Hey! How's it going? In celebration of The Year of The Pig, we're joining the Lunar New Year Sale and discounting Lockdown: Stand Alone with 90 %. It has never been a better time to hop inside a helicopter and blast away baddies with a .50 cal in a post-apocalyptic environment or
Hey! How's it going?
In celebration of The Year of The Pig, we're joining the Lunar New Year Sale and discounting Lockdown: Stand Alone with 90 %. It has never been a better time to hop inside a helicopter and blast away baddies with a .50 cal in a post-apocalyptic environment or rock your way through dark metro tunnels with a light machine gun.
If you've got the wits, we'll see you at the top of high scores list of endless mode, too!
Happiness and prosperity to everyone!
- Folks at Viversion
It's been a while, but we're back with an update to Lockdown: Stand Alone - just in time for christmas! It's been a year since the original Early Access release date and now the game is ready for full release. The update introduces the eight - and final - level for the game. A lo
It's been a while, but we're back with an update to Lockdown: Stand Alone - just in time for christmas! It's been a year since the original Early Access release date and now the game is ready for full release.
The update introduces the eight - and final - level for the game. A lot of checkpoints and difficulty changes have been also made for a fluent gameplay experience.
Enemies are smaller and swarm in slightly smaller numbers which should ease with the high diffculty ramp introduced in the third level.
The disability support has been thoroughly tested, improved and should be top-notch!
There are also a load of bugfixes and stability improvements.
Have a merry christmas everyone!
It's been a while, but we're back with an update to Lockdown: Stand Alone - just in time for christmas! It's been a year since the original Early Access release date and now the game is ready for full release. The update introduces the eight - and final - level for the game. A lo
It's been a while, but we're back with an update to Lockdown: Stand Alone - just in time for christmas! It's been a year since the original Early Access release date and now the game is ready for full release.
The update introduces the eight - and final - level for the game. A lot of checkpoints and difficulty changes have been also made for a fluent gameplay experience.
Enemies are smaller and swarm in slightly smaller numbers which should ease with the high diffculty ramp introduced in the third level.
The disability support has been thoroughly tested, improved and should be top-notch!
There are also a load of bugfixes and stability improvements.
Have a merry christmas everyone!
Hey everyone! I've decided to lower the price of Lockdown: Stand Alone permanently to a very competitive level of 10.90 $ so more people can enjoy the game! We're soon introducing the next update that unlocks the final level of the game and fixes a great variety of bugs. After th
Hey everyone!
I've decided to lower the price of Lockdown: Stand Alone permanently to a very competitive level of 10.90 $ so more people can enjoy the game!
We're soon introducing the next update that unlocks the final level of the game and fixes a great variety of bugs. After that update is live, we're very near in transitioning from early access to full release.
Have a great day!
- Anton Korhonen
Hey everyone! I've decided to lower the price of Lockdown: Stand Alone permanently to a very competitive level of 10.90 $ so more people can enjoy the game! We're soon introducing the next update that unlocks the final level of the game and fixes a great variety of bugs. After th
Hey everyone!
I've decided to lower the price of Lockdown: Stand Alone permanently to a very competitive level of 10.90 $ so more people can enjoy the game!
We're soon introducing the next update that unlocks the final level of the game and fixes a great variety of bugs. After that update is live, we're very near in transitioning from early access to full release.
Have a great day!
- Anton Korhonen
Hey everyone! Lockdown: Stand Alone received a big update today. Alongside the much requested checkpoint system comes official Oculus Rift support and the hardcore endless mode . Endless mode (Single-player) This mode brings a more traditional wave shooting mechanism to the game
Hey everyone!
Lockdown: Stand Alone received a big update today.
Alongside the much requested checkpoint system comes official Oculus Rift support and
the hardcore endless mode.
Endless mode (Single-player)
This mode brings a more traditional wave shooting mechanism to
the game while still maintaining the freedom of movement you've familiarized yourself with.
