Released
Jul 31, 2015
Platforms
WindowsmacOSLinux
Last updated
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Updates & announcements

20 posts
  1. Developer post
  2. Developer post
  3. Developer post

    Hotfix

    Ships were invisible and UI was doubled due to some changes made to the player prefab

  4. Developer post

    Fixes

    Reticle Kill announce Ship invisible, guns and cockpit are showing Tilt is too shaky Thug too fast Spew too violent brute has red glow full time rearview back button missing on lobby powerups not de/respawning properly

  5. Developer post

    Fixes

    Fixed spew overload on death causing game slowdown/freeze. Went back to old better looking shields. Fixed Melter damage.

  6. Developer post
  7. Developer post

    Small fixes

    Fixed cockpit view Fixed indoor fog Fixed volume being insanely loud Fixed boss spew

  8. Developer post

    Outdoor/Indoor Cycle

    Players now start in outdoor zone Basic outdoor models added Entrance visibility improved Outdoor speed for afterburner bumped extremely high Indoor models are being adjusted, there are some bugs I am trying to work out. Full game cycle is in place: Find entrance, get 3 keys, kil

  9. Developer post

    Hotfix

    Music wasn't playing, it is now. Bot spawns should now activate only on sight. Audio occlusion tweaks.

  10. Developer post

    Hotfix

    Quick fix for last patch, doors werent going down and keys didnt have the right colored lights.

  11. Developer post

    Culling Update

    Full blown culling is now enabled, instead of drawing the whole map the game now only draws the visible rooms. Should be nearly a double framerate increase for single player. VR is enabled but not perfect as I am still figuring out how to lock the camera to the place I want it.

  12. Developer post

    UPDATE INCOMING

    Fixed culling and got it to work on the high detail module set, constant 60+ fps on random maps I can finally move forward with how it was supposed to look!

  13. Developer post
  14. Developer post

    New Modules

    I am testing out a new module set, I am curious to know how it performs for people so feel free to leave feedback

  15. Developer post

    Patch Notes

    Minimap - still in development New Shield FX Tweaked all guns to have proper speed and damage values Fixed decimal places in readouts Shield effects only show to other player Adjusted ship speed Changed ION firing effect Removed Sonic Cannon, replaced it with Spread Robots now tu

  16. Developer post

    SCAMMER UPDATE

    REVOKED KEYS - I DID NOT KNOW THE SCAMMER RESOLD THE KEYS. I DID NOT REVOKE ANYTHING FROM YOU, I REVOKED IT FROM THE SCAMMER BATY131. I HAD NO IDEA I WAS BANNING KEYS THAT HAD BEEN RESOLD BECAUSE I WAS LIED TO. THE SCAMMER IS THE GUY BATY131 WHO SOLD YOU A KEY HE HAD NO RIGHT TO

  17. Developer post

    Next Build

    I've been busy and unable to get a build finished due to that, things are calming down and you guys can look for a new build in the next couple weeks. If you have any issues I havent seen put them here so I can have a current list of what needs fixing.

  18. Developer post

    Next Build

    I've been busy and unable to get a build finished due to that, things are calming down and you guys can look for a new build in the next couple weeks. If you have any issues I havent seen put them here so I can have a current list of what needs fixing.

  19. Developer post

    Future of Geocore - Please weigh in.

    I am at a point where the multiplayer based game I intended to make does not seem to be popular and the input I receive is all leaning heavily towards single player. I have wanted to cater to the three distinct modes of play the whole time which are Multiplayer, Single Player, an

  20. Developer post

    Future of Geocore - Please weigh in.

    I am at a point where the multiplayer based game I intended to make does not seem to be popular and the input I receive is all leaning heavily towards single player. I have wanted to cater to the three distinct modes of play the whole time which are Multiplayer, Single Player, an