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Welcome to the Uranium Season Update! It's a big Update so that means a new Season, new Leaderboards and new toys! First I would like to say a big Thank You to Cntrpl and Pilzkopf from Discord who did excellent work testing this update before it went live! If you want to help or just chat then the Discord is the best place to join in! As with every Season Update the Leaderboards for the previous Season are archived and will no longer accept new scores. So without further ado...
I am streaming some Live Dev of Waves 2: Notorious over on Twitch today from 3 PM GMT. These streams tend to run for 3-4 hours so feel free to pop in and say hi!
This week I am working on some of the unfinished achievements in the game trying to push for the next update. Fairly dry stuff so I could use some company!
You can join the Discord or follow me on Twitter for notifications on when I go live as well as just hanging out with other fans of the Waves games!
I am streaming some Live Dev of Waves 2: Notorious over on Twitch today from 3 PM GMT. These streams tend to run for 3-4 hours so feel free to pop in and say hi!
This week's project is a new UI flow, testing some achievements and maybe getting in some new Structures into the game if we have time.
You can join the Discord or follow me on Twitter for notifications on when I go live as well as just hanging out with other fans of the Waves games!
I will be streaming some Live Dev of Waves 2: Notorious over on Twitch today from 3 PM GMT. These streams tend to run for 3-4 hours so feel free to pop in and say hi!
This week's project is making some changes to Buffer and Cache Programs to reward you with Stacks of certain Buffs when you use your Utility or Burst Programs.
You can join the Discord or follow me on Twitter for notifications on when I go live as well as just hanging out with other fans of the Waves games!
Over the last few Dev Streams, I have been working away on the new Attract Utility Program. Like the previously announced revamp of Glitch it uses the same slot as Slowmo but has significantly different functionality.
Attract gets dropped in the direction you are aiming and any enemies that come into contact with it will be sucked towards its core rendering them temporarily helpless.
Multiple Attract Programs can be active at once letting you herd enemies or cluster them together for a powerful Burst (Quake is a good fit here).
Attract lasts 5 seconds however if you want to end it early and get some energy back you can always collapse it by touching the Core causing a shockwave that knocks away enemies.
The downside? Attract has a limit on how many enemies it can manage at once. Go over this limit and it collapses early potentially launching those enemies right at you. If you plan on using this to counter Bosses in Dive then you might want to upgrade it so it doesn't collapse quite as quickly!
Attract will be replacing Rage so if you've already unlocked Rage you will automatically receive Attract in the next update.
I will be streaming some Live Dev of Waves 2: Notorious over on Twitch today from 3 PM GMT. These streams tend to run for 3-4 hours so feel free to pop in and say hi!
This is starting to become a regular thing! 4 in a row that I've Live Streamed some game dev and I don't intend to stop! Thanks to everybody who joins me it's great to have some company!
This week I will be working on Particle Effects for the Attract and Glitch Abilities as well as general polish on both of them. I will also be testing (and probably fixing) their related achievements.
You can join the Discord or follow me on Twitter for notifications on when I go live as well as just hanging out with other fans of the Waves games!
Thank you to everybody who is helping localize the game over on localizor!
Since we started I've added Spanish and Slovak by request and translations are underway for both of them already.
I also spent a few days going over the text strings in the game and pruning all the ones that either aren't used or won't be used as well as combining most of the duplicates together into string tables.
This means the word count has now dropped by two-thirds and the number of keys to translate has gone down by over 400!
I've also been responding to requests for contexts and providing screenshots where needed.
We still need translators for Italian, Japanese, Korean, and Arabic (I'd really like to try and get Arabic right as it's almost always butchered in games).
We also need more proofreaders to vote up the accurate translations. Once a suggestion gets 3 votes it gets approved and once enough of a translation is approved I can start putting them in the game.
There will be more keys getting added as development continues but I will try and keep everything as up to date as I can.
Thank you again!
I will be streaming some Live Dev of Waves 2: Notorious over on Twitch today from 3 PM GMT. These streams tend to run for 3-4 hours so feel free to pop in and say hi!
The stream will mostly be focused on turning the "Attract" prototype I built last week into a working Item and I will also be fixing some bugs, and tracking down some localization issues.
You can join the Discord or follow me on Twitter for notifications on when I go live as well as just hanging out with other fans of the Waves games!
