
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.

Nearest Threat/Retreat Rework
- Lowered the minimum time in a wave before the fleet will consider retreat (60s --> 30s)
- Instead of specific ship types, any ships that no longer has weapons, upgrades or boss status can now retreat
- This means you can make large sections of a wave retreat just by disarming ships (retreat still only happens once no combat ready enemies remain in a wave)
- The threat direction indicator now only points towards combat-ready ships
- If only non combat-ready ships are nearby, the threat direction indicator will now point you to the nearest combat-ready ship
- The threat direction indicator will now point to stealthed ships as well, but it'll be less accurate
Balancing/Adjustments
- Chainlinker now also grants +10% rip damage
- Tethers now briefly stop flashing when hit by melee
- Max tethers! message now gets displayed on ui overlay instead of inworld layer
- Fuel spill ignite text now also telegraphs ignite source
- The game now makes it more obvious how to extinguish ! CHEM BURN !
- Having Emission Mask now prevents your engine exhaust from igniting fuel spills
- Coolant Asteroids are now immune to coolant :o
- Heavy Railgun shield delay increased (3s --> 5s)
- Tech Vault now comes with two militia classes on long range scouting duty that will eventually tac-jump back to defend the vault
- Clarified some tooltips
Fixes
- Moved collider closer to tether attach point on non-standard harpoon animations, hopefully counteracting situations in which tethers could not contract to zero correctly
- Fixed steer right key not being rebindable
- Fixed heart ui sometimes showing as empty when random ry shift triggers
- Fixed potential target text load error when targeting an objects the same frame it jumped in as reinforcement
- Fixed non-emp explosions being unable to ignite fuel spills (?)
- Fixed Swordbreaker harpoons being able to parry a single melee strike multiple times
- Fixed obsolete unlock trigger for ship 4 still taking effect
- Fixed bad collider on one debris animation
- Fixed a problem causing simultaneous fuel spill ignitions to sometimes cause one spill to become permanently unignited
1.010 (Launch)
- Slightly increased lock-on distance for in-flight missiles to make doing cool stuff a bit easier
- Reworked PDC attachments and all missile projectiles to be somewhat easier to spot and target
- Added outlines to payload debris
- Fixed loading a run multiple times not loading gear from earlier auto-saves correctly
- Fixed health max gained from improvised armor not being included in auto-save
- Fixed bad target text portion on ---saved---run--> ship
- Fixed old wire explosion system still taking effect when ships with tethers in them get destroyed
- Fixed some theoretic scenarios in which the game would calculate time in a wave incorrectly
1.010 (Launch)
- Slightly increased lock-on distance for in-flight missiles to make doing cool stuff a bit easier
- Reworked PDC attachments and all missile projectiles to be somewhat easier to spot and target
- Added outlines to payload debris
- Fixed loading a run multiple times not loading gear from earlier auto-saves correctly
- Fixed health max gained from improvised armor not being included in auto-save
- Fixed bad target text portion on ---saved---run--> ship
- Fixed old wire explosion system still taking effect when ships with tethers in them get destroyed
- Fixed some theoretic scenarios in which the game would calculate time in a wave incorrectly
1.011 (Launch)
- Fixed a upgrade sequence load problem that happens after loading a run 3 or more times (?)
- Silker Refit: Now does fixed stat changes instead of being unnecessarily complex
- Nerfed all speed bonus upgrades
- The game now autosaves when entering a new zone
- Fixed Emperor Class Carrier playing PDC phase tell sfx even if no PDCs remain
- Fixed Emperor Class Carrier not restocking squadrons in hangars when switching to next small craft phase
- Fixed a certain ship you need to recover still being flagged as instacrash, making retrieval a bit difficult :(
- Fixed adaption antenna immediately granting shield up when loading a saved run
- Fixed Tech Scanner not correctly revealing tooltips for auto upgrade cache contents
- Fixed Hammer Lance displaying 0 dmg text on targets without armor
- Fixed enemy retreat flag not being set correctly
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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