In response to iamaplayer's comment on the community hub, asking about offline play: There's no offline version of the game since we thought we'd catch on a bit more and didn't plan on needing for an offline version (since there wasn't a single player campaign planned at the time). However, I've been thinking about packaging up the dedicated server module to let anyone host their own server and not have to worry about which region it's in. I'm a solo dev now (down from the 50-some I'd employed during the making of the game). And I've been slowly working in updates when I'm able, but sadly it's slow going due to needing to pivot from this being my full-time job, to working a day job and then trying to find time to dev too. I've got plans for this game which include releasing all of the heroes I'd planned (planned 60, got 30 done by EA launch), more arenas (been working on about 5 more, just not done yet), and making it available to let a player create their own arenas to upload as a Steam workshop kind of deal. Keeping all that in mind, I'm still only one dude so it'll be slow going (to say the least). If anyone would be interested in helping pivot this title, feel free to reach out.
[ 2022-04-22 00:27:04 CET ] [ Original post ]
Main Menu * Fixed the Damage Chart tab in the Options menu, it now correctly displays the chart which shows how damage flows through shields, armor, and health. * Adjusted background of My Heroes tabs a little more. Breath of Fire Map * Unreine has been chased away until I can figure out how to tame her better.
[ 2021-01-04 02:33:21 CET ] [ Original post ]
All animations for Grachawk's abiliites 1-4 have been fixed and now display correctly.
[ 2021-01-02 05:13:01 CET ] [ Original post ]
Menu Updates: * Reverted some main menu landing screens to previous versions to add more character to the game and visual appeal. * Repositioned some main menu cameras for better angles included My Heroes landing page to be closer to the hero. Only Manco has a problem with this. * Added more graphic novel style outline options to Video Options from menu system. There is now Very Thin, Thin, Thick and Heavy. These increase the thickness of the outline border on in-game and menu models. * Rebaked all main menu light builds for better shadows and visual appeal. * Added new option to Options tab for damage flow chart, but I'm stupid and didn't link it correctly this build so it's just Controls vs. 2.0 tab currently. Known bugs: * Unreine Kreiger is floating about in Breath of Fire but has taken a vow of passive aggressiveness and refuses to attack anyone, causing a distraction to the bots.
[ 2020-12-29 22:07:51 CET ] [ Original post ]
* Updated file sizes in game to be divisible by 4 allowing in-engine compression to reduce menu file sizes down from 5-20mb to 900k. * Removed input mapping in favor of control scheme image due to some UI breaking from pressing LMB RMB or ESC while input mapping controls.
[ 2020-12-26 21:07:08 CET ] [ Original post ]
The following updates have been patched into Skull Ball Menu System: * Forced MAX FPS at 120 for the main menu level only to reduce engine setting of allowing unlimited framerate which was causing the main menu to use 100% of GPU. Heroes: * Khurnn has has his shield ability swapped from LMB to RMB in order to keep in line with other heroes ability schemata. Levels: * Breath of fire has had its lighting rebaked for better static shadow textures.
[ 2020-12-24 02:08:13 CET ] [ Original post ]
The following changes have been deployed to the game: Main Menu System * My Heroes tab has been improved to allow players to read the items/training for their heroes. It's not aesthetically where I'd like it yet, but it is easier to understand and read. * Added new tool tips to some loading screens * Removed some meshes from main menu to give it a more streamlined look (work in progress, more to come). Game Size * Excluded old maps from previous game builds, the total installation size has shrunk from 21GB installed down to 11GB installed.
[ 2020-12-19 20:42:40 CET ] [ Original post ]
Rager used to oversee the LavaFlow energy capturing facility but she has now taken up residence in Mire's Den at the request of Mire himself to antagonize the Skull Ball Heroes. She is not overly smart and will attack anyone within arms reach. She's over powered and tough to kill, just like a good juggernaut should be. Things you should know about Rager: * She won't help you, or your opponents, but she will stun lock you. * She has 50,000 health, good luck with all that. * She's sometimes stupid from all the hits she's taken to the head, sometimes she'll just stand there confused. * She's OP.
[ 2020-12-04 03:20:28 CET ] [ Original post ]
I got the build box working again and moved it to a virtualized machine so I won't have to worry about hardware failure ever again (fingers crossed). First Updates: I wanted to test stability of the build so made minor updates to the menu system and some of the character blueprints to change some functionality. The following minor updates have been implemented to the Steam test build: * Reverted Ione to have a melee attack instead of a second rifle zoom (simply press Ctrl like everyone else). * Replaced *most* instances of the previous game name (Tuebor) in the menu system with Skull Ball Heroes. Some are embedded in the image file which will have to be tracked and changed. * Updated navigation links for NPCs in Tollway map so the orange NPCs don't get stuck on the edge of the starting area. Planned next small updates Maps and Heroes * Fix Grawchawks missing animation montages (all abilities). * Evaluate performance tweaks for every map to increase frame rate. Menu System * Evaluate how to make the training and upgrades menu easier to understand and use. If all goes well with today's test update will move to live servers.
[ 2020-11-21 17:45:31 CET ] [ Original post ]
Backup and migration work completed early, testing went well and database and game servers are back online. Minor updates:
- Database backup complete
- UE Engine version update progressing slowly
- Website and branding conversion underway slowly
- Bodies explode when character is killed (date tbd)
[ 2020-11-16 20:06:34 CET ] [ Original post ]
The login servers will be offline until the 30th of November, 2020 for updates. During this time you will not be able to login to the game.
[ 2020-11-14 03:58:11 CET ] [ Original post ]
We've schedule some time to play with live friends around 10pm EST tonight. If you'd like to join us in the fun that'd be great!
Cheers My Dudes!
[ 2020-11-13 18:33:00 CET ] [ Original post ]
Special thanks to everyone that played over the last couple of months. I went through today and updated the in-game currency "Salvage" for everyone that that played since August 1st, 2020. If you log in you should see the updated Salvage as of 11:00 am EST. Feel free to spend on skins and training and other fun unlocks. I'm continuing to work on the code re-build machine to allow for edits to the game. Stay tuned (loosely).
[ 2020-10-07 15:09:30 CET ] [ Original post ]
After having to dismantle the main office two years ago I was finally able to create a new Unreal Engine code cook virtual machine. The previous one didn't survive the dismantling. Improvements coming down the pipe to load times and UI first.
[ 2020-08-20 13:29:59 CET ] [ Original post ]
August 1st, 2020 - August 31st
All players who login and play a match, regardless of wins or losses will get 20,000 free in-game Salvage (used to unlock training, skins, and items).
Jump in and play a round or two, beat up the bots, learn the controls, give it a whirl.
I'm testing the db and server functionality so do whatever you'd like.
Updating @Sin_studios so go there as well. When I figure out how to add unlock codes I'll be posting those online from time to time.
[ 2020-08-17 18:46:28 CET ] [ Original post ]
What's Happening Now As development has slowed I have decided to strip out the game modes that didn't get as much traction as the Skull Ball game mode did. The game will be rebranded to be known as Skull Ball Heroes and will only feature the Skull Ball 4v4 Online pvp game. All of the heroes are still available, and anything previously purchased or unlocked will still be available at this time. All user accounts have been credited with 200,000 in-game currency (Salvage) to spend on skills, skins, and unlocks as a thank you to anyone who played Tuebor with us in its early stages. There are still bots to help round out the matches (as it will likely be scarce for a while), and no, they still don't know what the ball is so you will likely always win against them, so bring a friend, the game is now completely free (except for the Extra Life backpack). The Extra Life backpack is the only DLC left in the game and the majority of proceeds from this purchase will go to Extra Life for the Children's Miracle Network. Development Roadmap
- Get Skull Ball branding complete in all marketing artwork
- Get Skull Ball to Unreal Engine version 4.25 (it's currently stuck in 4.11)
- Get Skull Ball branding complete inside the game post UE 4.25 update
- Deploy 3 new Skull Ball maps (4v4)
- Start Bug Fixes (too many to list, but almost none that are game breaking)
- Figure out how to grow player base.
