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Name

 Guns N' Boxes 

 

Developer

 LightArrow Games 

 

Publisher

 LightArrow Games 

 

Tags

 Indie 

 

Singleplayer 

 

Multiplayer 

 

 Early Access 

Release

 2016-09-22 

 

Steam

 € £ $ / % 

 

News

 36 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/483850 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Guns N' Boxes Linux [138.48 M] 



Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.


LINUX STREAMERS (0)




Last Game Update

Hey everyone.

We transitioned from Early Access to Full Release in January officially launching the game and making it free to play, yet know that it is not a content update. We are no longer developing the game and there are no future plans for any new content, nor can I promise any bug fixes. If enough people really do want a fix for the more niche crashes I might take a look but otherwise we've all moved on long ago from the game.

The game's launch is just a formality, an unceremonious end to a passion project that we'll look back at fondly over the years.

If you want to play it *today* I'll recommend you do so on Windows and offline as the other platforms are not up to date and the online mode is buggy. If you want online play use Steam's Remote Play Together.

Thanks to everyone who supported us and played our unfinished little game. It's free forever now.


[ 2022-03-16 03:28:29 CET ] [ Original post ]

Development Update - 2019


Hey everyone.

We've taken a bit of a prolonged silence on the game's state, so I want to get all of you up to speed on where we are and how we're moving forward.

What have we been up to?
Ever since the start of the year we've run into a shortage of funds to further develop the game, so in response we've been working on third party projects full-time. Be it art or programming, we've each taken up different games to work on in the meantime.

I can say I had the pleasure of releasing an educational game, worked on a AAA game for Electronic Arts for a couple of months and most recently started a new project as lead developer. A lot of growth in a very short time, and I'm grateful to have worked alongside very talented folks.
I'm also in the middle of relocating out of the country. It's nerve wracking to say the least.

What does this mean for Guns N' Boxes and LightArrow Games?
Until we have the resources to work part-time on our own projects again, Guns N' Boxes is no longer in active development. I will try to fix any game-breaking bug in the meantime (there's 1 pending as of time of writing) but there'll be no new content for a while.
One of the harsh realities of independent game development is the lack of financial support. Luckily we've been able to pull through and keep ourselves afloat, but there isn't enough to invest in Guns N' Boxes at the moment.

What now?
We're still around. I check the forums at least once a week, as well as twitter. It's safe to say there won't be any mayor news for the rest of the year regarding the game. All of us are committed to finishing it. After all, we've been working on it for quite some time. In the meantime I ask only for patience.
If you've recently bought the game and would like a refund, please keep in mind the Valve Refund Guidelines.


If you have any questions please leave them here or you can tweet at me at mauri_up.
Thanks everyone for the support as always. We hope we can bring some good news soon!

-Mauricio


[ 2019-09-04 07:11:22 CET ] [ Original post ]

Update 21 - Dev log


Welcome back

It's time to start off 2019 with a big patch. Update 21 is now live and it includes a few key changes we've been building towards for some time now.

The multiplayer code has been internally reworked. It should be transparent to you when you play, but it is now way better than before. There's a huge improvement in latency as well for those who were affected. Please keep in mind everyone needs to be on the same version for the matchmaking to work.

Steam invites are now back, but still a work in progress. Please try them out and let me know if it breaks anything.

The game's install size has been reduced considerably, and game stutters while loading have been eliminated. This was common on the first boss and some rooms.

A note about development. Our time's been taken up by other contract and freelance work for these past months and it will continue from February on, so while updates to the game will be less frequent, we are still working on it and heading towards the final release. Thanks to all who have stuck with us during these past years in Early Access.

Mauri

Update 21 Patch Notes


  • Replaced multiplayer backend with Photon PUN
  • Greatly improved online latency
  • Added Steam friend invites (this needs some testing. It may break)
  • Updated Unity Engine version to 2017.4.x
  • Greatly reduced game install size
  • Greatly improved loading times
  • Improved game performance
  • Greatly reduced game stutters
  • Updated loading screen graphics
  • Added rules menu
  • The default configuration for local matches is now: Countdown - 1:30 minutes - 3 bots
  • Guns drops in singleplayer is now more varied
  • Removed local battle menu. local battle button now creates a match directly
  • Fixed issue where damage would double while playing online games
  • Fixed issue where christmas effects were applied on halloween
  • Fixed issue where music slider wouldn't set the right volume
  • Fixed autosaving notifications not showing


[ 2019-02-02 02:12:48 CET ] [ Original post ]

Happy Holidays!



Hello!

As the year wraps up we'd like to make one more dev post. After the last mayor update and mini patches we took some time off Guns N' Boxes to work on some freelance proyects.

We've been steadily working on update 21 at a slower pace. The plan was to initially release it this month but with the holiday season upon us and the release of a certain fighting game we opted to push it to next January. This will also give us some time to include more content so it works out best in the end.

