Changes
- Added full controller support
- Added more models to mothership mission
- Added 64 bit versions
- Fixed game not starting on some systems due to steam update
- Fixed health/stamina regen for coop players
- Fixed emissive voxels on some models (mostly mothership related)
- Fixed player model staying on screen when starting a coop game.
How to enable the patchtest branch
[olist]
v0.8.1272 has been put live on the main branch, here's a list of changes
Changes
- Added tooltip to offensive/defensive ability selection in the character stat screen.
- Fixed rocket launcher aim when aiming at your own feet
- Fixed offensive/defensive recharge exploit
- Fixed powerups spawning high up in the air
- Fixed target rectangle for heavy assault unit (the purple guy shooting the green stuff ;)
- Fixed leaderboard not opening from main menu
v0.8.1272 has been put live on the main branch, here's a list of changes
Changes
- Added tooltip to offensive/defensive ability selection in the character stat screen.
- Fixed rocket launcher aim when aiming at your own feet
- Fixed offensive/defensive recharge exploit
- Fixed powerups spawning high up in the air
- Fixed target rectangle for heavy assault unit (the purple guy shooting the green stuff ;)
- Fixed leaderboard not opening from main menu
v0.8.1264 has been put live on the main branch, here's a list of all the changes since the last version:
Changes
- Added first version of model editor
- Added steam workshop support
- Fixed scrollbar
- Fixed projectile max distance
- Fixed root motion (bug caused by unity update)
- Fixed particle effects (bug caused by unity update)
- Fixed resolution settings (bug caused by unity update)
- Fixed ground paint (was missing a lot of paint)
- Fixed ambient light intensity (bug caused by unity update)
- Fixed smoke-ring/puff showing up on main screen
- Moved screenshot path to documents folder
- Improved explosions
- Improved particle effects (particle motion blur will get a separate setting later)
- Performance fixes in particle engine
- Performance fixes in fracture engine
v0.8.1264 has been put live on the main branch, here's a list of all the changes since the last version:
Changes
- Added first version of model editor
- Added steam workshop support
- Fixed scrollbar
- Fixed projectile max distance
- Fixed root motion (bug caused by unity update)
- Fixed particle effects (bug caused by unity update)
- Fixed resolution settings (bug caused by unity update)
- Fixed ground paint (was missing a lot of paint)
- Fixed ambient light intensity (bug caused by unity update)
- Fixed smoke-ring/puff showing up on main screen
- Moved screenshot path to documents folder
- Improved explosions
- Improved particle effects (particle motion blur will get a separate setting later)
- Performance fixes in particle engine
- Performance fixes in fracture engine
Changes
- Performance fixes in particle engine
- Performance fixes in fracture engine
- Added Quick Help screen to model editor
How to enable the patchtest branch
[olist]
Changes
- Performance fixes in particle engine
- Performance fixes in fracture engine
- Added Quick Help screen to model editor
How to enable the patchtest branch
[olist]
Changes
- Added workshop support to the editor and game.
How to enable the patchtest branch
[olist]
Changes
- Added workshop support to the editor and game.
How to enable the patchtest branch
[olist]
This patch adds some more features to the in-game editor
Changes
- Added undo/redo functionality (ctrl-z/ctrl-y)
- Added automatic resizing of model parts
- Added old models to editor (not loaded in game yet)
- Added Slice tool, press 's' while editing to switch to it.
- Made save games backwards compatible
- Fixed color-picker when hitting 'c' again it now exits the picker
Slice tool usage:
- Ctrl + Mouse wheel changes the position of the plane
- Left click to add/paint voxel, right click to remove voxel
- 1,2 and 3 switch between x/y/z planes
How to enable the patchtest branch
[olist]
This patch adds some more features to the in-game editor
Changes
- Added undo/redo functionality (ctrl-z/ctrl-y)
- Added automatic resizing of model parts
- Added old models to editor (not loaded in game yet)
- Added Slice tool, press 's' while editing to switch to it.