Join the few, the proud, the multilingual! If you speak any languages in addition to English then perhaps you can help translate the text in the game so that others might enjoy it as much as you do! I'm using a site called localizor to manage the community translation of the game and so far Polish is winning by about 30%. Joining is free for translators and you can suggest translations and vote on them, the top voted translations go into the game. https://www.localizor.com/waves-2-notorious If a language is missing from the list then just leave a comment or DM me either on Twitter or Discord. Several members of the Discord are already hard at work translating the game into French and Polish and will be happy to help if you have any problems.
For the next few hours, I will be live over on Twitch creating the new "Attract" Utility item (aka a black hole).
Part of the next update will be a re-vamp of all the Utility Items in the game.
Utility Items are (as their name implies) not about killing things but being generally useful. They use Energy instead of Adrenaline and the most popular Item to date has been the default "Stop" (aka slow-mo).
It's important that every item in the game have a use but so far Stun, Repel, Rage, Barrier, and Glitch have not lived up to their potential always being out-done by Stop.
I intend to change this.
Today as part of a Live Stream I converted the old Glitch (previously called Emergency Teleport) into a brand spanky new Dash move (also called Glitch).
It lets you do things like this...
or even this...
oh and let's not forget about this...
Your ability to Glitch through/over things is only limited by the Cooldown and having enough energy and the Overdrive will cause a shockwave at the location you were at stunning nearby enemies.
I've been enjoying this Item a lot and I can't wait until everybody else can get their hands on it!
I will be aiming to do a Live Stream of some Dev work every Saturday and I will try to announce them here, on Twitter and on Discord so make sure you're following at least one of those!
Cheers!
Rob
If you've just joined the Waves community recently or you've been around since the start you can find other fans on the Squid In A Box Discord Server! By joining the Squid In A Box Discord Server you can:
2020 just sucked, didn't it? Good riddance I say. It's no secret that Squid In A Box Ltd is in fact just one person. It isn't a studio with a half dozen full-time employees it's just Li'l ol' me trying to get as much done as I can. 2020 was just awful for that. Between starting a new job so we could pay the bills, moving cities, and everything else it left me going from working full-time on Waves 2 to working at weekends. I've been averaging maybe 6-8 hours a week this year where before I would be working 40-50. The Winter 2020 season in-game has lasted all year rather than the 3 months a season normally lasts and it will continue until the next major update sometime in Jan of this year. So if there haven't been any major game updates in 2020 what have there been?
I will be streaming Waves 2: Notorious until 23:00 GMT tonight! Come and hang out and ask any questions you want about the game and how early access is going!
I know it's been a long time but all I can say is it's 2020! As a solo developer sometimes you have to just bite the bullet and get a "real" job (aka one that pays a living wage) which is what I did. Development continues but I'm not able to work full-time on the game anymore.

Every 5th level in Dive will be a Boss Fight and they get tougher the deeper you go. Each Boss is designed to test a specific set of skills core to the game and I have another 3 I'm working on right now.
The crash when starting a campaign game should be fixed in the most recent version. The fix for this requires using the 64bit version of the game and as such the 32bit version is no longer supported. Also fixed in this patch is the Tutorial not progressing past the first stage.
This patch brings a few quality of life and UI improvements primarily for the Campaign mode as well as replacing the old Campaign "Shoot the Core" boss encounter with a new prototype Boss Fight. Due to changes in how Objective Data is stored your existing Campaign saves may not work correctly. It is advised that you start a new game. This does not affect Arcade mode at all.
The Winter 2020 Season has begun! Just as before the leaderboards for the previous Season have been archived and can be seen from the Leaderboards screen and a new Season with new balance changes has begun!
This is just a small patch to address a crash that occurred when using the Flamethrower weapon. Bugfixes:
Starting at 1am GMT on October 1st the Arcade leaderboards will tick over to the Fall 2019 Season. The Fall Season will last for 2 months until December 1st when we will transition into the Winter Season. Rankings for the Summer 2019 season will be archived and available to view in-game as will all of your past scores. Rankings for the Fall 2019 Season will be reset and start from scratch as the latest patch includes several new enemies and gameplay tweaks that would make it unfair to compare scores between updates.
