Paradox Vector

Schmidt Workshops

Released
Oct 15, 2020
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Paradox Vector Update 2.0.2

    This is the largest update the game has received since it's release in 2020. There are two main changes: 1. Enemy movement has been completely overhauled. Specifically the green, spider-like robotic sentries and the flying ones that appear later in the game. Their movement used t

  2. Developer post

    A Lovecraft Inspired Dungeon Crawler

    Introducing Cyclopean If you enjoyed Paradox Vector, you may find this short project I made interesting. It was made in 3 days for the Dungeon Crawler Jam 2024 over on the itch website. 3 Day Game Development Making something in 3 days required borrowing things from some of my pr

  3. Developer post

    Game Updated to Version 1.1.8

    I just made a small update. First, I added a title screen so you don't have to look at the default 3D Gamestudio start screen. I also changed things slightly so the siren/alarm will no longer repeat, but only play once. I wanted it to give the player some anxiety after getting a

  4. Developer post

    Game Updated to Version 1.1.7

    Paradox Vector has gotten some great feedback lately, thank in large part to the recent speedrun competition. One thing I have heard a lot about is how the difficulty seems to spike a lot once you reach the caves. Well, this is definitely by design, the game should get harder as

  5. Developer post

    Paradox Vector Speedrunning Beta

    So the speedrunning community has taken notice of Paradox Vector and there is a competition going on right now. You can read all the details here: The Speedrunning beta is accessible through "Paradox Vector > Properties > Betas > Speedrun" which will install version 1.1.

  6. Developer post

    Lovacraftian Days Streaming Event

    To celebrate the "Lovecraftian Days" event here on Steam, I will be streaming Paradox Vector between 3:00 and 4:00 PM on Saturday, April 8th. Join me as I try to navigate the weird mazes, and combat the ferocious and deadly monsters, of this eldritch land of cyclopean masonry and

  7. Developer post

    Paradox Vector Updated to 1.1.4 - Enemy Speed Update

    Someone on the forum complained that the enemies in Paradox Vector were too fast. I took this as an individual preference at the time, I thought they were fast, but not so fast as to be of concern to most players. However, I recently updated my graphics card and realized that the

  8. Developer post

    Paradox Vector Updated to 1.1.3 - UI Scaling

    The game now supports UI scaling. It is basically just scaling up the entire window to fill your screen, so the game will appear a bit pixelated if you use this option. To activate it, just use the video options panel to set the game to a lower resolution (like 1280 x 720) and ma

  9. Developer post

    Paradox Vector Updated to 1.1.1

    UPDATE: I have just uploaded version 1.1.1 which has another small but significant fix based on user input. The default gun's bullets now move a bit faster, and the crawling robot enemies move a bit slower. PREVIOUS ANNOUNCEMENT: Something I should have done a long time ago. The

  10. Developer post
  11. Developer post

    Fixed a Hole (Update 1.0.71)

    Thanks to a helpful player, I was able to fix a small hole in Dungeon VIII. Not a major issue, but it was possible to get stuck in the level. Here's the fixed hole :)

  12. Developer post

    Secrets Fixed (Update 1.0.7)

    A helpful player pointed out that the number of secrets on a level, as well as the number of discovered secrets, was not always displayed accurately. To check the secrets, press the map key (M by default) and look in the upper left hand corner. I discovered a probable cause for t

  13. Developer post

    Paradox Vector in E1M1 Magazine!

    I'm thrilled to see Paradox Vector in print! Thanks to the amazing people at E1M1 Magazine for taking notice and reviewing so many cool games! If you like Retro FPS games, you should check them out!

  14. Developer post

    Very small patch

    The game was updated last night to fix a minor bug that was introduced in the last update. You should no longer accidentally teleport into an endless, eternal void of nothingness without warning in the fifth dungeon ... or any other dungeon ... well, most other dungeons.

  15. Developer post

    Paradox Vector Updated to 1.0.5

    I have updated the game. The "Killed by a Robot Guard" Achievement *SHOULD* be working now. Players who "persist" may find a new secret area ... or not ... it's not really important ;)

  16. Developer post

    Paradox Vector Updated to 1.0.3

    Based on some critical feedback from a number of players, I have updated the weapon sounds in Paradox Vector. Otherwise the game is unchanged. Here is a sneak preview of the new weapon sounds... I hope you enjoy this update. Paradox Vector is basically a finished game, but I am s

  17. Developer post

    Paradox Vector makes IndieDB Top 100!

    Through some twist of fate, Paradox Vector made it into IndieDB's Top 100! You can vote for it here: It's in the "Released" section under "First Person Shooters." Please share this with all your friends!

  18. Developer post

    Issue with AMD Graphics Cards

    About AMD Graphics Cards: It looks like AMD cards are not really compatible with the line draw commands used in Paradox Vector, and users may experience a very low frame rate. I am not 100% sure that AMD cards are the issue, but so far there are several reports that point to this

  19. Developer post

    Paradox Vector Updated to 1.0.2

    This is a small update, that simply changes the default key for the map to "M" instead of TAB. Some players, while checking the map on the run (while holding shift) would accidentally open the Steam Overlay. This somehow caused the game to keep playing based on the most recent in

  20. Developer post

    Paradox Vector Updated to 1.0.1

    Some great feedback has made it back to me. This new version addresses the following points: Vsync has been disabled by default. One player reported having an issue starting the game (and probably others too) and I wanted to test whether the vsync might be at the root of the prob