Released
Nov 15, 2019
Platforms
Windows
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Patch Notes

    Added escape menu to practice mode so you can quit. Made weapons, health, and shield get picked up if you are standing on them during spawn. Fixed pickup, damage, and some other sounds being too loud at a distance. Bot now drops health and shield shards after being killed. Made p

  2. Developer post

    Patch Notes

    Added a "Practice" single player game mode where you fight our "Mega Bot" 1v1, first to 25 kills wins, deathmatch. Added a Utility AI controlled "Mega Bot" for you to fight against. Added a "photorealistic" map using Quixel Megascans for AI "Mega Bot" fights.

  3. Developer post

    New Video

    Got our Utility AI bot picking up and switching weapons, detecting incoming fire from behind, and fully integrated into our new Quixel Megascans "Roman Ruins" map.

  4. Developer post

    New Video

    We've been wanting to create a Utility AI system since we thought it sounded cool. So, we did some research and then programmed a bunch of Utility AI "actions" like attack, retreat, pickup health, fire weapon, etc. based on Utility AI "inputs/axes" like amount of health, can see

  5. Developer post

    Patch Notes

    Fixed air control not working on original island maps.

  6. Developer post

    New Video

    I've randomized the AI bot movement to more accurately mimic human movement behavior. The bot now adjusts its straight line path, strafes, looks around, and never takes the perfect/lowest cost route to any destination. I overrode the navigation mesh path, using custom C++, to get

  7. Developer post

    New Video

    Just showing off the high fidelity AI movement of our new POWER AI bot. We've also got the Utility AI brain done that controls advanced decision making and will be showing that off soon:

  8. Developer post

    Patch Notes

    Fixed exiting loadout menu in game with escape not returning control to the player.

  9. Developer post

    Patch Notes

    Added ability to change loadouts mid-game. Made loadout names auto rename themselves if not unique. Made jump and speed boosts work with the Quake movement mode.

  10. Developer post

    Patch Notes

    Removed screen shake from footsteps. Made jump sounds attach to player so they don't lag behind them. Removed pitch variation from moddable sounds to make it easier to customize them. Removed volume increase from moddable sounds to make it easier to customize them.

  11. Developer post

    Patch Notes

    Improved system for displaying shipping mode debug messages. Increased Tormentor grenade bounce volume. Decreased size of font on character select screen.

  12. Developer post

    Patch Notes

    Exposed player damage and death functions to modders to create new map elements with. Added ability for modders to attach custom particle effects to skins. Added ability for modders to attach custom sound effects to skins. Added a red damage vignette that scales based on the amou

  13. Developer post

    Patch Notes

    Updated mod kit method of spawning game decorations like pickups, flags, generators, etc.

  14. Developer post

    Patch Notes

    Fixed new Stryker explosions that were not showing up.

  15. Developer post

    Patch Notes

    Added new vertical beams to health and shield pickups to make them easier to see. Added new high performance explosions for all weapon projectiles. Reduced the size of the Stryker projectiles. Fixed the default health, shield, and oxygen values in the mod kit to be 100. Reduced e

  16. Developer post

    New Video

    Check out the new POWER sizzle reel to see all the amazing stuff we are doing:

  17. Developer post

    New Video

    Did some major tweaking to our ocean today and got a really nice result.

  18. Developer post

    New Video

    Testing out the new limited jetpack meant to keep gameplay more towards the ground. Movement is still highly effective:

  19. Developer post

    New Video

    Continuing the effort to improve our weapons and implement community feedback, we have fixed the weapon positions to be right-handed and less viewport intrusive and added high-quality unique muzzle flashes:

  20. Developer post

    New Video

    Added in some Tribes inspired guns by popular request. Check out our version of the Tribes Spinfusor and Mortar guns: