Anniversary Tournament in Los Angeles v1.6.15 Patch
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.
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!
[ 2018-02-07 19:45:42 CET ] [ Original post ]
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
Anniversary Tournament in Los Angeles & v1.6.15 Patch
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.
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!
[ 2018-02-07 19:45:42 CET ] [ Original post ]
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
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
Invisigun Heroes is a multiplayer, single-screen stealth battle arena with a twist: everyone’s invisible! Predictable grid-based movement ensures that you know where you are, but other players don’t. Vigilance is key as environmental tells such as footprints and other disturbances will point out careless cadets. Using special abilities and firing your Invisigun will also momentarily give you away. Along with items and powerups, these mechanics reward stealth, trickery, reflex, forethought, deception, bluffing, and awareness. A variety of lovingly-made environments, maps, game modes, and abilities combine for high replayability and a deep path to mastery.
- 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
MINIMAL SETUP
- 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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