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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Polynomial 2 

 

Developer

 Dmytry Lavrov 

 

Publisher

 Dmytry Lavrov 

 

Tags

 Action 

 Indie 

 

Simulation 

 

Singleplayer 

 

 Early Access 

Release

 2016-05-31 

 

Steam

 9,99€ 8,99£ 11,99$ / 0 % 

 

News

 19 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/379420 

 

VR Support

Keboard & mouse

 YES 

 

Gamepad support

 YES 

 

Seated

 YES 

 

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

 Polynomial 2 Linux [207.25 M] 




LINUX STREAMERS (0)




Merry Christmas! (Update v237-7c82c34)


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.


[ 2016-12-25 00:49:07 CET ] [ Original post ]

Merry Christmas! (Update v237-7c82c34)


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.


[ 2016-12-25 00:40:35 CET ] [ Original post ]

Update v237-fb4c1f7

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).

Changelog:


  • Steam Achievements
  • HUD rendering improvements
  • Performance improvements, for VR and otherwise
  • Explains how to aim if you keep aiming wrong
  • Extra levels available via --debug=1 launch option
  • Fixed an issue with ATI cards when adding music files
  • Visual variety improvements in the campaign, gameplay improvements
  • Fixed unreliable weapon toggle using controller
  • Improvements to FPS stability in Insane
  • New laser impact sound
  • Added crash log uploader
  • 3D audio improvements
  • More chill out levels
  • Direct Oculus SDK support when launching with --vr_api=1
  • Audio what-you-hear capture fixes
  • Controller sensitivity set with 2 separate sliders for horizontal and vertical
  • Option to boost contrast of dark colours (especially useful on Oculus Rift)
  • Option to save HDRI screenshots in .exr format when taking a screenshot using F2 key (miscellaneous video options)


Also, if you have HTC Vive you can now get a little taste of the the work-in-progress (currently, very unfinished!) roomscale gameplay by adding --debug=1 to the launch options and trying out the experimental roomscale level. Note: that level is in god mode (you can't be killed) and may be disorientating/nauseating - the floor texutre is absent, You're standing on a perfectly black square. I am still working on adapting enemies for roomscale; as they are they're too difficult to dodge. Note, this roomscale mode is not yet actually playable as a game and still needs a LOT of work.


[ 2016-10-12 05:35:33 CET ] [ Original post ]

Update v237-990ac54 (formerly v237-fb4c1f7)

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).

Changelog:


  • Steam Achievements
  • HUD rendering improvements
  • Performance improvements, for VR and otherwise
  • Explains how to aim if you keep aiming wrong
  • Extra levels available via --debug=1 launch option
  • Fixed an issue with ATI cards when adding music files
  • Visual variety improvements in the campaign, gameplay improvements
  • Fixed unreliable weapon toggle using controller
  • Improvements to FPS stability in Insane
  • New laser impact sound
  • Added crash log uploader
  • 3D audio improvements
  • More chill out levels
  • Direct Oculus SDK support when launching with --vr_api=1
  • Audio what-you-hear capture fixes
  • Controller sensitivity set with 2 separate sliders for horizontal and vertical
  • Option to boost contrast of dark colours (especially useful on Oculus Rift)
  • Option to save HDRI screenshots in .exr format when taking a screenshot using F2 key (miscellaneous video options)


Also, if you have HTC Vive you can now get a little taste of the the work-in-progress (currently, very unfinished!) roomscale gameplay by adding --debug=1 to the launch options and trying out the experimental roomscale level. Note: that level is in god mode (you can't be killed) and may be disorientating/nauseating - the floor texutre is absent, You're standing on a perfectly black square. I am still working on adapting enemies for roomscale; as they are they're too difficult to dodge. Note, this roomscale mode is not yet actually playable as a game and still needs a LOT of work. edit: another note you'll have to enable vr controllers in the options.

edit:
A minor update for Oculus compatibility, v237-990ac54 , not worth making a separate post over - fixed projection issues with the previous update, when supersampling is not set to 1 .


[ 2016-10-12 04:43:54 CET ] [ Original post ]

Note: the achievements are not presently active!

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.


[ 2016-10-09 08:28:47 CET ] [ Original post ]

Visual quality update (234-19fba2e)

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.
Changelog:


  • Visual quality improvements across the board, most noticeable in VR or on the screen in a dimly lit room.
  • Improved error logging.


Also I'll now be posting version IDs in updates as reported in "about" so that you can check if you are running the version mentioned in update.


[ 2016-08-25 16:34:59 CET ] [ Original post ]

Visual quality update (234-19fba2e)

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.
Changelog:


  • Visual quality improvements across the board, most noticeable in VR or on the screen in a dimly lit room.
  • Improved error logging.


Also I'll now be posting version IDs in updates as reported in "about" so that you can check if you are running the version mentioned in update.


[ 2016-08-25 16:34:01 CET ] [ Original post ]

Many fixes and UI improvements

This update mostly addresses UI functionality and game controllers.