- Made save games backwards compatible
- Fixed color-picker when hitting 'c' again it now exits the picker
Slice tool usage:
- Ctrl + Mouse wheel changes the position of the plane
- Left click to add/paint voxel, right click to remove voxel
- 1,2 and 3 switch between x/y/z planes
How to enable the patchtest branch
[olist]
This patch introduces a number of fixes and the first version of the in-game editor, it's still pretty rough but the basics are functioning.
Changes
- Added first version of model editor
- Fixed scrollbar
- Fixed projectile max distance
- Fixed root motion (bug caused by unity update)
- Fixed particle effects (bug caused by unity update)
- Fixed resolution settings (bug caused by unity update)
- Fixed ground paint (was missing a lot of paint)
- Fixed ambient light intensity (bug caused by unity update)
- Fixed smoke-ring/puff showing up on main screen
- Moved screenshot path to documents folder
- Improved explosions
- Improved particle effects (particle motion blur will get a separate setting later)
Editor controls
All Views: Alt + Left mouse = Rotate Model (around selected part) Alt + Right mouse = Move Model press "..." button next to model name to select different model press "..." next to color code to select a custom color Model package is automatically saved on exit, or when you press the save button under the package name Model View: Left mouse = Select part Q - Switch to Part Editor Editor View: Q - Switch to Model View A - Add Voxel Tool R - Remove Voxel Tool P - Paint Tool C - Color Picker Left mouse - Use current tool
Todo
Here's a list of items that still need implementing and will be coming over the next few weeks. Feel free to post any other ideas on the forum.
- Add upload to workshop
- Add Toolbar
- Add Copy/Paste tools
- Add Shape tools (sphere/box etc.)
- Add Settings screen for custom key bindings
- Add Ammo models
- Add Powerup models
- Add ability to Show/Modify joints
- Add ability to Add/Modify lights
- Add ability to Add/Remove/Move parts (add/remove only for models without animations)
- Add ability to Load/Save palette
- Add ability to edit a voxel slice (Currently can only add to existing voxels)
- Add preview window for animations
- Add Undo/Redo functionality
- Add Import/Export functionality
- Replace edited tiles in game (currently only units/weapons get replaced)
- Auto size matrices (currently limited to original size)
- Fix older models so they work with the editor (some models might be missing at the moment)
- Remove/Rename package (can currently only rename/remove in explorer)
- Save only changed models (currently saves all models to the package)
How to enable the patchtest branch
[olist]
This patch introduces a number of fixes and the first version of the in-game editor, it's still pretty rough but the basics are functioning.
Changes
- Added first version of model editor
- Fixed scrollbar
- Fixed projectile max distance
- Fixed root motion (bug caused by unity update)
- Fixed particle effects (bug caused by unity update)
- Fixed resolution settings (bug caused by unity update)
- Fixed ground paint (was missing a lot of paint)
- Fixed ambient light intensity (bug caused by unity update)
- Fixed smoke-ring/puff showing up on main screen
- Moved screenshot path to documents folder
- Improved explosions
- Improved particle effects (particle motion blur will get a separate setting later)
Editor controls
All Views: Alt + Left mouse = Rotate Model (around selected part) Alt + Right mouse = Move Model press "..." button next to model name to select different model press "..." next to color code to select a custom color Model package is automatically saved on exit, or when you press the save button under the package name Model View: Left mouse = Select part Q - Switch to Part Editor Editor View: Q - Switch to Model View A - Add Voxel Tool R - Remove Voxel Tool P - Paint Tool C - Color Picker Left mouse - Use current tool
Todo
Here's a list of items that still need implementing and will be coming over the next few weeks. Feel free to post any other ideas on the forum.
- Add upload to workshop
- Add Toolbar
- Add Copy/Paste tools
- Add Shape tools (sphere/box etc.)