From all of us at LightArrow Games, we'd like to wish you a Merry Christmas, Happy Holidays and a Happy New Year!

See you all in 2019
-Mauri


[ 2018-12-23 22:50:29 CET ] [ Original post ]

Update 20 Hotfix 2

Hello

We got another round of bug fixes:


  • Trying a fix for an issue where twitch commands wouldn't trigger
    From further testing, I seem to have found at least part of why this is happening, and I'll be updating the game soon. Please wait for 20.3 for this feature
  • Adjusted twitch enemy wave vote requirements
  • Added Caller bot sprites
  • Added quick start reminder as additional text to the first shopkeeper you meet
  • Reduced shotgun bot fire speed
  • Added weapon randomizer Twitch command lasting 60 seconds
  • Fixed issue where vsync would revert to a default value when launching the game
  • Added twitch feed position options


Thanks for the feedback!
Mauri


[ 2018-09-30 00:29:13 CET ] [ Original post ]

Update 20 Hotfix 1

We noticed some issues with the launch of the singleplayer update today.

Here are some squashed bugs:


  • Fixed issue where remote players wouldn't receive damage during online matches
  • Fixed issue where npc encounters would result in a softlock
  • Fixed issue where Mac build would crash on startup
  • Fixed issue where some prompts would scale outside the screen when changing controllers inside the shop room
  • Reduced twitch health and money command cooltimes
  • Added randomize gun command to twitch command pool
  • Added developer tool for better bug reporting. Press 0 on the top bar to toggle this option before sending a screenshot

Thanks to those who played today and helped find these bugs.
Mauri


[ 2018-09-28 02:38:14 CET ] [ Original post ]

The Singleplayer Update is Live!

Hello,

We have some honest exciting news to share today.

The singleplayer campaign mode is now live!

Update 20 is live for Windows and Mac. This is probably the biggest one we've done so far. We couldn't be more proud, and we'll love to tell you all about it. To commemorate, we will be running a sale for 2 weeks starting now! It's now the perfect time to pick up the game.

The campaign mode is a whole new game, inspired by our love for fast action games and roguelikes. In it, you break free from the arenas you were forced to fight in, and must make your way through everchanging levels to defeat the mastermind behind the deadly game show 'Guns N' Boxes'.
https://www.youtube.com/watch?v=j8vp2Fk_O0Q
It's a challenging but rewarding experience. After clearing the singleplayer, compete for best time in online leaderboards with global and friend rankings. (This is also an invitation to beat our best times. Good luck)

If you're a Twitch Streamer, enable Twitch integration and have Twitch Chat join your runs, changing elements as you play. Help or harm? You decide!

All stages have received a graphic quality upgrade and they're looking better then ever. This is true for multiplayer as well.

Please check the patch notes below for the full list of changes.
Our Discord server:
https://discord.gg/gunsnboxes
Follow us on Twitter for news and other game development updates:
https://twitter.com/lightarrowgames



Patch Notes


  • Added the singleplayer campaign (1st half)
  • Added cloud save functionality
  • Added Twitch integration
  • Added dash sfx
  • Added ui sfx
  • Added V-Trigger gun
  • Added sniper sfx
  • Added reload sfx for some weapons (others to follow)
  • Added option to toggle aiming with the left analog stick on controller
  • Added option to toggle fps display on the main menu
  • Added particles to multiplayer crown
  • Improved Moonwing accuracy
  • Improved level generation time
  • Improved audio latency
  • Updated stage graphics and names
  • Updated stage music (& fixed looping issues)
  • Updated bullet hit particle effect
  • Overhauled game lighting
  • Balanced music volumes
  • Countdown is now the default multiplayer game mode
  • Removed Banana gun
  • Weapons and bullets now show a silhouette behind walls
  • Players now emit light (singleplayer only)
  • Weather presets no longer loop (no more day-dusk-night-rain cycle) and are now handled with more variations
  • Menu buttons are no longer selected while fading in
  • Low quality settings no longer affect texture quality
  • Bow arrows no longer clip through walls on impact
  • Fixed issue where the game would solftlock when completing a multiplayer battle
  • Fixed rare issue where the forest's thunder flash would stay on screen between rounds (this is because there's no longer thunder on the forest)
  • Fixed issue where knockback would apply forward on low framerates
  • Fixed issue where player would join and confirm a character on the same frame in the multiplayer lobby
  • Fixed issue where vsync options would be swapped
  • Fixed issue where some decorations would render on top of players
  • Fixed issue where some decorations would have incorrect lighting
  • Fixed max powerups spawned simultaneously
  • Fixed issue where the Celsius fire would prevent other sound effects from playing correctly
  • Fixed Discord rich presence not updating properly


So, what's next?
This update marks an important milestone but there's still much to do. The second half of the campaign is in development and will launch later on. Feedback from the first half will help us balance it.

