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Akuto: Showdown is out NOW on Xbox One and Xbox Series X|S

We are proud to announce that Akuto: Showdown is out now on Xbox One and Xbox Series X|S [previewyoutube=cCFaiHaKoJ8;full][/previewyoutube] To celebrate the launch, we have decreased the price of Akuto: Showdown to $7.99!! US: https://www.microsoft.com/en-us/p/akuto-showdown/9n40cvw15507 EU: https://www.microsoft.com/en-gb/p/akuto-showdown/9n40cvw15507


[ 2021-02-26 16:37:19 CET ] [ Original post ]

Akuto: Showdown is out NOW on Nintendo Switch

We are proud to announce that Akuto: Showdown is out now on Nintendo Switch! [previewyoutube=FRzUPgWbshk;full][/previewyoutube] You can now enjoy the fast-paced action on the go, with your friends or by yourself. NA: https://www.nintendo.com/games/detail/akuto-showdown-switch/ EU: https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Akuto-Showdown-1691577.html


[ 2019-12-27 11:57:31 CET ] [ Original post ]

Bad Business Is Available Now!

https://store.steampowered.com/app/1079440/Bad_Business/ Did you ever want to be a rabbit that is also a hitman? Well have we got great news for you then, because Bad Business is out now!! Bad Business is an extremely challenging top-down tactical shooter game where Mr. Bunny Rabbit, a hitman for the Mob, has been tasked to neutralize the rival Gang. A hard task for any organization, an impossible task for a hitman. Be sure to join us on Discord or follow us on Twitter for all the latest news about Bad Business and all our other games. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2019-07-24 17:10:22 CET ] [ Original post ]

Bad Business arrives on July 24th


Hi everyone, Welcome to Bad Business! Bad Business is an extremely challenging top-down tactical shooter game where Mr. Bunny Rabbit, a hitman for the Mob, has been tasked to neutralize the rival Gang. A hard task for any organization, an impossible task for a hitman. Check out our latest trailer here: https://www.youtube.com/watch?v=WsTrEljOqPM We will be releasing the game on July 24th. You can add the game to your wishlist to be notified when it is released: https://store.steampowered.com/app/1079440/Bad_Business/ Let us know what you think of Bad Business so far in the comments below, and if you have any questions about the game, fire away here, on the Community Hub, or on Discord Be sure to follow us on Twitter for all the latest news about Bad Business and all our other games.


[ 2019-07-20 19:11:07 CET ] [ Original post ]

Akuto: Showdown Is Out Now!

https://www.youtube.com/watch?v=5Bwb3XAaOfU After just over 2 years in Early Access, Akuto: Showdown is out now! We have also decided to do a week-long 10% discount on the game. Happy gaming everyone! If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2019-03-28 17:15:38 CET ] [ Original post ]

Release Date Announcement


Release Date


The game will be leaving Early Access on March 28!! That is just over five weeks away. This update of the game is feature-complete, and we will release a smaller update on the release day to fix any issues that might have popped up and tweak the gameplay.

Fixes and Updates:


  • Fixed issue where match stats would not reset when starting a new match
  • Updated menu and level music
  • Removed online modes
  • Implemented new leaderboards
  • Implemented achievements (in-game and Steam)
  • Steam trading cards
  • Updated game name

New Name


We have been planning to update the name of the game for a long time, as we found the 'Mad World' part of the name did not make much sense or explains what the game is. So after months of research and thinking of new names, we have decided to go with 'Akuto: Showdown'. Same game, new name. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2019-02-22 15:08:18 CET ] [ Original post ]

January Update


So let's get the bad news out of the way: there will be no online mode in Akuto: Mad World. Yes, we said we would try to implement it and we did try. Our first attempt didn't meet our standards, and our second attempt for online mode is currently in mid-development but most likely won't be finished. So what happened? Well at the end of 2018, we started going through how much we have already spent on the game and how much we are expecting to make in sales. By our calculations, it will be very unlikely that we will ever make a profit from this game. This is because the development budget for the game had to be doubled halfway in development. We initially planned to release the game in Q4 2017 or Q1 2018, but due to circumstances out of our control, we had to push back the release date. Because of that, we decided to scrap a prototype we were working on at that time and use the budget of that prototype for Akuto's development throughout 2018. We are now increasingly close to running out of money for this project, and we will definitely not be able to complete the development of online mode for Akuto with our remaining budget. Now, instead of releasing a half-working online mode, we are going to use the remaining of the budget to complete the remaining features of the game (leaderboards, achievements, trading cards, etc.) and polish the game. We apologize to anyone who was looking forward to the online mode. Even though we initially did not plan for online mode, we did want it in the game as we continued to develop the game. We know this is not much, but the one good news from all of this is that the game will be out much sooner than we planned. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2019-01-11 12:42:51 CET ] [ Original post ]

December Update


Gameplay Trailer


https://www.youtube.com/watch?v=AyEfFAYZGDw

Fixes and Updates:


  • Mystery boxes removed from the game
  • Weapons removed from the game
  • Game camera updated
  • Lives remaining / number of kills are shown with icons isntead of a number in-game
  • Players can taunt in the game
  • Player progression system implemented with unlockable hats and weapons
  • Characters can no longer attack without a melee weapon
  • All old levels removed from the game, apart from Acme City and Finale levels
  • 8 new levels added
  • Updated GUI
  • Running dust color will now show character color
  • Score and Score Hardcore mode re-added to the game
  • Melee weapons get destroyed after X amount of kills (where X differs for every melee weapon)
  • Ranged weapons get destroyed after X amount of shots (where X differs for every ranged weapon)
  • Experimental branch removed from Steam
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-12-07 14:51:05 CET ] [ Original post ]

November Update


Welcome to our first update in a month. We are going to start this update by talking about the behind-the-scenes work we have been doing. Most of you were not aware, but we were talking with a publisher for the past 8 months. The talks with them were going great and they had big plans for Akuto: Mad World. We liked the vision they had for the game and we started developing the game towards that. That was one of the reasons we started changing the gameplay over the past few months. However, last month the deal fell apart and now we are where we were 8 months ago, but with the game split into 2. So what does that mean for the future of the game? Well, it is still going to be developed by us, and most likely also published by us. Our new plan is to combine the 2 versions of the game we have into one, final, polished version. The final version will be more in the direction of the game we have in the experimental branch. That means no minigames, level editor, or singleplayer mode. We are going to bring back Score and Score Hardcore versus mode. The Stock, and the Score and Score Hardcore, modes will all be available for online play as well. With online, we will be using a server-based architecture instead of P2P. The reason we are going server-based for online play is that we found that the P2P was causing issues with 90% of people who tried to play online. We will have more information about online in the near future. For the art style, we are going to have new levels made in a similar style to the Acme City level. That means all the levels we currently have in the game are going to be removed, apart from Acme City and Finale. We will have minimum 10 levels in the game at launch, possibly more depending on time and budget constraints. Specials have been removed from the game, as we found them too similar to power-ups. We also had to reduce the number of power-ups, melee weapons, and ranged weapons so that we can complete the game within our deadline. We will also be implementing a progression system, where you will unlock new weapons and levels for offline play. The progression system will also unlock hats that you can wear during offline and online games. We have also found issues with people who tried the experimental branch and then tried to go back to the default branch. This issue is caused by the save file. We recommend going with one branch and staying with it until we release a new build in the near-future. To make sure that we stick to our deadlines, we are going to be releasing updates 1/2 times per month, instead of our weekly updates. This will allow us to focus more on the content and getting the game completed. Our goal is to release a stable build that has most of the offline features implemented in mid-December. At that time, we will also remove the experimental branch. And that should pretty much cover everything. Feel free to leave a message below if there is anything we have missed or you want to ask us something. Oh yeah, one last thing. The game is coming out of Early Access in Summer 19. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-11-02 17:40:06 CET ] [ Original post ]

No Updates in October


We decided to release no updates this month. This month we will be focusing on important behind-the-scenes business for Akuto: Mad World. This will include what features the final game will have (online is a near-certainty), art, and release date. We will still release updates to fix any bugs that might come up this month, but we are certain that the game is currently stable. Again, online will be in the final game. We just need some to figure out how we want to implement it, including the rest of the features in the game. We will release our next update in November, and hopefully it will include good news.