This is entirely optional! Some people have been asking me to set up a Patreon so they can further support the development of the game and who am I to tell people they can't do that? https://www.patreon.com/squidinabox Every Wednesday I will be writing an in-depth post going over what I've been doing the previous week, these posts are going to be fairly programming and process focused so you can peak behind the curtain at what I get up to on a weekly basis. This weeks post is entitled "How New Levels Required A New Camera" and details how adding new levels to the game had the knock on effect of requiring an entire camera re-write. There will also be some Patreon only test events going on for features that are VERY Work in progress (IE they are pretty much guaranteed to break and may never make it to the actual game and definitely won't have leaderboard access) so if you want to get even earlier access to changes to the game then you might want to check it out. At the end of each month Patrons will also be invited to take part in a live Q&A session. Only Patrons can submit questions but the resulting Livestream will be available afterwards to everybody. As I said before this is entirely optional and if you just want to play the most stable version of the game then you don't have to do anything however if you do choose to join the Patreon then it will really help me out. Rob
I've re-enabled the Campaign but added a pop-up explaining that it isn't ready for prime-time and is not being actively developed right now. You can still play it if you wish but most of the fun stuff is going to be prototyped in Dive mode first. I've also made some small fixes for Dive mode which were actually being caused by changes to the Campaign. -Dive
After much consideration I have decided to remove the Campaign mode in it's current format from Waves 2. It will be replaced in time with a much more streamlined and easier to understand version however right now it is currently not available. This decision was made based on the fact that after several years of development only a handful of players have ever actually played it and enjoyed it. I've decided to focus my attention on the bits of the game that players are actually enjoying right now: The Arcade. A lot of what was intended for the Campaign will make it's way to the Arcade game modes (uploading viruses and boss fights for example) but un-encumbered by all the problems that have stalled the Campaigns development for months. Hopefully this will result in more rapid content focused updates in the near future. Campaign play will eventually return but only when it's ready. - GRID Temporarily Removed From the Game The Trello is currently being updated to reflect these changes.
Now that the freeze has turned into a crash (crashes are better they at least leave a crash dump file) I was able to hunt down the exact problem that was occurring and fix it. The crash was happening when there was nowhere left to spawn Triggers or Structures because there were too many Cell type enemies around. This happened mostly in smaller levels and more on the hardest difficulty. Now when spawning Triggers and Structures the AI will merely prefer spawning where there are no Cell type enemies and if it has to spawn over them they get destroyed so you can at least see where the Trigger is. As part of this Hotfix when the Cubes trample a mutated Cell (the orange ones that explode) it won't cause it to explode preventing it from causing a chain reaction.
This is a small patch to address a rare freeze that sometimes occurred when File Lockers were being spawned in Arcade. It's very hard to reproduce so this isn't guaranteed to have fixed it so if you are getting the game freezing (not crashing!) during arcade then please report it on the forums. Thankyou!
That's right! If you want to play Waves 2 on Linux then now you can! This is not emulation but a custom build. I've tested it on Ubuntu 18.04 and so long as you have the most recent proprietary graphics drivers for your hardware it should work fine. There are however some known issues on Linux: Known Issues (Linux)
If you have an AMD Graphics card AND you are experiencing a crash on startup then you should try the new OpenGL option in the launch menu. This crash is caused by buggy AMD drivers for older cards and as AMD doesn't support these cards anymore getting a fix for them is unfortunately impossible. Using the OpenGL launch option may fix the issue however it will likely result in the game looking a bit odd (in my tests the bloom post processing was far too intense) but it should at least work. Hopefully this solves the majority of the problems this was causing. If the game was working fine for you on the default options then you don't need to do anything and should continue as you were.
Just a small one this time. Difficulty modes in Arcade are now a thing! That's right if you want to just chill and do some PewPew or if you want a nightmare challenge you have the option. Leaderboards don't care what difficulty you used to get your score but the more bad guys that spawn the more points you can score so the higher difficulty modes have theoretically higher score caps. I also adjusted the spawn rate of the Red Bouncers because they were more of a challenge than expected.
As is normal immediately after a big update there are smaller patches to address issue that the community has found. I'm very grateful to everybody who submitted bug reports and gave feedback on the forums and in the Discord. There were some bugs that were causing the game to be much harder than intended plus a few minor balance changes. EDIT: I've also switched from Unreals default Deferred Renderer to their Forward Renderer because in my tests it gives a massive performance increase.
This build is currently available on the Preview branch and will be going live on July 1st heralding the start of a new Leaderboard Season!