Our focus now shifts back to the online multiplayer. We will be switching to a dedicated server approach and improve our overall net code in hopes of a much smoother online experience. We will have more info on this as we start working on it.

Thank you
LightArrow games is a team of 3 people, but many more have contributed and made this game possible. We would like to thank everyone who has in any way given us a hand. Please head over to the new credits menu ingame for a full list. Thank you <3

We hope you enjoy Guns N' Boxes.
The LightArrow Team


[ 2018-09-27 19:06:46 CET ] [ Original post ]

Singleplayer Campaign Launches Sept. 27th

Hello!

After much work, we're announcing the release date for the first half of the singleplayer campaign. Make our escape on September 27th!

https://www.youtube.com/watch?v=j8vp2Fk_O0Q

Today marks the 2nd anniversary of Guns N' Boxes' launch on Early Access. After more than 3 years of development, we can honestly say this has taken more time than we'd like. There's more to be done, so please look forward to more Guns N' Boxes and more surprises.

Next week's update brings a couple of major changes:


  • A new look for most stages. We've reworked most graphics so they're much cleaner and pleasing. Weather has also received an upgrade.
  • New singleplayer campaign. Fight your way to freedom and defeat the mastermind behind the deadly Guns N' Boxes arena game. Different every time you play, this is a test of skill and a brand new way to play.
  • Twitch Integration. Join twitch chat and alter the way the streamer's run plays. Will you help or hamper? Your choice.
  • New guns and powerups!


This is a big milestone for us. Save the date for September 27th. We hope to see you there.




-Mauri


[ 2018-09-22 20:58:23 CET ] [ Original post ]

August Development Update

Hello
It's been some time since the last dev post so let's talk about Guns N' Boxes and what we've been working on.

We're planning on launching the first half of the singleplayer mode on the second week of September.

We're dividing it mostly because of time constraints but also because we want your feedback on what's done so far. Current development is spread between 2 part time artists and a single programmer(hi) so everything is taking a bit more time than we'd like.
That being said, all the content for this release is currently playable and quite challenging.

We'll be doing another more detailed update closer to the release date sharing more details about what the mode is about and some much better gifs.

-Mauri






[ 2018-08-06 19:28:04 CET ] [ Original post ]

June Development Update

Hello,

Welcome to the (late) monthly update. Sorry about that. The studio's been on sick leave this last weeks with winter kicking in.

Our focus this month has been in getting a solid gameplay session with clear feedback and a good difficulty curve. Getting some good replay value out of the mode since you'll now be able to unlock several characters for both singleplayer and multiplayer.

Steam Cloud is now supported with unlocked characters and singleplayer progress being synced. Once the update launches you'll be able to pick up and play from any machine across PC, Mac and Linux.
While the Cloud icon is already on the store page, the build currently live does not save any progress.

We still haven't got a solid date for when the singleplayer portion will be out. We're aiming for a solid experience on launch so we're taking our time to make it look and play great.
Work these next weeks will mostly be hunting some bugs and locking down the run.

That's all for now.
We occasionally post work in progress on our twitter page. Be sure to give us a follow for behind the scenes stuff and all the news.

Cheers
Mauri


[ 2018-06-04 19:56:52 CET ] [ Original post ]

April Development Update

Hello,

We have a small update on the singleplayer progress. There's no update for the month as we're in mid development and no everything's set up and running.

In general, 4 out of 6 areas are playable and beatable with the 4th area being the least polished. It's what we're currently working on. We'll have more news to share soon.
In the meantime we'd like to share some stills. Note that they're very much work in progress.





[ 2018-04-26 17:24:27 CET ] [ Original post ]

March Development Update

Welcome back

We've just release Update 19. I you haven't checked it out simply follow this link.


With the patch now live it's time to talk about what we've been up to this month. We have some news to share.

Firstly, the singleplayer campaign is on it's way, at around 60% complete. We've got 3 out of 6 maps fully playable and development's progressing on the rest. This mode is our main focus at the moment, and the reason these last few months have been uneventful. We believe we'll have a public version up to play in the next couple of game updates. We're running internal playtests to balance the game and fix some of the bigger issues so that players get a quality experience when it first launches. Leaderboards will be a feature, with best times for global and friend rankings. These will mostly likely get reset as we add the remaining areas, and a final reset once the game goes into it's full release.

Expect more reliable performance in the future. For almost a year we've been locked to a single version of Unity, the engine the game's running on. At some point we'll be updating it to one of the latest versions, which should translate to better/more stable performance all around.