[ 2018-10-05 12:54:12 CET ] [ Original post ]

Update 86


Fixes and Updates for Experimental Branch:


  • Practice mode re-enabled
  • Mystery boxes updated

Practice Mode


Practice mode is re-enabled in the game, but limited to only 1 level (Acme City) for now. The ammo for all ranged weapons in this game mode is set to 100, so that players can have plenty of time to try out each weapon. You can also manually change the weapons for all players in the game by pressing the number 1 or 2 keys on a keyboard.

Mystery Box


This is still a work-in-progress, but mystery boxes are something that players can drop when they run out of lives in local multiplayer. The player can choose to drop a melee weapon, ranged weapon, a trap, or a kill trophy. Kill trophies will make sense in the future, as we are still developing that feature of the game.

Gamepad Issues


We are aware that some people have been having gamepad issues with the game, and we believe we have narrowed it down to what is causing it. When we updated the game engine, we also updated the input manager, which is causing some issues for the gamepads. Fixing this is quite simple. Just go into Options > Controls and reset the controls to default, or manually assign the gamepad’s buttons for each action.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-09-28 14:00:42 CET ] [ Original post ]

Update 85


Fixes and Updates for Experimental Branch:


  • Gamepad controls fixed for in-game
  • Bot AI updated

Bot AI


The bots are now much more aggressive compared to before. They will now find weapon pick-ups that are the closest, and either pick up a melee or ranged weapon and immediately start fighting opponents. This is much better than compared to before where they would just collect weapons and fight if an opponent was somewhat nearby.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-09-22 09:02:07 CET ] [ Original post ]

Update 84


We found a bug in this week’s build so we are going to hold of releasing a new build until next week. In the next update, we will have fixes for some players who have been having issues using their gamepads in-game in the experimental branch. We are also updating the bots AI so that they are more aggressive by attacking more and going less for weapons. Sorry about the delay. Enjoy your weekend!

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-09-14 11:38:28 CET ] [ Original post ]

Update 83


Fixes and Updates for Experimental Branch:


  • Updated engine
  • Fixed attack speed for player
  • New character art
  • Character outline can be seen at all times when they are behind objects
  • Character color selection limited to 6 colors
  • Updated bullet VFX and SFX
  • Created new level Acme City

Game Engine


Because we have updated the engine, we expect there to be some issues with gameplay which we haven’t encountered. We will be fixing any issues that do occur in next week's update.

Bullets VFX and SFX


The new bullets VFX and SFX we have been showing off for the past few weeks are all in this version of the game.

Acme City


Acme City is the level that has replaced Acme Corporation. The level is quite similar but with a larger size, new art, and optimized for the new gameplay. With this level, you should be able to see the quality we are trying to reach with the game.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-09-07 10:16:15 CET ] [ Original post ]

Update 82


We finished most of the bullets VFX and SFX, with some remaining exceptions. We found the new bullets helped players understand better what was shot at them and whether they should deflect or dodge it, but we won’t know for sure until we release the new build, which is hopefully next week. We have also started working on updating our first level, which is ‘Acme Corporation’. So far, we aren’t quite happy with it due to the level being much bigger than originally planned. Because of this, we aren’t sure if this will be a fun level for players, but again we won’t know for sure without testing it out in the wild. Below is a quick screenshot of the prototype version of the level. We still have to more level props and traps to it, but hopefully it gives you a small taste of what is to come.
Enjoy your weekend!

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-08-31 16:47:07 CET ] [ Original post ]

Update 81


Added new VFX for weapons. Instead of talking about them, we have posted the GIFs below. What you think?









Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-08-24 17:59:19 CET ] [ Original post ]

Update 80


So we didn’t have the best of week here. First our computers stopped working correctly, and after spending a day trying to fix it, we had to give up and re-install Windows again. It took us a whole day to re-install Windows and all the software we need to continue developing the game. Now before we had this disruption, we were working on the VFX of the weapons. We were also working on making the player stand out more during gameplay, as we noticed that was quite a big issue with numerous players. We started testing out by adding an outline to all the living players in the game. We was also testing out a cel shading art style, just to see how the game would look like. We didn’t have much time to test this, since that was when our computers crashed. So what do you think of the cel-shaded art style? Do you think we should keep it and work on it further, or stick to our original art style?

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-08-17 15:19:15 CET ] [ Original post ]

Update 79


As planned, we have completed all the power-ups in the game, as well all the specials. We have now started working on the VFX/SFX on the new weapons, power-ups, specials and other unannounced stuff. Therefore, we decided not to release a new build this week, and we might not release a new one for the next few weeks. We don't want any half-finished content confusing players in the game. We will still be releasing a weekly update of what work we have done and what we have planned. We have also designed 15+ new levels that we want to put in the game for the final release. We are planning on prototyping them within the next few weeks. As we start completing the new levels, we will start removing some of the old ones. Small but sweet update this week. Enjoy your weekend everyone!

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-08-10 12:13:36 CET ] [ Original post ]

Update 78


Fixes and Updates for Experimental Branch:


  • Power-up pickups added to all levels

Power-Ups


We have created over half of the power-ups and decided to release a few of them to the wild. There are now power-up pickups on all levels. The levels are optimized for power-up pickups, but that will change once we redesign all the levels. Once you walk into a power-up, a new power-up will be given to you at random. We want to get some feedback on what you think of the power-ups and if you enjoy them. Some power-ups are activated automatically, and some require you to press the power-up button. The default is the 'Y' button on an Xbox controller and the 'E' key on the keyboard. This could be different to you if you have changed your controls. We plan to have all the power-ups coded by the end of next week and then we are going start looking at adding some VFX/SFX to all our new objects. We will also be starting to design our new levels. Let us know what kind of levels you would like to see in the game. Who knows, we might make that happen.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-08-03 14:45:12 CET ] [ Original post ]

Update 77


There is no new build released this week, as we focused on designing all the power-ups and specials for the game. Now that they are all designed, we are going to start coding them, and release a few of them in the next couple of weeks. We were going to focus on the melee weapons this past week, but since the art for them is not ready, we decided to focus on the power-ups.