That's right! The current Leaderboard Season will be coming to an end on June 30th as the next big update is ready to go live! This also happens to be a Sunday night so the Week, Month and Season will all end at the same time so if you're looking to steal the top spot you'd better get playing! The next update is primarily focused on Arcade mode with some changes spilling over to the Grid and will also add the multiplayer Battle mode to the full version of the game. There will be more detailed patch notes closer to the day and a preview build available tomorrow. Here is a quick rundown of what you can expect:
For those of you that wish to risk your save games there is a new preview build available in the preview branch. In order to use the preview branch just right click on Waves in your Steam library, select properties->betas and then choose preview from the drop down list. You will have to download an update for it to work. I make no promises that this version won't break your existing GRID saves (it probably will).
Hello! I'm still here working on this game. I'll admit I've been a bit lax on the updates recently but there is a whole thread about that on the forums. Short version is that I ran out of money. I am however back to working full time on the game and I fully plan for it to leave Early Access this year. I've update the Trello with a roadmap to shipping the game and I've started some threads in the Suggestion Box asking for your feedback on specific topics. I need your help to finish this game and make sure it's the best it can be! I encourage you to get involved on the forums and to share your opinions. I'm planning an update for the start of March which will introduce several new enemies to Arcade mode and kick off a new Season on the leaderboards. Thankyou for your support during this incredibly long Early Access period. I hope to reward your patience with an excellent game at the end of it! - Rob
Another small patch to address some issues in 0.6. Bugfixes
This is just a maintenance patch to fix some performance issues as well as a bug in the Crunch Time Leaderboards. Engine
[url=https://youtu.be/zzMcajV_bjI]
The Vlog is on Youtube!
The Leaderboards are dead! Long Live The Leaderboards!
As of this update Steam is no longer responsible for the Waves² Leaderboards as the game is now using Gamesparks to manage all of it's online functionality.
This means no more score limit of 2,147,483,647 as the scores are now stored as 64bit integers. If you get a score that maxes out one of those then you must be cheating.
Every combination of Game Mode and Arena Type now has it's own Daily, Weekly, Monthly and Season based leaderboards and you are awarded points every day, week and month which increase your Rank for that mode.
Seasons are an arbitrary length often determined by major balance updates. The current season is "Early Access".
There is a Dev Vlog about it on Youtube!
Are you Unknown, a Newbie or are you Notorious? This update adds User Ranks to your GRID Profile. Cash in your hard earned Reputation in exchange for a better User Rank. Higher ranked Users have a higher Level Cap on their Avatars unlocking up to 30 upgrade points!
What use are all those Upgrade points though without something to upgrade?
The Repository provides all our Runners with access* to the latest software updates for their Avatar. Check the Repository frequently for new software prototypes as well as updates to existing projects!
*Access requires expenditure of Reputation.
- GRID
● User Rank is now displayed on the GRID Dashboard.
● User Rank can be increased by spending Reputation.
● User Rank determines Avatar Level Cap (6-30).
● Loadouts can now have less than the maximum number of upgrade points.
● Equipped Items Max Level is determined by Version (Prototype, Alpha, Beta, RC, Stable, Modified)
● New Repository Folder in File Manager.
● Software can be installed from Repository in exchange for Rep.
● Repository updates after clearing a Server.
● Filters added to File Manager folders.
● Can now select multiple files in File Manager.
● Clicking on a File will show a Description of it's content.
● Mousewheel can now be used to scroll through Files.
● Rep is now shown on the Status Bar when in GRID menus.
- Items
● Some Items have been renamed. This is a purely cosmetic change.
● Some Items have new icons. This is a purely cosmetic change.
- Bug Fixes
● Multiple music player bugs fixed.
● Spark weapon should no longer ignore the shield in Shoot The Core missions.
● General performance optimisations.
- Discord
There is a Squid In A Box Discord now for anybody who wants to hang out and talk about the game with other players and the Developer (me!)
A small patch to add Rich Text support and improve the Help sections in the GRID.
Update 0.53 Patch Notes - 18 April 2018
These changes should be live right now!
There is a Dev Vlog about it on Youtube!
I've set up an official Discord server for all Squid In A Box games. You can join it here https://discord.gg/b4uYczM The Rules! - No sexism - No racism - No discrimination - No bullying - No spam - No inappropriate content - English only please, so most people can understand :) Anyone who doesn't follow the rules will find themselves at least muted, and possibly banned. Let's create a nice, safe place to have fun!
These changes should be live right now!
There is a Dev Vlog about it on Youtube!
These changes will be live at 18:00 hours on Feb 2nd 2018.
