics" section to the Field Guide
- Improved respawn logic to prevent spawning near players
- Adjusted audio center point offset in Hero Profiles and Field Guide
- Added Blast Barriers to the Field Guide
- Added Soft Stun to the Field Guide
- Added Hard Stun to the Field Guide
- Added Ability Cooldown to the Field Guide
Map Updates
- Layout adjustments to Lock Down
- Layout adjustments to Big Brother
- Layout adjustments to The Warehouse
- Layout adjustments to Urban Garden
- Major layout adjustments to Quadriplex
- Quadriplex renamed to Teleplex
- Layout adjustments to Convey-or-Die
- Layout adjustments to Plutonium Pass
- Layout adjustments to Quarantine
- Layout adjustments to Overstalked
- Layout adjustments to Sand Trap
- Layout adjustments to The Wine Cellar
- Layout adjustments to The Walls are Alive
- Layout adjustments to Cerebral Prison
- Layout adjustments to X-Claim
- Layout adjustments to Shifty Eyes
- Layout adjustments to The Crate Divide
- Layout adjustments to Abandoned Mine
- Layout adjustments to Red Rob's Border
- Layout adjustments to Carte Blanche
- Reduced max embers on Fire Carter from 10 to 6
- Layout adjustments to Ring of Fire
- Layout adjustments to Firewall
- Layout adjustments to Ruins
- Layout adjustments to Choke Point
- Layout adjustments to Let it Go
- Layout adjustments to Snow Country for Cold Men
- Layout adjustments to Snow Your Enemy
- Layout adjustments to Snovergrown
- Layout adjustments to Taken Atoll
- Layout adjustments to Edward's Snowed In
- Layout adjustments to Trailmazer
- Layout adjustments to Tunnel Vision
- Layout adjustments to Cold Town
- Layout adjustments to The Long Run
Fixes
- Fixed hidden electricity animations on Invisiguns in UI scenes
- Fixed issue with teleporter not repeatedly working if landing on it with Selene
- Fixed instant death when shooting next to a falling sand pile (online)
- Fixed another issue allowing Phoebe to teleport the sides of split shots
- The replay indicator is hidden while a player is teleporting
- Fixed Iris' dash trail being visible inside igloos
- Fixed scanner drone seeking audio not playing on remote clients
- Fixed push-back on Carmen's block causing a tile bump behind the player
- Added missing tile bump audio cues in Field Guide
- Fixed Yeti entering/exiting sound in Field Guide when not in focus
- Fixed Real Epi not being able to collect powerups where he stands
- Fixed Epi's profile demo
The 1.1.1 patch is now live! This includes a huge list of matchmaking improvements, updates, and bug fixes, with way too many to list here. You can view the full release notes below or just visit the "Changelog" menu within the game's title screen. Thanks for your patience and support. :)
Matchmaking Improvements
- Full and ongoing matches are properly omitted from searches
- Player setup UI has a new indicator to show the number of remote connections
- UI notice in lobby when clients are waiting for the host to return
- Host Match button added to online menu
- Host Match from online menu defaults to allow remote players, random planet & map
- Joining a public match will continue to search for a match until canceled
- Removed "BEST" region selection
- Added "Any" region selection, which searches all regions for a match
- Regions use full names instead of abbreviations
- Join codes are shorter and use hexadecimal digits
- Join codes can be used on public matches as well to join a specific match
- Player setup UI updated to reflect new join codes and private status
- Remote players option simplified
- Clients see region code in the lobby when connected to a host via relay
Updates
- Steam trading cards, badges, emoticons, and backgrounds
- Less repetition when choosing random maps, persistent between sessions
- Spawn points are moved off the cart tracks in Carte Blanche
- UI indicators if you haven't visited Hero Profiles or the Field Guide
- The Discord URL in the join UI is a button that opens a browser window
- Victory phrases are synced online (unless host is using custom phrases)
- Simplified and clarified hero ability descriptions
- Toggle-options don't play two different audio cues
- Added ability to toggle vsync in options
- Bumping in the tutorial doesn't fail you, just gives you a notice
- Updated introductory tutorial text to call out skipping
- Ronin's Hero Profile demo now also demonstrates going through incoming fire
- Carmen's Hero Profile is changed to show effect of shot reflection
- Full release and beta builds check for different update statuses
- Epi is soft stunned for 0.5s when the ghost is killed
- Reverted drone/Epi fix
- the drone will not target real Epi if ghost is out
- Phoebe's initial teleporter is dropped where she stands
- Improved jump and dash responsiveness with online latency
- Countdown to ready in network matches up shows for local players too
- Epi's Hero Profile demo demonstrates non-lethal ghost shots and ghost getting hit
- Improved general online movement responsiveness
- Removed small "X" icon from cooldown indicators
- Updated shooting range target sprites in training
- Smooth ready indicator transitions
Fixes
- Fixed broken reference to 64-bit Linux executable
- Fixed a grid movement network sync issue
- Fixed issue that would sometimes prevent interaction with dialogs
