
Red Tether features explosive top-down space action with a unique indirect combat system. You'll face massive space fleets while being armed with nothing but tether-harpoons and your wits. Crash massive vessels into another using your tether’s contracting force, rip off enemy weapons with a well placed harpoon, or use your ship as a battering ram by swinging yourself into the opposition. A multitude of enemy classes, hazards and player upgrades further add to Red-Tether’s combat-puzzle mix, challenging you with split-second tactical decisions amid the general mayhem.

0.980 (Ignition)
Content
- Reworked unlock process for most late game ships
- Shield UI now also telegraphs elemental effects (fire shows how much burn damage you will take etc)
- Added EM buildup mechanic for rare electric attacks (those no longer instantly trigger EMP)
- Added lock-on range and auto-aim option for easier controller usage
- Jump capable enemies might now try to reposition if they are crashing into other ships
Balance/Adjustments
- Wire guided harpoons now only adjust course as long as your cursor is in front of them
- Heavy Duty: Range penalty decreased, force bonus when pulling at things increased
- Revised spacing for many mid and late game waves in interception mode
- Added custom death tips for when dying while on fire or frozen
- Plasma shots now ignite fuel spills
- Wire explosions can no longer ignite fuel spills
- Reworked how zone type affects boss pick rates
- Optimized the way fuel spill ignition is handled
- Turrets on stealth ships no longer longer show attack tells
- Missiles/torpedoes fired by stealth ships now have their danger marks fade out rapidly
- Prototype cruiser is way less likely to jump into it's own missile barrage now
Fixes
- All existing object now go on a longer collision timeout when a new wave spawns
(Prevents existing objects from damaging incoming enemies, but still allows them to get destroyed by jump-in collisions)
- Fixed harpoons becoming stuck in homing state if a homing target is hit and additional harpoons are still homing onto it
- Changed some harpoons colliders to eliminate situations in which harpoon structure would interfere with pulls
- Fixed single tethers on attachments leading to self propelled tethers after rip
(You can no longer put single tethers on attached attachments since that has no purpose anyways)
- Fixed freeze effects completely disabling shield regeneration
- Fixed inconsistent fuel spill ignition by explosions
- Fixed stabilizing while reeling leaving pull direction indicator visible
- Fixed elemental missile destroyer variants spawning wrong death ordnance
- Fixed speed collision damage not being affected by frail damage multiplier
- Fixed bad blend mode on hostile direction arrows
0.981 (Ignition)
Stuff
- Added auto-lock and aim assist options
- Added option for configuring stick dead zone
- Controller: Smoothed out cursor movement
- Improved controller pause navigation
Fixes
- Fixed pause initialized non-pause version of music tracks if a new track is started during pause
- On controller: Fixed cursor position glitches when exceeding harpoon range along diagonals
1.000 (Launch)
Adjustments
- Removed hitlag on firing homing harpoons
- Increased speed of homing harpoons, especially against close homing targets
- Increased chance of tac-jump capable enemies attempting to jump out of crash collisions
- All turrets now start on a longer cooldown
- Stealth enemies now try to adjust to ambient heat levels, making them stand out a bit less on brighter zone backgrounds
- Nerfed emission mask stealth bonus
Fixes
- Fixed pause initialized non-pause version of music tracks if a new track is started during pause
- On controller: Fixed cursor position glitches when exceeding harpoon range along diagonals
- Fixed Kinetic Curving sound playing doubling up when rapidly procing deflects
- Fixed certain ignite events changing object color even if it is immune to fire
- Fixed all boss music being overwritten by regular zone tracks :o
- Fixed wave header not adjusting to health bar size changes correctly
1.001 (Launch)
- Database unlocks are now based on upgrades acquired across all runs and get hinted at in title area
- Heavy Duty: Speed penalty decreased (-25% --> -15%)
- Rupture Filament now builds up explosion damage over time and triggers on any tether destruction if at least 10 damage is accumulated
- AM-React Armor damage increased (25 --> 120)
- Rip Lines bonus rip damage on player pull increased (15% --> 40%)
- Instant EMP effects now also change shield ui to electric warning
- Added sound tell for meteorite shower hazard
- Meteorite shower hazard is targeted less directly at the player now
- Incendiary missile move rate and damage nerfed (1.1 --> 1.08 / 5 --> 4)
- Nerfed elemental enemy variant spawn rate
- Wave modifiers now only start appearing after wave 4
- Reduced cloud/dust density for some zones
- Applying resolution now turns fullscreen off, counteracting some situation in which resolution wouldn't get applied correctly
- Fixed boss waves not resetting previous wave modifiers
- Fixed some extremely evil pixels on the planet killer asteroid that did not adhere to the games color palette
- Fixed unlock problems on Black Ops Codes and Buffer Tanks
- Fixed all player collisions smothering fires instead of just high speed ones
1.002 (Launch)
- Fixed shield overlay not scaling to resolution changes correctly (sry)
- Fixed pause music changes affecting main track instead of pause version
- Fixed an item ID specific bug
Minimum Setup
- OS: Ubuntu 14.04 64bit or higher
- Processor: 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia Gallium 0.4 NV 106 or better. OpenGL compatible
- Storage: 500 MB available space
Recommended Setup
- OS: Ubuntu 14.04 64bit or higher
- Processor: 3.2 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GT 710 or better. OpenGL compatible
- Storage: 500 MB available space
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