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Beta 1.11.2 Patch Notes

Hello everyone, I am here once again to provide you with a small update that addresses some bugs and some additional quality of life changes. I hope you all have enjoyed the halloween event so far (you only have a few hours left to enjoy it). But on that note, I am making the mansion map a permanant map to use! No more worrying about it disappearing, however the Ghost Chase gamemode will disappear until next year. With that, here is the changelog:

  • Fixed a ton of potential memory leaks
  • Fixed a bug where the boss in Ghost Chase couldn't jump
  • Expanded the mansion map
  • Removed limited time date on the mansion
  • Added HUD notifications
  • Fixed voice chat glitch
  • Crouching and switching weapons no longer lift weapons in the air
  • Fixed a bug where at the end of a match, a player will still have their weapons floating
  • Fixed a suggested change where the healthbar doesn't disappear when dying
  • Investigated a potential memory leak issue at the end of Ghost Chase's match
  • Audio settings will now affect the audio in the game
  • Added hit sounds when the boss hits someone in ghost chase
  • Polished the Ghost Chase HUD
  • Fixed a bug where the player inventory no longer showed up in multiplayer


[ 2021-11-02 23:48:37 CET ] [ Original post ]

Halloween event & Beta 1.11.1 Changelog!

Hey there everyone! I hope you all have been getting into the spooky season, cause I know that I have! As such, I have made a small halloween event to have some fun! I also added a new outfit and hat. Sometime this week I may push another update that adds more items. These items can be unlocked with the new shop!
The items in the shop can be purchased with coins you unlock by playing the multiplayer! It was something I have been wanting to do for a while and now I can add more items such as seasonal or limited time accessories. Speaking of limited time events, there is now a limited time map that was added to the game, say hello to mansion!
Its an old abandoned home inhabited by a freightning ghost. You will be able to battle them with the brand new gamemode "Ghost Chase"! This is also a limited time event where the ghost of the mansion takes over one of the players and it is up to you to stop them! But be careful, they have abilities that can knock you down! Simply collect the ghostly pumpkins scattered around the level to unlock the Ghost Capsule 5000. If you do fail to stop them, you will become a soul trapped in the mansion for all of eternity! HA HA HA!
There has also been some slight UI tweaks and polish in order to make the game look better.
With that, here is the rest of the changelog:

  • Fixed main menu displaying beta 1.12 instead of 1.11
  • Added a "show FPS" slider in the accessibility tab
  • Made the apply button visible at all times
  • Fixed scored cards not using the default image
  • Fixed the default map in host server
  • Fixed a slight bug with the frame rate slider in the options menu
  • Added a new limited time map called "Mansion"
  • Added a new limited time gamemode called "Ghost Chase"
  • Reintroducted the gamemode known as "Zombie Mode"
  • Reimplemented Status Effects
  • Added time exclusive map and gamemode support
  • Fixed a bug where when a player leaves a team based match and joins back, their accessories don't load
  • Finalized the design of the options menu
  • Fixed a possible crash when closing the game while in a multiplayer match
  • Began finalizing the design of the multiplayer menu
  • Added indicators to the inventory to know if/when the menu is finished loading up
  • Added the item shop
  • Added a crosshair to the screen
  • Added the ability to earn coins by playing the game
  • Fixed a bug where rounds don't end unless the time ends
I hope everyone enjoys the first real event of this game. The last time there was any kind of event was all the way back in 2018 with the much simpler halloween even that contained some pumpkins scattered around the maps and the introduction of zombie mode (which has been secretly added in this update, but is still heavily work in progress). I just want to thank everyone who has stuck by this game over the years and if I knew what the game should've been a few years ago, it probably would've came out quicker. Honestly though, at the end of the day, I am glad I learned so much along the way, got to get a lot of feedback, and got to meet some great people who helped shaped this game into what it is today! With every single update, it brings the game closer to release! There is only a few more minor updates left before the big Beta 1.12 update which will include the singleplayer campaign. I can't wait for that day! Take care and hope everyone has a lovely halloween and if you don't celebrate halloween, I hope you have a wonderful week! ~Joseph L.


[ 2021-10-25 23:02:24 CET ] [ Original post ]

Beta 1.11 Patch Notes

Hello everyone, Beta 1.11 finally released after all this time! It took a while, but I am glad to have the update available to everyone. Speaking of updates, the Halloween event update is planned for October 22 and if all goes well, you are all in for a treat! No pun intended, haha. I am also aware of some minor bugs and glitches that are present in this update, they will be addressed in the Halloween update. I hope everyone has some fun with this update, but I think the next one will be the true trick! I will make an announcement on what will be included soon! With that, here is the changelog for Beta 1.11:

  • Finished the Options Menu Backend
  • Lobby Menu Overhaul
  • Improved air control when Jumping
  • Began work on adding a ton of weapons
  • Began work on improving existing weapons
  • Improved Multiplayer Replication systems
  • Fixed a bug where weapons would jitter when switching between them
  • Fixed a bug where saving settings in the options menu would sometime glitch out
  • Added back in bot support
  • Display people talking on the HUD once again
  • Smoothed out weapon models
  • Added in the backend of custom map support
  • Improved lighting for lower end devices
  • Added transitions and animations to the main menu
  • Improved the controller backend for menus
  • Fixed some possible memory leaks
  • Added Steam's rich presence support
  • Added Steam's controller support
  • Added back in the ability to switch monitors in the options menu
  • Added back in the defaults settings button in the options menu
  • Fixed a bug where the Apply and default buttons in the settings menu don't hide when a controller is active
  • Improved NPCs for Singleplayer
  • Added General movement mechanics (ladder support, crouching, & door interactions)
  • Created a brand new logo and updated the branding for the game
  • Overhauled the pause menu
  • Reintroducted the inventory system as well as overhauled all menus associated with it
  • Updated the game's engine to 4.27
  • Overhauled the Multiplayer Menu
  • Reintroducted Deathmatch, Team Deathmatch, & Capture the Flag
  • Finalized most of the HUD
  • Completely polished Research Labs
  • Began work on polishing Facility & Sublink Metro Station


[ 2021-10-08 23:39:17 CET ] [ Original post ]

Beta 1.11 Release Date!

Hello everyone, I am back from a lengthy hiatus, just wanted to let everyone know that Beta 1.11 will be releasing on Friday, October 8th, 2021! This update will feature some multiplayer maps textured as well as detailed, quite a bit of bug fixes, and redesigns of the menus as well as user interfaces. There will also be steam inventory support once again, as well as the reintroduction of Deathmatch, Team Deathmatch, & Capture The Flag!