- Figure out how to earn some money off the game afford to open up servers outside the US.
- Localization fixes for obvious Google Translated languages in the menus.
- Determine next steps tbd.
[ 2020-08-03 02:24:55 CET ] [ Original post ]
A core development crew is being assembled and Tuebor itself will be transitioning into something easier to play and to understand. There are too many things to list right now, but changes are in the works. Much like how Blizzard abandoned Project Titan in favor of a boiled down Overwatch and Epic pivoted on Fortnite to be Battle Royale, we are looking at how we can best utilize what we've already built and tested and found to be the most fun. Admittedly I tried to do too much with too little time and resources in my quest to make a game the whole world would think would be fun. The title of the game will be updated once we've finalized changes and begin the more focused game. It will utilize a great many of the assets and art already in Tuebor, but in a way that is more fun and far far easier to understand. Anyone who already has a Tuebor game key will still retail the key for the new version of the game. Cheers!
[ 2019-08-04 15:40:19 CET ] [ Original post ]
Due to the lag in marketing and player acquisition I have decided to move the price down permanently while in Early Access (and beyond). The intention now is simply to remove the big gate to have anyone play and just have fun. All existing user accounts have been credited with 200,000 in-game Salvage to spend on skins and ability training and upgrades to help balance out the price drop. Servers will be online so long as I draw breath so feel free to come and go as you please. Players are still only randomly joining in and it looks like most play with others that are likely friends. Should you want to play with any of them I'd recommend posting on the community forum. Otherwise feel free to school the bots whom are forever trapped in-game and at the mercy of your whims. Cheers! ViciousVoid
[ 2019-06-21 21:28:27 CET ] [ Original post ]
Starting June 4th, 2019, we will be moving to a new gigabit network connection and looking at new development options. Classic slow-boat-for-the-win technique.
[ 2019-05-31 03:24:33 CET ] [ Original post ]
Servers have been migrated to reduce cost while we figure out how to move forward. :D
[ 2018-08-27 04:42:45 CET ] [ Original post ]
Some major updates and game pivots coming to #Tuebor & #KaetMustDie! over the next several months. Expect a studio blog post coming soon to explain all the things that have happened and what is coming down the pipe for us. Follow us on Twitter.com/sin_studios to hear about changes, updates, and development progress.
[ 2018-05-16 16:49:36 CET ] [ Original post ]
We're seeing more units of the game being sold and players playing at odd times of the day with our sporatic user base. We're going to co-ordinate with a gaming group or two to organize some dedicated game time. Optimizations and tweaks incoming over the next few weeks/months. Cheers!
[ 2018-05-02 21:36:27 CET ] [ Original post ]
The server migration took a ridiculously shorter amount of time than anticipated. All NA servers are back online.
[ 2018-04-29 20:11:37 CET ] [ Original post ]
Starting at 4pm EST we will be migrating more of our dedicated server hosting to AWS for stable and reliable hosting while we continue to work on the title and gaining general exposure. We're sorry for the odd outtage espcially during the sale time.
[ 2018-04-29 19:53:36 CET ] [ Original post ]
In honor of Kaet Must Die! launching on Steam, we are discounting the Early Access version of Tuebor for the next 14 days by 75% off!
Go forth and experience the Kaet Must Die! Drainpipe death match map in its full well-lit glory and then see if you can survive longer in Annalinnia's murder mazes in Kaet Must Die!
Sale starts April 27th, 2018.
[ 2018-04-26 19:27:30 CET ] [ Original post ]
All database information is securely in place and everyone should be able to play without interruption. Have a great 2 boar weekend!
[ 2018-04-20 19:11:26 CET ] [ Original post ]
Some login issues may arise for the next hour or so. Cheers!
[ 2018-04-20 19:02:13 CET ] [ Original post ]
Some login issues may arise for the next hour or so. Cheers!
[ 2018-04-20 19:02:12 CET ] [ Original post ]
Starting at 5:15pm EST today we will have the login servers offline for migration and backup. This should take roughly 3 hours.
[ 2018-04-19 21:16:32 CET ] [ Original post ]
Starting at 5:15pm EST today we will have the login servers offline for migration and backup. This should take roughly 3 hours.
[ 2018-04-19 21:16:31 CET ] [ Original post ]
We're happy to see some random fresh blood in the arenas. Feel free to tag us on Twitter @Sin_Studios if you want to get a match going some time.
[ 2018-04-17 14:53:15 CET ] [ Original post ]
We're happy to see some random fresh blood in the arenas. Feel free to tag us on Twitter @Sin_Studios if you want to get a match going some time.
[ 2018-04-17 14:53:14 CET ] [ Original post ]
We discovered a bug in the matchmaking systems that was causing it to be impossible to create a match with more than one player. All serves and systems have been reset and it has been resolved.
[ 2018-04-15 01:40:13 CET ] [ Original post ]
We've seen a spike in players from some of our indie sales and are encouraged by the results. We have not abandoned this project, we've just had to shift development to our horror game Kaet Must Die! to try to grow our brand and company in the short term while we are working behind-the-scenes to development relationships with publishers, marketing professionals, and social media influencers to work with us in the long term. Thank you to everyone who has played!
[ 2018-04-10 14:25:52 CET ] [ Original post ]
All systems are active and are good to go. Power has been restored to our office/server location and the network is humming along like a champ.
[ 2017-11-05 18:02:21 CET ] [ Original post ]
There is an interruption in power at our server location in NA. We're working on it and will post an update when the connection has been restored!
[ 2017-11-04 20:25:09 CET ] [ Original post ]
We've been diligently moving Tuebor into an updated version of the Unreal Engine (4.16.3) while we continue to look for the right publishing firm. Moving Tuebor to Unreal 4.16.3 means an easier transition to additional platforms (consoles) as well as updated optimizations for smoother gameplay and more cinematics. Sit tight as we continue on this great journey!
[ 2017-10-26 19:46:18 CET ] [ Original post ]
Fixed: Honins A2 now knocks back multiple targets in a cone in front of him. Deacon Dave's passive aura no longer goes through walls and floors and his A3 now does not blind friendly heroes. Sliding and "backing" animation no longer play when skull ball is scored. Dusk is no longer invincible when she is stunned out of her A3. Fixed a bug where it would ask you in two menus to accept an invitation to a group or lobby. Fixed Illiria's animations (they had gone missing for a short while). Minor database updates to ability damages and base stats.
[ 2017-10-03 13:30:13 CET ] [ Original post ]
Due to how we've updated hero respawning in Skull Ball after a goal is made the hero will slide a little while stricking a pose. This has been fixed in the next patch that will be updated today after some final testing.