Power-ups and Specials


Both power-ups and specials can be obtained similar to any other weapon in the game, which is by walking into them. Just like the weapon, they are randomized and players will not know what they got until they pick them up. Most power-ups and specials can only be used once, with some of them being an exception. The main difference between power-ups and specials is that power-ups are lost on death, while specials are not. This means players can collect a special early in the match and use them at a time when they most need it. Power-ups and specials will include stuff that affects players directly, such as a shield, and stuff that affects the level, such as meteor storms.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-07-27 13:42:50 CET ] [ Original post ]

Update 76


Fixes and Updates for Experimental Branch:


  • Players respawn with no weapons after dying
  • New ranged weapons added

Weapons


We have a few weapons left to complete before we can start focusing on designing the power-ups and specials. Next week we will talk about how the power-ups and specials will work in the game and how they can affect the gameplay.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-07-20 17:29:59 CET ] [ Original post ]

Update 75


We will not be releasing a new build this week, but we did manage to code 15+ ranged weapons for the game. We still have a few left to code, which we plan to do next week. After that we will focus on completing rest of the melee weapons, which should take us around 1-2 weeks to complete. Most of the new ranged weapons that we have created this week do not have any art, VFX, or SFX created for them, and they won't be ready for several weeks as we are still redesigning the game. You might have noticed this if you played the 'Experimental Branch' in the past as we have started using colored spheres for bullets again. Next week we will release a new build with some of the new ranged weapons that do have their correct art, VFX or SFX implemented. The rest of the ranged weapons will be released on final launch of the game. After creating the ranged weapons and melee weapons, we will start focusing our skills on power-ups and specials! Yes, Akuto: Mad World will have power-ups and specials that you will be able to use during matches to give you an advantage. But we will talk more about what they are, how they will work, and when they will be released in the upcoming weeks.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-07-13 13:41:37 CET ] [ Original post ]

Update 74


Fixes and Updates for Experimental Branch:


  • All levels contain random melee weapon pickups
  • All levels contain random ranged weapon pickups
  • All levels are playable again

Levels


All the levels on the Experimental branch are now playable. They all have melee and ranged weapon pickups meaning you can enjoy stock 2.0 on any of the levels.

Weapons


The melee and ranged weapons have both changed. Instead of picking up a melee or ranged weapon and lasting until you die, they will now last for X amount of kills (melee weapons) or X amount of shots (ranged weapons). Once you reach the X amount, you will lose that weapon and will have to pick up a new weapon if you want to continue to fight and kill. All players start with no melee or ranged weapons and all the weapon pickups are randomized, so you do not know what you will be receiving. There is currently only a small amount of weapons available, as we are still working on creating the new weapons. We have also added a punch move. You can use the punch move when you don't have a melee weapon. The punch will pushback opponents, but not kill them directly.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-07-06 12:02:54 CET ] [ Original post ]

Update 73


This week we designed new melee and ranged weapons in the game. We have so far planned for 15+ melee weapons and 20+ ranged weapons at launch. Because of the time we spent on designing, we did not have enough time to push out an update this week. We are planning to spend next week coding some of the new weapons, and making some of them available on the Experimental Branch. Most of the weapons won't be available for another few weeks, as we will not have finished designing their 3D models. Not the biggest update this week, but it could prove one of the most substantial one in the long-term for the game.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-06-29 17:58:45 CET ] [ Original post ]

Update 72


Fixes and Updates for Experimental Branch:


  • Match score is shown on load screen
  • Team mode fixed for stock mode
  • Characters can now parry melee attacks
  • Spawn effect updated
  • GIFs can no longer be captured manually
  • Level intro can no longer be turned off
  • Round highlights shown at the end of every round

Parry


The parry move is quite similar to the block move, except instead of pushing the attacker back, it stuns them in the position they are standing. This makes them easier to kill. We haven’t had a chance to update the animation for being stunned, but it will be added in a future update. Parry works automatically when a character presses the 'block' button at the last possible moment when being attacked by a melee weapon.

Round Highlights


At the end of every round (except for the final round of a match), there will be 1 to 3 GIFs showing match highlights of deaths that happened during the match. Sometimes it will show a white box only, but we are still working on fixing that.

Experimental Branch


You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-06-22 12:00:09 CET ] [ Original post ]

Update 71


Fixes and Updates for Experimental Branch:


  • Removed sword throw ability
  • Removed Level Editor mode
  • Removed Survival mode
  • Removed Singleplayer mode
  • Removed Minigames mode
  • Removed multiplayer versus modes
  • Added stock [version 2.0] game mode
  • Updated game camera
  • Characters spawn with no weapon and gun
  • Weapons are destroyed after X amounts of kills
  • Guns are destroyed after X amounts of shots

Experimental Branch


You may have noticed that all fixes and updates this week were for the experimental branch. What is the experimental branch? Well, the experimental branch is Akuto 2.0. This is the version of Akuto that we are working on for the final release of the game. Because of the amount of stuff we removed in Akuto 2.0, there is not much to content currently available. We decided, until it is more content-complete, we will keep Akuto 2.0 in a separate branch while everyone enjoys the original version of the game. We do urge everyone to keep playing Akuto 1.0 and not go on the experimental branch, unless you want to see how the new version is shaping up. Note that you might have difficulties loading your existing save files with Akuto 1.0 if you play the experimental branch.

Game Modes


The first biggest change we made is that we removed nearly all game modes and added stock [version 2.0] game mode. Stock 2.0 works quite similar to the original stock game mode, where the last character alive wins the match. The difference now is that players start with 3 lives and they need 3 rounds to win the match. A round is a single match, and each round will be held at a random level. A big change we made compared to the original stock, and other game modes, is that now there can be draws in a round. If the last 2 remaining players die simultaneously without any lives remaining, the round will end in a draw with no winner.

Weapons


Another change we made is to the weapon system. Players no longer start with a weapon or a gun. Players will have to get a weapon/gun by picking them up in the match. One thing we did not manage to do this week is optimize the levels, meaning the weapon pick-ups are the same as before. So most levels will have only 1 katana pick-up and 1/2 bullet pick-ups. In addition, weapons will now be destroyed after X amount of kills, while guns will be destroyed after X amount of shots.

Game Camera


We updated the game but are still not happy with it. We will continue tweaking it until it feels right. You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-06-15 15:09:06 CET ] [ Original post ]

Update 70


So while talks are still on going with the other parties, we decided to start updating Akuto: Mad World. While we originally wanted to release a build of Akuto 2.0 (which we are calling the new version of Akuto: Mad World, so that we can differentiate between the current version of Akuto: Mad World and the upcoming new version), we did not get it ready on time. We should have it ready for release next week. Akuto 2.0 will be on its own branch (which we will explain how to get access to) so that people can still play the original version of Akuto: Mad World. There will be gameplay modes that we will be removing, changing the core gameplay, and updating the online mode. We know that not everyone will be happy with some of these changes, but we were never going to make a game that will please everyone. We will also be adding a new game mode, new gameplay features, which will change how the game is played, and customization options. Also, and most importantly, a working online mode (!!!) will be added in Akuto 2.0. We will try to fix the online mode in the current build of Akuto: Mad World if we have time, but most of our resources will be spent on working and completing Akuto 2.0., which we hope to have out in 6-9 months. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-06-08 16:05:38 CET ] [ Original post ]

Update 69


You might have noticed that we haven't released a big update for a long while. Well, that is because we have been in talks with a third party to update and create a better Akuto: Mad World. That means new levels, weapons, and most importantly, a working online. These talks are still in the early stages, which mean lots of talking and not so much developing. We are still not 100% sure, if these talks will end with good or bad news, but do know that we are still working on Akuto: Mad World. Just a little slower than our usual pace. We will let you know how these talks end, which could last for another few weeks. We will still be doing updates on a weekly basis during this time. In other news, you can play Akuto: Mad World at Norwich Gaming Festival today and tomorrow! If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-06-01 09:55:51 CET ] [ Original post ]

Update 68


Fixes and Updates:


  • Bullets get deflected in the direction they came from (offline and online)
  • Players can attack immediately after blocking an attack (offline and online)