We'll be switching to dedicated servers. While we weren't planning this at first, Photon Thunder, the tool we use to run our multiplayer code is being deprecated. This means no future updates or support. This is bad news time-wise but will ultimately provide a smoother online experience once we make the switch. We've been looking into alternatives and we'll be switching to the server-based PUN platform. Dedicated servers will allow for lower latency and better match connectivity. Unfortunately the way it works means we'll be dropping LAN matches as a feature. You should still be able to play from a local network provided you have internet access. We'll announce when we start switching to the new platform. It will not affect the version of the game currently up on Steam.

There's been some more work behind the scenes that we'll be sharing at a later date.

That wraps up the March update.
We occasionally post work in progress on our twitter page.
The Guns N' Boxes Official Discord Server is a great place to organize matches and talk to the dev team.

Cheers!
Mauri


[ 2018-03-23 22:36:45 CET ] [ Original post ]

March Development Update

Welcome back

We've just release Update 19. I you haven't checked it out simply follow this link.


With the patch now live it's time to talk about what we've been up to this month. We have some news to share.

Firstly, the singleplayer campaign is on it's way, at around 60% complete. We've got 3 out of 6 maps fully playable and development's progressing on the rest. This mode is our main focus at the moment, and the reason these last few months have been uneventful. We believe we'll have a public version up to play in the next couple of game updates. We're running internal playtests to balance the game and fix some of the bigger issues so that players get a quality experience when it first launches. Leaderboards will be a feature, with best times for global and friend rankings. These will mostly likely get reset as we add the remaining areas, and a final reset once the game goes into it's full release.

Expect more reliable performance in the future. For almost a year we've been locked to a single version of Unity, the engine the game's running on. At some point we'll be updating it to one of the latest versions, which should translate to better/more stable performance all around.

We'll be switching to dedicated servers. While we weren't planning this at first, Photon Thunder, the tool we use to run our multiplayer code is being deprecated. This means no future updates or support. This is bad news time-wise but will ultimately provide a smoother online experience once we make the switch. We've been looking into alternatives and we'll be switching to the server-based PUN platform. Dedicated servers will allow for lower latency and better match connectivity. Unfortunately the way it works means we'll be dropping LAN matches as a feature. You should still be able to play from a local network provided you have internet access. We'll announce when we start switching to the new platform. It will not affect the version of the game currently up on Steam.

There's been some more work behind the scenes that we'll be sharing at a later date.

That wraps up the March update.
We occasionally post work in progress on our twitter page.
The Guns N' Boxes Official Discord Server is a great place to organize matches and talk to the dev team.

Cheers!
Mauri


[ 2018-03-23 22:36:45 CET ] [ Original post ]

Update 19 Patch Notes


Hello

Welcome to update 19. It is now live for Windows and OSX with the full patch notes below. There are a couple of new features on this update:

A new dash ability is now available. It's a new way to evade bullets and get around the map. We hope this addition makes the game even more fast paced and allows for higher level gameplay strategies.



Discord Rich Presence integration. Detailed info about what game mode and match types are now displayed when playing with discord open. There's no join match option just yet, but we'll be working on adding it at a later point.


We have been busy with the singleplayer portion of the game. We'll be talking in detail on how's progressing and what we can expect to show/release in the March Devdevelopment Update. It should be up shortly after this entry.

Cheers!
Mauri

Update 19 Patch Notes


  • Added V-Trigger gun
  • Added Discord Rich Presence integration
  • Added Dash ability to multiplayer. Use with Space or left trigger
  • Updated stage select menu
  • Optimized rain particles on forest night area
  • Fixed issue with the bow arrows not drawing on clients
  • Under the hood changes for the future singleplayer integration
  • Temporarly disabled arrow impaling players


[ 2018-03-23 21:42:54 CET ] [ Original post ]

Update 19 Patch Notes


Hello

Welcome to update 19. It is now live for Windows and OSX with the full patch notes below. There are a couple of new features on this update:

A new dash ability is now available. It's a new way to evade bullets and get around the map. We hope this addition makes the game even more fast paced and allows for higher level gameplay strategies.



Discord Rich Presence integration. Detailed info about what game mode and match types are now displayed when playing with discord open. There's no join match option just yet, but we'll be working on adding it at a later point.


We have been busy with the singleplayer portion of the game. We'll be talking in detail on how's progressing and what we can expect to show/release in the March Devdevelopment Update. It should be up shortly after this entry.

Cheers!
Mauri

Update 19 Patch Notes


  • Added V-Trigger gun
  • Added Discord Rich Presence integration
  • Added Dash ability to multiplayer. Use with Space or left trigger
  • Updated stage select menu
  • Optimized rain particles on forest night area
  • Fixed issue with the bow arrows not drawing on clients
  • Under the hood changes for the future singleplayer integration
  • Temporarly disabled arrow impaling players


[ 2018-03-23 21:42:54 CET ] [ Original post ]

February Development Update - Singleplayer progress

Hello!

