Switching to Free!
That's right! Now you too can own every Isotope ever!
That's right!
Now you too can own every Isotope ever!

Randy Lee BlainJason Blain · Monumental Arts Engineering, LLC
That's right! Now you too can own every Isotope ever!
That's right!
Now you too can own every Isotope ever!
Months Of Obsessive QA Are Beginning To Pay Off. Jason here, junior Dev and Designer for Cyclotronica. I've been working on this update for some months now, and learning a lot more about coding along the way. Dad/Randy/Our Senior Dev has been teaching me how to code in Unity for
Jason here, junior Dev and Designer for Cyclotronica. I've been working on this update for some months now, and learning a lot more about coding along the way. Dad/Randy/Our Senior Dev has been teaching me how to code in Unity for a couple years now so this was sort of a final Exam to get this latest update out. I'm therefore pleased/relieved to announce more progress on Cyclotronica!
We've added a brand new Track Builder with well over 300+ Track Section Prefabs with which you can now construct YOUR VERY OWN PARTICLE ACCELERATOR -- and of course the ability to Save and Load your own Tracks. Right now everything's in Single Player BUT this will also be a jump-off point for Players to host their own Cyclotron Races and Crucible Battles later. There's a Materials Selector and a selection of different series of Accelerator Tunnel Prefab parts... Coils, Curves, and Straightaways, Gates and Ramps, Hazards, Particle Emitters, etc.
I'm just cracking into designs for the tracks myself and will be releasing lots more parts and deeper Series Prefabs. Right now most Prefabs go up to about Mark V or VI. I could easily see them going up to XIII. The speeds you can attain are really something. Remember: There is no cap on the speed boost you can obtain from Electrons in Cyclotronica, and we pledge that there never will be. Stay negatively charged, Friends!
The Isotope Chamber Minigame is in full service, less the online Leaderboard Stats [which we plan on doing for sure, and we'll sync all top scores when that happens].
The Isotope Chamber is a simple Clicker Minigame where you fire subatomic particles and antiparticles at Atoms you have created to try to discover as many different Isotopes as you can. We already had it out with version 1.0.1, but our Atom system wasn't fully fleshed out and we only had a measly 1,200 out of the now nearly 3,200 Isotopes known to Science. (I hit the books and made sure we had every Isotope discovered).
Now that the Isotope Data Set is COMPLETE, you can start from a simple Hydrogen Atom and bombard it with Neutrons until it becomes Helium, then Lithium and so on up to the very heaviest elements, or go from the heaviest elements and get chain fission reactions and mayhem in the chamber that would absolutely kill you dead in Campaign Mode. Chip away at Atoms a bit at a time and watch them fall to pieces or detonate with the Antiproton and Antineutrons.
All of the Isotopes have real half-lives calculated in real time, so theoretically you could leave the game running for millions of years and never get some Isotopes to decay unless you shoot them.
Isotope Chamber now keeps track of your stats, showing:
We have more ideas on score weighting and future plans for how the Isotope Chamber works. Meanwhile...
Atom Catalog has been overhauled to work more with our vision going forward where it will be a sort of Atomic Spellbook. Atoms to be awarded to the Player through mission interactions stack up in Queue and are issued when a Player beats a level if so, and then Players can choose to exchange their spare Particle Inventory for additional new Atoms.
General UI Upgrades everywhere as we march through and refactor bits of code and optimize it going forward. Lots of basic things like text highlights and colors for selected or unselected interface objects, tightening up copy editing throughout the UI, implementing beta tester feedback.
S.C.I.E.N.C.E. Gun Interface updated with better messaging and priority functions as you gather enough particles to use the gun, or after you've exhausted your ammo. Players get HUD messages and button instructions for switching Weapons when they first get enough Particle ammo as well. Messages happen once for each, etc.
Weapon switching priority likely optimized - I know people have opinions about that stuff. I made it so that if you had a weapon selected and run out of Particles, when you get enough Particles again, you'll automatically switch back to your last used Weapon.
Player Weapons updated with tracers.
Weapon burst code updated for Neutron Salvo and Gamma Ray Burst.
Neutrons now add +1 to maximum cycle damage [although they don't repair damage], in addition to their mass and use as "ammo".