- Add Settings screen for custom key bindings
- Add Ammo models
- Add Powerup models
- Add ability to Show/Modify joints
- Add ability to Add/Modify lights
- Add ability to Add/Remove/Move parts (add/remove only for models without animations)
- Add ability to Load/Save palette
- Add ability to edit a voxel slice (Currently can only add to existing voxels)
- Add preview window for animations
- Add Undo/Redo functionality
- Add Import/Export functionality
- Replace edited tiles in game (currently only units/weapons get replaced)
- Auto size matrices (currently limited to original size)
- Fix older models so they work with the editor (some models might be missing at the moment)
- Remove/Rename package (can currently only rename/remove in explorer)
- Save only changed models (currently saves all models to the package)
How to enable the patchtest branch
[olist]
Unfortunately the update isn't quite ready yet so the first version of the voxel editor will be released in an update to the patchtest next week. To give an idea of what's coming, here are some screenshots:
Viewing a model
The left side shows some basic information of the unit together with the used color palette. You can create custom palettes to be used over multiple models, the default palette shows only the colors used in the current model. On the right side there's a list of individual parts the model exists off, currently you can't add/remove these as animations require the correct parts. In future versions this will likely change, at least for models that don't use animations.
Editing a model part
When selecting a part (by clicking on it in the part list or just on the model) you can switch to the edit mode for that part and start adding/removing or painting voxels. The toolset is still a bit limited but more will be added later. It's possible to edit all voxel models currently in the game, for example:
Editing a player character
Editing a tile
Editing a weapon
You can either replace a single model or create a package that replaces a whole set of models.
Unfortunately the update isn't quite ready yet so the first version of the voxel editor will be released in an update to the patchtest next week. To give an idea of what's coming, here are some screenshots:
Viewing a model
The left side shows some basic information of the unit together with the used color palette. You can create custom palettes to be used over multiple models, the default palette shows only the colors used in the current model. On the right side there's a list of individual parts the model exists off, currently you can't add/remove these as animations require the correct parts. In future versions this will likely change, at least for models that don't use animations.
Editing a model part
When selecting a part (by clicking on it in the part list or just on the model) you can switch to the edit mode for that part and start adding/removing or painting voxels. The toolset is still a bit limited but more will be added later. It's possible to edit all voxel models currently in the game, for example:
Editing a player character
Editing a tile
Editing a weapon
You can either replace a single model or create a package that replaces a whole set of models.
Still working on the editor /workshop integration and some new weapons / enemies. Current plan is to release a patch containing these in about 2 to 3 weeks (end of this month) to the test branch.
Still working on the editor /workshop integration and some new weapons / enemies. Current plan is to release a patch containing these in about 2 to 3 weeks (end of this month) to the test branch.
Been a while since we had an update, currently working on the in game editors. The character editor will be released first with a map editor coming at a later date. I'm expecting to have the first version up in a few weeks (holiday's are coming up so might take a bit longer). There'll be a small patch next week to fix some minor issues and add a few other changes.
Been a while since we had an update, currently working on the in game editors. The character editor will be released first with a map editor coming at a later date. I'm expecting to have the first version up in a few weeks (holiday's are coming up so might take a bit longer). There'll be a small patch next week to fix some minor issues and add a few other changes.
Just merged version 0.8.1182 to the live build. See in game patch notes for all the changes since the previous version (0.8.1055)
Quick recap of the main changes:
- Added defense mode
- Added local co-op (not in defense mode yet)
- Added Linux support
- Added Mac support
- Added some missing perks
- Added ability to enable/disable some perks
- Added achievements
- Bunch of minor fixes/tweaks/additions
Just merged version 0.8.1182 to the live build. See in game patch notes for all the changes since the previous version (0.8.1055)
Quick recap of the main changes:
- Added defense mode
- Added local co-op (not in defense mode yet)
- Added Linux support
- Added Mac support
- Added some missing perks
- Added ability to enable/disable some perks
- Added achievements
- Bunch of minor fixes/tweaks/additions
Since there were still some issues in the previous version I've decided to not upload the new version to the main branch yet. This version should fix it all, so if all goes well I'll upload it to the main branch next week. In the meantime you can try it on any of the beta branches (see below on how to enable)
Changes
- Added more achievements
- Added 'Special Perks' section to stats screen which allows you to toggle certain perks.