[ 2017-10-02 14:01:08 CET ] [ Original post ]
We have spent the last year in Early Access to get Tuebor ready for Gold release, using the time to pivot on gameplay towards what our players have requested, and from the feedback given. Since we began Steam Early Access we've since polished all 30 of our heroes to have better animations, better vfx, and overall better "feel" for the game. We have diligently added a generous helping of maps to give a great value for the game modes: Death & Glory now has the extremely challenging Lava Flow and Mire's Den. Skull Ball has an amazing set of arenas: Breath of Fire, Tollway, The Blender, Mire's Lockup, Factor J-03, and Caldera. Capture the Core has become the crazy good time with capture points and core scores in New Detroit, Skull Chasm, and Overpass. And our Team Anihillation maps are simply frag-a-palooza's in Drainpipe, New Detroit, Lava Flow, and Power Run. We are very proud of what we've created and polished for everyone to play. We are currently in the process of enticing publishers to our game to get the word out and grow our community. We thank everyone whom has played with us along this Early Access path and look forward to seeing you in the game!
[ 2017-09-27 20:26:36 CET ] [ Original post ]
Mire's Den is now available to play! 4 player Co-Op PvE Death & Glory. Race against the oncoming hordes as your try to surive in Mire's Den. This swampland facility. See if you can keep both reactors online long enough to face off against the main Mire himself! Matchmaking and lobbies have had multiple fixes added to stop from dead-lobby syndrome or fatal error crashes related to multiple people picking the same hero at the same time. Hero updates and fixes: Illiria and Rift walker now both gain a speed boost when going into the rift and their rift walk is now limited to 10 seconds. Ekim A4 now does not go through walls or floors. Collapse no longer steps oddly forward on his A3. Kizgin and Sentriax bug fixes to stop them from losing abilities. Skullball backpack has physics removed to stop jaw from becoming wonky. Stickmen flamethrower ability now fixed to do damage again. Honin A2 now does conal aoe damage and knockback. Deacon Dave A3 now a flashbang. Additional logging added for fixes.
[ 2017-09-27 19:54:34 CET ] [ Original post ]
Updates and Changes:
Mire's Den
Mire's home has been discovered deep in the south of the Northern American continent. Your squad has been sent in to uncover his secrets and keep his power reactors online while the computers are hacked from remote satellites.
Survive for as long as you are able and defeat Mire himself to secure a victory.
This new Death & Glory map is almost ready and is pre-loaded now with this build. We will be unlocking it in the next 24 hours to test live.
Camera shake has been added to Guinevere's A3 and A4.
Additional camera shake to increase game immersion underway.
Audio cues updated on heroes whose abilities were missing them. We're on the look-out to see if there are more that got missed.
Unreine Kreiger has been told to stay within the bounds of the H5-0TD facility in the Lava Flow map.
Matchmaking system updates to stop players from accidentally creating dead lobbies in the in-between space from match start and lobby transfer.
[ 2017-09-14 15:45:28 CET ] [ Original post ]
We've added some quick game play trailers to the Steam store page as well as updated screenshots to show off the comic-book game filter. Cheers!
[ 2017-09-13 16:05:25 CET ] [ Original post ]
More minor tweaks and patches are being implented as we prepare for Gold launch. Patches include: Minor bug fixes to hero abilities Updates to damage and stat values to normalize Fixes to localization to properly display text in all uses Camera shake to local client on ability uses Audio cue updates to missing abilities Matchmaking stabilization
[ 2017-09-06 20:24:06 CET ] [ Original post ]
Fixed: Some heroes who forgot how to attack (looking at you Rowena, TARROR, Sentriax, and Kizgin) Minor fixes to minor things. Final prep for Mire's Den. This new Death and Glory map will be live on Monday of next week.
[ 2017-08-11 20:55:42 CET ] [ Original post ]
Thanks to the players last night we were able to identify and squash the matchmaking bugs! Many thanks chaps!
[ 2017-08-11 20:19:43 CET ] [ Original post ]
We're aware of a matchmaking bug that is causing players to not be able to join matches already in-session.
[ 2017-08-11 01:22:10 CET ] [ Original post ]
Phase 1 of language regionalization is in. There is some wonkiness with font not working correctly so some languages may have weird numbers in place of words. We're working on it. Some menu buttons will still be in English until the next wave of patches. Lag compensation is under way. This will help correct hits vs. button press for certain ping situations. Capture the Core has been shifted to allow bots to capture cores again as well as take over locations to help get the team up to 100%. Many bug fixes with hero abilities. Minor particle and vfx improvements to certain heroes. Minor fixes to audio cues. Updates to Mire's Den, Death and Glory (on beta servers). This is almost ready to go live. 4 player co-op. F1 ability descriptions have all been updated to more correctly reflect what the hero abilities do as well as to be easier to understand. Hoods can now hack the experiments in Lava Flow Region Selection updated. Some minor animation updates for crouching. Objective capture rate increased to 10s (up from 5s). Prepping UI for Mire's Den version of Death and Glory. This version is a stand-up fight for 15 minutes of constant waves. Survive as long as you can. More LODs fixed and updated for better performance. Turret sound cue bug fixed. Turret rate of fire and damage decreased and increased. Deacon Dave ability updates to do less damage (he's a healer after all).
[ 2017-08-10 20:27:58 CET ] [ Original post ]
We are in the process (finally) of adding language localization. Soon you will be able to select the language of your choice for the in-game menues and descriptions. Voice-overs will still be in English for the foreseeable future.
[ 2017-07-10 18:01:05 CET ] [ Original post ]
After a brief power and network outage over the weekend, we have fixed the issue and performed some routine updates. North America servers are back online again.
[ 2017-07-03 17:59:20 CET ] [ Original post ]
We will be having our servers offline for several hours on Sunday, July 2nd, 2017 for routine network updates.
[ 2017-07-02 16:57:10 CET ] [ Original post ]
Major Updates to Capture the Core!
Capture the Core Maps have been updated to include capture objective points and a ticket system.
Capture and hold the various strategic points around the CTC maps in order to gain tickets. Major objective points capture 1 ticket per second (reactors, monuments, forward respawn points, forward heal pads) minor capture points 1 ticket per 5 seconds (turrets).
Bring the reactor cores back to your main reactor to earn 50 tickets at once.
First team to 2,000 points wins!
Updates to light maps to all maps to improve performance and visual appeal.
Rager will now attack anyone in her way.
Many LOD updates for improved performance and visual appeal.
Deacon Dave ability updates.
Nav mesh updates and navigation fixes should stop ai bot issues.
Klynt can now dance again.
Nyd's A4 can no longer go through walls
Turrets now over-heat when used for too long.
T to chat in-game and in the main menu now works and doesn't get stuck with the mouse cursor unlocked.
Mire's A4 fixed to not kill himself.
Natural Armor has been removed as a stat, will be replaced with physical damage resistence.
Grachawk A2 fix, knockdown/stun fix.
Added particles and vfx to improve visual appeal to several maps.
Kaet A4 will now work again with Death & Glory maps to remove mind controlled NPCs from the kill counter.
Capturable turrets fire once every 2 seconds now and fire rockets that do 1,500 damage.
Updates to various heroes for bugs and wonkiness.
Fix for special characters in Steam matchfinder to allow players using non-English language characters to play.
[ 2017-06-26 19:24:07 CET ] [ Original post ]
We're testing stability but build 1.0099L will be ocming shortly. Improvements to lighting and shadows, LODs, and environment kills being asigned to the killer (toss someone off the edge and you get the kill). Stay tuned.
[ 2017-06-13 22:30:29 CET ] [ Original post ]
Still running testing, but it appears we have knocked out the bugs from the auto-start and join session bugs.