Online Lobby Issues


We are aware that some players are having trouble joining online lobbies. We have decided to make this issue a priority. We have so far narrowed down the issue to the plugin we are using for the matchmaking system. We are going to speak to the plugin creator if they can help us with finding out what is causing the issue. Whilst we trying to talk with the plugin creator, we will try to fix this issue ourselves, as the plugin creator could be busy and we might not receive a reply from them immediately. We apologize to anyone who has been affected by this issue, and hope that you bear with us while we work on fixing it. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-05-25 14:58:32 CET ] [ Original post ]

Update 67


As we mentioned last week, we had to deal with non-game development work this week. Because of that, we decided to not release a new build this week. We did get brainstorm new ideas for new weapons, levels, and the future of the game. Depending on the next few weeks, it could be an exciting future for Akuto. Next week we will be working back on fixing the online issues, and hopefully implementing some of our new ideas. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-05-18 13:43:35 CET ] [ Original post ]

Update 66


Fixes and Updates:


  • Searching for a lobby in the lobby list menu no longer hides all matches
  • Player character can be seen in lobby
  • Level intro created for online mode
We are still looking into the issue that some players are having with joining each other on online mode. We apologize for any inconvenience this might have caused you.

What's Next


We might have some exciting news in the near future which requires us to do some non-game development work. Because of this, next week's update might be light on new content. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-05-11 18:34:36 CET ] [ Original post ]

Update 65


This week we fixed some issues with searching for matches in the lobby and the actual lobby menu. But because we are still working on creating a better level loading system for online mode, we decided to not release the update this week. For a throwback, we posted a GIF of how our game used to look like around September 2016. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-05-04 15:40:28 CET ] [ Original post ]

Update 64 - A New Start


Update: we are aware of some people having issues with joining each other on online mode, and we are working on fixing that as soon as possible. We apologize for any inconvenience that might have caused.

Fixes and Updates:


  • A-K-U-T-O minigame – every time you die, you only lose the last letter you collected, not all the letters
  • Lobby issue fixed – anyone can leave a lobby without everyone else getting removed from the lobby
  • Matchmaking updated – DRM free players can play online with Steam players
  • Updated invulnerability particles – now you know that you are invulnerable when you spawn
  • New GUI (except for the controls menu)

What's Next


Our next step is fixing the gameplay issues with the online mode and polishing it up. We didn't get a chance to create a chat for online mode due to the amount of work it took to make the new GUI. Therefore, we will be looking at that next week as well. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-04-27 17:30:12 CET ] [ Original post ]

Update 63 - On To The Next One


Just a quick glimpse at the WIP character and level selection menus. New build coming next week, which also fixes most issues with online mode. Get ready! If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-04-20 19:05:27 CET ] [ Original post ]

Update 59 - Online Update 2


So this week we was at GDC and spoke to developers on what the best solution is for setting up the online mode for the game. What we heard back is to go with whatever works. So we have decided to stick with our current solution, but fix everything. In the next few weeks you will see a fully functioning online mode without any bugs. If not, we will be bringing in a third-party to help us set it up. So online mode is definitely coming, just a bit slower than initially planned. We will also be moving the matchmaking away from Steam, and using our own servers. This will give us more control and also allow DRM-free players to play with Steam players. Apart from that, we enjoyed our time at GDC and had a great time showcasing Akuto: Mad World at the Xbox Lobby Bar. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-03-24 03:53:52 CET ] [ Original post ]

Update 58 - Online Update


We didn't release an update this week but we did manage to do work on the online aspect of Akuto: Mad World. This week we set up the NAT punchthrough on our own servers. This means when we release our next build, the game will use our NAT punchthrough and not a third-party one. We also looked at what matchmaking system to use in the future of the game. So far, we seem to be leaning setting up a matchmaking system on our own servers. The games will still be P2P. But we haven’t started implementing this yet as we are travelling to GDC next week and wanted to see what other developers used on their own games. If we find something we like more than our current idea, we will possibly go in that direction. We will create an update next week to announce what we have decided. And before we forget, any game developers who are going to GDC can play Akuto: Mad World at the Xbox Lobby Bar from Monday to Wednesday. Hope to see you there. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-03-17 15:58:19 CET ] [ Original post ]

Update 57 - Digital Pit


Fixes and Updates:


  • Quarry level available for online mode
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-03-09 10:30:10 CET ] [ Original post ]

Update 56 - Return of the Quarry


Fixes and Updates:


  • Quarry level available again for multiplayer game modes
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-03-02 14:23:50 CET ] [ Original post ]

Update 55 - Achievements


Fixes and Updates:


  • Acme Corporation level available for online mode

Achievements


We are going to be creating achievements in the next few months, and would like you to take part in it. More information here.

What's Next


Our next step is going to be fixing all the online bugs, and look at moving Akuto: Mad World from Steam's matchmaking system to our own matchmaking system. This will allow non-Steam players to play online with Steam players. Maybe even allow cross-platform online. But, this will probably take around 2 months for it to be released. Next month, the Hut 90 team will be at 2 different events so we won't have time to release any updates. We will still write about what work we have done every week so that you know where we are at with Akuto: Mad World.

In Other News


You can view all of the updates for February on one single page on our dev log. If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-02-23 15:30:52 CET ] [ Original post ]

Update 54 - Last Stop


Fixes and Updates:


  • Next Stop level available for online
  • UI updated
  • Lighting in every level updated
  • Game supports HDR (High-Dynamic Range)
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-02-16 16:21:38 CET ] [ Original post ]

Update 53 - If I Had a Hammer


Fixes and Updates:


  • Construction Site level available for online
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-02-09 13:24:57 CET ] [ Original post ]

Update 52 - Stop Trying to Hit Me


Fixes and Updates:


  • Dojo level available for online
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-02-02 12:24:10 CET ] [ Original post ]

Update 51 - The Stage is Set


Fixes and Updates:


  • BIC level available for online
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-01-26 17:22:31 CET ] [ Original post ]

Update 50 - Ruins of Akuto


Fixes and Updates:


  • Ancient Ruins level available for online
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-01-19 14:19:52 CET ] [ Original post ]

Update 49 - Labyrinth


Fixes and Updates:


  • Maze level available for online
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-01-12 20:16:13 CET ] [ Original post ]

Update 48 - USR


Fixes and Updates:


  • Robot Factory level available for online
If you like the game, consider leaving us a review or recommending the game to your friends.


[ 2018-01-05 15:26:57 CET ] [ Original post ]

Update 47 - Water


Fixes and Updates:


  • Pier 2 level available for online

Online Levels


We will be releasing online levels on a weekly basis whilst we continue working on improving the online mode.

In Other News


You can view all of the updates for December on one single page on our dev log. And remember, if you like the game, recommend it to your friends or leave us a review.


[ 2017-12-29 18:53:52 CET ] [ Original post ]

Merry Christmas


From everyone at Hut 90, we wish you all a Merry Christmas! Have a safe and happy holidays, and we will see you in 2018. [spoiler]P.S.: We have one more update coming out this year, which will add a new level for online mode.[/spoiler]


[ 2017-12-23 14:16:38 CET ] [ Original post ]

Update 46 - The First Iteration

Fixes and Updates:


  • Cursor hides properly when loading level editor game mode
  • Cursor hides properly when loading and exiting online game mode
  • Host spawns in correct positions
  • Players cannot join lobbies that have already started
  • Players cannot join lobbies that have closed
  • All bullets work online
  • All bullet pickups work online
  • Match limit is shown in lobbies list
  • Player's cape shows correct team color online
  • All online game modes created
  • Online team mode works correctly
We have created a discussion forum with a list of known online bugs. If you find any online bugs that are not listed there, then please leave a comment below or in the discussion forum. As always, if you like the game, leave us a review or recommend the game to your friends.