I know I said on the last update that singleplayer would launch this month. Unfortunately that wont be the case, but I'd like to keep you all up to date on the progress.

The game truly needed a singleplayer mode. Playing against bots is fine but it's not captivating enough to get people to come back to play. With this is mind we're set to make a singleplayer experience that's fun and well worth your time. For a small team this means lots of work with limited resources.

Guns N' Boxes' singleplayer will feature a campaign mode with rogue-like elements, with brand new enemies to go against and random elements within each run. It'll also support global and friend time leaderboards, and a built in timer for those who like to speedrun.

At the time of writing we have aprox. 40% of the levels done and half of the planned features. It's fully playable but we feel it's not yet ready for an initial release.

We've updated the public Trello with what's currently in the works. We're not giving an exact date on when it'll be out but expect it to be soon.

Thanks again for the support.
Mauri


[ 2018-02-26 19:16:29 CET ] [ Original post ]

February Development Update - Singleplayer progress

Hello!

I know I said on the last update that singleplayer would launch this month. Unfortunately that wont be the case, but I'd like to keep you all up to date on the progress.

The game truly needed a singleplayer mode. Playing against bots is fine but it's not captivating enough to get people to come back to play. With this is mind we're set to make a singleplayer experience that's fun and well worth your time. For a small team this means lots of work with limited resources.

Guns N' Boxes' singleplayer will feature a campaign mode with rogue-like elements, with brand new enemies to go against and random elements within each run. It'll also support global and friend time leaderboards, and a built in timer for those who like to speedrun.

At the time of writing we have aprox. 40% of the levels done and half of the planned features. It's fully playable but we feel it's not yet ready for an initial release.

We've updated the public Trello with what's currently in the works. We're not giving an exact date on when it'll be out but expect it to be soon.

Thanks again for the support.
Mauri


[ 2018-02-26 19:16:29 CET ] [ Original post ]

January Development Update

Hello!

This month's update is a short one. There hasn't been any announcements because we've been on a short break and making content for the singleplayer mode.

We'll be sharing more news next month.
Mauri


[ 2018-01-24 19:38:00 CET ] [ Original post ]

January Development Update

Hello!

This month's update is a short one. There hasn't been any announcements because we've been on a short break and making content for the singleplayer mode.

We'll be sharing more news next month.
Mauri


[ 2018-01-24 19:38:00 CET ] [ Original post ]

Happy New Year!


Hey all!

We wanted to take some time to say thank you for all the support over this year. Guns N' Boxes' development continues in 2018 in full force.

Happy New Year to you and yours from all of us at LightArrow Games!
ːsteamhappyː


[ 2017-12-31 19:33:52 CET ] [ Original post ]

Happy New Year!


Hey all!

We wanted to take some time to say thank you for all the support over this year. Guns N' Boxes' development continues in 2018 in full force.

Happy New Year to you and yours from all of us at LightArrow Games!
steamhappy


[ 2017-12-31 19:33:52 CET ] [ Original post ]

Hotfix Update 18.1

Hi
Here's a bug update for Windows and Mac.

Thanks for the reports!
Mauri

Patch Notes:


  • Fixed CTD on startup on some versions of Windows and OSX.


[ 2017-12-21 19:59:05 CET ] [ Original post ]

Update 18 Patch Notes


Hello!

Update #18 is now live for both Windows and Mac. We've made some improvements to performance and brand new additions. The full patch notes are below. There's been progress on multiplayer ranks and singleplayer. Both will be coming to Early Access early next year.

The Mac version is now up to date. Ruby and Sapphire are now available, as well as all the content from the Anniversary Update onwards. Please report any bugs you encounter while playing this version and we'll get to fixing them.

Be sure to grab the image above as a wallpaper!

This is the last big update for the year. We'll be back in a couple of days for a end-of-year post, but aside from that we'll be off for a couple of weeks to spend time with our families.

From everyone on the team we'd like to wish you a Merry Christmas and Happy Holidays!
Mauri

Update 18 Patch Notes


  • Updated powerup graphics
  • Added a charge bar icon to all charged weapons
  • Fixed error with Downwell's exp gem not finding a player when transitioning to a new round
  • Fixed issue where some game modes had a 1 second debug option
  • Testing new fix for infinite vibrations at end of rounds
  • Performance improvements during matches
  • Added a temporary framerate counter


[ 2017-12-20 21:08:27 CET ] [ Original post ]

December Development Update


Hello!
Welcome to another monthly update.

Continuing from our previous patch release, last month's focus was mainly in multiplayer content. Multiplayer rank progression is in the pipeline. Gain experience by playing online matches and unlock some cool content on the way. We still need a bit of time before we release it so please expect it to launch in early 2018.