IMPORTANT INFO


With this update, the game's price will be raised to $14.99 as I feel that the game is ready enough to finally have it's price increase (plus it needed to when beta first came out, but felt I would wait until I felt it was ready to). That being said, the game is getting closer to being finished, I will say that the game will most likely leave early access at the end of this year! There is also plans for a halloween update sometime soon, so be on the look out for that! With that, I hope everyone has a wonderful week, I will be working hard to ensure that all bugs are squashed and that the game is better than it currently is! D ~Joseph One final note, here are some screenshots of the new map changes, new main menu background, and fully redesigned multiplayer character model!





[ 2021-10-04 20:09:56 CET ] [ Original post ]

Dev Log (4/17/2021)

Hello everyone, I am back once again to show what I have been working on this month and what is planned for the future.

More multiplayer maps


As Beta 1.12 nears its official update release, I need to make sure that all of the multiplayer maps are re-added. So I started work on blocking out San Heights Mall. I currently have the entrance fully 3d modeled (minus detail of course) and am already starting to blockout the rest of the map.

Added Steam's Controller Support


What this means is that it will now read steam's controller names and assign the button mapping accordingly. Not all controllers will have custom buttons made for them but the support is now there.

Added more options to the options menu


One of the things that I added back was the default settings button as well as the ability to switch monitors again. I also fixed a few bugs relating to the options menu, there are still some left though. I hope to have them resolved in time for Beta 1.11. That is all I have so far to show. More stuff is in the works and I hope to show you all soon! Take care and have a great rest of your weekend everyone! ~Joseph


[ 2021-04-17 18:17:17 CET ] [ Original post ]

Dev Log (3/12/2021)

Hello everyone, I am here to present what I have been working on over the last month or so with the game. Now most of what I have been working on has been coding related but there is still some visual stuff to show.

Host Server menu revamped



Compared to the original host server menu, I feel that this looks a whole lot better.

Space Deck remade



This map is finally getting remade after all of the other classic maps got the special redesign treatment.

Misc


  • Made it where weapons are now smoothed when switching between them
  • Finished programming support for custom maps in multiplayer
  • Added smoothing on network clients which should reduce the jittery movement of other players
That wraps up everything done thus far. I plan on getting more backend stuff finished before I work on more visuals/3d models. I hope you all stay safe and have a great weekend! See you all for the next dev log! ~Joseph


[ 2021-03-12 21:33:39 CET ] [ Original post ]

Dev Log (2/12/2021)

Hey there everyone, I am back to present another dev log update. Since beta 1.10 released, i have been working on getting a lot of the multiplayer stuff finished for this update. Here is some of the progress that has been made so far:

Weapons



So as of writing this, all of the weapons in the game have been fully remodeled. There are now a total of 21 weapons

Options Menu



So one of the things that have been re-added back into the game was the options menu. It now looks a whole lot better and there has also been some optimization improvements added to the menu. The background menu style is still subject to change.

A few other things


Bot support has been re-added with improved AI logic. Along with that there have also been network improvements with the addition of a replication graph to handle what needs to be ran around each client. I also fixed the jitter that was happening to weapons in Beta 1.10 That about wraps up the changes done so far. Beta 1.11 has no ETA just yet, but development of the update is rapid. I would say that this update should be out within a month at most at the current rate. I hope you all stay safe and have a wonderful weekend! See you all for the next dev log! ~Joseph


[ 2021-02-12 22:43:06 CET ] [ Original post ]

Beta 1.10 Patch Notes

Updated Engine to 4.26 Main Menu Overhaul Exploding Barrels Character Overhaul Added Shrimp Pump Separate Weapon FOV from the Camera FOV Fixed weapon clipping through wall Made it easier to build a demo version of the game Arctic Blockout Research Labs Blockout Sublink Metro Station Blockout Main Menu Controller Support Voice Chat Support Added a Title Screen to the game Facility Blockout SectorC Blockout Server Loading Screen Disable voice chat on ServerTravel Integrate the HUD fully Port old framework to the new project Added the ability to modify reload duration for custom weapons Original Weapons Added Improved Mod Tools Weapon Projectiles Options Menu Overhaul Add Respawning back Custom item drops in maps


[ 2021-01-28 02:50:29 CET ] [ Original post ]

Dev Log (1/15/2021)

Hello everyone, I am back to show another dev log update. These past 2 weeks, a lot of stuff has been worked on. As such lets get right in and show the progress:

Maps, maps, and more maps:


So I have been blocking out more maps recently and I have made a total of 4 maps so far.

Sublink Metro Station



SectorC



Facility



Research Labs



Interface Design


I have also started designing some more user interface items. Some things are rather helpful and others don't really have a full use. One of the big things is that now when loading into a multiplayer match, there is now a loading screen interface that displays important info about the server. It can also be used to display tips, custom backgrounds, or anything in between. A title screen has been added to the main menu as well. Not only that but I managed to code back in the player HUD so as it stands right now, the health can currently be displayed. Ammo is still being worked on but should be out in time for beta 1.10 full update.

As the new version of the game progresses, I get very excited to show you all what is being made. Compared to the older project, this one is all around better, at least in my opinion. I cannot wait for you all to be able to experience these changes. As it stands, beta 1.10 should be officially sent to the main branch sometime on Sunday. With that I hope you all stay safe and have a wonderful weekend! ~Joseph


[ 2021-01-15 21:07:54 CET ] [ Original post ]

Dev Log (1/1/2021)

Hello everyone, I hope last week was great for you all! Firstly I wanna say happy new year to all of you! I wish I could've gotten the game finished within 2020, but I think it is a whole lot better now as I am taking my time to finish it. That being said I have a big announcement about the game. I am cleaning out the game entirely. So what I did was I started a new project and I will be updating all of the models, maps, sounds, etc. Not only that but I am updating all of the old code to ensure that everything is kept to the highest quality. So, most would assume that the game would take a long time to finish due to this, but on the contrary. Within this week I have been working on this new version and I have already blocked out 2 maps as well as concepted 1 for multiplayer. Instead of me just explaining it, let me just show some screenshots :) Here is a picture of Arctic in it's new form:
As well as Research Labs:
I went back and created new models for some weapons as well as the CleanR bot (the robot shown in Multiplayer):

I even went in and fixed the first person weapon from clipping through the walls:
Lastly, I redesigned the main menu to look a whole lot better:
This new redesign is gonna be huge, mainly because everything is being overhauled. I hope you all do enjoy this change, oh and I should also mention that the art style is still gonna be low poly pixel. I am just standardizing the poly counts/texture sizes to make them more uniform across all maps. Cause in the old project most of the models/styles looked out of place with each other. This update is planned for Sunday night on the public beta branch (Go to 'game properties' in the 'betas' tab to access it once the update drops). I hope you all have a wonderful new year, and an even better 2021! I just know this year is gonna be great! ~Joseph