[ 2017-12-15 17:36:26 CET ] [ Original post ]

Update 45 - The Blue Pill

Fixes and Updates:


  • First test version of online mode released

Online Mode


It is finally here, the first version of online. Expect bugs, crashes, and stuff not working correctly. This is mainly to see how smooth the gameplay is between national or international players. With this feedback, we can start looking whether to increase or decrease send rates for players or bullets. We recommend playing the game with friends only at the moment, so that you can communicate over a third-party platform (like our Discord server) whilst playing against each other online. This is because the online mode will crash frequently. If you are having issues joining a friend, you can try 'Port Forwarding'. We have created a simple guide here that shows you how to do it. We have removed one move from the online mode only, which is throwing your sword. At the moment, we cannot sync the position and rotation properly with all the clients, so we decided not to implement the throwing sword move. We will look back at this issue in the future, and decide whether to implement it or not. We are planning to add in some of the offline game modes, weapons, and, of course, bug fixes over the next few weeks to the online version of Akuto: Mad World. Below are some of the bigger known bugs already in the online version:
  • If any player leaves, the lobby will crash and force everybody to leave
  • Joining a game that is already started will probably crash the game
  • Lobby text is not updated to tell you whether a game has already started or not
  • 'Team Mode' and 'Friendly Fire' currently do nothing to the online match
  • Spawn issues (mainly applies to host only)
If you find any other bug, leave a comment below or mention it in the forums and we will add it to our long to-do list. As always, if you like the game, leave us a review or recommend the game to your friends.


[ 2017-12-01 14:57:08 CET ] [ Original post ]

Update 44 - Sooner or Later

Fixes and Updates:


  • Stats menu updated for online mode
  • Optimized input system

Online Mode


The first test (alpha) version of online was going to be released today but we found some last-minute bugs. Therefore, we decided to hold of the online mode release. We are hoping to have it ready for our next update. Once we have the first test version of online ready, we will be looking for feedback whether to continue to pursue this or whether to drop it. As always, if you like the game, leave us a review or recommend the game to your friends.


[ 2017-11-17 16:16:31 CET ] [ Original post ]

Patch 43a - Custom Levels

We found a bug with playing custom levels downloaded from the Steam Workshop. The issue should now be fixed for all platforms.


[ 2017-11-06 14:12:07 CET ] [ Original post ]

Update 43 - The Architect

Fixes and Updates:


  • View captured GIFs in the gallery
  • Custom levels will show the level image instead of a generic image
  • Upload, download, and play custom levels with the Steam Workshop integration

Steam Workshop


Create, share, and play custom levels created by yourself and the community.

Gallery


You can view all your captured GIFs in the in-game gallery. Remember, to capture GIFs you have to enable it in the settings menu. Then all you have to do is press up on the d-pad and it will capture the last 3 seconds of gameplay.

Other News


We now have a Discord server where you can talk to us directly about Akuto: Mad World and any of our upcoming games. As always, if you like the game, leave us a review or recommend the game to your friends.


[ 2017-11-03 16:16:24 CET ] [ Original post ]

Update 42 - Akuto, the Creator

Fixes and Updates:


  • Disappearing ragdolls
  • New game mode (Level Editor)
  • Capture GIFs

Disappearing ragdolls


You can make ragdolls disappear by enabling it in the 'Gameplay' settings menu. No more dead bodies confusing you from live bodies.

Level Editor


The level editor is here. You can create your own levels and play them in certain game modes. If you owned the game before this update, we recommend you resetting the 'Level Editor' controls back to default by going to the 'Controls' settings menu. This should ensure it works correctly. We also found one minor bug with the level editor save menu. The text you type for the file name and level name cannot be seen. It is still being input correctly and you can still save the custom level. We will fix this in our next update. We are also working on the Steam Workshop so that you can share your custom levels with other players.

Capture GIFs


You can capture GIFs in-game with a press of a button. By enabling it in the 'Gameplay' settings menu, you can press up on the d-pad and it will capture the last 3 seconds of gameplay and create a GIF. You can find all the GIFs in the GIFs folder which is found by going to the game installation folder -> akuto_Data -> User -> GIFs. As always, if you like the game, leave us a review or recommend the game to your friends.


[ 2017-10-19 13:24:20 CET ] [ Original post ]

Update 41 - Coming Soon

Fixes and Updates:


  • Minor fixes and optimizations

In Other News


We have made great progress on the level editor and we should have the first version out in our next update (in 2 weeks). As for online, we are trying to get a lobby system working. After this, we should be ready for our first test of online. There will only be 1 level (Finale) during the testing phase, so that we can work on bugs, latency, etc. We will also be looking at feedback at this stage to see whether we should continue with the online or not. As always, if you like the game, leave us a review or recommend the game to your friends.


[ 2017-10-07 13:21:01 CET ] [ Original post ]

Update 40 - Gone But Not Forgotten

Fixes and Updates:


  • Removed 5 multiplayer levels: - Great Outdoors - Quarry - Sandbox - Tribal Lands - 50 Shades of Gray
  • Fixed random level selection
  • Fixed BIC level collision issues
  • Updated singleplayer enemies to give them slower reactions

eSports Tournament


You can watch what happened in our first eSports tournament in South Korea below: Qualifiers Finals

Multiplayer Levels


We have chosen to remove the 5 multiplayer levels as we believe they do not meet the quality of the rest of the levels in the game.

In Other News


Still working on the level editor and testing online. Let us know if you have any other issues with the game at this point. As always, if you like the game, leave us a review or recommend the game to your friends.


[ 2017-09-22 15:04:27 CET ] [ Original post ]

Update 39 - Calm before the Storm

Fixes and Updates:


  • New level (BIC)

'Pier 2' level


Watch yourself be killed on the big screen.

eSports Tournament


You can find details of our eSports tournament here (South Korea only). There will be prizes for the winners!

In Other News


We are currently hard at work on the level editor and trying to get a working version of online. Because of this, today's update and most likely the next few ones will be light on new content. They will mainly be back-end fixes and optimizations. On our next update, we will be removing some of the old levels that do not meet the level of quality as the rest of the game. As always, if you like the game, recommend it to your friends or leave us a review.


[ 2017-09-08 11:44:37 CET ] [ Original post ]

Update 38 – Blast from the Past

Fixes and Updates:


  • New bullet type (Random)
  • New (old) level (Pier 2)

'Random' bullet


This bullet type cannot be picked up, and can only be selected in the menus. Every time a character spawns, they will get a random bullet type.

'Pier 2' level


The pier isn't abandoned anymore.

In Other News


The price of the game will increase in the next few hours to $10.99. You can view all of the updates for August on one single page on our dev log. And remember, if you like the game, recommend it to your friends or leave us a review.


[ 2017-08-25 13:13:02 CET ] [ Original post ]

Update 37 – Solo Dolo

Fixes and Updates:


  • Characters now wear a cape when playing team-based games, which show their team color
  • Leaderboard created to show highest score in a single game of singleplayer
  • Leaderboard created to show fastest completion time in singleplayer
  • Stats menu updated to include singleplayer stats
  • 'Sandbox' level is now different during 'Survival' game mode
  • Korean translations updated
  • New game mode (Singleplayer)
  • Lighting updated for every level

'Singleplayer' game mode


Complete the 8 procedural-generated levels as fast as possible. Something simple to pass the time when you play by yourself.