The next Vlog is up on Youtube!
ALPHA 5 IS HERE!
Tomorow at 18:00 GMT Alpha 5 will go live.
Alpha 4 Leaderboards will be archived and new Alpha 5 Leaderboards will go into effect at the same time.
This marks the start of a switch to a monthly release schedule. You can expect regular updates around the end of each calender month. They might not always contain much but there will always be something.
Alpha 5 has been predominantly concerned with getting the Grid game mode "finished". It still has some features left to implement but the actual structure and core gameplay aren't going to be changing much in the future.
This update also includes an update to version 4.18.3 of the Unreal Engine so things look a little different and performance should be better. Indeed in this version of the game will actually run on Intel graphics cards rather than just crashing like it used to.
For more details including an unedited GRID Run you can watch the January entry on Youtube
If you want to stay up to date in real time then the best thing to do is follow me on Twitter where I post work-in-progress screenshots and gifs as I'm working.
That's right! It's time for Alpha 5! There are new leaderboards for Alpha 5 and unlike previous updates the old leaderboards should still be around on the Community hub as an archive of your efforts. At 18:00 GMT (13:00 EST, 10:00 PST) the Alpha 5 Update will go live on Steam. Once you've downloaded the update you will no longer be able to submit scores to the old leeaderboards and your current save game files will not work with the old client (so you can't roll back even if you wanted to). This means that you have about 44 hours at the time of writing to get your final high scores in for the Alpha 4 Season. Full patch notes will be available on Friday as will a Vlog and hopefully a new trailer.
This version shouldn't crash! (It might though) Unless I find any show stoppers before Saturday this is the version that will be going live on Sunday. I will be spending the next couple of days just playing the game (possibly on a twitch stream if I can get it working again) trying to stress test it as much as I can. Changes over RC1 follow: Fixed Bugs:
I've uploaded a Release Candidate for Alpha 5 to the Preview branch for those of you who want to help me track down bugs before it goes live. WARNING! THIS VERSION WILL CRASH! I don't know when and I don't know why (yet) but at some point you will almost certainly experience a crash with this version. I can't track them all down without your help though. You have been warned. To opt-in for the Preview Right click on Waves² in your Steam Library and open properties, then go to the Betas tab and select Preview from the drop down menu. No password should be required. Leaderboard uploads are disabled for the Preview Branch.
The next Vlog is up on Youtube!
Yes Alpha 5 is nearly here. There should hopefully be a test version available before the end of the year which will crash in many ways! Your job will be to help me figure out what those ways are and stop them.
This month Dive mode was returned to working order no longer serving as my debug game mode but returning to a proper arcade game mode with some new tweaks.
The ongoing battle against the UI for GRID is almost at an end with most of the UI for Alpha 5 finished and the remaining tasks mostly involving removing stuff rather than adding it.
Work has started on getting the first Boss for GRID mode implemented. I'm starting with a simple single stage boss to test the system out and will add more complexity later.
You can watch the December entry on Youtube
If you want to stay up to date in real time then the best thing to do is follow me on Twitter where I post work-in-progress screenshots and gifs as I'm working.
The next Vlog is up on Youtube!
The last month (well 3 weeks of the last 4 as I took a week off to be with my family over Halloween) has been mostly focused on getting the UI work for the GRID changes done. It's nearly there and I should hopefully have all of it complete over the next couple of weeks. UI takes a long time to design and code when you are artistically challenged as I am.
You can watch the November entry on Youtube
The next major update with all the changes to the GRID mode probably won't hit until early 2018. However I'm working on getting a minor update with all the graphics changes and some bug fixes and balance changes as well as a revised Dive mode before the Holidays.
If you want to stay up to date in real time then the best thing to do is follow me on Twitter where I post work-in-progress screenshots and gifs as I'm working.
I know it's been a while since the last update but such is life when you are a solo developer. In order to try and keep everybody informed about where the games development currently is and where it's heading I started a Vlog a couple of weeks ago which will be updated monthly going over everything that I've been working on.
You can watch the October entry on Youtube
If you want to stay up to date in real time then the best thing to do is follow me on Twitter where I post work-in-progress screenshots and gifs as I'm working.
I'm currently aiming to get the next major update out sometime in November probably closer to the end than the beginning after which I will change to a monthly update cycle and try and keep them synchronised with the Vlogs.
Apologies for the lack of communication but I'm completely heads down trying to get this next update released and I don't want to push an incomplete update live with changes I know suck just to keep to an arbitrary schedule.