[ 2021-01-01 21:32:55 CET ] [ Original post ]

Dev Log (12/18/2020)

Hello everyone, I am back once again to show what has happened in the last 2 weeks. So within these two weeks I mainly focused on bug/stabilization fixes. This is because before I push the update, I wanna ensure that everything runs smoothly. Currently the build should be out sometime late Sunday night! This update will have singleplayer/multiplayer improvements and will be the stepping stone for modding. Once the documentation is ready I will post how to mod the game. That being said, there will most likely be bugs in Sunday's update, but I will make hotfixes as quick as I can. As it stands right now, the singleplayer saving is still not locked down, so that means there maybe a chance that saves in this update will not work in future updates. I will try to ensure that doesn't happen, but there are still some things I have to add to the saves. If I can get them all in before sunday, then disregard this little note. I have also been trying to get controller support working in the menus with some mixed results. It's very spotty, still have to stabilize that before sunday. Now sadly I don't really have any screenshots for this dev log because of it being mostly just code changes. I can provide a screenshot of the new intro map as that did get some work, but the lighting is still kinda broken to say the least. I plan on finishing/polishing the actual gameplay portion of it as well as fix the lighting tomorrow. The textures shown in the screenshot are also subject to change. The intro is longer and will actually show you how to play the game.
This update will be called Beta 1.10 (it was originally gonna be a pre-release, however I feel that it needs more time before the game can even get into pre-release). I have no plans of rushing getting the game into full release, I am taking my time with it to ensure the game is actually good once it does come out. I hope you all understand and I hope you are all ready for the wall of text for the changelog in the next update. Next week begins the holiday season, as such I will try to make some event stuff probably on the 23rd, if I get enough time to squeeze that into the next update after Sunday's update. Take care, stay safe, and have a wonderful weekend! ~Joseph


[ 2020-12-18 20:49:49 CET ] [ Original post ]

Dev Update (12/11/2020)

Hello everyone, I just wanted to post a little update regarding the dev logs. So as I was making todays dev log, I noticed that once a week might be pushing it too much as I can't get as much done within a week as I can in about 2 weeks/month. So I just wanted to post a little update that the new plan for dev logs will be every 2 weeks (that is if any holidays or anything else does not fall under that time). The being said, this will not affect next week's dev log. I am merely combining this week's dev log with next weeks due to not much progress being made this week. I hope you all understand and any future changes to the dev logs will be notified in advance. I still may try doing something on the weeks where there are no dev logs just to keep the community active. The next update, is currently on the roadmap for sometime next week or the week after. That's not to say that it is confirmed within that timeframe, just that if all goes well, that will be the preferred release for the update. All changes shown thus far in previous dev logs will be in said update. I hope to see you all next friday on December 18th, please stay safe and have a wonderful weekend! ~Joseph


[ 2020-12-11 20:15:24 CET ] [ Original post ]

Mini Dev Log (12/4/2020)

Hello everyone, I am back to show this weeks round of changes. Technically it has only been 4 days of work so as such, this time its a mini dev log. Anywho, let's get into the changes:

Physics and Movement are no longer tied to frame rate


Yep, you heard that right. I finally got around to fixing that so now no matter how high or low your frame rate is, the game should still run the game. I know this is pretty big and is a must for all games, so I am glad that I managed to fix it!

Weapon Improvements


So some improvements I have done is that now the weapon rotates based on the direction your player moves in. Along with that, I added in the ability to zoom certain weapons. Here is a gif showing both features in action:
I should also mention that the weapon zoom can be controlled on a per weapon basis and will allow modders to change the amount of zoom as well as show an overlay when zoomed in.

Main Menu Improvements


Another thing that has been worked on is the main menu. As stated in the last dev log, I wanted to make a stable system for menus and I think this system is pretty stable. Here is a gif showing the new main menu as well as the new cursor I created:
Now it may look like the same main menu with just a highlight feature over the buttons, but it's the backend that was focused on with this change. This may be useful in the future for modders who wanna make custom menus as this system works with controllers out of the box. There is still some tinkering needed before it is finished however. The controller still has issues with focusing when a mouse clicks around but that is one of the few bugs left with this new system!

Closing thoughts


So that is all that has been worked on this week. For the rest of the week as well as next week I will tinker with bug fixes, finish weapon projectiles, and try to finish the intro redesign. An ETA on the next game update is sometime this month, I will keep you all informed as more tasks get completed on the game. The next dev log will be on December 11th. I hope you all have a wonderful weekend! Take care and stay safe! ~Joseph


[ 2020-12-04 20:34:42 CET ] [ Original post ]

Dev Log (11/25/2020)

Hey there everyone, Joseph here to provide a lot of info as well as a lot of things that have happened this year and beyond. So lets start with the elephant in the room. Where is the game, when is it coming out, and what happened? The game was slated for early 2020, but with "current world events" and personal events, that could not be done. That is to say that I cannot put the full blame on those things. It boiled down to me and my development process. I was not upfront, nor was I keeping the community as a whole updating in the game's development. I take full responsibility for the lack of communication and no matter what I say, I cannot make up for that. It sounds like a broken record, and it kind of is because I did this before. Needless to say though, I have been working on the project constantly and the biggest downside was that I kept remaking things. The game has gone through numerous iterations through it's initial conception in november of 2015. So I will "try" to post dev logs to keep everyone in the know. The hardest part of that is keeping everyone in the loop if I work on singleplayer stuff. I wanna try and suprise everyone with that, but at the same time if I don't inform everyone, it will be assumed that development has halted. That is where the game currently is and what happened, now the biggest question of them all. When is Sector 452 coming out? At the current moment, I really don't know. I wanna get this game done in a timely manner while also delivering a game with good gameplay and polish. As it stands, the game plays a lot better than the current version that is out. That being said, I think it is time to present the dev log as well as the next steps for the game.

Dev Log


Mod Support


So in the last few months I have added in FULL mod support. Everything from custom maps, to models, to weapons all work as intended in the game. The only thing needed to mark it as complete is workshop support. That is currently in development and all that is needed for that is the ability to download mods from the workshop while loading a custom map and the ability to read workshop mods.

Singleplayer


Oh boy, this section. There was massive changes to singelplayer over the last 11 months. The game's intro is in the process of being overhauled. I felt that the game's intro was too small, didn't convey the story as much as it could have, and didn't really teach the player how to play the game. Here is some early development screenshots from the new intro. I have redesigned the space station to match what it should actually look like.