Work has started on a singleplayer mode. A new way to play the game and hone your skills as you battle new and unique foes. We're gathering all the feedback we can for this campaign mode so expect frequent updates in the following months as we add creatures, bosses and other surprises.

With a couple of weeks left of 2017, the next patch won't include any new features but instead focus on bug fixes and changes made from feedback.

Remember to check out our public development board for an inside peek at what we're working on at the moment.
Join our Discord server at discord.me/gunsnboxes. Feel free to share the link :)
Follow us on Twitter for the latest news.

Stay tuned for Update 18 as well as a end-of-year blog post.
Cheers!
Mauricio


[ 2017-12-11 17:51:17 CET ] [ Original post ]

Update 17 Patch Notes


Hello and welcome to Update17

I know I said we'd be releasing it in December, but there's enough stuff done already to skip a few weeks and release it now. Just let me know if anything breaks.
This is the official Lobby Revamp update, complete with customizable match settings. It's a huge quality of life upgrade from the last version, plus some new visuals.

Patch notes are below. Please make sure to check our roadmap to keep up to date with what we're working on, and Twitter for all kind of announcements. If you'd like to invite people to play you can now use this easy to remember discord link: discord.me/gunsnboxes

Cheers!
Mauri

Update 17 patch notes


  • Added controller reconnection support
  • Added match settings menu to multiplayer lobby
  • Added a clickable discord join prompt to the online match menu
  • Updated multiplayer lobby design and graphics
  • Updated Territory mode splash graphics and effects
  • Updated bot AI
  • Fixed issue where the Carrot Launcher would not drop from crates
  • Fixed issue where you would be able to cicle through news before they loaded
  • Fixed a bug where bot pathfinding would sometimes fail
  • Removed gun: The Critic. It always sucked

Known Issues

  • High latency and low framerates cause players to stutter and teleport on network matches
  • Controllers may sometime keep vibrating until a new round is played
  • Arrows sometimes dont attach to walls correctly
  • On rare occations the game can softlock when attempting to load a map
  • On clients, some players may not show their name correctly on the lobby
  • UI has no sound


[ 2017-11-20 22:45:57 CET ] [ Original post ]

November Development Update


Hello!
It's time for another monthly update.

We've been making progress with the multiplayer side of things this month. There's a lot in the works.

The territory game mode is getting some deserved paint graphics (screenshot) and we're revamping the multiplayer lobby to make room for match options. Having to quit a match to change game modes was frustrating.

We're making some behind the scenes changes to improve the general experience as well, tackling some of the spots we think the game isn't as good as it could be.

All of this is taking some time, so please expect the next update to arrive on the first week of December. It's very much worth it :)

Remember to check our trello develpment board . We keep it up to date on what we're working on and what's coming soon.


Cheers!
Mauricio


[ 2017-11-16 21:27:31 CET ] [ Original post ]

Update 16 Patch Notes


Hello! We've updated the game today with some new stuff.

Introducing the Territory game mode. Paint your way as you move through the battlefield and by killing opponents. The player with the most ground covered at the end of the round wins.

The new round and round over menus have been reworked, and while they still use some placeholder graphics, they should be a nice upgrade. They also lower waiting times between rounds.

Starting with this update we're introducing some custom analytics events. We want to be as transparent as possible: We'll be collecting gameplay data and error logs to help us improve and balance the game. No personal information is being gathered.

Cheers!
-Mauri

Update 16 Patch notes:
Added


  • Added Territory game mode
  • Added trail to bow arrow
  • Added steam username & avatar on main menu
  • Added dust particles on castle map
  • Added game analytics and automatic error reporting
  • Updated the 'New Round' intro
  • Updated Round Over Menu

Fixed

  • Improved bow arrow starting speed
  • Made arrow buttons on menus easier to click
  • Reduced respawn invincibility time to 1 second
  • Updated bot difficulty settings
  • Gun boxes now despawn some time after being opened
  • Fixed issue where players would softlock when hit by an arrow after respawning
  • Fixed issue where bow arrows would go through obstacles
  • Fixed issue where bow arrows would not damage players
  • Fixed powerups not resetting for clients in network battles
  • Fixed issue where failing to join a lan match would not remove the loading screen, softlocking the game


[ 2017-11-03 21:00:38 CET ] [ Original post ]

October Development Update

Hello and Happy Halloween!
At this point this is more of a November update.

Welcome back! We've been busy this month. I wanted to get update 16 out last week but work's been taking some more time than we planned. Expect some new stuff next week or so.

We've got a brand new game mode and some more menu rework. For those of you who like to keep up to date with what we're working on (or be spoiled) we've set up a public development roadmap

That's about it for now. Spooky crates are active until the end of the month.

Cheers,
Mauricio


[ 2017-10-26 20:32:05 CET ] [ Original post ]

Update 15.1 Patch notes



Hello! I hope everyone's enjoying the update. Patch 15.1 is now live with some bug fixes.