In Other News


First thing first, we want to thank everyone for everyone who has patiently waited whilst we worked on the singleplayer game mode. We hope you will enjoy what we have created and look forward to seeing your scores and times on the leaderboards. Now, with singleplayer mode completed, we have one major milestone left to complete, which is the level editor. We are planning to have this completed before the end of October. The level editor will have Steam workshop support that will allow you to share your levels with other players in the community. We are also going to start updating the game bi-weekly instead of weekly. This will allow us to focus more on the game before we release a new build. Now, let's talk about the big feature everyone wants in the game: online! We have actually been researching and testing ideas for online since around April. All this research and testing was one reason why the singleplayer game mode took so long to get finished. We have settled on how we want to do online and are spending some of our time working on getting a prototype version ready. We hope to have a test version of online ready in September, and then we will go from there. Remember, this does not mean online will be in the final release of the game. We are still testing it and seeing if the gameplay will hold up. We are also holding an eSports tournament in September in Busan (South Korea). The tournament will be a part of BIC Fest 2017. We will have more details regarding this in our next update. Last thing, we have decided to increase the price of our game to its final release price, which is going to be $10.99. The release date for the game is going to be sometime in Q4 2017. We will be increasing the price in two weeks (August 25), so go tell your friends to buy the game now whilst it is cheap! For our final release, we will be decreasing the multiplayer maps to 10, keeping only the ones that meet our standards and remove the ones that do not meet our standards or we used for testing (e.g. 'Sandbox' level).


[ 2017-08-11 15:35:02 CET ] [ Original post ]

Update 36 - Singleplayer Mode Releasing Next Week

Just a quick update to let everyone know that we will be releasing singleplayer mode next week. We have also made some minor changes to the game and we will talk about what's next for the game, pricing, and final release date.


[ 2017-08-04 12:08:28 CET ] [ Original post ]

Singleplayer Mode Updates

Latest Update (06/02/2017)


We decided to create weekly updates on reddit regarding what we are working on for the singleplayer mode. We will be doing this until we are ready to release the singleplayer mode. We will update this thread with a link to the latest update. You can leave your comments or feedback here or on reddit.

Previous Updates



[ 2017-06-02 12:27:59 CET ] [ Original post ]

Update 26 - Feedback Regarding Future Updates!

Fixes and Updates:


  • Lighting and shadows updated on every level
  • New minigame (Starboy)

'Starboy' minigame


One player is randomly assigned as the starkiller at the beginning of every match, who has to kill all the other players to win the minigame. All the other players have to collect stars without dying to reach the score limit to win the minigame. Makes sense, right?

In Other News


With this update, we have completed our milestone of creating minigame game modes. The price of the game will not be increased this time. Instead, the price will be increased once we complete our next milestone. We are now going to start working on our next milestone, which is to the singleplayer mode. With this comes a big question. Do you want us to continue releasing weekly updates where we talk about what we are working on, or do you want us to hold off announcing anything related with singleplayer until it is complete? Let us know below. You can view all of the updates for May on one single page on our dev log.


[ 2017-05-25 14:23:41 CET ] [ Original post ]

Update 25 - is Irrelevant

Fixes and Updates:


  • None

None?


We have been experimenting with some new game modes and tweaking some of the code. We don't have anything new ready for this week's update. We decided to release this week's update anyway to make sure no new bugs have popped up in the game. Next week we should have our final minigame ready for release.


[ 2017-05-18 17:16:58 CET ] [ Original post ]

Update 24 - We're here, there, everywhere!

Fixes and Updates:


  • Os X and Linux builds available to download
  • New minigame (Melee)

'Melee' minigame


Whichever player, or team, kills the most ninjas in the time limit wins the game.

'Os X and Linux' builds


These builds are untested so we are not sure how well they work. Therefore, we haven't updated the store page to say that we support these two platforms yet. We have only uploaded them in case existing players want to play on these platforms.


[ 2017-05-12 15:20:04 CET ] [ Original post ]

Update 23 - Two Games, One Sword

Fixes and Updates:


  • Thrown sword no longer gets stuck in level objective items (i.e. flags, juggernaut mask, etc.)
  • Fixed minigame menu issue
  • New minigame (Targets)
  • New minigame (A-K-U-T-O)

'Targets' minigame


Destroy the target to gain points. Simple, right?

'A-K-U-T-O' minigame


Remember S-K-A-T-E in Tony Hawk games? Well this is the same, except you also have a sword and a gun.

In Other News


We got bored with the plain names for the updates, so we decided to give them a title.


[ 2017-05-05 13:14:28 CET ] [ Original post ]

Update 22

Fixes and Updates:


  • Updated lighting on soccer pitch level
  • Fixed level intro plays for 'Soccer' game mode
  • Fixed collision issues on main stairs on Acme Corporation level
  • Blood particles do not fall of the level anymore
  • Soccer ball physics updated
  • Character pushback updated
  • Explosion sizes updated
  • Player spawn particles fixed
  • Bots interaction with level props fixed
  • Lighting updated on every level
  • New level (50 Shades of Gray)

'50 Shades of Gray' level


This is our take on a stealth level in Akuto: Mad World. We are still tweaking the level, but decided to release it now to get some feedback on it.

In Other News


Thanks to Bezrk.Brumafriend, we now have a subreddit for Akuto: Mad World. You can post any questions, feedback, or cool clips of your matches in there. Look forward to seeing you all in there. You can view all of the updates for April on one single page on our dev log.


[ 2017-04-28 18:05:20 CET ] [ Original post ]

Update 21

Fixes and Updates:


  • Fixed stats menu to record minigames correctly
  • New minigame (Soccer)

'Soccer' minigame


Have you ever wanted to play soccer (football for everybody outside of America) with swords and guns? Well now you can. Basic soccer rules apply; get the ball in your opponent’s goal.


[ 2017-04-21 06:52:58 CET ] [ Original post ]

Update 20

Fixes and Updates:


  • Updated stats menu
  • New versus game mode (ARENA GODS)

'ARENA GODS' game mode


Score one point for becoming the last man, or team, standing in the level. The level changes at the end of every round. The first player or team to reach the score limit wins the match. With this update, we have completed our milestone of creating versus game modes. The price of the game will increase to $6.99 USD on Steam and Humble stores within one day. We are now going to start working on our next milestone, which is to create minigames. If you are at Insomnia60 this week, you can get an early peak at our first minigame. For everybody else, you will get access to the minigame in next week's update.


[ 2017-04-13 12:56:10 CET ] [ Original post ]

Update 19

Fixes and Updates:


  • Blood particle collision updated
  • Scores are shown for 'Score Hardcore' and 'Juggernaut' mode in pause and game over menus
  • Updated camera post-processing effects to make them less GPU intensive
  • Falling/jumping down from ledges are not going to be implemented due to engine limitations

Falling/Jumping off Ledges/Platforms


Most of this week was spent on trying to make the falling/jumping off edges/platforms work. We got quite far and even got the AI to jump of the edges (example 1 and example 2). However, we couldn't get the players to jump down the ledges. After some research, we found it was due to an engine bug/limitation (thanks Unity). Therefore, as of now, we are officially not going to work anymore on the falling/jumping off edges feature. This means it will not be in the final release of the game. We might go back to it sometime in the future when we are closer to shipping the final game, but right now, we want to get back to creating more content for the game.

