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Hey everyone,
Just dropping by to let you know that we've nominated Ion Fury in the "Labor of Love" category for the Steam Awards 2023. So if you liked Aftershock, please consider voting for us.
That's all. Thanks for playing!
IT'S HERE!
With another delay fit for a king, you can now pre-order the Ion Fury "Hail to the Queen" BIG BOX - but be quick; there's only 500 copies!
Get it here: https://3drealms.com/product/ion-fury-hail-to-the-queen-big-box/
Whats in the box?
[previewyoutube=c49Zj6E_u98;full][/previewyoutube] The day is upon us. After a delay fit a for a King, you can experience Ion Fury: Aftershock! - More than half the content featured in the original game - New Weapons - New Enemies - New Zones - Arrange Mode - A Hoverbike complete with homing plasma missiles And it's OUT RIGHT NOW on Steam! Better yet, for the first week of the launch there's a 10% discount on Steam! Pick it up here: 3drealms.live/IonFuryAftershock Product description: Ion Fury: Aftershock is a massive expansion featuring more than half of the content included in the original game. Aftershock doubles down on the old-school FPS action with challenging new bosses, a wealth of powerups and secrets to uncover, and an expanded arsenal introducing three new weapons.
[previewyoutube=c49Zj6E_u98;full][/previewyoutube] After a delay fit for a King, the wait is almost over. October 2nd, 2023. Yes: just 2 more days left until you can finally experience Ion Fury: Aftershock. If you didn't see the showcase, make sure you check out the trailer above.
You've been asking to see some gameplay from Ion Fury: Aftershock and Phantom Fury for a long time. Well, it's finally here. Tonight, Jared is going to check out the demos from gamescom for
And as a chaser, he'll be playing our complete demo for Tempest Rising, which is actually available now. Our interview today: Max of Voidpoint and lead level designer for Ion Fury. Gonna be a kickass time. See you on Twitch. at 14 EST/20 CEST OBLIGATORY SOCIALS PLUG:Are you going to Gamescom? Stop by the 3D Realms booth to check out our Aftershock demo. Until then, our family over at Voidpoint have blessed us with another kickass special tracker edition from the soundtrack. Presenting: Nu-Life by Jarkko Rotsten. Listen here [previewyoutube=2YTAQI8hnC0;full][/previewyoutube] Be sure to wishlist Aftershock if you haven't, and follow Voidpoint on twitter at the link above.
3D Realmsreturns to Gamescom, bringing hands-on demos of the upcoming titles Phantom Fury, RIPOUT and Ion Fury: Aftershock to the show from 24-27 August. Find us at the Indie Arena Booth, Hall 10.2, booth F010g - E019g. See you there! [previewyoutube=ImEo-zsxrzw;full][/previewyoutube]
[previewyoutube=M82cCqf-pn4;full][/previewyoutube] Realms Deep is back, baby! On September 30th, you are cordially invited to a late-night talk show event featuring our beloved host, Jared R Bair. 3D Realms brings updates from numerous titles under their diverse portfolio, including Its highly anticipated classic RTS Tempest Rising, action-adventure FPS Phantom Fury, immersive sim Core Decay, sci-fi horror FPS RIPOUT, dark-fantasy FPS GRAVEN, dieselpunk action-rpg Combustion, Ion Furys Aftershock expansion, and maybe even an exciting surprise or two. Other developers and partners at this years Realms Deep include the return of New Blood Interactive, Running With Scissors, Slipgate Ironworks, HYPERSTRANGE, Dread XP, Hellforge Studios, Fulqrum, and Retrovibe, as well as THQ Nordic, Prismatika Games and many more, making their debut into the show! And who knows, maybe there will be a few interviews? Maybe a bit of the ol ultraviolence. WHERE: http://twitch.tv/3DRealms WHEN: 8 PM CEST / 2 PM ET
Our friends over at Voidpoint have provided us with a new soundtrack visualizer. And it's another tracker, because Voidpoint loves you and so do we. Listen below. [previewyoutube=csXuLhOrCUE;full][/previewyoutube] Have you wishlisted Ion Fury Aftershock yet? If not, do that here. And make sure to follow us on twitter for the latest updates on our games.
The greatest time of the year has arrived - The Steam Summer Sale! From now and until July 13th, Ion Fury is 60% off. But if you are looking for something even greater than this, you can get yourself the whole bundle that includes Ion Fury, GRAVEN and WRATH: Aeon of Ruin, and save even more on all titles! WRATH AEON OF RUIN + ION FURY + GRAVEN COMPLETE YOUR SET BUNDLE https://store.steampowered.com/bundle/12693/WRATH_Aeon_of_Ruin__Ion_Fury__GRAVEN_Complete_Your_Set/
Hey everyone, its Jonathan Mblackwell again and I am back with Part 2 of our Game Design dev diary. This time we are going to talk about Ion Furys design rules, and as a special treat, well also be talking about the expansion Aftershock, including how our goals changed from the first campaign, and some of the new things youll get to experience. If you haven't ready Part 1, you can do so here.
Our friends over at Voidpoint have provided us with a new soundtrack visualizer, but this time: it's the tracker. And the track is a banger. Listen below. [previewyoutube=xIRVUTn3A7A;full][/previewyoutube] Have you wishlisted Ion Fury Aftershock yet? If not, do that here. And make sure to follow us on twitter for the latest updates on our games.
Attention Ion Fury/Aftershock fans! Recently, we had Jonathan "Mblackwell" Strander on our weekly livestream (every Friday at 2pm EST over on Twitch) talking about Ion Fury Aftershock! Watch below for insights into Aftershock's development. [previewyoutube=k4Fz0S8-vgQ;full][/previewyoutube] Don't forget to wishlist Ion Fury Aftershock!