I have also begun work on overhauling the NPC models. Looking back at the original models, I felt that they didn't look as good as they should've been. Here is a comparison of the two (left is the new one, right is the original npc model):
There has also been changes to the space map as a whole. Things such as asteroids, improved lighting, and space stations have been added to the overall map.
A majority of the singeplayer maps have also been finished with improved lighting and detail.

There was also changes to the dialogue system, ability system, added terminals to read lore/backstories in the game, and some other minor things.

Multiplayer


So, with this section, all of the multiplayer maps are now labelled as complete. All the lighting has been improved across all maps, and I have also fixed all of the spawn points. There was some issues with spawn points in teams, but I managed to "hopefully" resolve it. Here are some highlight pictures of the new multiplayer maps:




I have also went back and recoded all of the multiplayer backend. There is now improved weapon systems, netcode, and gameplay. I wanted to ensure that there were near to no replication bugs in the code and I feel that the game is in a state where that is the case. At the current moment, the things left to complete in multiplayer is the Round End Screen, overhaul the Lobby UI, overhaul the Map Voting UI, and read the steam inventory system. Once those things are finished, multiplayer will be 100% complete.

Other


This section covers anything not related to the big changes. I have been fixing up controller support for the menus. I would say that the new system for controllers is pretty stable at the current moment in time. I have also been working on a new main menu system to incorporate this change. You won't notice much of a change with the main menu but these changes are welcomed. I have also improved player animation and npc animations. The options menu also got an overhaul and it should work as intended now.

The future


Though I do not know what is in store for the future, A release date for the game will not be said until I feel 100% confortable with that release window. I can say that I want people to be able to play this build of the game soon. I feel that once the intro has been overhauled and the main menu is finished being overhauled as well, I plan on dropping a new build in the public branch. I should've done this a whole lot earlier, and there was not excuse for me not to. I hope to earn back everyone's trust with what I do with the game, but I do not expect to because I will understand if you all do not like the lack of communication. Also, this week I will be taking a break from the game for my own health. I have been overworking myself too much but I will be working back on the game on december 1st. The next dev log should hopefully be on december 4th. If you have any questions, comments, concerns, suggestions, etc. Please do not hesitate to message in the comments section of this post. I will reply as quick as I can and I hope to see you all in the next dev log. Please take care and stay safe everyone! ~Joseph


[ 2020-11-25 20:21:32 CET ] [ Original post ]

Sector 452's Release 1.0 Release date and its developement!

Hello everyone, I just wanted to quickly make a post on when the release date for release 1.0 is. So firstly I want apologize for the 4 month radio silence, that was a mistake on my part as I kind of didn't know that 4 months had already flown by. Secondly the game's release is expected to be in January! One thing to note, if you would like to see progress on Release 1.0, be sure to check the trello as that is the best place to keep up to date with the game's progress. Now I do have some pictures that I would like to show of the progress within the game:



Anyways, I got some more programming as well as polishing to do, I hope you all have a happy new year and see you all in 2020!


[ 2020-01-01 00:37:59 CET ] [ Original post ]

Beta 1.9.1 (Hotfix) Changelog!

Hello there, Just wanted to post a quick update, I had to fix two major issues that had showed up in the game in beta 1.9. Here is the changelog, apologies for any issues: *Fixed a bug where the singleplayer maps would not let the player spawn above ground *Fixed a bug where the hud would not spawn


[ 2019-07-31 02:45:12 CET ] [ Original post ]

Beta 1.9 Changelog!

Hello everybody, I am back to bring you the new changelog. This update has been in development for 2 months now and has changed a lot of stuff. This update will roll out sometime tomorrow as since this is a big update, a lot of stuff needs to be packaged. Anywho here is some screenshots I took of the new version as well as the changelog underneath:


I hope everyone does enjoy this update as it took a long time to make! D

Changelog


*Add in the ability to create custom Localization for the game from the website (Will be released soon) *Fixed a bug where the Level Editor doesn't spawn the menus to actually edit the level *Began Smoothing the overall User Interface *Removed Trail from ZM Arms when firing *Redesigned how ZM is handled at the end of rounds *Add multiplayer end screen when the match is over *Rotation List for the vote map system. *Add resources for crafting *Finish adding controller support *New Sound FX *Added map Venus *Ensure that all 4.22 bugs are fixed *Twitch Integration *Slightly improved the chat system *Began work on packaging the game to Linux *Updated Discord Rich Presence to the latest version *Fixed a bug where the Bot in Team System causes crash *Fixed a bug where Bot not assigned to a team *Updated Capture the flag's core systems again *Fixed a bug where the Singleplayer Intro Crashes *Redesigned the Character Material System *Began removing unused plugins to reduce file size *Redesigned the Team system to allow the customization of the player character while still allowing skins *Fixed a slight issue preventing teams from being assigned in the gamemode *Material System 2.0 *Added a title screen *New player system (2) *Steam Inventory 2.0 *Deathbrawl (DB) - Will be released in the next update *Strongest Survives (LMS) - Will be released in the next update *Base Battle (BB) - Will be released in the next update *Hide n' go boom (HB) - Will be released in the next update *Reintroduce Splitscreen *Added Map MoonCore *AI 2.0 *Remove/Organize CPP Code *Added subsurface scattering onto the planet rings *Polish the game Menus *Added Singleplayer planet maps *Fixed a minor inventory text glitch when going to the quest menu *Fixed a desync Distance Bug *Minor touchups to San Heights Mall *Added Beta Music in the main menu *New Vehicle System (2) *Menu 2.0 *Fixed a bug where a Black screen when playing multiplayer and loading a new map would show up *When you throw weapons, the ammo will now stay with it *Fixed a bug where When looking at an enemy, the healthbar will stay on the screen


[ 2019-07-30 05:24:46 CET ] [ Original post ]

Beta 1.8 Changelog!

Hey there everyone, I am glad to say that Beta 1.8 is finally released! This update would've been out sooner had I of not decided to change a lot of the internal code. On the bright side, the game should run better and should have fewer bugs compared to the last update. All things aside, here is the changelog: *Fully modeled San Heights Mall *Finish planet intro base *Added Hub World *Added Maintenance *Added Nuclear Core *Updated engine to 4.22 *Added Engineering *Fully modeled Lockdown *Fixed a bug where turning off Force Feedback did nothing *Ensured all past bugs were fixed *Added the ability to land on planets (disabled for now) *Created Character Model V2.0 *Added Character Creator (disabled for now) *Improved Animations *Began adding more outfits to the characters *Removed old inventory code *Added Sublink Metro Station *Began adding AI Flying *Improved Blackhole effect *Added Asteroids in space *Added the Remnant Zone *Drastically changed the lighting system in the intro level *Fixed ZM weapon damage bug *CTF gamemode is now ran exclusively on the server *Improved ZM mode when everyone has become infected *New Vehicle System (Improved camera and boost sytem) *New Player System (Touched up Inventory, Quest, Dialogue, and Leveling System)


[ 2019-05-14 15:10:07 CET ] [ Original post ]

Beta 1.7 Changelog!

