Tiny Hotfix 3
* Fixed some spelling errors in the last patch notes and in the tutorial.

Developer posts and news about this game.

* Fixed some spelling errors in the last patch notes and in the tutorial.

* Found and fixed first bug that was causing the siege tower to spawn multiple times per sector. * Found and fixed second and final bug that caused the siege tower to spawn more than once per sector.

* Added simple functionality to Mobile Defence Base lights. Red is warning. Green is operational. Blue is upgraded and operational. * Quick Game Rules added to the space station. * Optimised physics for keep blocks that are part of towers and not walls. * Corrected audio spatial

* Added a quick tip to the Mobile Defence Base letting first time players know to use the touch button on their wrist display to end preparation and start the siege round.

* The bug where very quickly spamming buttons while holding an object would confuse the interaction system returned and reared its ugly head. It has been fixed and tested with aggression so that it may never bother anyone again.

* Added interactive Quick Game Guide screens to the Space Station. * Added first version of a splash screen to the game... finally. * Moved the Fast Travel menu to the wrist. No matter how long or short the player's arms are, all can now reach. * Removed player collision with dea

Hello Ladies and Gents, We're happy to bring to life the Beta 3.0 version of Once Upon A Siege. After a month full of changes, we now have the game in a new state, with many problematic bugs fixed, additions and gameplay adjustments. The goals for Beta 3.0 were : (Items not struc

* Grab ray no longer enables for a moment when grabbing other objects. * Shopkeep droid now serves as a hologram projector. * Corrected ridiculous misalignment of text on score boards * Weapon range information added to tutorial and to the hints in the loading scene. * Mission we

* High Scores now persist from the first time game is played. * Shopkeeper Droid now has basic functions and opens shop when player walks in for the first time upon every return to space station. * Removed "Start Show" touch button from Player wrist display and installed Entertai

* Fixed bug where Kamikaze's did not always respect pathfinding and sometimes became fond of running through walls. * Kamikaze mechanic refined as they didn't always activate when necessary. * Kamikaze bomb explosion area of effect and force are now set per-level. As a result, Ka

* Added extra functionality to tech socket connectivity. The info screen displays the resource status more thoroughly now. * Fixed bug where the payer belt slots were not clearing upon siege level entry and preventing players from equipping shield tech blocks. * Added 2 more Cann

* Quick patch fixing awful spelling mistakes in the latest Patch Notes shown on screens in the space station.

* NPC's now fall in the opposite direction to the impact when being struck by player weapons or cannon fire. * Small optimisation. NPC rigidbodies deactivate a few seconds after death. * Adjusted Smoke Shield upgrade price. Smoke shields can only be used only once per siege, howe

* Generic structures such as the cannon tower and enemy bunkers now enable physics on their blocks for 5 seconds after each hit. This prevents blocks from hanging in the air. * Fixed bug with the player cannon where players could double fire if pressing trigger quickly enough. *

* NPC's no longer do the moonwalk. When stopped, idle animations kick in and they no longer run on the spot. If waiting to jump through a hole in the wall or traversing a narrow path amongst a crowd of others, animations fluidly change with their movement speed and behaviour. * I

* The previous patch fixed a bug with the interaction system and grabbing blocks, however, it introduced a new one when grabbing power plugs. Plugs could no longer be released after grabbing. This is fixed. Our apologies. * Implemented the first version of a High Score system. Th

Hello Gamers! We're delighted you decided to take a foray into this honest and unpretentious little game and we hope it brings you fun. It's a game developed by 2 dudes (one whom creatively directed and one whom developed) that are long time gamers. In fact you could say, that we

* Processor resource screen now displays info when operating and upon connection with resource sockets. * Added extra gameplay hints to the loading box - namely loot boxes dropped by larger NPC units and eliminating Commanders. * Fixed bug in the interaction system where quickly

* Fixed bug where sometimes AI would get confused if running near the game out-of-bounds area. * Wall Shield upgrade system no longer calculates wrong inventory amount. * Processor cannot be used if full. * Smoke shield upgrade system no longer faulty. * HTC Vive Controller messa

* Fixed random bug at main menu prohibiting the player from starting a new game. * Increased NPC turn speed * Decreased thickness of the player weapon laser aim