Hey everyone! Jonathan Mblackwell Strander here with Part One of a two part article on the core game design principles behind Ion Fury. For Fury I acted as the primary programmer, the Lead Gameplay Engineer, and the Designer who compiled everyones ideas into something cohesive. I really wanted to share with everyone some of the behind-the-scenes decisions we made along the way. We had to come up with a lot of rules and guidelines to make the game we wanted, and I hope you all have fun learning about it! For now were going to deal mostly with the most obvious thing: How levels were designed for the games layered Combat Loop.
Hello gamers, its Max oasiz Ylitalo on the keys once again and last I wrote about 3D in Build Engine and Ion Fury some years back.
This time Ill be writing a few more entries focusing on level design and some other bits related to it, starting with Arrange mode. While I started off as a mapper, I quickly found myself as the lead level designer on the project around 2016, doing a bit of everything on the side.
As a mapper, Im the effects guy. Coming from Duke3D mapping Ive always had the interest on trying to push maps to do cool things and create unique game play scenarios. Its not that different with Fury where I always try to think on how the mechanics can be pushed a little further with the existing tools available. Experimentation with these resulted in things like Bombardier challenge and Queen of the hill.
This time I wanted to go back to something I already planned to include all the way in 2017 for the preview campaign, then called B mode.
When designing a game, it's always about finding a right balance between skill, enemy introduction pacing and other gameplay beats.
Even with the hardest skills intended for veteran players, you cant just go full blast with all of the enemies, items and traps as you will want to gradually build up the intensity and roughly match the pacing of easier skills in terms of new elements. With Fury, on hardest skill you will get more enemies, more aggressive A.I. and a few key enemies get trickled in slightly earlier than the usual first encounters. However its all still designed to give you a mostly similar experience.
While I believe we struck a nice balance overall with the main campaign, in some cases we had few spots where we had to look back and agree that some puzzles might confuse new players. With puzzles, any neat world hazard/puzzle you add will exist as a shared level script/geometry bit, affecting ALL skill levels. Outside of puzzles, there were also some enemies we didnt want to introduce very early on regardless of skill, resulting in some enemy types getting barely any proper screen time.
Many of these would work better during a replay.
Early z1a4: generator puzzle used to be harder with underwater areas
How to tell a replay apart? We at one point thought about having higher skills locked behind a beat the game wall but its not really nice for replays. Not only that but it would limit us mostly to enemy placement changes and we wanted more.
It was time to dig up that B mode mentioned earlier
Our inspiration comes from older games where youd finally beat the game (God gamer you!) and be getting ready to enjoy the ending... However instead of a conclusive end, you mightve even got a very blunt and rewarding Try again with a harder game! message and it would usually just kick you back to a title screen with perhaps some secret code. Undeterred, you start the game again and all of a sudden youd notice that the game would have changes to make it harder, different and sometimes going as far as modifying actual levels of the game to essentially give you a whole new second quest. This was often known with names such as B game Hard mode or Second quest and can be seen as a natural evolution of even older arcade games where youd typically have 3-5 stage layouts that would keep repeating with a few tweaks to increase the difficulty each loop, designed to make you lose eventually.
(Left) Legend of Zelda NES (Right) Kirbys Dream Land GB
Back when planning started, we dubbed ours "B-mode" and the game was to ship with just two skill levels and this alternate mode that was intended for replays, acting as a "medium+ & hard".
As the game's development was pretty turbulent back in 2016-2017, we didn't even know if the preview campaign would be our swansong. But when we finally went with the EA model and decided to push with the full game, we focused our efforts on making the existing stuff work as well as possible and revisit this idea for the full game... That didn't really happen either :)
I found some early planning sheets for the end of level screen that still included the 2 skills and A/B mode distinction. You can still recognize a few of these messages.
Now, B mode, let's try again..
The term Arrange mode was picked since it has a nice ring to it, playing homage to older Japanese games from the 80s and 90s where youd often have arcade home ports that would try to replicate a vanilla experience but youd in often have ARRANGE in the main menu that was essentially an added bonus mode could introduce changes to game play, graphics, music, stages and even story.
All of this could be minor game play rule tweaks to full on second quest type experiences.
These still spiritually live on in the form of DLCs and as various unlockable extras.
In this context, our goal set out to be to provide a second quest type of experience that lets the player re-experience the vanilla campaign with new unexpected twists and also adding new game play elements to the mix.
Four key points ended up being
- Increase challenge by remixing maps
- Mirror flip the maps (the slow way)
- Collectibles
- Spice things up with Aftershock content for extra variety
INCREASE CHALLENGE BY REMIXING MAPS
One great thing about a replay run is that we can expect the player to be familiar with some basic concepts like baton operated switches.
We can assume that once a player reaches an area, the player already mostly knows what to search for and we can already have an "increased difficulty" version of a puzzle or an area without having to teach the mechanic exactly.
Expect to see a few tweaks to puzzles or some key card locations and some new hazards like purple goo taking over familiar areas, requiring new ways to think! :)
Hmmm someone has been moving generators again Wait! what is this purple goo!?
MIRROR FLIP MAPS (the slow way)
All of the maps have been mirror flipped!
Now you'd think the process is just "translate X for map" and you'd be right, but I didn't want to just have everything 100% mirrored, I wanted the signs, text, etc.. to read properly as if the maps were always like this. This poses a few annoyances as build engine is rather primitive with walls/sprites store a simple "Flip X, Flip Y, Flip both" flag. Here are a few examples of manual fixes from the editor side:
A lot of the text actually consists of separate letter by letter sprites that are now all in wrong order. The solution was to code a custom script where I can pick a group of sprites and "de-flip" these with some rotate functions and math. After this you'd have to re-align sprite group that could get stuck inside walls due to Z fighting hacks or rounding errors.
Surprisingly, Build has no way of selecting multiple sprites in 3D so I ended up adding that as well.
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A de-flip script is applied against the selection which rotates it against an axis and flips the sprites cstat bit that controls if the texture is mirrored or not. However in many cases sprites are not 100% flat against the wall, any sprites sticking out will now end up inside so it needs careful repositioning to restore it
Floor and ceiling texture alignment can either be world or sector relative. This means that when you move/rotate stuff around, the origin of texture panning will be bound to one edge (wall) of a sector. If sector aligned, it will always be parallel to the "first wall" of a sector. This is where things get a bit more complicated...