Antimatter upgraded with its own Chemical Symbol notation similar to Atoms, showing you a rough idea of its "Hit Points" i.e. Antiparticle Score you're trying to zero out with the S.C.I.E.N.C.E. Gun in order to destroy them. The notation also shows ionization charge as well so you know how many Positrons it may spawn when destroyed.
Downstream Interactions like collisions with Alpha Particles now result in the creation of a deionized Helium-4 Atom [after they damage your GyroCycle and remove some of your Electrons, that is], which floats away innocently, mocking you. Things like that are necessary as I head toward implementing Fusion. Spare change has to be able to turn into Atoms and vice versa.
Campaign Levels 1-6 have all received various upgrades:
Really we have a ton of plans for this game. Been sending myself a list of what I can remember off the top of my head today while writing this. Let us know what you want to see, but here's what we're thinking about:
We are working on the 7th Campaign level which will focus on Graphene nanolayers, nanotubules, Bucky Balls, and Skyrmions. Coming soon! New Beam Weapon to go with ;-)
Basically buy the game or talk about it or post a link about it anywhere where anyone who likes Nuclear Physics and Gaming is going to look at it!
"These two guys made a game about Nuclear Physics where you are a little robot that races around in Particle Accelerators and Nuclear Reactors," is all you have to tell those Jehovah's Witnesses on your doorstep at 10:00am on a Saturday. It's easy and fun.
We're going to start a Patreon Channel and try to get feedback from you and see what users want to see next, plenty of stuff above, tons I haven't covered, even more I want to cover. Will do an interview soon with Lead Dev as well and talk more about it. Gollee
Anyway thanks!!
Added Sandbox Mode , with our first Lab Bench Item, the Isotope Chamber ! Spawn and observe any Element on the Periodic Table. Bombard it with Neutrons and watch it change or transmute. Bombard it with Antineutrons and watch it fall apart. Added 400+ new Isotopes: Hydrogen throug
Added Sandbox Mode, with our first Lab Bench Item, the Isotope Chamber!
Spawn and observe any Element on the Periodic Table. Bombard it with Neutrons and watch it change or transmute. Bombard it with Antineutrons and watch it fall apart.
There are now
Radioisotopes in Level 4 "Mobile Chernobyl" now much more varied and flexible.
Thanks y'all. Let me know if you run into anything else. We're working on a couple different PVP/Team levels. Battlebowl/Derby. Also working on Isotope Cascading. Aiming to give Atoms greater autonomy over their behavior.
Thanks y'all. Let me know if you run into anything else.
We're working on a couple different PVP/Team levels. Battlebowl/Derby.
Also working on Isotope Cascading. Aiming to give Atoms greater autonomy over their behavior.
Happy Equinox! Updated impact physics numbers on the various projectiles in the game including: Alpha Particles Beta Particles Gamma Rays Proton Shot Fast Neutron Lithium-7 Bullets Carbon-14 Electrodes in Tunnels as well. As a result, the behaviors for Uranium-235 and other Radio
Happy Equinox!
Updated impact physics numbers on the various projectiles in the game including:
As a result, the behaviors for Uranium-235 and other Radionuclides will be a little more unpredictable. Level 4 and 5 are examples.
Updates on Splash Dialog System Added to Splash Shepard's Tone New Game Dialog updated, choice of Tutorial RTFM or Skip Tutorial TL;DR Tutorial Reinstated Properly, per Beta Tester Feedback Text edits galore, formatted for better readability and organization. Fonts adjusted. Mino
Updates on Splash
Tutorial Reinstated Properly, per Beta Tester Feedback
Minor Fixes
Ok NOW we're rolling. We are working on Multiplayer as this message is being printed. Working on a big Roller Derby 10-Player Map. Will come with more soon.
All the best to you.
Got the last of the UI basics worked in. Dialog Box System, Specimen Insets, Improved catalog workflow at the end of missions. Minor UI bugfixes. Got quints on the internal build commit number. #6377777
Got the last of the UI basics worked in.
Set up colliders so that curious users don't wedge themselves into the Atom Assembler dais at Level 1 end. Adjust level end trigger. Adjust UI toolbar on Catalog Mode. Let us know if you run into anything else. Happy to investigate. Thanks for the feedback.
Let us know if you run into anything else. Happy to investigate. Thanks for the feedback.