[ 2017-06-07 22:13:21 CET ] [ Original post ]
After lasts night's game night we discovered a bug in the auto-start system that is causing wonkiness and fatal errors. We're hot on the trail and are working to implement a patch.
[ 2017-06-07 14:00:01 CET ] [ Original post ]
Hooray for Tuebor Tuesday! With it we bring a boat load of updates, improvements, and fixes for your Tuebor pleasure! Major Updates: AUTOSTART: We've done away with the lobby leader! The match will now after 90 seconds so you no longer need to text the afk person to pick a hero. The auto start feature will randomly pick a hero for you if you have not selected one already. Join MATCH-IN-SESSION: Players may now join a match that is already in progress (we're aware of a couple of minor bugs, but it has performed well in testing so we are rolling out now). The pick a new hero countdown timer has been reduced to 3 seconds. THE BLENDER: A new skull ball map has been added. Beware the blender, it will chop you to bits while you try to score. Keyboard and mouse re-mapping works again. Capture the Core: We've fixed the bug where the core wouldn't always respawn. Skysphere's: We've replaced the default engine skysphere with a new and improved one which allowed us to remove the black lines from the sky while in Comic mode. Slide-removal from hero abilities and attacks: We've updated the animation montages on a dozen or more heroes to remove the root from their ability (so they don't stop before using them) and the allow legs to move to remove the "sliding" animation effect. Crouch has been fixed so the player capsule is now reduced in size while in a crouch position. Improved VFX: We've started implementing vfx improvements, specficially to muzzle blasts and gun effects. More to follow (check out Collapse and Brillis for the preview). Capture-able Turrets in Overpass, New Detroit, and Skull Chasm have had their audio updated to sound beefier and more turret like. Their rate of fire has been reduced slightly. Player-usable turrets: have had their audio updated to be far better. Updated many LODs for performance improvements. Holocones have been removed from health and bonus pickups across maps for better visual appeal. Some pickups have been moved around the map for better play flow. Some maps have had their lighting updated to improve frame rate performance and give better visual appeal. Wave 18 has been updated on Lava Flow and it now only features the bosses and their spawns. (some slight bugginess on this wave still, we're working on it). Fixed a bug in Tollway skull ball map that was causing both teams to get points when scored on the orange goal. More visual cues have been added across every map to tell players what team their are on. The spawn pads now have vfx and emissive lighting to indicate green or orange. Fixed several random fatal error bugs when rapid clicking on menu buttons.
[ 2017-06-06 19:22:56 CET ] [ Original post ]
We're hot on the trail of having the matches autostart (no more waiting for lobby leader to quit afk-ing), and being able to join a match-in-session. Patch coming.
[ 2017-06-01 19:57:51 CET ] [ Original post ]
What we’ve completed: · Upper/lower body animation montages updated to remove hero sliding · New Skull Ball map added (The Blender) · New sounds for gun shots, attacks, foley · Added hero chatter · Hero stat/ability balance · Beefed up VFX for heroes, levels · Updated the cross-hair · Added stamina to sprint · Added comic book effect graphics option · Added VFX to make turrets more accurate · Balance to Death & Glory game mode · Added UI arrow element to Capture the Core · Energy resource removed on all abilities · Added video options to allow any screen resolution · Added “windowed and borderless” video option · Fixed chat client for better functionality in-game · Added pre-game Grenbias announcement V/O to tell players about the game mode to all maps · Added many in-game status effect messages to tell players when they are feared, stunned, or crowd-controlled · Updates to make it easier to search the in-game Skin Shop and Salvage Yard for specific items or hero DLC · Updates many LODs to allow better performance and remove odd warping effect · Updates and fixes to the “friends” and “group” system to allow players to better play with friends · Updates to lighting across all maps to allow for better performance and optimization · Miscellaneous bug fixes What we’re currently working on: · Auto start · Ability to join in the middle of a match · Initial game launch in windowed mode · Implementing key bindings · Implementing score into the match results screen · Hero balance and ability tweaks · UI/UX improvements · Overhaul of training and an upgrade system to better allow players to customize · Map and game-play improvements · Improvements to AI · Regionalization for more languages What we’re going to add: · Additional heroes/NPCs (tanks and healers) · Add more comic book pages · Create custom matches for any team size · Additional skins for heroes · Additional backpacks and eyewear · Ability to hairswap
[ 2017-05-30 16:24:20 CET ] [ Original post ]
Many updates to audio cues, connection stability, navigation fixes, hero abilities, and more!
[ 2017-05-26 16:19:42 CET ] [ Original post ]
Happy Tuebor Tuesday everyone! We'll be doing live streaming with the IGC Stream Team tonight from 7-9pm EST. Everyone is welcome to join. Build 9960L brings loads of new updates and bug fixes. Don't forget to watch EchoRose (Eezzle Sneezle) stream live every weekday from 1-3pm EST. Be prepared for a new Skull Ball Arena - The Blender (dun dun dunnnn!)
[ 2017-05-23 22:50:04 CET ] [ Original post ]
Build 9933L is live on North America and EU West servers over the weekend. Feel free to play against the bots while we grow our human community.
[ 2017-05-19 21:07:52 CET ] [ Original post ]
We believe we've found and fixed all of the issues that were plaguing the last build as well as some one's we've seen before but hadn't been able to locate. Power Run is now also fixed again. The EU West and Sao Paulo servers are temporarily offline.
[ 2017-05-18 23:47:19 CET ] [ Original post ]
With our additional logging and debugging we've identified what is causing the majority of disconnects, player spawns, fatal error, and map travel issues.
We are rolling out patches as quickly as we can test them.
For now avoid Power Run.
Here's a pic of Illiria looking sleek AF.
[ 2017-05-18 20:45:58 CET ] [ Original post ]
We've identified what is causing the major bugs of: Not traveling to match Spawning through floor (0.0 location) Not having a team Fatal Error We are testing our patch internally over the next couple of hours and hope to have the patch pushed to live servers today.
[ 2017-05-18 15:18:17 CET ] [ Original post ]
We are aware of a latency + disconnect bug that is causing players to have one of the 4 issues:
Fatal error crash to desktop
Random disconnect from server
Bots not being added to a match
Players not being assigned a team during a match
Players falling through the map
We are hot on the trail of what has caused this bug and are doing extensive tests with additional client and server logging to nail this one as quickly as we can.
We appreciate your patience while we get it taken care of.
Here's a picture of Grachawk with cool Imgur Shades!
[ 2017-05-17 14:18:38 CET ] [ Original post ]
Hello, We've had some requests for this to be put back on the MAC O/S and have decided to make it as an option again. Please keep in mind that while we deploy the build it will be unstable for the next 24/48 hours. Your MAC also will HAVE to have a GPU that supports OpenGL 4.1 or newer.
[ 2017-05-16 19:30:30 CET ] [ Original post ]
Many updates: v/o cues - the bots will now chatter more with each other vfx - some heroes have had their ability vfx updates to be more dynamic general bug fixes to possible incorrect spawning and fatal error on match start database updates to continue to polish and normalize abilities some animation updates to various hero abilities
[ 2017-05-15 21:28:58 CET ] [ Original post ]
More updates and patches and general game goodness inbound today at 4pm EST.
[ 2017-05-15 19:33:04 CET ] [ Original post ]
We've seen a great response to the hero chatter and are updating more heroes to talk to each other on ability use. Expect it during the next live build patch.
[ 2017-05-15 00:45:49 CET ] [ Original post ]
Everyone is invited to play tonight with dev's and friends! Tune in to Twitch.tv/sin_studios to watch and join in!