In Other News


Next week, we will be at Insomnia Gaming Festival, and following this we will be at Reboot Develop (conference). Because of that, the next two updates might be smaller than normal. Come say hi if you are at Insomnia :) We will also be selling merchandise and Steam keys for Akuto: Mad World at Insomnia. The steam keys will be sold at a slightly reduced price from our regular price on Steam, and will only be available to purchase at events.


[ 2017-04-07 13:50:23 CET ] [ Original post ]

Update 18

Fixes and Updates:


  • Updated movement, attack, and roll speed for players and bot
  • Updated collider size for player
  • Removed player physics-based movement
  • Maze level redesigned
  • Fixed bug when restarting level with level intro off would crash the whole game
  • New game mode (Capture the Flag)

'Capture the Flag' game mode


Capture and take the flag to the capture areas to score points.

Player Physics Movement


We tried implementing the physics-based movement last week, and continued working on it this week. However, the longer we worked on this, the more the gameplay and feel of the game changed, and not for the better. We tested it out with several people, and found that most of them found the game more difficult to play and enjoy with the new movement. One of the things we are most proud of the game is how accessible it is for anyone to pick up and enjoy, and this new movement was leading us in the opposite direction. We don’t think this would have been a major issue if we started the game with physics-based movement from the beginning of the development. But since we are halfway through development, it was much harder to implement. We could potentially do it, but this can take at least a few months to ensure that it feels good. But even this does not guarantee that it will work correctly 100% of the time. And this will definitely push us back in our development schedule. To give an example, our original movement took us around six months of developing and testing, to make sure it feels good and works correctly. Therefore, we have decided to remove the physics-based movement. You can try out our last physics update in our 'physics' branch on Steam. You can download the ‘physics’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'physics' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu.

In Other News


We have nearly completed this milestone (Versus Game Modes), and will soon start to begin working on the next milestone (Mini-Games). We have one new versus game mode to add, which we are expecting to complete around mid-April. After that, we will raise the price of the game again. It will be around $1, but more for certain countries due to the Steam tax hikes. You can read more about the Steam tax hike here. You can view all of the updates for March on one single page on our dev log.


[ 2017-03-31 16:46:02 CET ] [ Original post ]

Update 17

Fixes and Updates:


  • New mutator (Max Ammo)
  • Player movement is physics based (you can jump off ledges)

Physics Movement


The physics update is very, VERY, experimental. We are aware about lot of the bugs with the collisions, movement, etc. But this update is to see how you, our community, feels about the physics movement. To make sure that newcomers have a good experience with the game, we moved the latest update to the 'STABLE' build and left the default build as it is. We will revert the stable build once we got the physics sorted out, which will hopefully be next week. Our plan for next week is to fix most of the collision and movement bugs. All feedback welcome. And remember, if you like the game, leave us a positive review. It will help us out a lot :) You can download the ‘stable’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'stable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu.


[ 2017-03-24 18:55:14 CET ] [ Original post ]

Update 16

Fixes and Updates:


  • New game mode (King of the Hill)
  • Death effect (black bars) cannot be turned on or off – it will be shown for the last kill of the game only

'King of the Hill' game mode


Capture and hold the hill to gain points. The first player or team to reach the score limit wins the match.


[ 2017-03-18 13:49:01 CET ] [ Original post ]

Update 15

Fixes and Updates:


  • Blood particles can be changed to color cubes to make the game more kid-friendly
  • Steam upload issue fixed – earlier builds would only upload first score in a new level and then not upload any more scores
  • Survival mode updated – You can now gain lives for surviving X amount of waves (X differs depending on number of players playing)
  • Aim – players can now aim by holding L1/LB button (default button but can be changed in settings)
  • Pixelated death effect – for when colored cubes doesn't make the game kid-friendly enough


[ 2017-03-10 19:44:58 CET ] [ Original post ]

Update 14

Fixes and Updates:


  • New game mode (Juggernaut)
  • Removed advanced attack

'Juggernaut' game mode


Become the juggernaut to score points for kills. The first player or team to reach the score limit wins the match.

In Other News


We will be at SXSW in two weeks showcasing Akuto: Mad World. Come say hi if you are at the event, or in Austin. But this also means the update during SXSW won't add much new content. For the first time ever, we will also be selling merchandise and Steam keys for Akuto: Mad World at an event. The steam keys will be sold at a slightly reduced price from our regular price on Steam, and will only be available to purchase at events.


[ 2017-03-04 13:16:46 CET ] [ Original post ]

Update 13

Fixes and Updates:


  • Fixed 'Music Volume' text
  • Camera zooms in and out automatically to keep players in view
  • New bullet type (Mine)
  • Mutators for versus and practice game modes
  • Steam leaderboards for 'Survival' mode created

'Mine' bullet


Mines are only big enough to kill a single character.

Mutators


Customize versus or practice games to your liking. We have only released a limited set of mutators for now. We will be adding more mutators to the game in the future. If you have any ideas or suggestions for mutators, let us know and we shall see what we can do about it.

In Other News


We will be at GDC next week showcasing Akuto: Mad World. Come say hi if you are at the event, or in San Francisco. But this also means next week's update won't add much new content. We will be testing a new game mode out at the event, and if everything goes to plan, release it as part of next week's update. You can view all of the updates for February on one single page on our dev log.


[ 2017-02-24 11:34:56 CET ] [ Original post ]

Update 12

Fixes and Updates:


  • Fixed pillar issue on 'Dojo' level
  • Menu backgrounds made darker to increase contrast
  • Screen shake effect made smoother
  • Attack sword swing radius reduced
  • Barrel explodes immediately if it is hit by a second bullet
  • Loading has been optimized and levels should load over 3 times faster

In Other News


In less than two weeks, we will be travelling to San Francisco to show Akuto: Mad World at GDC (Game Developers Conference). This is the biggest game developers conference in the world and we will be showing the game as part of Microsoft's Xbox Lobby Lounge. If you were thinking if this means Akuto: Mad World will be coming to Xbox One, then you are 100% correct. We will be releasing for Xbox One after the game leave Early Access on Steam, which should be end of this year. Currently we are aiming to have our final release on December 1, which will be our one-year anniversary since Early Access release. If any of you are game developers or are coming to GDC, come say hi to us and play our latest (and unreleased) build on Xbox One. Just with previous events/festivals, this does mean that the update that comes out on GDC week (Update 14) will be a bit smaller than our usual updates. To get you excited for next update, we can announce that we are releasing 'Mutators' for Versus and Practice game modes next week. We will have more details regarding this next week. And remember, if you like the game, recommend it to your friends or leave us a positive review.


[ 2017-02-17 14:03:20 CET ] [ Original post ]

Update 11

Fixes and Updates:


  • Updated load percentage so that it does not show any decimal points
  • Updated GUI of the whole game
  • Optimized lighting

In Other News


We have found some issues with the GUI, which we are planning to fix in next week's build. These are mainly to do with the pause and game-over menus being too bright and not being able to see what button is selected. You will also have noticed that we have updated the price to $5.99 USD on Steam and Humble stores. In more positive news, we got nominated for 'Best Multiplayer Game' at Casual Connect Europe. Sadly, we did not win, but it was a great honor just being nominated.