Walls in Build are actually points in the 2D map and don't contain the expected x1,y1 - x2,y2 references, instead a wall is considered a single point in 2D space and it stores the next point's ID based on clockwise direction of the sector's shape. Flipping the sectors will generally work but as the alignment has to be redone internally to be clockwise again (Reverse order), it might result in misalignments that need manual fixing and can't be automated or detected. These were fixed manually. Huge thanks to our testers for helping catch so many more of these!
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A Few of the many examples where manual fixing is required
However toilets were done fully in code, with hardcoded alignments for any necessary texture swaps. Solution? Create more editor code and fix every single toilet in the game manually one by one by flipping the first wall to be one wall towards the other side... I had a day where I was literally inspecting all the toilets in the game. [table noborder=1] [tr] [th][previewyoutube=K37l3-La-Go;full][/previewyoutube] We are happy to announce Phantom Fury, a road movie-inspired first-person shooter starring Ion Furys Shelly Bombshell Harrison developed by Slipgate Ironworks and published by 3D Realms! Shelly embarks on her next action-packed adventure on PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC in 2023. Years after Shellys fight against Jadus Heskel, an old colleague rouses her from a coma. She awakens with a bionic arm capable of incredible feats and a new mission: track down the dangerous Demon Core, an artifact capable of unprecedented destruction before villains get their hands on it. WISHLIST PHANTOM FURY NOW! https://store.steampowered.com/app/1733240/Phantom_Fury/
Realms Deep 2022, the annual digital showcase organized by 3D Realms and friends packed with world premieres and special guests, kicks off today at 12:00 PM PST / 09:00 PM CEST and continues over the weekend.
Watch it live on 3D Realms' official Twitch and YouTube channels!
And don't forget to check out the Realms Deep Steam Sale for exclusive discounts, demos, and just announced games!
Steam Summer Sale has just begun and Ion Fury is 65% off - the highest discount so far! You don't want to miss this opportunity! The offer ends on July 7th
And if this is not enough, Ion Fury is part of the Bloody Nostalgia bundle that includes Project Warlock, Forgive Me Father and Hedon Bloodrite, where you can get these awesome old-school FPS games with an extra discount!
https://store.steampowered.com/bundle/26867/Bloody_Nostalgia/
It's time for a developer Q&A! On Saturday April 9th at 3pm EDT / 9pm CEST, FitterSpace will host as lead gameplay designer Jonathan Strander plays Ion Fury and chats about all things IF and Aftershock! The livestream will take place on the 3D Realms Twitch channel. Be sure to follow!
https://store.steampowered.com/app/1588720/Ion_Fury_Aftershock/
Ion Fury, the old-school first-person shooter developed by Voidpoint and published by 3D Realms and 1C Entertainment, unleashes a 2.0 patch full of improvements on PC to ready up for the Ion Fury: Aftershock expansion launching early next year on PC via Steam, Nintendo Switch, PlayStation 4, and Xbox One. Whether a returning player or new to the retro FPS genre, community-requested features in the 2.0 patch make this the perfect time to start a fresh run through Ion Fury. Grab power-ups on the go and deploy them on command with a new pocket inventory system, adding a tactical layer to each gunfight. Run and gun on a gamepad with ease with revamped controller support. Massive performance upgrades make Ion Fury even smoother than before. Shellys arsenal tears through cyborgs better than ever with clever weapon rebalancing. The Chain Gun now has a higher maximum ammo count and pushes users back with concussive force, creating new movement strategies. The Ion Bow now rewards advanced techniques like swap-canceling while charging. Quality-of-life changes refine Ion Furys campaign. Map bug fixes make levels more pleasurable to navigate. Sleuths can utilize the radar to track down hidden secrets. Each weapons ammo reserves now fill up the cross-hair for enhanced battle awareness and an increased focus on staying alive. Players will also be able to earn Ion Fury trading cards on Steam at last, as well as collect items like profile backgrounds and emoticons from the Steam Points Shop. Creating new playgrounds of destruction is more fun with some new map features, such as new rotating sprite structures and remotely controlled viewscreens, added in anticipation of Aftershock. The creatively inclined can look forward to updated examples and scripts for Mapster32 in the near future. Please note that scripts and documentation are released separately and not included in Steam/GOG updates. Early next year, Aftershock continues the events of Ion Fury with a new action-packed adventure. Pursue the maniacal Dr. Jadus Heskel and stop him from re-sculpting the flesh of humanity with his mechanical designs. Slay new enemies and bosses atop Shellys Hover Bike with fresh weaponry. Revisit Ion Furys original campaign with Arrange mode, adding the expansions foes, armaments, and more. Ion Fury: Aftershock keeps growing in scope and looks more impressive every day, said Frederik Schreiber, CEO of 3D Realms. While you wait for the expansion, we wanted to make the original game better than ever with 2.0.
The Ion Fury: Aftershock expansion pack for Ion Fury comes this summer for PlayStation 4, Xbox One, Switch, and PC.
Aftershock continues Shellys story in the best way possible: with rockets and high-speed chases, said 3D Realms CEO Mike Nielsen in a press release. We love seeing the Build engine continue to grow and Ion Fury: Aftershock does some awesome things that we cant wait to share with you.
After defeating Heskel in her previous adventure, Shelly Harrison decides to celebrate at a local bar. When explosions interrupt her tasty beverage, she rushes out to find Heskel in a monstrous flying machine, cackling madly as he rockets away toward a mushroom cloud on the horizon.
[previewyoutube=ql74lAptPi8;full][/previewyoutube]
Instinctively, she reaches for her Loverboy revolver, cocks it, and searches for the fastest transportation she can finda sleek and powerful high-speed Hover Bike, armed with Drunken Homing Plasma Missiles. Shellys fight against Heskel continues with multiple brand-new zones to explore, new dangerous enemies, new armaments to destroy them with, and some amazing high-speed vehicle combat.