- Added message when closing stat screen with unassigned stats/rewards.
- Fixed bug with rhino and certain environmental models
- Fixed explosions not correctly removing ground after defense update
- Fixed keyboard input when no players are using keyboard/mouse in coop mode
- Fixed minor memory leak in AI
- Fixed reward selection when there are no more rewards left
- Improved impact effect of energy weapons
- Improved layout of message screen
- Improved primary/secondary fire, no longer have to release primary after firing secondary
- Updated controller support
How to enable the patchtest branch
[olist]
This patch adds steam achievements and some of the missing perks. It also fixes some bugs introduced in the previous co-op patch and some older ones. It's currently uploaded to all the beta branches and will be merged with the main branch next week (at which point most of the beta branches will be removed).
Changes
- Added minor explosion smoke effect
- Implemented steam achievements/stats (more to come)
- Implemented heat seeking perk
- Implemented rhino perk
Known issue
- Currently the 'Get a score of xxxx' achievements only count when a mission is finished. This will be changed in the next patch.
Bug fixes
- Fixed transition to main menu from pause menu
- Fixed surround sound in single player
- Fixed bug with camera switching between menus
- Fixed bug causing low fps when rotating camera to certain angles
How to enable the patchtest branch
[olist]
This patch introduces the first version of local co-op. It's uploaded to the following branches: patchtest/defense/osxlinux
Changes
- Local co-op added for campaign and survival modes.
- Fixed bug with enemy run speed (they ran faster on lower frame rates)
- Fixed broken new character UI
Known issues
- Camera can act weird when switching to menus while in co-op mode
- Enemies require rebalancing for co-op mode
- Some UI issues in co-op mode
- Co-op scoreboards only visible after death
How to enable the patchtest branch
[olist]
Currently working on implementing local co-op, it's coming along nicely and should be available in an update next week for both campaign and survival mode and most likely the week after for defense mode. The next update will set the defense/osxlinux/patchtest branches to the latest build. Once the update is tested and moved to the default branch the defense and osxlinux branches will be removed (this should put you back to the default branch automatically so shouldn't be a problem).
This patch introduces the new bridge map to defense mode, it still has a few minor bugs once those are fixed I'll be adding it to the campaign/survival modes as well.
Changes
- Added new bridge map for defense mode
- Adjusted all weapons in defense mode
- Adjusted enemies in defense mode
- Added different mob AI for defense mode
- Adjusted path finding for AI in defense mode
- Adjusted prices in defense mode shop
- Added rewards for finishing waves (these don't count when restarting a wave)
- Added new groundtype for defense mode
- Added healthbars to turrets (except the cheapest one)
- Adjusted cameras for bridge map
- Restarting in defense mode now restarts the last wave (will add option to start from first later on).
- Improved grenade launcher in Campaign/Survival
- Improved slicer in Campaign/Survival
- Improved hit box for alien dog in all modes
- Fixed particles disappearing on large explosions with particles set on extreme
- Fixed reflection probes
How to enable the defense mode test
[olist]
I'm almost done with the new map for defense mode, unfortunately it's all taken a bit longer than planned but the end is in sight... There are still a few minor issues I need to fix before I can put up a new update, so in the mean time here are some screenshots of the upcoming map.
Top view of the bridge
[url=http://i.imgur.com/qTJh5kq.png]
I'll also be adding some cars to the bridge from the other maps coming week.