[ 2017-05-10 20:54:37 CET ] [ Original post ]
US East EU West and S. America are all coming on line now.
[ 2017-05-10 16:52:59 CET ] [ Original post ]
We are pushing through a major update to database and game servers for the next 1/2 hour hour. We apologize for the outage and will be quick.
[ 2017-05-10 16:28:52 CET ] [ Original post ]
Major updates to many things on the back end. Will post more information shortly.
[ 2017-05-05 21:17:10 CET ] [ Original post ]
The update was quick and painless and you should now be able to equip the CMN Extra Life Backpack if purchased from the Steam Store.
[ 2017-04-28 20:47:13 CET ] [ Original post ]
We're updating the client database to allow the unlocking of the Children's Miracle Network Extra Life Backpack.
[ 2017-04-28 19:58:29 CET ] [ Original post ]
Our roll out took no time at all and things are humming along nicely. Live and beta servers are back online.
[ 2017-04-27 15:43:54 CET ] [ Original post ]
We are in the process of rolling out a major back end update. This will be various fixes and patches to some borked abilties, updates to database, and some UI/UX work for better playability. The servers are going to be offline for approximately 2 hours today.
[ 2017-04-27 15:16:52 CET ] [ Original post ]
General Updates: Implemented new Comic Mode video post process effect for in-game. This is now available in the Video options menu and gives the game a bordered graphic-novel/comic book visual look to it, it’s very nice. There is a minor bug that is causing some maps to have black lines on the sky we’re working on it now. UI updates to the main menu system UI updates to the match lobby system Begun process of implementing sound v/o cues to hero abilities and some movement Brillis, Dusk, Guinevere, Illiria, Ahnold, TARROR, Sentriax, Dawn Updated anims for various heroes Klynt, Brillis, Rager, Kaet, Ahnold Updated internal systems to compensate for players disconnecting during a travel to the match from the lobby Implemented a system to stop the bots from moving before players are loaded in Updated in-game red “splatter” to be more noticeable when being hit Updated some props LODs Implemented a system to stop servers from running if nobody is playing on them Updated Party/Friend system to give better cues when a player sends a request to another player. Fixed a bug where you couldn’t see if the other players were looking up or down Added a search feature to the Skin Shop Updates to trees LODs to improve frame rate in tree heavy maps. General bug fixes for odd crashes.
[ 2017-04-25 16:13:15 CET ] [ Original post ]
We will be holding off on rolling out the next major patch as our art team has been busy making some major awesome things happen. The Boar Provides.
[ 2017-04-20 23:57:43 CET ] [ Original post ]
We are pleased to report many of the patches, UI/UX, and animations are nearing completion and will be rolled out on 4/20/2017. We are in the process of rolling out our gold release marketing campaign now that we are happy with the state of the game. Please check our Facebook page for updates and community game nights while we gain some momentum.
[ 2017-04-19 22:19:43 CET ] [ Original post ]
We will be performing random rolling restarts of live game servers until the official launch in May. During this time the serves may be brought down periodically as we roll out updates and patches.
[ 2017-04-18 17:03:25 CET ] [ Original post ]
We are in the process of rolling out a major content, UI/UX, animation, vfx, and bug-fix patch. We will be keeping our live servers offline until further notice during this process. Please keep an eye on Facebook.com/sinstudios for updates.
[ 2017-04-11 19:40:27 CET ] [ Original post ]
Live servers will be offline today April 4th, 2017 for testing, updates, and maintenance.
[ 2017-04-04 14:03:16 CET ] [ Original post ]
We will have the servers offline today for a couple of hours while we run updates and performance tests.
[ 2017-03-28 16:24:36 CET ] [ Original post ]
We are hosting a free live beta of Tuebor at ShutoCon, March 17th-19th at the Lansing Center in downtown Lansing, Michigan. Come play and say hi and Tuebor it up with us!
[ 2017-03-17 19:12:07 CET ] [ Original post ]
We are hosting a free live beta of Tuebor at ShutoCon, March 17th-19th at the Lansing Center in downtown Lansing, Michigan. Come play and say hi and Tuebor it up with us!
[ 2017-03-17 19:12:07 CET ] [ Original post ]
Today at 10:30pm EST we experienced a minor power outage with our server location. We apologize for any interruption this may have caused you. All systems are back online and good to go.
[ 2017-03-08 15:58:10 CET ] [ Original post ]
General Updates: Bug fixes to heroes for random game dodgieness Bug fixes to stuns to stop heroes from being able to continue to hold down mouse button and fight even while stunned Fixed a cast-shadow bug on Caldera that was causing no a 20-40fps drop. Caldera now much smoother to play. Radar updated to be more visually dynamic and pleasing Hero ability buttons now more dynamic and visually pleasing LOD’s for a great many models have had their values corrected so the player doesn’t see them “pop” into a different resolution General sound updates to fix heroes that played sound even when the game audio should have been muted Fixed a bug with the turret that was causing a loss of control for the player Moved the socket out on TARROR’s backpack DLC so the physics doesn’t collide with the hero mesh. Uncle A3 aura updated Main menu updated for more functionality. Beginning the process of putting the friends grouping back in. Khurnn no long as LMB as an attack. He now has an energy shield which will block incoming damage from passing through allowing him and his allies to take cover. The health bars have all been updated to better reflect status Mire is more tanky now. His A2 has been increased to give him more shields, and steal more shield from his opponents. Ashisma is now rooted during his A2 IceMan ability so he cannot be bonked around by others Mire’s animations are smoother and more dynamic Mouse sensitivity and invert mouse are now available in the options menu Overpass has been added to the Capture the Core game mode. It is still in polish stages and will have some NPC bugginess.
[ 2017-02-18 19:48:26 CET ] [ Original post ]
The servers will be offline today for a short while between 1:30pm EST and 3pm EST while we push a new build to the production servers.
[ 2017-02-18 18:36:01 CET ] [ Original post ]
We are quickly approaching our release date and will be holding off on updating the S. America and EU servers while we make daily updates to test and roll out. We will be putting the EU and S. America servers back online once we do our full non-beta live release.
[ 2017-02-10 17:07:27 CET ] [ Original post ]
Patch notes incoming. S.America servers offline for the weekend.
[ 2017-02-04 18:35:49 CET ] [ Original post ]
The servers will be offline for approximately 1 hour while we push through a major update patch.
[ 2017-02-04 17:32:18 CET ] [ Original post ]
Build 9375 is now live in all regions. UI: The first step in our massive main menu system overhaul has been implemented. There will be some slight loss of functionality while we finalize it. Maps: Tollway has been added to the Skullball map lineup! Grab your allies and jump into this converted shipping toll facility to seek fame and glory in the Skullball arena! Tollway brings new vertical dynamics to Skullball; get the skull in the top “golf” holes and then battle fiercely in the room below to score a goal. Team coordination and tactics are required. Watch out for the fan! Skullball: Skullpower has been updated to be reset on ball score. This should fix the problem of balance of power between teams between scores. Ranged attacks also move the ball less. Animations: Sprint: many animation updates to heroes for a new “sprint” animation to better show the player while they gotta go fast! Brute, male, and female meshes. Special Abilities: many heroes have had their special abilities updated to better show fluidity in motion and feel more powerful: Kaet, Ione, DAGs, Rift Walker, Dusk, Khurnn. Idles: many heroes have had their idles updated to give more fluidity to their movements. General Updates: Ability resource use is now completely removed. All special abilities are now cooldown based only. There may be some special use-case bugs as a result, keep an eye out and let us know. Various bug fixes across several maps for crashing or disconnect issues. Fixed a bug where the dead soldier in Skull Chasm would loop standing up Fixed lighting in Skull Chasm where shadows weren’t baked properly Fixed some lighting issues in Breath of Fire where expensive mobile lights were used instead of stationary lighting Added walls in the middle of BoF map to stop bots from shooting through and keeping the ball against the walls. Fixed more lighting and performance issues with New Detroit Added new paths and navigation for New Detroit secondary spawn points. Updated lights to Lava Flow to increase performance and give better depths for shadows and brightness for high outputs lights.