Like classic expansions, Aftershock offers a brand new Arrange mode. Whether playing for the first time or revisiting Ion Fury, choose Arrange mode to experience the original game but now enhanced with new enemies, weapons and more.
Rendered in the very same Build Engine that powered beloved titles like Duke Nukem 3D and Shadow Warrior, Ion Fury takes the classic shooter framework and injects a bit of modern mayhem with features like headshots. Voidpoint didnt just make a game inspired by ;90s shooters: they practically time-travelled and created their own 90s shooter!
Hey fans! We hope your Holidays have been bright! We wanted to close out 2020 with important news you may have missed: Patch 1.1 Changelog. and our Expansion Pack announcement and trailer. Patch 1.1 Changelog Released in September this included a ton of fixes, improvements, and optimizations. ENGINE - Improvement - Input is now tied to frame rate instead of the tickrate, Game play should be much smoother - Changes to text/font handling to allow additional locales - Hundreds of various improvements and bugfixes GAME CODE - Improvement - Various objects include additional interpolation to increase smoothness - Rain code refactored to improve performance - Few additional textures added to "triggerable gradient" list for mapping purposes - Tighten the feel for Bowling Bomb "Homing" activation - Slight tweaks to Cultist AI - Very minor tweaks to A.I. pathfinding GAME CODE - Performance - Fixes issues where heavy sound calls would tank the frame rate, especially z3a4 battle - Optimized frequent movement calls by enemies to reduce load - Optimized physics code on moveable props - Optimized some particle effects to reduce overdraw GAME CODE - Bugfixes - Workaround for invalid RETURN from nextsectorneighborz to avoid console spam - Fixes an edge case which lead to the fans not preventing player fall damage sometimes - Fixes an error that could lead to false positives in line-of-sight checks from enemies - Tweaks to reduce odd baton switching when pressing 1 and firing certain weapons - Fixes an edge case that could lead to the baton doing less damage than intended for one hit - Fixes an edge case that would lead to gibs not being generated from specific map effects - Fixes a math error that could mess up aiming the loverboy from certain angles - Mech fights will no longer cause issues with jumping - Fixes an issue where secret level would not appear in results - Fixes an issue where some enemy types would not count for bowling Strikes. - Fixes an issue where explosions on flying enemies might not count for achievements - Achievement for T-Shirt would not trigger - Adds more checks for "fryall" event to account for additional enemy types ART - Improvement - Shelly overpaint - Centipede overpaint - Wendigo overpaint - Brute overpaint - Skinjob overpaint ART - Bugfix - Sky texture seams fixed when playing at high FOV MAPS - Improvement - z1,2,3 Skybox textures have been adjusted - z3a1 Platform trigger optimized to account for sequence breaking - z1a3-5, Tiny tweaks to keypad & switch heights to align with keyboard & controller players better (level view) MAPS - Bugfix - z3a4, Bathroom secret optimized, should trigger more reliably - z6a2, locker blocking has been adjusted - z3a1, Specific movement could cause a softlock in map scripting - z6a1, fixed 2 blocking underwater sprites - z7a2, Tweaks to outer ring ceiling to prevent squishing - z2a1, Fixes small texture misalignment in a tank - z1a1, Enemy patrol far away would wake enemies too early - z1a2, Few unintended wall sprites were climbable - z3a4, Extra failsafe on the final elevator to prevent softlock The team has taken your feedback and continued interacting with our social communities, and are preparing future patches to fix issues and continue to polish the experience even more. Expansion Pack Coming 2021 During Realms Deep we announced we are all hard at work on an Expansion Pack coming in 2021. While the exact details and release period have yet to be announced we hope you will enjoy this Teaser Trailer, and look forward to more news very soon! [previewyoutube=fLDfHQk0IkM;full]https://www.youtube.com/watch?v=fLDfHQk0IkM[/previewyoutube]
Fans can now enjoy a remastered edition of Ion Fury's hit soundtrack! This version has more than two hours of award-winning tracker music, composed by demoscene legend, Jarkko "Roz" Rotstn! "Outstanding achievement in old school composing techniques" Game Audio Awards 2020 "Most Impressive Soundtrack in a 2019 release" 2nd place @ Linux GOTY Award 2019 Composed, arranged and mixed by Jarkko Rotstn Mastered by Jyk Ahola @ Dreamhouse Studio. Soundtrack also available here.
We just won IndieDBs Indie Game of the Year award, with Ion Fury! We couldnt be more proud of the incredibly passionate development team at Voidpoint!
Our recently announced title WRATH: Aeon of Ruin (now in Early Access!) also got a honorable 7th place!
Ion Fury was a big bet for us. A brand new FPS in the original BUILD Engine, known from our classic shooters such as Duke Nukem 3D and Shadow Warrior.
If you havent tried it yet, its currently 20% off!
Ion Fury made it among the top 100 indie games of 2019 at IndieDB and was nominated for "Indie game of the Year" award!
Enjoyed Ion Fury? Just enter this link or click on the IndieDB event image and vote for it!
https://www.indiedb.com/games/ion-fury
[url=https://www.indiedb.com/groups/2019-indie-of-the-year-awards/top100#vote66271]
Thanks for your support!
You heard me right!
Ion Fury is now 20% off during the Steam Autumn sale!
If you haven't taken one of the best First Person Shooters of 2019 for a spin yet, now's your chance!
The Ion Fury Mapping and Modding scene is already sprawling with content, and for those of you interested in diving a bit deeper, we're launching a LIVE Developer Class series. In this first Livestream, Game Programmer Jonathan "MBlackwell" Strander, will take you through the creation of a basic enemy in Ion Fury. If you want to take your Map or Mod creation for Ion Fury to the next level, this is a Livestream you don't want to miss! The stream will start tomorrow, September 21 at 10am PST. Jonathan will also be able to answer questions during the Livestream. See you all there!