Compete in online leaderboards on who can kill the most enemies. I can assure you that this gamemode isn't too easy.
Ammunition is more scarce and you will receive more ammo via helicopter drops every other wave. Sidearms play a lot larger role in this gamemode than in single player.
Endless Mode can be accessed from the main menu.
Oculus Rift support
Oculus Rift users can now jump in and enjoy Lockdown: Stand Alone. Room-scale is not required and the assisted rotation feature can be used with a 180-degree tracking setup.
Checkpoints
Checkpoints are fixed areas in the level where you will be brought back when you die. Level progress is not reset, so enemies you've killed will stay dead and if you've collected any items, you will keep them.
Your indie developer,
Anton Korhonen
Hey everyone! Lockdown: Stand Alone received a big update today. Alongside the much requested checkpoint system comes official Oculus Rift support and the hardcore endless mode . Endless mode (Single-player) This mode brings a more traditional wave shooting mechanism to the game
Hey everyone!
Lockdown: Stand Alone received a big update today.
Alongside the much requested checkpoint system comes official Oculus Rift support and
the hardcore endless mode.
Endless mode (Single-player)
This mode brings a more traditional wave shooting mechanism to
the game while still maintaining the freedom of movement you've familiarized yourself with.
Compete in online leaderboards on who can kill the most enemies. I can assure you that this gamemode isn't too easy.
Ammunition is more scarce and you will receive more ammo via helicopter drops every other wave. Sidearms play a lot larger role in this gamemode than in single player.
Endless Mode can be accessed from the main menu.
Oculus Rift support
Oculus Rift users can now jump in and enjoy Lockdown: Stand Alone. Room-scale is not required and the assisted rotation feature can be used with a 180-degree tracking setup.
Checkpoints
Checkpoints are fixed areas in the level where you will be brought back when you die. Level progress is not reset, so enemies you've killed will stay dead and if you've collected any items, you will keep them.
Your indie developer,
Anton Korhonen
Hi everyone! This update balances the difficulty and brings improvements to the visuals and gameplay elements. Performance and visual improvements - Single-pass stereo rendering is now enabled, which should improve GPU performance up to 20% - Shaders rewritten to support the afor
Hi everyone!
This update balances the difficulty and brings improvements to the visuals and gameplay elements.
Performance and visual improvements
- Single-pass stereo rendering is now enabled, which should improve GPU performance up to 20%
- Shaders rewritten to support the aforementioned feature
- Visibility improved for large scenes
Added the seventh level
Step inside the tunnels that lead to the Dominus building.
Added two new weapons
Clear your way with a M249 (main weapon) and new sidearm (UMP).
Both are fully automatic and bring much requested balance for the battle against the aberrations.
Additional gameplay improvements
- Dead enemies can now be shot through which effectively lowers the steep difficulty of the game a little
- Enemy muscle weight and pinning adjusted for more realistic ragdolls and movement
Your indie developer,
Anton
Hi everyone! This update balances the difficulty and brings improvements to the visuals and gameplay elements. Performance and visual improvements - Single-pass stereo rendering is now enabled, which should improve GPU performance up to 20% - Shaders rewritten to support the afor
Hi everyone!
This update balances the difficulty and brings improvements to the visuals and gameplay elements.
Performance and visual improvements
- Single-pass stereo rendering is now enabled, which should improve GPU performance up to 20%
- Shaders rewritten to support the aforementioned feature
- Visibility improved for large scenes
Added the seventh level
Step inside the tunnels that lead to the Dominus building.
Added two new weapons
Clear your way with a M249 (main weapon) and new sidearm (UMP).
Both are fully automatic and bring much requested balance for the battle against the aberrations.