Side view of the bridge
[url=http://i.imgur.com/h7JWXSz.png]
The water has frozen and is covered in snow
Setting up a defense
[url=http://i.imgur.com/lkw7OlM.png]
Trying to stop a wave
[url=http://i.imgur.com/bQEFuR7.png]
Some enemies will go after you, while others will try to cross the bridge. You will have to stop them before they reach the other side
Uh oh...
[url=http://i.imgur.com/ksS53Nh.png]
This patch fixes a number of bugs and improves on some of the systems for defense mode. I'll be focusing more on the gameplay for defense mode in the next patch.
General changes
- Fixed players falling through floor in certain occasions
- Fixed broken map loading for some campaign/survival mode maps
- Fixed slow main menu
- Fixed turrets not being able to fire up/down
- Minor optimization fix in flameturret model
Defense mode changes
- Fixed pathfinding not going around newly placed walls (still some issues in narrow corridors)
- Fixed mouse buttons in shop menu
- Fixed being able to place walls over other objects
- Fixed being able to completely block off an area with walls
- Walls are now displayed in 2 different colors depending on if you can place them or not
Changes in previous patch (weren't listed)
- Added extreme particle setting (Use only if you have 8 cores or more)
- Fixed UI values incorrectly updating
- Added score tracking to defense mode
- Added score board and leader boards to defense mode
- Added defensive abilities to defense mode
- Added wall building to defense mode
How to enable the defense mode test
[olist]
The new game mode has been added on a test build called "Defense mode test" (see bottom of post on how to enable)
Changes
- Changed display of large numbers to make them more clear
- Fixed squad member getting confused
- Added first version of defense mode (early development stage)
- Added button bindings to control settings for defense mode menus
Defense mode
Defense mode currently starts with a reasonable amount of money and a later wave to make it a bit easier to test out different things. Default controls for menus:
- (V) Open Shop menu
- (B) Open Build/Item menu
- (P) Start Wave
Known issues
- Not balanced yet, prices are pretty far off and enemy waves need balancing.
- Menus don't completely work with controllers yet
- Co-op is currently disabled (untill the menus are fixed for controllers)
- Can't repair/upgrade turrets yet
- Can't build walls yet
- Weapons still have unlimited ammo, will be changed to fixed amount per time you buy in the shop and ammo drops from enemies.
- Mission target doesn't work properly yet (removed the target for now).
- No top scores yet
How to enable the defense mode test
[olist]
It's been awhile since the last update but after a little break we're finally on track again working on the game. The update for the new game mode is nearing completion with only enemy waves/AI left. There'll be a patch next sunday which will put the new mode on the test server. This will probably not include the local co-op yet since we still need to iron out some UI issues first, the update for this will probably come the week after together with any bug fixes for the new mode. In the meantime, here are some screenshots of the UI for the new mode:
Defense objective
The objective to protect during waves, healthbar is shown on top of the screen. The UI for the player has changed as well so we can fit 4 on the screen at once for local co-op (one in each corner).
The shop
Before a wave starts you can enter this shop to buy and upgrade items/weapons and stats.
Weapons
A list of the weapons currently implemented for defense mode, more will be added later
Abilities
A list of the abilities you can currently buy, more will be added later (which will also be added to the campaign/survival modes)
Turrets
A list of the turrets you can buy
Walls
A list of the walls you can buy
Stats
You can also buy stats to upgrade your character, prices increase each time you buy sometime (will probably change the prices to reflect your class as well).
Build menu
You can open the build menu between waves to build defenses / repair the defense objective and upgrade turrets / walls
A sub menu opens when there are multiple options. I might change the shop menu into a radial menu later on as well since it seems a bit easier to use with controllers.
We're currently working on 2 new game modes called Classic Survival and Defense mode, both of these will support local co-op. Classic survival is a lot like the old tech demo with the addition that you can choose your weapons and abilities before you start a round. The defense mode has you defeat waves of enemies with a chance to buy upgrades and build defense structures in between waves. Our plans are to release a first version of these around the end of this month, if people like the game modes we'll also be adding more maps to them afterwards. There'll also be a smaller update next week which implements some of the still missing perks in the current campaign mode.
