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The new update adds a Christmas level and a lot of new music.
Make sure to reset your playlist ("Reset" button in Music menu) so that the new soundtracks show up.
I have to go spend some time with the family so I don't have time to write the list of all fixes that made it into the release.
If there are any critical new bugs you can roll back to "old_version" by right-clicking on the game in the steam game list and choosing "betas" tab, then choosing old_version beta.
The new update adds a Christmas level and a lot of new music.
Make sure to reset your playlist ("Reset" button in Music menu) so that the new soundtracks show up.
I have to go spend some time with the family so I don't have time to write the list of all fixes that made it into the release.
If there are any critical new bugs you can roll back to "old_version" by right-clicking on the game in the steam game list and choosing "betas" tab, then choosing old_version beta.
This update improves the visuals in the campaign, makes the gameplay more difficult at places, adds some new enemies, some achievements, adds direct Oculus SDK support, and fixes a bunch of bugs and UI problems. For those who like to create art, it is now possible to take screenshots in HDRI, saved in OpenEXR format (enabled via options -> video -> miscellaneous, screenshots taken using f2 key).
This update improves the visuals in the campaign, makes the gameplay more difficult at places, adds some new enemies, some achievements, adds direct Oculus SDK support, and fixes a bunch of bugs and UI problems. For those who like to create art, it is now possible to take screenshots in HDRI, saved in OpenEXR format (enabled via options -> video -> miscellaneous, screenshots taken using f2 key).
The store page is saying displaying a list of achievements even though they are not set as supported in any of the metadata, and are not yet actually achievable in the game. (Note that the list of steam features does not list achievements). I just want to let everyone know that the achievements are not yet supported (but the support is being added). Disregard the "Includes 14 Steam Achievements". I can't find how to make that go away without deleting the achievement set up.
This update improves visual quality, especially so on Oculus Rift but also on other VR headsets and on the regular displays when viewing it under dark conditions.
This update improves visual quality, especially so on Oculus Rift but also on other VR headsets and on the regular displays when viewing it under dark conditions.
This update mostly addresses UI functionality and game controllers.
This update mostly addresses UI functionality and game controllers.
Note: You'll need to enable the controllers via the Virtual Reality menu - I'm still working on it and I don't yet like my control scheme enough to mark controllers as officially supported. The current control scheme: Left-hand touchpad: Thruster control. The direction is set by the combination of the touchpad point and the controller's physical direction in space (e.g. touching left and right when the controller is turned sideways will strafe you up and down). Warning: this seemed like a good idea but in practice takes getting used to. I'm trying to come up with something better. Right-hand touchpad: Attitude control. Holding your finger on the right touchpad makes the right controller work as a control stick (relatively to it's orientation when you touched it). Swiping the right touchpad works like a touchpad mouse-look in an FPS. Clicking the right touchpad ties or unties the aim reticle to the headset (may be disorientating when combined with stick control). Right-hand trigger: shoots different weapons depending on how deep you press it. I'm still working on it and this control scheme is by no means final. It seems I'm literally the first person who's implementing 6-DOF space combat controls using Vive controllers, and it's rather hard to come up with a good control scheme. A lot of ideas that sound good do not actually work out in practice.
You'll need to enable vive controllers from the Options -> Virtual Reality Controller menu (sorry, I had to turn it off by default because it's too unfinished). The current control scheme: Left-hand touchpad: Thruster control. The direction is set by the combination of the touchpad point and the controller's physical direction in space (e.g. touching left and right when the controller is turned sideways will strafe you up and down). Warning: this seemed like a good idea but in practice takes getting used to. I'm trying to come up with something better. Right-hand touchpad: Attitude control. Holding your finger on the right touchpad makes the right controller work as a control stick (relatively to it's orientation when you touched it). Due to the nauseating effect of rolls (rotations on the forward axis), it only does pitch and yaw. Swiping the right touchpad works like a touchpad mouse-look in an FPS. Clicking the right touchpad ties or unties the aim reticle to the headset (may be disorientating when combined with stick control). Right-hand trigger: shoots different weapons depending on how deep you press it. edit: And grip buttons still let you rotate the spaceship with your controller (even though it is not a very usable control). I'm still working on it and this control scheme is by no means final. I also want to add some customization at a later point but it's not yet clear how customizing the effects of tracked movement should work. It seems I'm literally the first person who's implementing 6-DOF space combat controls using Vive controllers, and it's rather hard to come up with a good control scheme. A lot of ideas that sound good do not actually work out in practice. edit: changed to enable vive controllers by default, they can be disabled in the vr menu. edit: changed it back to disable them by default (too sickening)
Got it working in menus (in latest_build beta branch) [img=http://images.akamai.steamusercontent.com/ugc/275100415619830740/683062F5B7D80001DDCCAF010F79EA28DD92D47C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:*] Still working on the actual game. Did some experiment where pressing grip button lets you rotate and move by grabbing the space, that didn't work nearly as well as I hoped (you can try it out yourself if you select latest_build).
Got it working in menus (in latest_build beta branch) [img=http://images.akamai.steamusercontent.com/ugc/275100415619830740/683062F5B7D80001DDCCAF010F79EA28DD92D47C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:*] Still working on the actual game. Did some experiment where pressing grip button lets you rotate and move by grabbing the space, that didn't work nearly as well as I hoped (you can try it out yourself if you select latest_build).
Supports both Oculus Rift and HTC Vive headsets in the seated configuration. This update should improve VR performance quite a lot. There's a new control: the control bound to "zoom" (right mouse button, left trigger) now aligns the spaceship with your head - if you hold it down you can use your head to shoot the enemies, which feels pretty cool (but can get old after a while; no worry, you can shoot them with your mouse or gamepad as usual). Change list:
Supports both Oculus Rift and HTC Vive headsets in the seated configuration. This update should improve VR performance quite a lot. There's a new control: the control bound to "zoom" (right mouse button, left trigger) now aligns the spaceship with your head - if you hold it down you can use your head to shoot the enemies, which feels pretty cool (but can get old after a while; no worry, you can shoot them with your mouse or gamepad as usual). Change list:
- VR support - Xbox controller sticks control precision improvement
- VR support - Xbox controller sticks control precision improvement
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