Patch notes:


  • Fixed 404's death sprites having a white background.
  • Fixed issue where upon disconnecting from a match the initial fade screen would load instead of the main menu.
  • Fixed issue where the game would softlock upon exiting an online match as the host.
  • Fixed issue where the game would softlock if a local match was created and B was pressed while the transition was loading.
  • Fixed issue where the countdown counter would be incorrectly set in online matches.


Have a good weekend!


[ 2017-10-06 23:39:44 CET ] [ Original post ]

The Anniversary Update is Live



1 Year ago we launched Guns N' Boxes on Early Access. Today we're celebrating our first year on Steam with our biggest content update yet.

Welcome to the Anniversary Update.

There's a lot to talk about. The game has a brand new logo and ui. The old one needed a big improvement, and we're happy with the direction we're headed right now. There's still some old menus around but we'll get to update them eventually.

Ruby and Sapphire join the battle along with 7 new guns. Each gun is unique and offers new gameplay opportunities. Some of them are specially good for dealing with players behind cover.

The Countdown game mode has been added. Get the most kills in a set ammount of time to win. The match is played in a single round, with players respawning shortly after being killed without interrupting the flow of the game.

The Castle is now avaiable. A brand new map set in an old haunted castle complete with it's own music theme. Compared to previous maps it offers more room to move around and large walls for cover.

Multiplayer has also been improved. Online matches now run using Photon and NAT punchthrough has been added. Expect to see better latency all around, specially when playing against people closer to your location. Naturally new problems will arise with the change, so let ut know and we'll fix them.

There are lots of small quality of life improvements across the whole game. It should be far more stable.

A note for Mac and Linux players: we're having some issues with those versions so they'll be arriving at a later date. For now it is Windows only.

This update has taken us far longer than we'd have liked. Moving forward we plan on making them on shorter intervals, comunicate better how development's progressing and we'll make a public roadmap for the remainder of the game's Early Access period.

We hope you can join us.

The Anniversary Update is update #15.

Patch Notes

Characters


  • added Ruby
  • added Sapphire

Guns

  • added Sniper
  • added invisigun
  • added MoonWing
  • added Delta
  • added Ice Wand
  • added Light Bow
  • added Carrot Launcher
  • increased Tracker bullets to 5

Gameplay

  • added Countdown game mode
  • added Castle map
  • powerups are now enabled for lan/online matches
  • mouse is now confined to the screen on multiple display setups
  • added rumble support for XInput controllers on Windows
  • added a 3 second invincibility shield when respawning players
  • fixed issue where powerups would carry over to other rounds
  • fixed player soft lock when hit by a crossbow arrow while having a shield
  • fixed bug where changing guns would permanently tint them white
  • fixed bug where players would be destroyed as soon as the Quit option was selected on the pause menu
  • fixed rare issue where on level restart a player would hold a gun other than the starting pistol

Graphics & Sound

  • lowered game's max volume
  • added light tubes to Bio Lab
  • aim crosshairs are now colored coded
  • removed some old text fonts
  • player sillouette now shows a bit of color
  • greatly reduced breakable box debri smoke
  • fixed Bio Lab props lighting
  • fixed bot lights desyncing with it's sprite
  • fixed bug where a disconnection notification would appear when closing a player slot on a local game

UI

  • game logo has been updated
  • updated Main menu, match menus and settings menu
  • updated hud heart sprites and animation
  • menus can now be selected using the spacebar
  • added player names to ingame hud
  • added hud feedback for dead players
  • added news banner to the main menu
  • added timeout/disconnection handling
  • added match creation fail handling
  • added transitions back to the main menu when disconnected from a match
  • added error handling to the ui to prevent infinite loading screens
  • added color coding to game notifications
  • fixed issue where game would softlock when failing to join an internet match
  • fixed issue where a screen transition would not play when joining an online match

Multiplayer

  • multiplayer now runs on Photon Thunder
  • added NAT punchthrough for improved latency
  • added a game version check when connecting to a match
  • added a disconnection failsafe when joining a match in progress
  • boxes now open instantly even when playing with high latency
  • fixed bug where the host would freeze client players when pausing
  • fixed bug where client players would still be able to move when pausing

Bots

  • updated bot ai
  • increased wait times for bots before firing charged weapons
  • fixed issue where bots would not fire the Rail gun correctly

Known Issues

  • high latency and low framerates cause players to stutter and teleport on network matches
  • controllers may sometime keep vibrating until a new round is played
  • light arrows can go through obstacles
  • arrows sometimes dont attach to walls correctly
  • on rare occations the game can softlock when attempting to load a map
  • on clients, some players may not show their name correctly on the lobby
  • ui has no sound
  • controllers dont reconnect correctly
  • bots can see you when you're using the Invisigun


[ 2017-09-23 21:42:30 CET ] [ Original post ]

Announcing the Anniversary Update!