Just uploaded version 0.8.1055 which has some minor bug fixes.
Changes
- Fixed display bug of scores larger than 10.000.000
- Fixed ground colliders not updating anymore after playing a mission
- Fixed ammo/reload bars not updating correctly to 100%
- Slightly increased sizes of ability windows to fit text better
Last patch broke character creation, just uploaded a hot fix. Might need to restart steam to get the fix.
Patch version 0.8.1052 has just been uploaded to the live build, here's a list of changes
Changes
- Added flamethrower turret powerup and activated item
- Added flamethrower (special weapon like the gatling)
- Added gatling turret powerup and activated item
- Added more models to the mars map
- Added option for mission based rewards only in campaign mode
- Added popup to restart button to ask if you really want to restart when you're still alive
- Added wave progress bar below score window
- Added score multiplier for faster killing
- Fixed description for yukon-1 to the plains (there are no planes there ;)
- Fixed floating text after kills to correctly display experience multipliers
- Fixed some memory leaks
- Improved reload time on plasma rifle
- Improved effect of shield stat
- Improved controller aiming
- Increased reload time for walker bot (the white robot on 4 legs)
- Lowered damage on enemy plasma rifles (blue bolts)
- Swapped around continue/restart buttons
Changes
- Added monitor selection to graphics settings
- Added option to disable camera following mouse cursor
- Added option to disable running the game in the background
- Added option to lock cursor to game window
- Added "Extreme" option to maximum fragments setting (if you have a fast CPU/GPU, it's awesome ;)
- Disabled colliders for fragments so characters can't get stuck on debris anymore
- Fixed bug in fracturer not creating more fractures on higher settings
- Fixed popup windows for scoreboards on the mission select screen.
- Put the "disable controllers" checkbox back where it belongs
- Removed the ability to close the "level finished" screen with
Just uploaded a hotfix for the moon mission
Patch 0.8.1005 live now The new patch has just been uploaded to the live build, here's a list of all the changes since the previous live version 0.8.949
Bug fixes
- Fixed energy weapons not correctly updating physics
- Fixed engineer shotgun ammo
- Fixed forcefield colliders, shouldn't be able to run through it anymore on low framerates.
- Fixed just assigned stats resetting when choosing a reward.
- Fixed laser perk, now actually adds a laser again
- Fixed normal weapon firing at the same time as last projectile of special weapon.
- Fixed not being able to disable AA
- Fixed not being able to enable additive particles after turning them off
- Fixed not being able to hit units that are too close to you
- Fixed pathfinding not updating correctly on map destruction
- Fixed rewards, you will no longer get your class abilities as a reward (turret/shield for soldier)
- Fixed rounding error on stats screen
- Fixed shield/accuracy/speed stats
- Fixed stats available message not disappearing while mission text was up
- Fixed stats screen not refreshing when selecting perks that give extra stats.
- Fixed the graveyard map, spaced out the graves and added 3 entrances through the fence.
- Fixed units not attacking when they can't reach you
- Removed resolutions below 1280x720 from the fullscreen resolution list to prevent locking out the GUI
Changes
- Added a "disable controller input" option to the control settings screen
- Added boundry to graveyard map
- Added more holes in the yard fences to hep out the aliens a bit.
- Added slow time as defensive ability
- Added tooltips to stats
- Added tooltip to pointlight setting
- Added visible shield effect to invulnerability shield (graphics will be changed later)
- Adjusted reflections on mothership
- Changed name of "Strength" stat to "Accuracy"
- Decreased damage of humanoid enemy weapons
- Improved camera smoothing
- Improved effectiveness of squad members
- Lowered the amount of speed a point in the speed stat gives.