[ 2017-01-20 22:34:01 CET ] [ Original post ]
We are sad to report that after much time and consideration we have decided to remove the MAC version of Tuebor. We had long tried to prove that gaming across multiple pc operating systems was possible but unfortunately circumstances well beyond our control have forced us to make this decision. After much research and effort we have determined that simply too many MAC users were having a very poor experience with our game due to insufficient GPUs on their MAC computer. Despite many attempts at helping control the situation by allowing a variety of video options we found that the gameplay experience was simply too poor and not representative of what we are building. We appreciate everyone who played and tested with us.
[ 2017-01-19 14:40:38 CET ] [ Original post ]
Welcome to build 9291s. In this build we have included the following updates, changes, and patches. Breath of Fire added! Welcome to the new Skullball arena, Breath of Fire. You will pit your team of 4 heroic combatants against the enemy team and new environmental challenges. Don't stand in the fire (stupid raid healers!). All maps have had significant improvements to lighting and material optimizations. We are seeing up to 50% improvement on framerates across most maps. Sprint duration has been added! We felt the speed of the game was too fast to allow for meaningful combat with melee, ranged, and special abilities. After several weeks of internal testing we have deployed the sprint duration. It has replaced the special ability resource meter on the lower right corner of the screen. Holding down shift will now only let you sprint while you have sprint stored up in the bar. After it has been depleted you will need to wait to allow your sprint meter to fill up a little before you can sprint again. Sprint speed increased to allow for further travel during the sprint bursts. Special ability resources have been removed from the game. All special abilities are now cool down based only. We felt that having multiple damage types, multiple defense types, multiple this and that and the other thing were simply too much to manage for the average player. As such, in order to calm down the massive stats management for the game we have removed both "energy" and "psionic energy" resources from the game. This allows us to both simply gameplay and assist in overall hero balance. Skull Chasm has had additional updates for prop placement and navigation to allow bots to get to and from objectives. Inertia has been added to all characters (heroes and npcs). To give the overall UX of the game a bit of a polish to increase user immersion, we've impleneted movement inertia to all moving characters. This inertia, depending on the "weight" of the character will cause a "ramp up" time to get to full sprint speed and a "slow down" of the movement when you stop. There will be some tweaking to it over the next week, but we're pretty happy with how it adds more "movement" to the game and experience. Word of caution, most heroes don't stop on a dime any longer so be careful when running along ledges. General bug fixes to hero abilities, level glitches, lighting, navigation links, and patrol points across most maps and heroes. Continued development: We are hot on the trail of getting the new main menu system UI in place and had great strides over the last week. We will be unveiling a new pre-cache system that will indicate what is being loaded and remove the percieved "lock up" when finding a match or joining a lobby. Additional work for language regionalization is underway. A new Skullball map is preparing to be added to the mix. Tollway, a brand new Skullball arena based in an semi-abandonded freight toll facility is nearing completion. This new level will add brand new challenges not seen before in Skullball.
[ 2017-01-07 19:34:26 CET ] [ Original post ]
We will be taking the servers offline for updates and patches today, 1/6/2017 between the hours of 2pm and 4pm EST.
[ 2017-01-06 18:55:21 CET ] [ Original post ]
Known issue: capturing the forward respawn pad in Skull Chasm will likely cause the Bots to be trapped on the forward respawn pad. This is fixed in the updated patch that will be released in a couple of days.
[ 2016-12-17 19:33:16 CET ] [ Original post ]
There is a bug in the current live version that is causing the game to never load the maps. We are bringing down the servers to revert to prior build.
[ 2016-12-17 19:10:28 CET ] [ Original post ]
Build 9243 Update Notes: General • Testing new hologram material on player-interactable objects to transition away from clunky floating in-game text (currently on player-controllable turrets in Skull Chasm only) • Adding in player-capturable objectives in both Capture the Core maps to allow more dynamic gameplay and get away from running in straight lines while hopping a bunch. • MAC build fixes to make sure launch code/libraries compile properly. • Fixed an issue in game lobbies that was causing some players to be in two lobbies at the same time (effectively) and not being in either at the same time causing them to not be able to see other players or launch the match. Skull Chasm • Capturable objectives added to the map. Turret towers, forward heal pads, and forward spawn pads. New Detroit • Capturable objectives added to the map. Turret towers, forward heal pads, and forward spawn pads. • Hologram Park has undergone a slight redesign to better facility more dynamic game play and ebb and flow for combat activities. • New side walkways have been added to both Orange and Green sides to allow players to more dynamically choose how to get the Core back to the Reactor. • Sweeping updates to light bake to move away from general blanket of orange or green haze. Now has more dynamic and stationary shadows and added depth. Caldera • Sweeping updates to light bake to move away from general blanket of orange/red haze. Now has more dynamic and stationary shadows and added depth. Lava Flow • Minor updates to stationary lights for brightness. Tutorial Room • Nav links added to allow Scum and DAGs to roam about freely and get less stuck on things (not sure why they are still jumping at the walls tho). • Fixed materials for tutorial tips that weren’t showing up. • Swapped trash bags out with moveable ones in trash compactor room. Heroes • Kizgin A4 stopping moving bug fixed • Honin updates to A4 particles/vfx to better inform the players the distance of the ability range. • Ione’s ranged particles/vfx updated with correct material. New Maps • Breath of Fire has map has been completed and is awaiting internal testing before pushing to the general public. • More behind-the-scenes work has been done to the new main menu UI system, more work to be done before putting in the live game build. • SNS Inc logo and Pure Michigan logo video has been added to launch of the game. • Valley of Death skull ball map build underway.
[ 2016-12-16 16:41:29 CET ] [ Original post ]
After a short hiatus the MAC build is now live again. Please restart Steam to make sure you have Tuebor updated to build number 9217S GS1. Updates include some minor bug fixes and tweaks to overall game performance.
[ 2016-12-13 16:36:38 CET ] [ Original post ]
This build includes updates to the following: - Lighting improvements to Factory Joe, Caldera, New Detroit, and Lava Flow maps to give better depth for shadows and not appear so "blah". - Fixes to Skull Chasm so you don't launch off the map - Various bug fixes to heroes - Materials and Meshes now work correctly in single player Tutorial map - additional gun using heroes now fire faster and do damage immediately We are still working on getting the MAC build working again, stay tuned.
[ 2016-12-08 17:42:47 CET ] [ Original post ]
We discovered an issue with the MAC build too late in the development cycle this week and will not be able to get it online for the weekend. We're sorry for the inconvenience.
[ 2016-12-03 21:02:49 CET ] [ Original post ]
General
- Squarebot and Circlebot are no longer ultra hated by the NPCs and will happily do their routines until heartless players mercilessly attack them.
- Squarebot and Circlebot now explode upon heartless players destroying them.
- Significant updates to game performance through updated in AI code and how the game handles it (most noticeable on game modes with lots of bots/npcs).