- Fixed missing audio cue on clients when players lock/unlock their selections
- Frozen players were not counted in Zone Control
- Fixed issue where Pit Beasts could not sink into the ground on remote clients
- Fixed getting stuck in a builder block at the end of a conveyor belt
- Fixed split shots colliding with themselves after being teleported
- Fixed occasional failure to respawn during online matches
- Fixed input disabling during respawn
- Fixed y-offset of players when bumped onto a conveyor belt
- Fixed proximity doors closing momentarily when nearby players are stunned
- Fixed occasional non-collision between a reflected shot and an incoming one
- Fixed Ronin's slash power level decreasing when splitting a shot
- Fixed issue resulting from canceling a join and then connecting again
- Fixed y-sorting issue with shield/reflector indicators
- Fixed real Epi's replay indicator visibility when in ghost mode
- Fixed Selene being able to jump into/out of igloo doors sideways
- Fixed Ronin's slash capturing projectiles through corners
- Fixed Carmen being invulnerable to shots reflected off her own blocks
- Fixed controller issue with readying up too early after entering the lobby
- Fixed real Epi being stunned instead of just revealed when ghost is killed
- Fixed sometimes not being able to move perpendicularly after bumping an object
- Fixed Selene "rolling" through sand pits and on conveyor belts
- Fixed proximity doors not functioning properly in online matches
- Fixed text clipping / scaling issues within ready indicators
- Fixed proximity door lights overlapping cooldown indicators
- Fixed ground pound and drone detonation not damaging open doors
- Fixed door health when unjamming after being hit while jammed
- Fixed proximity doors opening when bumped from an adjacent wall
- Fixed active option selections when navigating back and forth in setup screens
- Fixed Ronin's slash not stunning Yeti in some situations
- Fixed general collision issues with Yetis
- Fixed Ronin's slash appearing while inside igloos in some situations
- Potential fix for all action-after-death scenarios
- Fixed UI option items showing double arrows in initial states
- Fixed y-sorting with Selene's jump shadow
- Enforced network sync of cooldown indicators
- More reliable network sync of disturbance/footstep effects
- Fixed missing rain ambience audio in some maps
- Fixed missing cold breath on Edward's Snowed In
- Fixed cyclical teleporter loop issues over network
- Fixed cases that could cause repeated bumping when walking into objects
- Fixed some lighting and sprite sorting issues in the tutorial
- Fixed issue with Carmen getting stuck in or passing through her block with lag
There is an issue with the current build that is severely limiting the potential to join open matches that are not full or haven't started yet. This is one of the main reasons that people can have trouble joining online matches. If a match is full of players or has already started, it is not properly being delisted from the matchmaker, which means it is returned as a valid match to join when searching. This is the highest priority at the moment and I'm working on getting it resolved asap. Thanks for your patience!
Version 1.0.1 has an issue with public and private servers for Linux, and the fix is beyond my control as it relies on a 3rd party tool. I am working with them to identify the issue and will have it up and running as soon as possible. Please note that everything else in the Linux build works properly - full local features, and direct IP connections for online play - and Windows and OS X are unaffected by this. Thanks for your patience. :)
Invisigun Heroes
Sombr Studio
Sombr Studio
2017-02-08
Action Indie Strategy Casual Singleplayer Multiplayer
Game News Posts 35
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(395 reviews)
http://www.sombr.com
https://store.steampowered.com/app/375750 
The Game includes VR Support
Invisigun Heroes - Linux [255.28 M]
Invisigun - Soundtrack
- Compete with up to 4 friends or bots on a single screen
- Mix and match local and online players
- Control your hero using gamepads or the keyboard
- Enjoy hand-crafted pixel art made with care
- Battle your friends using a variety of heroes, each with unique special abilities
- Explore 50 maps spread across 5 planets, each with unique interactivity, hazards, and weather effects
- Choose from a variety of game modes playable on every map for deep replayability
- Customize the game mode conditions with match modifiers
- View hilariously revealing instant replays that expose tactics
- Save instant replays as animated GIFs
- Groove to the custom pulsing, ambient soundtrack composed by Paper Sound
- Survival: last hero standing wins a point each round
- Hunter: every kill earns a point
- Zone Control: maintain control of a small area to score points
- Deadline: most kills within a time limit wins
- Carrier: survive the longest while carrying the token
- Land Grab: claim the most territory on the map to win
- Memory: 2 GB RAM
- Graphics: OpenGL. 512 MB+ VRAM
- Storage: 475 MB available spaceAdditional Notes: 64-bit required
- Graphics: 2.5 GB VRAMNetwork: Broadband Internet connection
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