- Mars is no longer endless
- Removed MSAA options from AA settings since they don't work in deferred rendering.
- Some minor optimizations
- Improved pathfinding systems, units can no longer walk through walks (unless they get stuck for awhile)
- Spawns slightly re-adjusted, will be adjusted more over time.
- Unlocked engineer and scout (default stats/weapons/abilities will be changed in a later patch)
New patch has just been uploaded to the patchtest beta build. We could use some testers to test it out, see below notes on how to active it now. The patch has quite a few low level changes (mainly path finding related) that require some extensive testing, so it'll stay on the beta build for a few days before it goes live.
Bug Fixes
- Fixed energy weapons not correctly updating physics
- Fixed forcefield colliders, shouldn't be able to run through it anymore on low framerates.
- Fixed just assigned stats resetting when choosing a reward.
- Fixed laser perk, now actually adds a laser again
- Fixed normal weapon firing at the same time as last projectile of special weapon.
- Fixed not being able to hit units that are too close to you
- Fixed pathfinding not updating correctly on map destruction
- Fixed rewards, you will no longer get your class abilities as a reward (turret/shield for soldier)
- Fixed rounding error on stats screen
- Fixed shield/accuracy/speed stats
- Fixed stats available message not disappearing while mission text was up
- Fixed stats screen not refreshing when selecting perks that give extra stats.
- Removed resolutions below 1280x720 from the full-screen resolution list to prevent locking out the GUI
Changes
- Added a "disable controller input" option to the control settings screen
- Added more holes in the yard fences to hep out the aliens a bit.
- Added tooltips to stats
- Added tooltip to pointlight setting
- Added visible shield effect to invulnerability shield (graphics will be changed later)
- Changed name of "Strength" stat to "Accuracy"
- Decreased damage of humanoid enemy weapons
- Improved camera smoothing
- Improved effectiveness of squad members
- Lowered the amount of speed a point in the speed stat gives.
- Mars is no longer endless
- Removed MSAA options from AA settings since they don't work in deferred rendering.
- Replaced pathfinding system
- Spawns slightly re-adjusted, will be adjusted more next week
- Unlocked engineer and scout (default stats/weapons/abilities will be changed in a later patch)
How to enable the patch right now
[olist]
We've updated the live version to the latest patch now as well.
I've just uploaded a new patch for the game. We've decided to roll out patches to a test build first before setting them live to prevent introducing accidental bugs. We could use some people to help test the current patch. The following enables the 'patchtest' build:[olist]
- Fixed support units not firing on lower framerates
- Fixed stats not saving when pressing escape on the character screen
- Fixed game acting up when trying to enter screenshot mode while restarting the level
- Fixed continue button being enabled when dead
- Added controller support, might need to reset controls to default or rebind manually to get them to work. (Menu's still require mouse/keyboard)
- Changed default AA setting to SMAA
- Removed medium settings for Precision on the physics settings tab, it was causing massive slowdowns
- Changed screenshotmode from F12 to F11 so it no longer conflicts with steam
Critical Annihilation
Devoga
Devoga
2016-02-12
Indie Singleplayer Coop EA
Game News Posts 40
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(223 reviews)
http://www.devoga.com
https://store.steampowered.com/app/339440 
The Game includes VR Support
Critical Annihilation Linux Depot [483.64 M]
- OS: Ubuntu 12.04+. SteamOS+Memory: 4 GB RAMGraphics: NVIDIA or ATI 512MB+Storage: 1 GB available space
- Memory: 4 GB RAM
- Graphics: NVIDIA or ATI 512MB+
- Storage: 1 GB available space
- OS: Ubuntu 12.04+. SteamOS+Memory: 4 GB RAMGraphics: NVIDIA or ATI 1GB+Storage: 1 GB available space
- Memory: 4 GB RAM
- Graphics: NVIDIA or ATI 1GB+
- Storage: 1 GB available space
[ 5951 ]
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