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We have finished harvesting asteroids and are happy to announce that Element v1.3 'Kuiper' is available now! As always, thanks for all of your feedback and support. This update includes some new content, a few UI and visual changes, improved native input, and updates to sound, effects, Unity, and various bits of plumbing. There is now debris around each world, including orbital asteroids and incoming meteors of various sizes. They are automatically targeted by defence units and can be manually targeted using attack missiles. Debris collides with everything and inflicts a lot of damage so you'll need to balance your defensive efforts against it. The enemy also has a shiny new orbital laser unit which it will deploy to remove your units from the face of the world with ruthless efficiency. The orbital laser orbits higher and slower than other air units so you will need to carefully determine how best to take it down. Fair warning, it currently leaves quite a trail of wrecked stuff in its wake. The player element graph now shows the projected amount of element you will have at the end of each level. The projected element is based on the number of mines you currently have control of and is awarded as a bonus when you defeat the enemy. As you destroy enemy mines and build mines of your own, the graph will show a head-to-head comparison with the enemy so you can better focus your efforts on mining the element you need to stay ahead of the enemy or destroying the enemy base. There are also new warnings to keep you updated on how much element the enemy has mined, and a new screen to inform you when the enemy has mined enough element to control the world and win. You can choose to continue in defeat to take out your frustration of losing on the enemy, or retry immediately. There are also some changes and a few more visual effects that we think are cool, like bigger and better alert messages, animated water and waterlines, blinking lights on units, soft shadows, world selection rendering being shown under units and decorations, additional path rendering tracking meteors and higher orbits, and improved game controller input handling. Please let us know what you think - leave reviews, start a thread or leave a comment in the discussion forums, or tweet @flightlessnz. Enjoy. cheers, Greg & John Flightless
We have finished harvesting asteroids and are happy to announce that Element v1.3 'Kuiper' is available now! As always, thanks for all of your feedback and support. This update includes some new content, a few UI and visual changes, improved native input, and updates to sound, effects, Unity, and various bits of plumbing. There is now debris around each world, including orbital asteroids and incoming meteors of various sizes. They are automatically targeted by defence units and can be manually targeted using attack missiles. Debris collides with everything and inflicts a lot of damage so you'll need to balance your defensive efforts against it. The enemy also has a shiny new orbital laser unit which it will deploy to remove your units from the face of the world with ruthless efficiency. The orbital laser orbits higher and slower than other air units so you will need to carefully determine how best to take it down. Fair warning, it currently leaves quite a trail of wrecked stuff in its wake. The player element graph now shows the projected amount of element you will have at the end of each level. The projected element is based on the number of mines you currently have control of and is awarded as a bonus when you defeat the enemy. As you destroy enemy mines and build mines of your own, the graph will show a head-to-head comparison with the enemy so you can better focus your efforts on mining the element you need to stay ahead of the enemy or destroying the enemy base. There are also new warnings to keep you updated on how much element the enemy has mined, and a new screen to inform you when the enemy has mined enough element to control the world and win. You can choose to continue in defeat to take out your frustration of losing on the enemy, or retry immediately. There are also some changes and a few more visual effects that we think are cool, like bigger and better alert messages, animated water and waterlines, blinking lights on units, soft shadows, world selection rendering being shown under units and decorations, additional path rendering tracking meteors and higher orbits, and improved game controller input handling. Please let us know what you think - leave reviews, start a thread or leave a comment in the discussion forums, or tweet @flightlessnz. Enjoy. cheers, Greg & John Flightless
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