[ 2017-02-11 15:51:34 CET ] [ Original post ]

Update 10

Fixes and Updates:


  • Updated katana (melee attack) - you can now hit multiple bullets or kill multiple characters from one swing
  • Level intro can be turned on or off
  • Restart time for Survival mode is shortened
  • Push back effect strength and times updated for players and bots
  • Audio and textures optimized to be less resource intensive
  • New spawn effect makes it easier to find yourself when you spawn

In Other News


We are still working with the different storefronts to raise the price simultaneously, hence why the price for Akuto: Mad World has not risen yet. As some of you may remember from 'Update 6', next week we will be showcasing Akuto: Mad World at Casual Connect Europe. Come say hi if you are at the event, or in Berlin. But this also means next week's update won't add much new content. We can announce that next week's update will contain the game's new GUI, if everything goes to plan. This will be a big change for current players, but hopefully a welcome one. We will be testing the new GUI at Casual Connect just to catch any bugs that come up, and then release it next weekend.


[ 2017-02-03 14:33:45 CET ] [ Original post ]

Update 9

We have now released our first [strike]11[/strike] 12 levels meaning that we have completed our first milestone. Expect the price of Akuto: Mad World to rise by ~$1 very soon, so go tell your friends to buy the game whilst it is at this lower price. This does not affect any current owners of the game.

Fixes and Updates:


  • New level (Maze)
  • New level (Sandbox)
  • Fixed lighting issues on certain levels
  • Fixed survival wave bug
  • Made bots easier
  • New game mode (Practice)

'Maze' level


Be dazed and confused by going up and down, in and out.

'Sandbox' level


Sandbox is our 12th and only unofficial level. It was used for testing new level traps, weapons and props. We were not going to release this initially, but we didn't see any benefit by keeping it to ourselves. This level contains some of our more experimental traps and the level does not have a theme. This level might be updated sometime in the future with more experimental objects.

'Practice' game mode


Practice makes perfect. You can view all of the updates for January on one single page on our dev log.


[ 2017-01-27 18:16:37 CET ] [ Original post ]

Update 8

As mentioned in our previous updates, we are currently in Taiwan for the Taipei Game Show. This means this update is quite small. But a good thing about the game show, is that we found some new bugs, including the survival mode bug where the game stops. We are going to start working on fixing these bugs and continue adding content.

Fixes and Updates:


  • New level (Tribal Lands)
  • New game mode (Score Hardcore)
  • Random level select option created

'Tribal Lands' level


Civilization has moved on from this land a long time ago, but some say there are evil spirits that still lurk there...

'Score Hardcore' mode


Score Hardcore mode is similar to score mode where the first player to reach the target score is the winner. The big difference between this and score mode is that when you die in this mode, you lose a point. We have limited the minimum score a player can have is 0. This means if a player dies while having 0 points, they will still have 0. We found this worked out best as it kept the game competitive and stopped anyone from gaining a big lead very early on.

Pricing


As we mentioned in our last update, we will be increasing the price of Akuto: Mad World when we release 11 levels, which leads us to completing our first milestone. We will increase the price by $1 US dollars. We tested the new level at Taipei Game Show and received positive feedback from several people. This means you can expect level number 11 to come out next week. After we complete this milestone, it does not mean that there will be no new levels. It just means we will be focusing on our next milestone, which is going to be the game modes. We are DEFINITELY going to add more levels, but at a much, much slower pace as it won’t be our main focus. We believe the first set of levels are of a good variety and will keep players engaged. We have an estimated date for the price increase set for January 30, so go tell your friends to buy the game whilst it is at this lower price!


[ 2017-01-21 17:24:58 CET ] [ Original post ]

Update 7

Fixes and Updates:


  • Level Select menu updated
  • Updated 'Disc' bullet - bullet now keeps going until it hits something (since characters are not solid, the bullet will kill them and keep going, meaning you can get multiple kills from one bullet)
  • New level (Quarry)
  • Updated colliders with fences on 'Construction Site' level

'Quarry' level


It's a quarry and you can fight there, what more can we say?

Level Select menu


This is step one of two of updating our menus, to make them more user-friendly. It took us some time to decide on the final design for the menu, but we are proud with what we have created. We are still fond of the old level select menu design, mainly because we got used to it since the inception of the game. We are still trying to decide on the final design of the options/settings menus, so if you have any ideas, then let us know. Once we have settled onto a design, we will start implementing it. Hopefully, this will be done before the deadline we initially set (end of January).

Why have we been getting new levels every week but no new game modes?


This hasn't come up yet but we can see it being mentioned sooner than later, so we decided to answer it right now. For the development of Akuto, we decided to focus on one milestone, complete it, and then move onto the next one. The first milestone we decided to focus on is the levels. At the time of this update, we have 9 levels in the game, nearly double the amount of levels we had since launch. We are going to continue focusing on the levels (and other technical issues) until we complete this milestone. Once we do, we will start working on the next milestone. Since we are nearing the completion of this milestone, we will also be looking to increase the price of the game in the near-future (this does NOT affect current owners of the game), but more details of this and our next milestone will be provided in our next update. All comments and feedback are welcome.


[ 2017-01-13 17:28:38 CET ] [ Original post ]

Update 6

Festivals


We are proud to announce that Akuto: Mad World has been selected as part of the Taipei Game Show 2017 and Casual Connect Europe 2017. We will be showcasing the game on January 19 and 20 in Taipei, and from February 7 until February 9 in Berlin. If anyone is in there, feel free to come to the show and play the game. We might even be showing some new, unreleased content. This does mean that we might not be able to push out new content on week ending January 21 and week ending February 11, but we will try our hardest to have something out on those weeks, even though they might be minuscule.

Fixes and Updates:


  • Updated color for 'Grenade' bullet
  • Fixed pillar collision issue on 'Ancient Ruins' level
  • Fixed characters stopping when both death effects are off
  • Update design of stairs on 'Acme Corporation' level
  • New bullet type (Disc)
  • Show correct menu name for post-processing effects settings menu
  • Updated font for level names, pause text, winner text, etc. for better readability
  • Updated lighting on every level
  • New level (Robot Factory)

'Disc' bullet


It is time to practice your rolling, as the Disc bullet is the only non-explosive bullet that can't be blocked or deflected using your katana.

'Robot Factory' level


The first level where you can drop from a ledge... to your death!


[ 2017-01-06 18:30:08 CET ] [ Original post ]

Update 5

Fixes and Updates:


  • New level (Ancient Ruins)
  • New bullet type (Arrow)
  • Spawn positions updated on ‘Great Outdoors’ level – no more spawning behind trees
  • Fast-scroll enabled for menus
  • Lower chance of beheading occurring when katana is thrown

'Ancient Ruins' level


The civilization that used to live in these ancient grounds could provide many answers about the origins of modern civilization. Or it could make for a great battleground.

'Arrow' bullet


The fastest bullet in this mad world… yet. You can view all of the updates for December in one single page on our dev log.


[ 2016-12-30 11:43:29 CET ] [ Original post ]

Akuto: Mad World
Hut 90 Developer
Hut 90 Publisher
2019-03-28 Release
Game News Posts: 83
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive (16 reviews)
The Game includes VR Support
Public Linux Depots:
  • Akuto: Mad World - Linux [499.15 M]
Akuto: Mad World is an award-nominated fast-paced arena action game with swords and guns. Death is common but by using your weapons and the environment, you can survive to fight another day.

  • Fast-paced arcade action
  • Fight in over 10 dynamic levels
  • Use one of 6 different game-changing bullets to win matches
  • Battle friends or the AI in local multiplayer
  • Survive endless waves of ninjas
  • Mini-games, singleplayer mode, and level editor are coming in future updates

MINIMAL SETUP
  • OS: Ubuntu 16.04
  • Processor: 1.6GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 1GB VRAM
  • Storage: 600 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 16.04
  • Processor: 2.6GHzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 2GB VRAM
  • Storage: 600 MB available space
GAMEBILLET

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3.38$ (77%)

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