Hello everyone, I am back at it again with a new changelog. This changelog is going to be relatively small and that is because I didn't plan much for this update. However, in the next two updates I have a lot of things planned (specifically Beta 1.9). This update mainly fixes a lot of things and adds in some items that have been on the backburner for a while now. I would've done something for april fools however by the time I thought of something, it was already too late, so I do apologize for that. :( Here is the changelog for Beta 1.7 *Workshop Support *Custom Name Support for Bots *Fixed a bug where you can still fire upon reloading *Fully coded in the new weapon system *Fixed a bug where clients cannot view AI's healthbar correctly *Fixed a bug where you can take an AI's weapon *AI is now using the new weapon system *Fixed voice chat automatically starting *Fixed a bug where the client and server audio was not location based *Added Steam Audio *Added Screenshot functionality *Overhauled the terminal to work in the current version *Slightly changed San Heights Mall *Began polishing some objects in the game


[ 2019-04-02 01:48:38 CET ] [ Original post ]

Beta 1.6 Changelog!

Hey there everyone, I am here to present the changelog for the new update! This version has changed a lot of things (mainly bug fixes) and I have also added in an experimental build for 32bit (you can access it in the betas tab under properties). Anyways, here is the changelog for this update: *Final Main Menu Overhaul *Ability to save singleplayer (not usable just added in the feature for the future) *Began work on autosave features (same as above) *Began work on re-coding multiplayer sessions *Overhauled the lobby system *Fixed a bug where you can damage anyone on your team *Fixed a bug where Host Server config may sometimes not save *Fixed a bug where the client cannot see killfeed correctly when they are killed *Began improving the ai code *Fixed a bug where switching from Spectator back to player will cause the health hud to hide from player *Voice Chat in Lobby *Fixed a bug where in any team based gamemode, not being able to spawn at start will reset your team scoreboard. *Fixed a bug where the timer would not show or update on client *Fixed a bug where display settings would not update such as "Fullscreen" *Added in a notification system *Improved Zombie mode and fixed up a lot of existing issues preventing the gamemode from working properly *Improved the respawn system *Began working on a Windows 32bit build of the game *Added the ability to read custom maps from modpak files *Fixed a bug where Map Selection wouldn't scroll within the button gaps *Improved the ability to read custom maps *Maps are no longer loaded by it's name *Removed Spectator Debug button *Redesigned the inventory/SP Pause menus *Removed Ship debug takeoff sequence


[ 2019-03-20 02:28:26 CET ] [ Original post ]

Beta 1.5 Changelog!

Hey everyone, I am back with another update. I apologize for the late update it was because I have been doing some refinement and doing some gameplay changes overall. Now please note that there are a few issues with this update that I am well aware of and will be fixed within the next update. Beta 1.5 was planned for last week but I wanted to do a few changes such as improve some of the multiplayer maps. I do hope to get more singleplayer content done for the next update. Anyways, here is the changelog for this update: *Renamed the executable from ProjectFTM to Sector452 *Began redesigning the HUD *Fixed a bug that prevented players from spawning *Added in new weapons *Fixed a bug where when you die you become a crafting table *Updated the AI's code to use the improved weapon system *Began improving the current weapon system *Added in a way for users to see the enemy player's health *Added controller feedback depending on certain actions *Adjusted the near clip plane to prevent weapon clipping with the camera *Implementing a new weapon system based on the current system *Added in a brand new pickup system that should be more robust than the old one *Added in a weapon trail to linetraced bullets *Fully textured SectorC *Fully textured Takeover *Fully textured Facility *Fully textured SpaceDeck *Fully textured Arctic *Fully textured intro map *Fixed an issue that prevented the ai from moving in the multiplayer maps *Fixed some maps not being packaged


[ 2019-02-18 23:05:49 CET ] [ Original post ]

Beta 1.4 Changelog!

Hello everyone, I want to wish you all a good 2019 and with that, lets get into the first new update of this year. One thing to note, this build was supposed to come out on Dec 18th but due to some things I had to push it back. I also went to build the game last night and had to leave my pc running because I added in a lot of new models (specifically for the intro - had to split the intro map into pieces). I apologize for the long wait for the update, but lets get into the changelog: *Fixed voting issue where it couldn't load the winning map *Added visualizer for music *Optimized some more code *Finished coding the inventory system *Began texturing the interior of the intro ship *NPC Shops *Began work on a planet weather system *Added more detail into the intro sequence *Added a new weapon (the chainsaw) *Began making the UI mroe modular for mod support *Added the ability for gamemodes to allow the dropping of ammo *Space battles can now be a thing *Gamepad support for map voting *Snowball gamemode overhaul *Added in weapon spawn points *Added the option to turn on HDR Support


[ 2019-01-07 15:07:14 CET ] [ Original post ]

Beta 1.3 Changelog!

Hello everyone, I am back once again to show yet another changelog. This time around I was trying to get as much stuff done as I can but some things did not get finished. My overall goal was to get this update out within the month of November. I have done some multiplayer changes in terms of gameplay and maps, one of which is SectorC.
This map has been overhauled completely compared to the last update and you can expect to see it get more detailed as time goes on. The general layout though has finally been finished. Another change (which sadly didn't make it in this update) was the intro sequence. I had been working on this intro for quite some time, but there is just somethings that are not done yet so expect it to be out in beta 1.4! There was also some improvements to controller support such as you can now fly the ship without the need of a keeyboard! I also added in mod support into the game, but I will add documentation on how to make them in the next update. Anyways here is the full changelog: *Added Faction Support *Redesigned the inventory system *Began work on more singleplayer stuff *Significantly improved the pickup system *Added the singleplayer intro into the game *Added the new logo into the main menu *Disabled movement when call vote is active *Fixed a few Map Voting issues *Optimized the level editor code *Added a user interface to the vehicles *Added Mod Support *Added custom gamemode/custom code support *Fixed a slight bug with the pause menu not working for controllers *Finished the level editor *Full Controller Support *Multimonitor Switching *Updated the game to 4.21 *Slightly improved performance *Updated SectorC *Fixed a small kill feed bug with "The Architects" *Slightly tweaked the chat system *Added the ability to change round duration *Updated TakeOver *Created a base model for the new characters *Added in a leveling system *Began work on land rovers for planets *Added Wormholes *Updated Lockdown *Added in a quest system *Slightly improved the scoreboard *Updated San Heights Mall *Removed extra copies of maps *Added more info to the existing maps in the map selection list *Fixed some localization issues *Fixed a bug that prevented bots from spawning


[ 2018-11-30 18:40:03 CET ] [ Original post ]

New name for Project FTM (finally)!