Next week marks 1 year since we released Guns N' Boxes on Early Access. It's a big milestone for us and we want to celebrate with something special.

Welcome to the Anniversary Update, the culmination of months of work and our biggest content update yet. Introducing a brand new look and feel to the game. Two new faces join the brawl, a new stage to battle in and a bunch of new weapons to try out. All sorts of technical issues have been ironed, and the game boasts an improved multiplayer experience.

We have lots of details we'll be sharing in the upcoming days. We hope you enjoy it.


[ 2017-09-16 21:48:00 CET ] [ Original post ]

Dev Update - May

Hey everyone!

It's been some time since we've updated the game. I wanted to share what we've been up to these past weeks with Guns N' Boxes and why the next patch is taking so long.

Update 15 has been delayed. We planned to update the game shortly after the Linux tests but we ran into a few roadblocks. The biggest one being an issue with online connectivity that we're working to fix. We want the next update to be as stable as possible so we're taking our time. The delay also means we're pushing more content into it. If you played the Linux preview you've seen a sneak peak of what's coming next.

Development time has took its toll as we're in the middle of relocating the studio and half the team. Once we've settled in things should go back to normal. In the meantime we're ironing out some of the biggest issues with the game and working on feedback from you guys.

We'll share news on what we've been working hopefully soon. For now we want to let you know that development hasn't stopped and we're excited to show what's coming up next.

Thanks for all the support <3


[ 2017-05-26 19:06:18 CET ] [ Original post ]

Dev Update - Linux Version Testing



Hello everyone.

It's been a long time since the last update and we wanted to let you all know what we've been working on. The next patch should be releasing soon, and with it we want to start supporting the Linux platform.

We're looking for players to help us test Linux builds and report bugs before the update goes live. If you have any Linux distribution installed and would like to help please let us know below and/or in our Discord server.

Thanks!
-Mauricio


[ 2017-03-23 17:53:34 CET ] [ Original post ]

Dev Update - Multiplayer GDC

Hey everyone.

It's been a couple of busy weeks here at the office. We wanted to let you know what we're currently working on and what's coming to Guns N' Boxes soon.

Online multiplayer is getting a huge boost in quality. There are some issues preventing us from patching the game but once they're resolved you should see noticable improvements in latency and stability. We're really happy how it's shaping up.

New Weapons! We've been hard at work preparing new additions to the arsenal designed to provide new and inventive ways to dispatch opponents. Stealthy, explosive, fiery, short, and long-range eliminations await. Stay tuned!

Most of the team will be flying to San Francisco for the Game Developers Conference in the following weeks. If any of you are there, give us a hoot! We'd love to hear from you in person.


[ 2017-02-14 19:48:45 CET ] [ Original post ]

Patch Notes - Update #14

Hi everyone. Update #14 is now live.

Following our recent network patches we started working on reducing online latency. In the meantime we're improving our bots' behaviour and fixing some issues they had when we first launched them. Patch notes are below.

We'd love to hear some feedback. We're always working on ways to improve the AI and make them more fun to play against.
Cheers!

Updated


  • Improved forest canopy shadows.
  • Improved AI pathfinding.
  • Improved bot movement, aiming and shooting.
  • Improved bot aggravation.
  • Changed difficulty names to easy/normal/hard.


Fixed

  • Bots no longer stick to walls when moving.
  • Bots no longer move in zigzags.
  • Fixed issue where bots wouldnt show correct colors ingame.
  • Fixed issue where bots would fire in a direction they were not aiming at.
  • Bots now evade bullets while in slow motion.
  • Fixed issue where bots would flip to whatever side the mouse was on when playing with a keyboard & mouse.


[ 2017-02-04 20:04:16 CET ] [ Original post ]

Patch Notes - Update #13

Hi. Welcome to Update #13.

We're fixing some new bugs introduced on out last update (sorry!) and a some older ones we couldn't get in on time. If the main menu's theme felt a bit too high volume it's because it probably was. We toned it down along with some other high-sounding sfx.

And that's about it for now. Patch notes are below. Be sure to join our Discord server if you want to chat with us and other players.
https://discord.gg/XcQgYYs

Cheers!

Fixed


  • Fixed crossbow arrow not animating when hitting walls on clients.
  • Fixed bannana bullet not dealing any damage on initial hit.
  • Fixed player number indicator failing to spawn correctly after a player had left the match mid-game.
  • Fixed host's hud not reacting to a player leaving the match mid-game.
  • Rebalanced some high sounding audio.
  • Fixed infinite loading screen when clients quit out of a lan match.

Added

  • Notification sound effect.
  • Transition sound effect.


[ 2017-01-26 19:35:44 CET ] [ Original post ]