Finally! Yes it took some time, but we're FINALLY ready with the eagerly awaited 1.02 update for Ion Fury. You read that right. Not 1.01, but 1.02! We jam packed so many goodies into this patch (Achievements everyone!), that patch 1.01 (Boxed copies), simply wasn't enough for this release. Alongside the Patch, we're also doing a SALE of Ion Fury on 10%! So if you didn't manage to grab the game at launch, NOW is the time! Last but not least, here's a big change-log for you all to dive into. Enjoy! v1.02 changelog New/changed: - Steam achievements are here! When you launch version 1.02, saved gameplay stats from version 1.0 will be evaluated and any achievement already completed will be unlocked automatically. For those who would prefer to start from scratch, a menu option is available to clear all stats and achievement data from the game and from Steam. - Added borderless windowed mode options - Reworked the implementation of crouch toggle to behave in a more logical way - Boosted visibility of enemies in dark environments - Reworked both Clusterpuck fire modes - Increased max Clusterpuck carry amount - Decreased Bowling Bomb homing mode delay - Added flight sound for homing missiles fired from enemies - Added extra sound effects for flying skull drones - Decreased max medkit carry amount - Large medkit now only gives +20 HP on Maximum Fury skill - Garbage cans and trash bags now sometimes spawn health syringes - Health syringe can now boost health past 100 - Moved zone 3 boss fight ammo crates to more obvious locations and reworked their pickup mechanics - Moved a few unfavorably positioned save checkpoints - Improved pacing of final boss battle - Increased radar duration - Increased radar range - Decreased radar refresh delay - Decreased max radar carry amount - Beefed up Disperser and Penetrator firing sound effects - Tweaked Penetrator reload sound effect Fixes: - Performance, timing, and frame pacing improvements - Fixed mouse buttons 4 and 5 not working on Linux - Fixed setting windowed mode at the same resolution as the desktop just giving you regular fullscreen mode instead - Fixed game sometimes fullscreening to the wrong monitor in multi-monitor setups - Fixed possible crash or degraded performance after shooting mirrors repeatedly - Fixed degraded performance after firing thousands of shots in a single map - Fixed counting enemy deaths from the environment that could prevent reaching 100% kills - Fixed Bowling Bombs sometimes failing to properly indicate that they were in homing mode - Fixed being able to activate radar on the stats screen at the end of a zone - Fixed the weapon display sometimes getting "stuck" when opening grates with the use key - Fixed internal effect sprites sometimes showing up in map mode - Fixed the player's portrait on the difficulty select screen sometimes only displaying static - Fixed fall damage being applied even after a fan pushed the player upward - Fixed the wrong weapon sometimes being shown on screen - Fixed Ion Bow projectile not respecting the player's autoaim setting - Fixed grenadier enemies being invulnerable to burning damage - Fixed player sometimes dying after the end credits - Fixed various possible progression blockers and unintended environmental deaths throughout the game - Fixed a few secret areas that either didn't trigger properly or could trigger more than once - Fixed maps sometimes getting their states reset when backtracking in zones 5 and 6 - Fixed end screen transition after final boss - Fixed far away explosion sounds sometimes being too quiet - Fixed weapon reload animation canceling - Fixed linked up "HeskelCast" screens sometimes going out of sync from one another - Fixed Bowling Bomb pickup always switching away from the Electrifryer, even if automatic switching was disabled - Fixed audio clipping when killing many sections of a centipede enemy at once - Fixed other misc map issues: texture misalignments, effect glitches, etc
First, the good news - The Founders Edition boxes are currently being shipped to two distribution warehouses (one in the US, and one in EU), from where each copy will be sent out. Another few weeks and hopefully you'll have a juicy Founders Edition in your hands. You'll get an email notification once your copy has shipped from the distribution warehouse!
Second, less good news - The custom-designed Bowling Bomb USB drive for the Regular Edition Box, has been delayed a few weeks, The mold is complete (It looks kickass!), but due to production difficulties which have now been resolved, it's unfortunately been delayed.
All other items are packed. Latest news from the manufacturer is that the disks will be shipped to us within 4 weeks.
We will keep you guys updated once we have more news to share!
Joint statement from Voidpoint and 3D Realms: Weve caused a recent controversy suggesting Ion Fury game content was to be censored. We will absolutely NOT be censoring Ion Fury or any of our other games, now or in the future, including but not limited to by removing gags such as gamings most controversial facial wash. We do not support censorship of creative works of any kind and regret our initial decision to alter a sprite in the game instead of trusting our instincts. 3D Realms and Voidpoint stand together on this matter. Last but not least, please respect our need to keep our community forums clean from hateful messages, spam, or off-topic threads. We recognize our mistake and have received your message loud and clear!
ION FURY IS AVAILABLE NOW! https://youtu.be/ncC9jrCqgG8 "One of the best first-person shooters we've ever played!" - Digital Foundry A fantastic, timeless, FPS experience 9/10 - Game Informer Probably the best BUILD Engine game ever 9/10 - PCGamesN Classic Run and Gun FPS Action at its purest 9.5/10 - Gaming Nexus
JOIN THE ION FURY DIGITAL LAUNCH PARTY ON DISCORD
(discord gg slash 3drealms)
August 15, 10am PST, we're launching the official Digital ION FURY Launch Party!
Join us for the first 2 hours of LIVE gameplay on Twitch (twitch slash 3drealms), hang with 3D Realms and Voidpoint, followed by a Discord Party in the 3D Realms Voice Channel!
You don't want to miss this!
5 DAYS LEFT!
Shelly is locked, loaded and ready for action!
ION FURY is near! AUGUST 15!
6 DAYS LEFT!
The day of reckoning is near!
Prepare yourself for ION FURY - AUGUST 15!
ONE WEEK LEFT!
Ion Fury is almost here! Get your Bowling Bombs and Loverboys ready.
Shelly's about to wreck havoc!