Hey everybody, I would like to announce the new name for Project FTM... or shall I say Sector 452! That's right, the game finally got named after all of this time! I hope everyone enjoys the new name change (I know I do). Have a nice day! ~Joseph L.


[ 2018-10-20 00:03:53 CET ] [ Original post ]

Beta 1.2 Changelog!

Hey everyone, I am back once again to present you with a new update to Project FTM! Now this update is relatively small because last week I happened to get food poisoning and I just started to feel better. So this update focuses mainly on the redesign for singleplayer and some stuff for halloween. Also if you have an issue where you are falling in the singleplayer map, pause the game and click the specatator button twice (I will find out why it isn't working correctly in the next update). Anyways, here is the changelog: *Added Halloween Main Menu *Began redesigning the Singleplayer Map *Improved the planet shader *Added planet orbits *Fixed up Zombie Mode code *Fixed up some Team Deathmatch code *Fixed Beta 1.1 Map glitch the prevented you from playing newly created maps *Placed all of the planets in their correct solar system *Updated some small effects for singleplayer *Began work on splitscreen (internal testing only) *Added basic gamepad support for the lobby *Slightly updated the space station textures


[ 2018-10-15 20:07:54 CET ] [ Original post ]

Beta 1.1 Changelog!

Hey everyone, I know it has been a while but I am proud to say that Beta 1.1 has just been released! Now this update is massive in terms of what has been fixed. Now this update mainly focuses on bug fixes and some small content changes. One of the biggest changes was the introduction of translations into the game! I would personally like to thank Ilya515 for the Russian translations of both the game and the store page! You can change into Russian in game by going into Settings->Accessibility. Now onto the changelog (It's a big one): *Updated the radar to have a new look to it *Created a solution for Volumetric Lighting *Began reworking the Gamemode code *Updated some bits of outdated code from the AI *Improved the User Interface for Multiplayer *Added more content to the game *Updated game to 4.20.2 *Enabled the ability to server travel *Fixed (Beta 1.0) Reported Crashing on Startup *Lobby System *Invite System for lobbies *Chat system bug on start *Fix a bug where people with ping over 100ms experience numerous issues *Fade Chat Message over time *Rewrote the entire chat system *Rewrote the Respawn System *Spectator Mode *Revamped the scoreboard *Added a new item into the game called Player Cards *Re-coded the voice chat *Fixed user interface not updating the Health, Armor and Ammo *Fixed (Beta 1.0) Client Kill Feed bug *Map voting at the end of a match *Re-ordered the scoreboard so the scores are sorted by the server *Added the ability to "Ready Up" in the lobby *Added a new face to the robots *Began work on translating the game into other languages *Fixed a bug that caused the lobby UI to not be removed *Moved game settings to the config folder to prevent future crashes. *Fixed joining screen menu clipping *Round based system for longer matches *Change weapon system in multiplayer to support picking up stuff *Fixed (Beta 1.0) Small Jitter on client when jumping *Fixed Replication issues with the new weapon system *Open already created maps for editing to future builds *Added the ability to convert old maps into the new system *Fixed buttons in the host menu in the multiplayer tab from becoming stretched *Hide multiplayer elements in singleplayer (again) *Add a new weapon into PFTM *Fixed blaster projectile from floating in the air *Added ability to edit server settings within the lobby *Added the ability to chat in the lobby *Added ability to throw weapons


[ 2018-10-01 01:23:39 CET ] [ Original post ]

Beta 1.0.1 Changelog!

Hello everyone, I understand that there was an issue where the game would crash on startup for some people. I think I might of resolved the issue, so I would urge anyone who had such problem to update the game and check if it was fixed. This issue is quite serious and I want to make sure that this issue never comes back. Changelog: *Fixed Server Browser not joining session *Fixed Voice chat name not showing up from clients *Fixed Voice chat bug where disconnecting while talking results in permanent voice chat bar being stuck *Fixed slight bug where if too many ai are present, hud will not spawn on client *Fixed Apply button not disappearing when pressed *Updated game to 4.19.2 *Fixed bug where the timer wouldn't be disabled if set to 0 *Changed sound spawning to spawn at location rather than in 2D *Added sensitivity options in the accessibility tab *Fixed Crash on startup *Added a menu that lets you know when you join a session I hope everyone enjoys this new update (or is able to play it). :)


[ 2018-08-13 21:51:57 CET ] [ Original post ]

Beta 1.0 Changelog!

Hello everyone it has finally been time, the game has reached Beta! This is honestly an achievement in itself because well... it's Beta. :) ------------------------------------------------------------------------------------------ Anyways, right now I would be saying how the price went up, however I decided that I will leave it the same price for the next 24 hours so people can buy it for the alpha price in case they wanted to wait. *wink wink nudge nudge* :) ------------------------------------------------------------------------------------------ Now this build has quite a bit of changes compared to Alpha 1.3 but I hope everyone does like the changes as I have gone through the coding to make sure most of the old code was finally updated. As always, I will leave you with the changelog, I hope this update was to your liking as the next few updates will be focused around getting more content put into the game. *cough* finally *cough* Changelog: *Updated the inventory UI *Main Menu overhaul *Enhanced the player and weapon shaders *Optimized Main Menu and User Interface *Enhanced Loading Screen *Improved Chat System Performance *Began work on adding the Beta music as well as finishing the Alpha music *Enhanced Controller Icons *Added the Nodical Games Intro Video *Fixed a bug where facility was not packaged in the build *Fixed certain buttons locking in color *Added back the disconnect screen *Fixed the loading screen image not showing up *Fixed multiplayer matches not being able to be joined *Fixed a whole lot of replication bugs *Added a radar for planets in singleplayer *Temporarily Disabled multiplayer elements in singleplayer


[ 2018-08-13 02:04:05 CET ] [ Original post ]

Beta 1.0 Experimental Branch V1 Changelog!

