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
---Red---Tether-->
Sleeper Games
Sleeper Games
Late 2021
Singleplayer
Game News Posts 45
🎹🖱️Keyboard + Mouse
Very Positive
(65 reviews)
https://store.steampowered.com/app/1714080 
Red Tether Content Linux [585.25 M]
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.
- 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
- 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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