This is the last chance guys!!! if you want it before the price change.
Grab ION FURY now at its original lower price ($19.99), before the price increase ($24.99) tomorrow on July 18th.
"TEAR DOWN THIS WALL!"
We only have 3 days left till the price increase!!!
Grab ION FURY now at its original lower price ($19.99), before the price increase ($24.99) on July 18th.
GRAB IT WHILE ITS HOT!!!
ION MAIDEN will release under a new title to avoid legal issues with a certain popular heavy metal band. ION FURY fires out of Early Access and 1.0 bursts onto PC August 15, with Nintendo Switch, PlayStation 4 and Xbox One coming later. To celebrate, PC Big Box-style physical copies are now available for pre-order!
Weve recently heard about a lawsuit filed in California by the band Iron Maiden, claiming our old-school first-person shooter Ion Maiden is infringing on their trademark. From what weve heard, the suit claims our main character, Shelly Harrison, originally debuting in 2016s Bombshell, is based on their musician Steve Harris; our skull bomb icon found in-game is based on their skeleton mascot Eddie; our logo in itself is based on theirs; and other frivolous claims anyone who has played Ion Maiden would find more over the top than Shellys Loverboy, her signature 18-round triple-barreled revolver. We at 3D Realms, our co-publishers 1C Entertainment, and developer Voidpoint will review our options once we receive official notice of the lawsuit and will make any necessary decisions at the appropriate time. Regardless, everyone continues to work diligently on Ion Maiden to deliver the best possible experience later this year.
We had a fantastic trip to the PAX East gaming convention in Boston, with thousands of people attending, seeing old friends and making new ones! It was great to see long lines of people wanting to try out both Ion Maiden and WRATH, for 4 days straight!
We're heading back to the studio with tons of positive feedback and an outstanding reception from the press.
You can check out the full 3D Realms at PAX Album on IMGUR here!
https://imgur.com/a/sfEllC4
See you next year!
Ion Maiden will be playable at PAX East 2019!
Come pick Voidpoint Programmer Evan "Hendricks266" Ramos' brain for all the juicy details, and check out the life-size Ion Bow Prop!
We'll be at the 3D REALMS BOOTH # 19115
The 4'th Dev. Blog from Ion Maiden is up!
Join Jarkko Rotstn aka Roz / Fit ^ Byterapers, as he talks about how the Music in Ion Maiden was made, and his passion for old-school tracker based music for the Amiga.
Check it out!
https://t.co/4GGYuH3ZSA
Hi Guys!
Voidpoint is very close to wrapping up Ion Maiden, which looks, sounds and plays fantastic! We're almost there, so hang in tight! It's going to be quite a ride!
Meanwhile, an internal team at 3D Realms in collaboration with developer KillPixel, has been working on our next shooter, which we revealed just a few days ago.
If you like Ion Maiden, you'll definitely be interested in WRATH as well.
Enjoy the trailer below!
https://www.youtube.com/watch?v=CgrLN9Wl4xU
WISHLIST NOW: https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/
JOIN THE 3D REALMS DISCORD: http://www.discord.gg/3drealms
Some of you might have spotted it at PAX South.
If not, here's the Glorious Life-Size prop of the Ion Bow!
Missed the brand new playable Ion Maiden level at PAX South?
Fear not! We got you covered:
https://youtu.be/OYmMPo6ckqY
Ion Maiden "Heskel's House of Horrors" update is available on Steam NOW!
Now go play with your new toys!
NOTE: This new update includes tons of new features and additions.
One of these is a new Secondary Firemode! If it's not already bound, PLEASE bind your Right Mouse Button to "Alt Weapon Mode".
WE HAVE A WINNER (+ TOP 5!) OF THE FAN ART CONTEST!
Thank you all so much for participating (and voting) in this contest.
We've received fantastic submissions all around, and every one of you deserve a HUGE round of applause!
Now, down to business.
We've combined the votes for the top 5 from both Facebook and Discord.
The Top 5 will ALL receive a physical Poster of their submitted artwork, signed by the 3D Realms founder, Scott Miller.
The Winner will also receive a signed Poster, included in the extremely rare "Ion Maiden Founders Edition" big-box.
5th Place with a total of 105 votes goes to @Bunticus ! Congratulations!
4th Place with a total of 108 votes goes to @The_Individualist ! Congratulations!
3rd Place with a total of 122 votes goes to @BlurrySquids ! Congratulations!
2nd Place with a total of 158 votes goes to @Ardat Lilitu ! Congratulations!
And the WINNER with a total of 161 votes goes to @Szary ! Congratulations!
ITS A WRAP! Thank you so much for the incredible Ion Maiden Fan Art submissions. You guys are incredible! Today we start the public voting, where all of you will be able to vote for your favorite piece of Fan Art. You can vote for your favorite on Facebook by using the <3 reaction, https://www.facebook.com/official3dr/posts/2180595488861059 - OR in the Fan-Art channel on our Discord channel http://www.discord.gg/3drealms On January 12, we will pick a winner among the Top 3. The winner will receive a Founders Edition with his/her very own artwork included as an A3 poster, signed by the 3D Realms Founder, Scott Miller. The second and third place winners will also receive their respective submissions as A3 posters, also signed by Scott Miller. Let the voting begin
Be there..... <3 We have some stuff we'd like to show you
Big Day today! We just announced the Radical Edition of Rad Rodgers! We're bringing Duke Nukem, Lo Wang and Bombshell together for the first time EVER, in early 2019! Check out the announcement trailer below! HAIL TO THE KING, THE QUEEN.... AND THE WANG! https://youtu.be/ydBlVH8M4k4
For Ion Maiden, we're using BUILD. The old-school engine which powered games like Duke Nukem 3D, Shadow Warrior and Blood back in the mid '90s.
Working with legacy technology has been quite a challenge. If you're curious, we just released a new developer blog called "Teaching an old engine some new tricks", where we dive into some of the challenges and solutions we came up with, while working on Ion Maiden. Check it out!
https://3drealms.com/devblog/dev-blog-3-teaching-old-engine-some-new-tricks/
The lobby of Dr. Jadus Heskels lair!