Hello and good morning to everyone, I am back to present a new changelog for the experimental build of Beta 1.0. So this update has been posted in the experimental branch and has a few things different from the main branch. Some of the differences are: *You can't change your options (other than motion blur and vsync) *Inventory menu does not work with controllers *Controllers still do not support textboxes Other than that, the build has been overall improved compared to the Alpha builds. The main goal was to overhaul some outdated code such as the main menu which hasn't been updated since april. Now do mind that the experimental branch will be known to have bugs, glitches, and unadded features. If you want to report any bugs, please post them in the experimental bugs discussion. Anyways, here is the changelog: *Updated the inventory UI *Main Menu overhaul *Enhanced the player and weapon shaders *Optimized Main Menu and User Interface *Enhanced Loading Screen *Improved Chat System Performance *Began work on adding the Beta music as well as finishing the Alpha music *Enhanced Controller Icons *Added the Nodical Games Intro Video *Fixed a bug where facility was not packaged in the build Edit* I am aware that multiplayer joining does not currently work, I have found the issue and I will release a hotfix later tonight to fix all currently reported bugs


[ 2018-08-07 13:42:23 CET ] [ Original post ]

Alpha 1.3 Changelog!

Hey everyone, I am back to bring you all the new changelog for Alpha 1.3. So one thing to note is that this will be the last build before the game reaches Beta 1.0! Now I have created an experimental branch for people to help with the beta builds. Here are a few questions that I have pre-answered.

How do I access this experimental branch:


To access it, simply right click on the game in your library, go to properties, and click on the Betas tab. The password is: SliceOfCheeseCake Anyways, here is the changelog for this update: *Fixed Discord API not working in packaged builds *Fixed AI Blocking each other *Slightly Enhanced AI *Fixed Chest and Pause UI breaks *Fixed First person being broken in ships *Began work on custom material support *Redesigned the kill feed as well as created a slide in animation for it *Slightly changed the UI *Added ability to see your own shadow in first person *Renamed ResearchLabs V2 to Facility *Finally Merged the experimental gravity code with the main player *Fixed an issue where when the player is in a planet's gravity, collision isn't applied to them *Fixed UI sometimes not spawning for players (CLIENT ONLY) *The MarkX can finally land on planets *Added artificial gravity so when you enter a spaceship, you have it's gravity until you exit This update was mainly focused on fixing all the bugs listed on the trello and to add what wasn't added in the last update.


[ 2018-07-14 04:05:42 CET ] [ Original post ]

Alpha 1.2 Changelog!

Hello everyone, I am back to present a new update! This update is relatively small this time around as I have recoded a lot of the old stuff I made back in september and october. I have also went and removed unused assets/code that is either outdated or not part of the game anymore. I have also began work on a new character with planet gravity fixed however, I encountered a few bugs before packaging the build so I had to quickly pull the character out from this update. Expect the new character to be in the next update! I also have a few things on the planning board to be added soon such as wormholes. Anyways, here is the new changelog: *Added ability for planets to rotate around their sun *Added the terrain mesh for the earth *Added point gravity to the player character (on the new character) *Added the rest of the space ship mechanics such as rolling *Begin work on redesigning the character code (not available in this version for use) *Cleaned up the game code *Fixed camera clipping issue with the space ships *Added the ability to fire projectiles from the space ships *Slightly changed the loading screen *Added a slight shadow to the health and ammo text


[ 2018-06-18 02:26:56 CET ] [ Original post ]

New update release date!

So I hope everyone has had a great E3 so far. Some of you may or may not know about the new trailer that was dropped for Project FTM (it is also on the steam page). As such, since this is the week of E3, I want to tell everyone some of the things that will be in the new update. So one of the biggest issues with the game now is the *cough* *cough* gravity situation with planets. Well I am pleased to say that I have gone back and have recoded the player from scratch so that way planet gravity will work the way it is supposed to! I have also went in and added that third person option for singleplayer. I have also went in and added a few things to the ship flying mechanics to make it feel "normal". There has also been changes to the space station such as some new faction logos being placed within the hallways. Now this update will be titled Alpha 1.2 and I want to make sure that the game is finally getting some structure. Now this update originally was planned to be released two weeks ago, however due to some redesigns, I have decided to keep pushing the update back. However, this time I feel confident that the update will go live next week on June 17th! I hope everyone will be happy with the new update coming out next week and I will try my best to get the updates out sooner while having more content within it. :) Stay safe astronauts! ~Joseph


[ 2018-06-11 03:21:18 CET ] [ Original post ]

Alpha 1.1 Changelog!

Hello everyone, I am glad to announce that after a month of working on it, alpha 1.1 is finally available! Now this update was meant to focus on singleplayer elements and there has been a few changes to it. To control the ship in singleplayer press 1 to pull up the landing gears and press 2 to pull up the ramp. D Anyways, here is the changelog: (5/20/2018 11:01PM) =============BUILD ALPHA 1.1 ============= *Updated the engine to version 4.19.1 *Added more detail to the ship *Added an inventory interface (singleplayer only) *Added the ability to pilot ships *Redesigned planets along with their atmospheric shaders *Updated the singleplayer world with 70 stars, our solar system, and a black hole in the middle of the galaxy *Added chests into the game More stuff is being worked on for singleplayer and I will be seeing what else I can do for multiplayer! :) By the way, here is a screenshot of the galaxy:


[ 2018-05-21 03:38:57 CET ] [ Original post ]

Progress Update 5/13/18

Hello everyone, I just wanted to let everyone know how the new update is coming along and when you can expect to see it. So lets start with how the update is coming along. So far, everything has been focused on singleplayer. Some functionality such as the inventory system has been added and I have finally added support to fly/enter the one space ship that has been in the game since march. I have also decided to go back and redesign how planets work. At the current moment, there is a new shader for the atmosphere and if you leave the planet, you will be put into zero gravity. There is one downside though, I had to remove the way players could run around the planets and that was because the code I was using was simply placeholder to see what the game should have in the future. I am looking for a solution to the planet gravity so most of the singleplayer experience can be more fleshed out than it currently is. Here is a screenshot taken in the new update so far. :)
There is still some things that are planned for this update that I am trying to get done. One thing that might be hard to see in the picture posted above is what the player is holding. The player is holding a drill, and that item will be used to repair your ship (no ETA on when that feature will be available but vehicle health is already added into the game). Here are a few questions that I answered for this update:

So, when is the update coming out?


Well I am glad to say that I am trying to get this update out by May 20th and it will be Alpha 1.1! Now I really wanted to get this update out sooner, but some features took longer than expected. Also note that if you want to keep up to date with the work progress to check out the trello as I try to update as much as I can there.