- HUD has been fixed and you can now see the enemy target again on the top left of the screen next to your own player pog.
- HUD has been fixed to show damage text again.
- HUD radar no longer shows Squarebot and Circlebot (you’ll have to heartlessly hunt them down)
- Significant updates to heroes with guns as weapons. They should now immediately hit what they are shooting at (under the dot).
- Lancers no longer slide around the map (the ice-dancing world will never recover from this loss)
- Brillis A2 animation added back in. You may now press 2 twice to be able to quickly tuck and roll at enemies (does significant damage).
- Nyd A3 has had root removed so you no longer have to stop before running fast.
- Banana leaves on all maps should now correctly show shadows and the proper lightness.
- Sound attentuation for all guns can now be heard much further across each map.
- Attackable/exploding objects (barrels, ammo crates, etc) will now cause a louder explosion and camera shake.
- Alphineous A4 fix to not cause players to be forcibly respawned even when not dead.
- A great many audio fixes for abilities that would play sounds even when audio set to off.
- Improvements to loading screens when traveling between the lobby and the game map.
- Tab menu (in-game) now shows the players names on top that has the highest kills (all modes)
- In-game pickups (health, speed, damage, invincibility) have new models (so long potassium giving banana’s). Minor bug is currently causing the wrong models to spawn for the bonus given.
- General crash fixes and bug fixes for various issues in code.
- Beginning the overhaul of the lighting to better show depth, darkness, shadows, and brightness.
- Updates to cull distance for foliage to improve performance across map.
- Updates to side spawn points and the path flooring to get to the middle.
- Fix for the Core not spawning (it was trying to spawn under the ground).
- Minor prop updates to stop bots from getting stuck.
- Minor updates to navigation to stop bots from getting stuck.
- Updates to Tutorial level to allow all matinees and triggered event fire.
- Known bug causing the materials which show the “keyboard control tip” to appear as grey boxes.
- Updates to end of tutorial to properly show the correct dances for the various heroes.
- Added more dancing heroes.
- Prepping the new Death & Glory map Overpass for trial runs.
- 6 player Co-Op
- Prepping Mire’s Den map for trial runs.
- 3v3v3 PvPvE
[ 2016-12-03 18:49:12 CET ] [ Original post ]
We will be updating the servers for the game day today. The planned outtage will be brief and all game services will be offline during this time.
[ 2016-12-03 17:18:48 CET ] [ Original post ]
There was a mild outtage today from 5:15pm EST - 5:30pm EST while we played with getting more servers online. All outtages should be over and normal server operations restored.
[ 2016-11-28 22:33:33 CET ] [ Original post ]
Thank you for everyone who came out to play on Tuebor Game Day on Saturday. We had a lot of fun playing with you and we even found some interesting bugs to fix! We look forward to more fun game days in the future!
[ 2016-11-15 14:14:34 CET ] [ Original post ]
All regions have had their servers upgraded and restarted. You may need to restart your Tuebor game client in order to find the match servers.
[ 2016-11-12 19:48:09 CET ] [ Original post ]
With all of the major updates made to Tuebor, we decided a Tuebor game day would be worthwhile so you can see the progress. If you've followed our journey, you'll be pleasantly surprised. If you haven't followed our journey, you'll still be pleasantly surprised. Join us online as we play through all of the maps and modes!
[ 2016-11-11 22:25:47 CET ] [ Original post ]
While we have been hard at work improving all things Tuebor we have not forgotten about the players. On Saturday we will be hosting a Tuebor Game Day and we will be handing out Steam Gift Cards to winners of our mini-tournament. We have a new and improved leaderboard and stats/ranking system. Come play with us Saturday.
[ 2016-11-09 00:31:55 CET ] [ Original post ]
Take on Streamers in the newly updated Tuebor. Tuebor Game Night Wednesday, October 26th starting at 7:00pm EST we will be playing Tuebor and bringing an army of friends with us: AI_Television, Kawthir, King_Ding_AH_Ling And several members of the Infirmary Gaming Community: Plague_Bearer, Swift4Runner, Dragonking4831, RacerGSR, & GraffixG Major Updates Include: Lava Flow Updates to waves NPC spawners, updated to nav links for cargo cans, updates waves Removed waves 17,18,19 in favor of longer-timed waves to spread out NPCs over a long time. New Detroit Hero spawn/core spawn locations Overhaul to hologram park New bridge locations Capture the Core and Skull Ball Goal/score tracking Update win/loss ratio Added Skull Ball stats to UI General updates Support for game controllers, Steam controller, Xbox controller Implementing infrastructure to leaderboards Adding database code for leaderboards Various hero updates Will you defend? Time will tell. We will meet you in the lobbies at 7pm EST.
[ 2016-10-25 18:25:38 CET ] [ Original post ]
We are currently testing several fixes to get the Linux build working properly. Until further notice the Linux build will crash at launch for all systems. Please avoid it at this time.
[ 2016-10-25 18:18:14 CET ] [ Original post ]
We successfully tested a lot of core bot ai functionality and are happy to report the bots are getting far less stupid. Check out Capture the Core game modes in New Detroit or Skull Chasm to have the bots participate (if there aren't currently any live matches). This update also brings: - More optimizations for the game launch - Fixes to navigation for the bots - More framerate optimizations for Caldera, Mire's Lockup, and New Detroit - Improved lighting for New Detroit - Various bug fixes for hero abilities - Wave counter fixed in LavaFlow (Archon has returned to his spot) - Potential long term fixed for Blade Rider npcs We're having a grand time in our Discord channel and invite everyone to join us for a lively conversation. Click the link in our social media menu on the left to get in on the fun and talk game development with us. Upcoming improvements: - Additional navigation updates for Capture the Core matches to get the bots around the map in a better fashion. - Additional framerate improvements for LavaFlow - Additional balance to hero stats/abilities (damage, cool down timer, cost) - Improvements to in-game UI/UX elements to more easily tell when you are being affected by harmful abilities, and when you are using abilities on others.
[ 2016-10-08 05:02:25 CET ] [ Original post ]
We've made some fun improvements to overall bot matches to allow players to experience more combat while we build our player base.
Patch 8810 brings the following updates:
- Discord channel link now available in main menu - Bots will now find their way to the map centers to fight (they aren't aware yet of things like the Core or the Skull Ball) - Navigation issues to stop bots from jumping at walls and tall obstacles - Improvements to framer rate for Skull Chasm - Increased stability to EU, US, and S.America servers - Mouse should now show up all of the time, even at the login screen. - Reduction to load times now between splash and login (more improvements coming) - Many hero bugs fixed - Improvements to general game performance - Increased difficulty of Waves 7-10 on LavaFlow. It is now possible to lose the match during these waves. - UI/UX improvements to know when the basement is flooded in LavaFlow - Improvements to Capture the Core game mode,bots will find the fight, the core will now show correct timer and respawn for everyone. - Improvements to Team Annihilation, bots will aggressively fight. - Improvements to SkullBall, bots will aggressively fight (but still not score). Known Bugs -Waves in LavaFlow are bugged. The enemies remaining counter is off and causes multiple waves to overlap. -Archon has gone missing.