#screenshotsaturday
How is the art for the 20+ year old BUILD Engine produced? It's time to find out!
Today we're releasing the second entry in our Dev Blog series called "The Art of Ion Maiden" Check it out below!
https://3drealms.com/devblog/dev-blog-2-art-ion-maiden/
Check out this Sneak Peek of the track "Rewarded" from the Ion Maiden Soundtrack, composed by Jarkko "Roz / Fit ^ Byterapers" Rotstn. https://www.youtube.com/watch?v=AWR309WeHow
Interested in how Ion Maiden is built using over 20-year old technology?
Today we're releasing the first entry in our Dev. Blog series. (And a new website!).
Check it out below!
https://3drealms.com/devblog/dev-blog-1-3d-build-engine-and-ion-maiden/
You wanted it, we're bringing it!
Introducing next-generation 3D technology in Ion Maiden ..... VOXELS!
Once a leading mind in the field of technological augmentation and prosthetics, transhumanist researcher Dr. Jadus Heskel turned to evil after controversial side effects associated with his treatment resulted in his program losing funding and his life's work being outlawed altogether. Vowing vengeance against the GDF and anyone else who stands in his way, Dr. Heskel will stop at nothing to achieve his vision of rebuilding humanity in his twisted image.
Likes: cyborg armies, software piracy
Dislikes: fleshy limbs, small animals
You want Ion Maiden news? We got it! First, you can now pre-order an EXCLUSIVE big box of Ion Maiden filled with goodies! Only 500 copies of the Founders Edition will be produced, so HURRY before it's too late.. and YES, it comes on a floppy! But wait - that's not all! We're also announcing multiplayer, new merch, & fresh screenshots! Get it all at http://www.ionmaiden.com
Want to join the 3D Realms Crew showcasing games like Ion Maiden at places like Los Angeles, Seattle and Boston? We're looking for additional crew-members to help 3D Realms at select Tradeshows, specifically in the Seattle, Los Angeles and Boston area.
Are you a fan of 3D Realms and have interest participating in exciting tradeshow events?
Then this is for you!
https://docs.google.com/forms/d/e/1FAIpQLSe0XpDFztVLCPyGTJYDky0Op70agQhaaoOOH_7UhLaNJn9FwA/viewform?usp=sf_link
At PAX East 2018, we hosted a panel called "The Golden Era of Retro Gaming", featuring Pat Contri, Chris King, Robert Workman, Frederik Schreiber and Scott Miller. Check it out below! https://www.youtube.com/watch?v=S4T-GdVxfNc
Update 2 incoming!
A new update for Ion Maiden is here and with a brand new game mode!
We've been hard at work on the main game, doing a major performance overhaul and creating a new game mode for our players to enjoy while they wait for the full game to arrive.
Queen of the Hill is our new survival mode, focused on killing wave after wave of ruthless cyborg cultists with nothing but a gigantic chaingun at your disposal (Yes! You can finally use it!) before time runs out or you die a horrible death. We hope you love it!
As a side note, the game recently reached more than 500 positive reviews at a 97% Steam rating, giving us an Overwhelmingly Positive review status. We have no words to describe how happy we are for the reception of the game and to know people are loving it!
Please take your time to read the changelog for Update 2. Bear in mind this will make your old saves unusable, so if you are currently pretty far in the preview campaign, you might want to finish it first.
Enjoy!
Ion Maiden Preview Campaign Update 2 Changelog:
Important Notes:
The save format version number has been bumped, meaning your old saves will no longer work. This may happen repeatedly during the Early Access period.
Texture filtering options have been temporarily disabled as we continue to make improvements to the renderer. "Filtered" texture mode will return in the next patch alongside further optimizations.
Changelog:
+Added Queen of the Hill arcade mode. Note: Your possible score will increase on higher difficulty settings!
+More scripting optimizations to improve overall framerate and reduce hitching
+Fixed OpenGL renderer performance hiccups by optimizing and eliminating mid-game texture streaming and generation
+Implemented precaching of sound files to further eliminate hitching
+Improved OpenGL renderer performance
+Improved save performance and space efficiency
+Temporarily disable texture filtering options. These will return in the next patch alongside more optimization work
+Tweaked enemy behavior to improve balance, and increased challenge on Ultra Viscera
+Added a pulsing sound effect to attract you to the minigun after the Warmech dies
+Increased visibility of keycard pickups
+Fixed issues with reaching some secrets in Bombardier mode
+Misc bug fixes
+Misc level fixes
The first day of PAX is wrapped up!
Here's a bunch of photos from the event.
If you're in the Boston area, make sure to drop by PAX East, check out Ion Maiden and have a chat with us!
3D Realms have successfully arrived in Boston, and spent yesterday getting ready for PAX East!
The show will last from Thursday to Sunday, so make sure to drop by and check out the 3D Realms booth where we'll be showcasing Ion Maiden and a brand new Game-Mode called "Queen of the Hill"
If you're visiting the show, make sure to drop by our booth (#23120), and catch some exclusive Ion Maiden swag!
We'll also update you guys daily with photos from the event!
Today at PAX East we’re announcing a brand new game-mode: Queen of the Hill! Defend your honor (and hill) using the Warmech Minigun in a hardcore survival mode! The mode is available for all Ion Maiden owners on April 12, and playable at PAX East 2018 at the 3D Realms Booth! https://youtu.be/bmKSvotF1GM
It's official!
As part of the upcoming big-box physical release of Ion Maiden, the game will be released on physical media... On real modified floppies!
Here's a sneak peek;
https://youtu.be/f72fc4hBrrs
As many of you know, Bombshell is not a new character.
She was originally concieved back in the mid '90s, before the development of Duke Nukem Forever began. Back then, she started her journey towards a character as fan fiction in the Command & Conquer universe.