What are your plans for singleplayer?


For future plans, I have some things on the drawing board such as NPC shops/interactions, space stations (in the concept phase now), quests, the ability to build bases on planets (won't be added/worked on until I code my gravity solution), a terminal overhaul (for singleplayer/multiplayer), and a crafting system.

Will these new features be added to multiplayer?


Sadly at the current moment I am focused on working on these new features for singleplayer only (other than the terminal upgrade). Now these features should show up when I overhaul the multiplayer in the future, but the overhaul hasn't even been concepted yet. Once I have begun concepting the new multiplayer overhaul, I will be sure to let everyone know! :)


[ 2018-05-14 03:48:15 CET ] [ Original post ]

Upcoming news for the game!

So it has been about 2 weeks since the last update, this week on it's own has been pretty crazy due to a lot of things happening, but in all seriousness I want to let everyone know about what is going on in the upcoming update. So when I got back from my personal matters, the first thing I did was update the game to a new version of the engine I use. After that, I have begun concepting how the singleplayer/multiplayer could tie together (gameplay wise). At the current moment, I am implementing an inventory system, and will add a few other things within this week. Now I haven't thought of how the new gameplay mechanics could work in the current version of multiplayer, but I do know that it should work fine in the new version of multiplayer (no ETA on when that will come out). I hope to get this update out as soon as possible once the stuff is coded for it. steamhappy *Edit 4/29/18 Here is a preview of what the ship I am working on looks like on the inside


[ 2018-04-22 16:17:42 CET ] [ Original post ]

Alpha 1.0.4 Changelog!

Hello everyone, The updates have been slow recently, but I wanted to try and get one out today. Now this week I might not make a new update due to some personal matters, but I will still try to plan stuff for the game (so even if an update doesn't come outt this week, at least ideas for the new update will have been made). Also, the hub world could not be added due ideas not fully in the game yet, that doesn't mean that it won't be added in the future though. I do want the hub world to be out soon, but at the current moment until I can get everything sorted out, it won't be ready to be used in the game. Now as for singleplayer (I know some people have been waiting for this), I will begin working on/concepting some stuff for singleplayer, now the reason why this is important is because I want to find a way to bridge singleplayer and multiplayer together. By that I mean gameplay wise, because I want people to not just be able to host simple matches, but to be able to explore/trade/create/etc. within open worlds. That was also a main reason as to why the singleplayer hasn't been worked on since 3 weeks ago. I would say to expect some changes to the gameplay in the next few updates. That lastly brings me into the update version. So the original version name for this update was Alpha 1.1, however I do not want to jump update versions that quickly without significant benefits/changes to the game as a whole. Anyways, onto the changelog (sorry for the long winded speech, but I just wanted to let everyone know how the updates are coming along and the future of them D ): (4/8/2018 10:25PM) =============BUILD ALPHA 1.0.4 ============= *Added a new version of Research Labs *Optimized the save settings *Moved the ammo code into the weapons *Added the ability to mute the jump sound (affected by game volume) *Changed the CTF Models *Revamped Sector C *Fixed some minor issues with the level editor *Fixed the hierarchy tab not playing it's animation correctly in the level editor *Added a damage indicator when a player is hit *Changed the AI's skin back to the default skin **ALSO ONE THING TO NOTE ABOUT THIS UPDATE: ALL USER SETTINGS HAVE BEEN CHANGED DUE TO SWITCHING THE CODE SO IF YOU CAN'T LOOK AROUND OR MOVE, TRY TO RESET THE SETTINGS IN THE OPTIONS MENU**


[ 2018-04-09 03:05:02 CET ] [ Original post ]

Info about the new update (I promise it's not an april fools prank)

I hope everyone got a good kick out of the april fools prank, I didn't have much time to plan something so I thought this would give a few of you some laughs. Since everyone seemed understandable about the prank, I think it is fair to show progress on the new update. The new update so far has 1 new map, a hub world (will explain in a bit), and a redesign of an existing map, so lets go down the list: :) First up is the new map. I had shown a picture of it in the last changelog, so I think it is time to provide everyone with a new preview picture of it.
There is quite a bit more detail when compared to the last screenshot, but that doesn't mean it is finished, I will be working on getting this map textured and getting the rest of the detail put into it so everyone can enjoy this brand new map! Onto the redesign of an existing map. This one has been in the game for almost as long as it has been in development (for this version that is). The map I am referring to, is research labs. Now this one hasn't really been updated at all prior to launch and so I have went out of my way to revise it and update it to match a more detailed design to how the rest of the game looks
Now last, but not least, the hub world. This is still in it's early phase of development, but the general concept is that I want a place for people to relax and hang out instead of just going head to head in matches. So the hub world fills that void by allowing users to buy items (using an in-game currency that you can only get by playing the game) and talk with other users. You do not have to host/join a hub world if you do not want, just think of it as a "social" area to hang out. :)
The update was originally supposed to come out today, however due to me not finishing some stuff up, I have to push it back. Now I can confirm that there was going to be easter items to get, and so as a way of saying sorry, when this update launches all easter items will be 50% off :P (hopefully so long as I do not forget). Also, feel free to drop a comment if you have any questions, comments, or concerns. Hope everyone had a good easter/april fools day! ~Joseph


[ 2018-04-02 00:15:28 CET ] [ Original post ]

Sector 452
Joseph Lee Developer
Nodical Games Publisher
2018-03-01 Release
IndieEA Tags
Game News Posts: 37
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
2 user reviews (2 reviews)
Public Linux Depots:
  • Sector 452 Linux [733.48 M]
ATTENTION: This game is still in development and features maybe be added or removed during it's development!
The year is 2058, you are an astronaut in a parallel world to ours who has traveled far from earth. Lost in space, as your shuttle runs out of fuel, it crashes into a nearby planet and you luckily survive, but you are now stranded not knowing what to do.

ALSO NOTE THAT THIS GAME WILL/MAY HAVE BUGS IN ANY BUILD I POST THAT IS IN EARLY ACCESS SO PLEASE BE MINDFUL OF THAT WHEN PURCHASING THE GAME WHEN IT IS IN EARLY ACCESS

Features

Multiplayer
Play head to head with other players in gamemodes like deathmatch!
Some gamemodes within the game are:
-Deathmatch
-Team Deathmatch
-Zombie Mode
In-game level editor
With an in-game level editor, you can make custom levels for multiplayer! :)
Partial Controller support

Other features:
In-game terminal with custom coding language

MINIMAL SETUP
  • Storage: 3 GB available space
RECOMMENDED SETUP
  • Storage: 3 GB available space
GAMEBILLET

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