Changelog:


  • Toggle fullscreen without restart under Windows
  • Improved sounds
  • Improved font rendering
  • VR menu bigger, closer, curved, and auto-centers on start
  • Increased VR UI rendering resolution
  • Eliminated unwanted horizontal clicks when navigating vertically with a gamepad stick
  • VR: Option to choose between not copying the view to the window, copying both eyes, and copying one eye
  • Re-show HUD when starting a new game
  • New chill out section for non gameplay levels
  • Automatically visualize music playing in other applications when built in player is paused
  • Controller bindings view with a picture of the controller
  • Improved UI layout (especially in VR), disabled unnecessary horizontal scroll boxes


Older changes that I made live earlier in the month:

  • HUD markers improvements in VR
  • Joystick (i.e. non gamepad) support under windows
  • More intuitive inverse Y option
  • VR Supersampling
  • HUD improvement in Insanity
  • Controller shoulders and triggers can work as a pseudo-axis
  • Avoid spinning player when killed in VR mode when using a controller
  • Disabled screen flash in VR (too irritating)
  • Linux: use ffmpeg as a decoder for unknown audio formats, can use a different external decoder by editing ~/.polynomial2/config.txt , see audio_decoder_cmdline parameter. The decoder needs to output raw audio in the same format as for the ffmpeg command.
  • Fixed oculus audio


[ 2016-08-22 19:48:36 CET ] [ Original post ]

Many fixes and UI improvements

This update mostly addresses UI functionality and game controllers.

Changelog:


  • Toggle fullscreen without restart under Windows
  • Improved sounds
  • Improved font rendering
  • VR menu bigger, closer, curved, and auto-centers on start
  • Increased VR UI rendering resolution
  • Eliminated unwanted horizontal clicks when navigating vertically with a gamepad stick
  • VR: Option to choose between not copying the view to the window, copying both eyes, and copying one eye
  • Re-show HUD when starting a new game
  • New chill out section for non gameplay levels
  • Automatically visualize music playing in other applications when built in player is paused
  • Controller bindings view with a picture of the controller
  • Improved UI layout (especially in VR), disabled unnecessary horizontal scroll boxes


Older changes that I made live earlier in the month:

  • HUD markers improvements in VR
  • Joystick (i.e. non gamepad) support under windows
  • More intuitive inverse Y option
  • VR Supersampling
  • HUD improvement in Insanity
  • Controller shoulders and triggers can work as a pseudo-axis
  • Avoid spinning player when killed in VR mode when using a controller
  • Disabled screen flash in VR (too irritating)
  • Linux: use ffmpeg as a decoder for unknown audio formats, can use a different external decoder by editing ~/.polynomial2/config.txt , see audio_decoder_cmdline parameter. The decoder needs to output raw audio in the same format as for the ffmpeg command.
  • Fixed oculus audio


[ 2016-08-22 17:22:44 CET ] [ Original post ]

More Vive controller work

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.


[ 2016-07-28 18:46:26 CET ] [ Original post ]

More Vive controller work (latest_build beta branch)

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)


[ 2016-07-28 18:46:26 CET ] [ Original post ]

Working on HTC Vive controller support.

Got it working in menus (in latest_build beta branch)

[ 2016-07-14 04:54:18 CET ] [ Original post ]

Working on HTC Vive controller support.

Got it working in menus (in latest_build beta branch)

[ 2016-07-14 04:54:18 CET ] [ Original post ]

Virtual reality support is now officially out!

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:


  • Massive performance improvements
  • Eliminated menu judder
  • Disabled copy to screen by default (with a 10 second timeout) due to it causing problems for some users
  • The "zoom" control now aligns the ship to your head (It is kind of cool to shoot things with your head)
  • Fixed LOD and clipping issues (also helps performance)
  • Eliminated HUD text jitter
  • Hud readability improvements (more to follow)
  • Fixed rocket targeting bug for some bots
  • Better HUD area defaults
  • Tweaked colours for VR
  • A setting to limit maximum number of HUD items
  • Improved controller precision
  • Improved compatibility of "What You Hear" music capture


[ 2016-06-21 21:46:21 CET ] [ Original post ]

Virtual reality support is now officially out!

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:


  • Massive performance improvements
  • Eliminated menu judder
  • Disabled copy to screen by default (with a 10 second timeout) due to it causing problems for some users
  • The "zoom" control now aligns the ship to your head (It is kind of cool to shoot things with your head)
  • Fixed LOD and clipping issues (also helps performance)
  • Eliminated HUD text jitter
  • Hud readability improvements (more to follow)
  • Fixed rocket targeting bug for some bots
  • Better HUD area defaults
  • Tweaked colours for VR
  • A setting to limit maximum number of HUD items
  • Improved controller precision
  • Improved compatibility of "What You Hear" music capture


[ 2016-06-18 04:05:59 CET ] [ Original post ]

Latest updates

- VR support

- Xbox controller sticks control precision improvement


[ 2016-06-13 11:55:00 CET ] [ Original post ]

Latest updates

- VR support

- Xbox controller sticks control precision improvement


[ 2016-06-13 11:55:00 CET ] [ Original post ]

It's on Early Access now!

Released today


[ 2016-06-01 03:20:03 CET ] [ Original post ]

It's on Early Access now!

Released today


[ 2016-06-01 03:20:03 CET ] [ Original post ]