Not quickly thereafter, she developed into a new character for Duke Nukem Forever, but never made it into the final game.
Originally, she was going to be based off Pamela Anderson, from the movie "Barb Wire". A counterpart to Duke Nukem, with a heavy emphasis on her attitude towards Duke.
Whoa!
What a great few weeks.
The entire team has been absolutely stoked by all the great feedback on the reveal and launch of the Ion Maiden Preview Campaign.
The game is currently at a 97% Steam rating, which completely blew us away!
We knew we had something great on our hands, but we were completely taken by surprise with all the positive feedback we've gotten so far.
The team is hard at work on the full version of Ion Maiden, and while that's still some months ahead of us, we've also been working hard on the first official update to the Ion Maiden Preview Campaign, which is available NOW!
It's based on a lot of feedback we've gathered from you guys over the last few weeks.
Enjoy!
Ion Maiden Preview Campaign Update 1 Changelog:
Important Notes:
User data is now stored in "%USERPROFILE%AppDataRoamingIon Maiden Preview Campaign" on Windows and "~/.config/maiden" on Linux.
The save format version number has been bumped, meaning your old saves will no longer work. This may happen repeatedly during the Early Access period.
Changelog:
It all started late in 1993, several months after Apogee and Id Software released Wolfenstein 3D to the world. Id's 3D engine was groundbreaking, and showed the gaming world that fast real-time 3D games were possible.
Ken Silverman was one of the lone coders inspired by Id's game, and at 17 years of age he set about to creative similar technology, and in 1992 he released a game called Ken's Labyrinth. It was less a game, and more of a demo, showing that it wasn't just the geniuses at Id who could pull off fast 3D gaming technology.
Ken contacted us and we discussed working on a project together. I mentioned that I could put together a team to use his engine. But a few months went on and Ken then presented us with a demo of his Build engine, which was would be similar to the engine he knew that Id was creating for their coming game, Doom. He didn't really have a name for the engine, but his execution file was called, build.exe. And somehow this stuck as the name for his engine.
So, in August 1993 we had an employment agreement with Ken, and an exclusive license to use his Build engine on numerous projects.
John Carmack was interviewed and asked back in the 90's, who he thought were the best 3D coders other than himself. He said, "If I had to pick who I think is just the most talented, it would probably be Ken Silverman, the guy that did the Build engine. He does engines and tools. He writes all the code for everything, and he's just extremely talented."
3D Realms knew we had an amazing partnership with Ken, and we did all we could to maximize the use of the Build engine, creating Duke Nukem 3D and Shadow Warrior internally, co-funding and co-designing Blood, and licensing the engine to several other studios to make games. I think some 8-10 Build engine games came out all told.
The Build engine was truly the pinnacle of the 2.5D game engine period, which was kicked off with Id's Doom engine. Build went well beyond the features of Doom, with sloping features, partial looking up & down, rooms above rooms, and several other innovations.
Now, 20+ years later, we're super excited to be go back to our roots and use this incredible landmark of engine technology again. The Build engine, while not the most graphically gorgeous, is fast and allows for a gameplay style that hardly seen this century, with gun-blazing gameplay in wide-open multi-path levels that seem to go on forever. On today's tech, we can push the Build engine in ways that just weren't doable in the 90's, and so we're finding refreshing ways that this engine actually outperforms some modern engines, and bring back a style a gameplay that many gamers have long missed.
What's old becomes new again, and the early success of Ion Maiden seems to show we struck the right cord. It's like the 90's are back!
We're happy to announce that Ion Maiden will be playable on the showfloor at PAX EAST 2018 taking place in Boston, Massachusetts.
At the 3D Realms Booth (Booth #23120) you'll be able to play brand new content, get your hands on EXCLUSIVE Ion Maiden swag, and hang out with the 3D Realms crew!
We'll also host a special "Retro PC Gaming" panel, which includes 3D Realms VP / Executive Producer and Slipgate Managing Director, Frederik Schreiber, 3D Realms Founder and Industry Legend, Scott Miller, Pat the NES Punk, and others.
Let us know if you'll attend below!
Destructoid: "... These little interactive details and the gorgeus hand-crafted pixel art are a fine example of how the Build Engine can still look so distinct and beautiful in its own right. It's special in an industry striving for photo-realism. Throw all of this in with an ass-kicking midi soundtrack and Ion Maiden has the potential of becoming another instant classic and a fine addition to the Build Engine library of games" Rock Paper Shotgun: "Ion Maiden may just be the second coming of Duke 3D" Kotaku: "... in terms of speed and tone it’s absolutely nailing it" Shacknews: "3D Realms is reviving the engine that Duke Nukem 3D was built on. What a time to be alive!" GameInformer: ".. I liked what I played so far! If you're into retro shooters, it's pretty good!" GGGmanlives: "It like going from eating a crappy minute-steak you bought a service station (Hunt Down The Freeman), to eating a Wagyu Beef cooked by a 3-star Chef. We might never get a new Duke Nukem... but Ion Maiden does a good job of stacking up with the Build Engine Bad Boys yesteryear" @DUSKdev: "Hey guys, Ion Maiden is legit af." Eurogamer: "Ion Maiden looks quite good." "[Vitz!]" on Youtube with a consequent response from "Dat Boi" : "I FUCKING CAME" ... "same"
3D Realms is proud to bring back the Build engine, which powered Duke Nukem 3D, Blood, and Shadow Warrior, in all of its hand-crafted pixelated glory. We’ve spent a lot of time tinkering under the hood to take advantage of new technology and techniques. Bigger levels, hundreds of new colors, and morphing maps that transform mid-level are all just a few of the advancements made to the engine. Today we're releasing the ION MAIDEN in Early Access! Early Access owners will be granted immediate access to an exclusive multi-hour preview campaign, which you can play RIGHT NOW! This is a big moment for us - The first official 3D Realms IP to launch as a Build Engine FPS since Shadow Warrior. We hope you'll join us on this journey forward!
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