[ 2016-10-05 17:07:08 CET ] [ Original post ]
After two weeks of intense bug hunting, feature implementation, and general patches we're happy to announce the release of patch 8792s. Updates include: - EU Servers are now online. - South America servers are now online. - Stability for all servers increased - Bug fixes for many heroes - VFX updates for many hero abilities - Animation updates for many heroes - Fixes to Capture the Core maps New Detroit and Skull Chasm - Server reconnect crashing due to players attempting to reconnect fixed - UI improvements for main menu systems to let players know when they have not connected to a server. - New backpacks added: Bug, Koi fish, Turtle - Fixes for textures for some skins that were not applying correctly - Massive overhaul in lighting for New Detroit - Game launch cache improvements (more coming) - Optimizations for many levels to improve framerates while playing. - Tooltips added to game loading screens - Main Menu updates for creating a party to play with - Main menu updates to links to social media - Link added to Discord channel, come join us for lively chats - Main menu updates to highlight shop items and heroes - Lighitng updates to Caldera and Mire's Lockup - Updates to AI for bots on LavaFlow. They are less stupid, but still pretty stupid. More updates coming down the pipes for all AI for all levels. We are hot on the trail to get out of Early Access to take advantage of many brand partners and promotions. Thank you to everyone who has been playing and continues to give us feedback to help make Tuebor even better!
[ 2016-10-02 03:39:57 CET ] [ Original post ]
We've been hot on the trail of fixing bugs the community has helped us find. Major Bugs being addressed:
- Long launch delay due to incorrect image sizes in-game precaching
- Lower framerate on certain maps that had dynamic lights where they shouldn't have
- Stats not transferring correctly after applying training/gear/upgrades
- MAC crash-at-start due to Geforce driver header file incorrect in code
- General stat balancing, cool down reductions, hero bugs
- General server and client side optimization
- New animations for some heroes
- New VFX for some hero abilities
- General bug fixes for heroes and NPCs
- New UI elements to let players know when the sublevel is flooded in LavaFlow
- General updates to damage pipeline to cancel abilities on-death.
[ 2016-09-21 15:31:20 CET ] [ Original post ]
It looks like we goofed and put in a large batch of 5-125mb image files that were not supposed to be in the build (as they were). They were precaching at the start of the game causing a lot of people to think the game was locked up at launch due to the very long load time. We are fixing this and will be pushing it to the live game build as quickly as we are able. Many thanks for everyone playing and testing, your help really helps. Two Boars Out!
[ 2016-09-20 18:30:10 CET ] [ Original post ]
Hello Gamers! We've been getting a lot of great feedback in the last 48 hours and it's helping us shape a better gaming experience for everyone. Right now we need to point out that our server instances are all located in Virginia, USA. Because of that anyone outside North America is likely to have connection, latency, ping, and delay issues. Please keep in mind that we are in the process of spinning up global servers as well, so before judging too harshly, please give us a bit of time to get the global side running. Many thanks to everyone who has been playing and spreading the good word. Cheers, beers, and happy new years! Two Boars out!
[ 2016-09-16 20:23:53 CET ] [ Original post ]
Hello Tueborians, The Boar provides again. We are in the works with a set of big Day 2 patches for bugs that we found thanks to everyone that played with us yesterday. It's funny how things pop up that we didn't find ourselves, so a big thank you to the small, yet growing, community we are building. The servers may be a bit thin today as we continue to work engineering black magic, but if you are inclined to play please feel free to either by Add Bots or in the single player Sandbox level. Hit Play at the main menu and then select your game mode. The Boar Out!
[ 2016-09-16 17:06:23 CET ] [ Original post ]
We've been seeing odd things with the MAC build and are actively tracking them down. For now, if you run into any of the following issues:
- MAC account issues
- Cannot create account through Sign-Up button
- Cannot launch game
- Cannot log in
[ 2016-09-15 22:57:34 CET ] [ Original post ]
We are seeing some long loading times for some systems, we'll be looking into that. For now, the long load screen at the start should only be the first time you load the game. Give it a minute, it'll launch. TwoBoars out.
[ 2016-09-15 03:12:10 CET ] [ Original post ]
The Boar Provides! Tuebor is now live on Steam. During this Early Access phase of our development we will be continuing to polish the game while adding featues. All Tuebor heroes will be free to play for at least the next 30 days. Once we move out Early Access we will be doing a hero rotation to allow anyone who has not unlocked their favorite champion to continue playing. We have both MAC and PC versions available and will be getting our Linux build out the door soon too! During this time we ask that you help us grow our community and make a great game even better by talking to us on our community boards. Thank you to everyone who has supported this development over the years, we finally made it!
[ 2016-09-15 01:17:44 CET ] [ Original post ]
We're happy to report that our builds for the Tuebor game on both MAC and Windows platforms has been cleared by Valve and we are on our way to releasing next week to the general public. Many thanks to everyone involved.
[ 2016-09-10 22:59:31 CET ] [ Original post ]
🕹️ Partial Controller Support
- Tuebor Linux Depot [13.41 G]
- Extra Life Backpack
Tuebor is a cross-genre 3rd person MMO-lite. Tuebor blends elements from MMO, RPG, FPS, and MOBAs into a single cohesively fun game. Players choose their favorite character and jump into high action PvP arenas or Cooperative PvE challenges.
Team Death Match PvP, Last Stand PvE, Capture the Flag, MMO-style Battlegrounds PvP, or our E-Sport Skull Ball will delight fans of any genre.
Skull Ball
Mire's Lockup, Caldera, and Factory J-03 are the 3 game-launch e-Sports maps as part of the Skull Ball game mode.
Compete in teams of 4v4 to take out your opponents, gain Skull Power, and score goals to win
The Skull Ball arenas are designed to excite and challenge the players, some with deadly consequences.
Death & Glory
Lava Flow is the first of Tuebor's Death & Glory modes which features a 6 player Co-Op.
Team up to defend Facility H50-TD against waves of increasingly difficult enemies from freeing the "Experiments", building up to 3 unique and exciting boss fights, and culminating in a near impossible to beat final last stand.
Capture the Core
New Detroit and Skull Chasm are Tuebor's Capture the Core maps.
Team up in groups of 8v8 in this new spin on a familiar game mode. The teams are trying to power up their reactor by grabbing misplaced power cores in the heart of New Detroit, or throughout the Skull Chasm.
Protect the power core carrier to gain a speed boost, or be on the offensive to keep the other team away in this nail bitingly exciting game mode.
Try not to get too lost in the beautiful cityscape or chasm vista, as defeat is only a heartbeat away.
Team Annihilation
Drain Pipe and Power Run are Tuebor's Team Annihilation maps.
Fight for victory, honor, and bragging rights in our take of an intense 8v8 classic team death match.
Translocate in with your squad and defeat the opposing team before time runs out.
Choose your teammates wisely, as team composition counts, and your opponents will not be kind.
Core Breach
Overpass is Tuebor's Core Breach flagship map.
In the Core Breach game mode, 16 players will take on the 8v8 challenge of fighting through central map objective points in order to gain an edge on the other team and complete the ultimate goal of destroying the opposing reactor core.
Players must first choose their paths to victory while taking on hostile NPCs, or going head-first into the other team.
Core Breach is a revisioning of classic MMORPG battlegrounds blended with a MOBA-lite feel.
- OS: Most modern 64bit Linux distributions. SteamOS
- Processor: 2.5 GHz Dual-Core 64-bit CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 1.5 GB GDDR5 GPUNetwork: Broadband Internet connection
- Storage: 14 GB available space
- OS: Ubuntu 14.04 64bit. SteamOS
- Processor: 2.0 GHz 6 or 8 Core 64-bit CPUMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: 3.0 GB GDDR5 GPUNetwork: Broadband Internet connection
- Storage: 14 GB available space
[ 6132 ]
[ 2625 ]