Thankyou for your support!
This patch includes fixes for the following problems: ● Slowmo gets stuck on when losing your last life. ● Scores approaching MaxInt display incorrectly on some screens. There are also some changes to the shaders in this version that might cause your game to take longer than normal to load after the update is downloaded. This should only happen once.
U L T R A W I D E This patch primarily addresses problems for those of you using Ultrawide monitors. The game now uses a fixed vertical field of view so you see more on wider monitors and the UI scaling has been fixed so the menus and HUD don't get clipped at the top and bottom. There are also some quality of life and balance changes in this patch (see below). ● Ultrawide support. ● Fixed scaling of Status Ring on HUD. ● Fast Restart in Arcade modes. ● Added setting to disable the Fisheye Wraparound effect. ● Combos are kept alive just by causing damage. To use Fast Restart on keyboard hold down X for 1 second. With Controllers it's the X button (Square if you're using a DS4).
This was due last week but due to Technical Difficulties* it ended up running a little late. This patch is primarily a quality of life update for those of you using Control Pads. ● Fixed occassional 403 error on news screen. ● Improved joypad/keyboard navigation of menus (especially GRID). ● Tabbed menu screens can now be navigated using the left/right triggers. ● Leaderboard screen now highlights the currently displayed mode and filter. ● Fixed stall when loading a new music track. ● Fixed stall when opening GRID Game Manager screen. ● New Help text for GRID mode. * My Graphics card died as did Windows a few days later.
Leaderboards have been reset for all game modes.
A small patch this one mostly focussed on performance optimizations.
Turn up your music volume because Alpha 3.6 adds an entirely new soundtrack to the game! DJ Striden has been kind enough to let me use some of his music in the game. If you want to check out his other work or throw money his way check out his bandcamp page https://djstriden.bandcamp.com/ You can cycle between tracks by pressing the Left and Right bumpers on your controller or . (next) and , (prev) on your keyboard.
Alpha 3.5 brings you the MALLARD. A semi-inteligent proximity grenade launcher.
3.4 brings some additional balance changes as well as some bug fixes.
3.4 brings some additional balance changes as well as some bug fixes.
3.3 brings with it the last Burst Weapon in the form of the Storm Cloud (Better names on a postcard) as well as a Primary weapon balance pass and some changes to the Audio levels.
The fifth Primary Weapon is here and with it comes some balance changes to the Super Beam Laser as well as a bug fix for the Teleport.
The bulk of this update consists of 27 new Items that can be unlocked and added to your Loadouts. The 3 remaining Items will be added over the next few weeks bringing the total number of Items to 36.
Thanks to Snow for tracking most of these down/making the suggestions.
A quick maintenance patch to address some issues in GRID mode.
Alpha 2.0 is now available. This update includes many small changes but the major ones are listed below:
A quick maintenance update. Last one I'm doing before Christmas unless a crash bug pops up.
Last update before the weekend. Full controller support is here as well as Borderless Windows! Bugs Fixed: * Able to glitch through some Arena Walls. * Extra Lives not spawned in Survival. UI: * GRID View can now be navigated with the Controller. * Fullscreen has been replaced with a Displaymode option. * Borderless Window mode is now supported.
It's only 2 days since Waves² went into Early Access and I'm hopeful that the performance problems some of you experienced at launch will now be a thing of the past. Alpha 1.1 introduced more graphics scaling options in the settings menu and now Alpha1.2 has some significant performance optimizations that (on my aging GTX560 Ti) should result in a significant boost to your framerate. If you're still getting performance problems please stop by the Technical Issues forums and post your machine specs and as much detail as you can about them. Alpha 1.2 Patch Notes - 18-12-2015 Optimization:
Welcome Alpha Testers! Please. Be gentle. Waves² has been in development for 4 months now. It's a totally different engine to the original game (Unreal 4) and there is at least another 6 months of development left ahead of us. I don't know about you but I'm very excited! What you get in Alpha 01 as of 16-12-2015 are 4 Arcade game modes adapted from the original Waves and a new way to play called The GRID. You can check out the DevBlog about Alpha 01 here and leave feedback and bug reports in the Steam forums. There is an update planned every month with new features and gameplay. The first should be in January and contain more Arcade game modes as well as balance changes and some new core-gameplay systems. For now I hope you enjoy the game and I look forwards to your feedback on the forums!
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