Additional gameplay improvements
- Dead enemies can now be shot through which effectively lowers the steep difficulty of the game a little
- Enemy muscle weight and pinning adjusted for more realistic ragdolls and movement
Your indie developer,
Anton
Hey everyone! The assisted rotation feature now works in 45 degrees left/right. This means that pressing your main hand controller touchpad left/right allows for quick 45 degree turns. NOTE: When you enable assisted rotation, dropping the magazine requires you to press the low mi
Hey everyone!
The assisted rotation feature now works in 45 degrees left/right.
This means that pressing your main hand controller touchpad left/right allows for quick 45 degree turns.
NOTE: When you enable assisted rotation, dropping the magazine requires you to press the low middle area of the touchpad. This is to avoid accidental magazine drops when rotating.
Your indie developer,
Anton
Hey everyone! The assisted rotation feature now works in 45 degrees left/right. This means that pressing your main hand controller touchpad left/right allows for quick 45 degree turns. NOTE: When you enable assisted rotation, dropping the magazine requires you to press the low mi
Hey everyone!
The assisted rotation feature now works in 45 degrees left/right.
This means that pressing your main hand controller touchpad left/right allows for quick 45 degree turns.
NOTE: When you enable assisted rotation, dropping the magazine requires you to press the low middle area of the touchpad. This is to avoid accidental magazine drops when rotating.
Your indie developer,
Anton
Changelog: - Enemy pathfinding accuracy refined - Fixed a bug where the turrets would sometimes fail to detect the left hand - Fixed a rare bug where shooting an automatic weapon and holstering it at the same time would keep the weapon firing - Minor adjustments to the third and
Changelog:
- Enemy pathfinding accuracy refined
- Fixed a bug where the turrets would sometimes fail to detect the left hand
- Fixed a rare bug where shooting an automatic weapon and holstering it at the same time would keep the weapon firing
- Minor adjustments to the third and fourth level
Your indie developer,
Anton
Changelog: - Enemy pathfinding accuracy refined - Fixed a bug where the turrets would sometimes fail to detect the left hand - Fixed a rare bug where shooting an automatic weapon and holstering it at the same time would keep the weapon firing - Minor adjustments to the third and
Changelog:
- Enemy pathfinding accuracy refined
- Fixed a bug where the turrets would sometimes fail to detect the left hand
- Fixed a rare bug where shooting an automatic weapon and holstering it at the same time would keep the weapon firing
- Minor adjustments to the third and fourth level
Your indie developer,
Anton
Hey! After receiving some complaints about the game not running well on AMD processors (most notably FX8320/FX8350) combined with great GPUs (980Ti/1070/1080), i started to work on optimizations. GPU skinning This effectively directs the mesh skinning workload from the CPU to the
Hey!
After receiving some complaints about the game not running well on AMD processors (most notably FX8320/FX8350) combined with great GPUs (980Ti/1070/1080), i started to work on optimizations.
GPU skinning
This effectively directs the mesh skinning workload from the CPU to the GPU.
Enemy pathfinding improved
The pathfinding has been slightly optimized. The CPU workload should be about 10% less with this update.
Blend weights
I've managed to cut the performance impact a little by halving the blend weight count from four to two.
Improved lighting and shadow performance
More baked lights instead of realtime lighting. I've also adjusted the shadow resolution inside the levels to reflect these changes.
These changes should bring the overall performance boost up to 15-20 %.
The game is still heavy on the CPU so i cannot (yet) lower the minimum requirements.
As always - if you have any feedback - head over to the discussions, send a friend request or e-mail me at [email protected]
Your indie developer,
Anton
Hey! After receiving some complaints about the game not running well on AMD processors (most notably FX8320/FX8350) combined with great GPUs (980Ti/1070/1080), i started to work on optimizations. GPU skinning This effectively directs the mesh skinning workload from the CPU to the
Hey!
After receiving some complaints about the game not running well on AMD processors (most notably FX8320/FX8350) combined with great GPUs (980Ti/1070/1080), i started to work on optimizations.
GPU skinning
This effectively directs the mesh skinning workload from the CPU to the GPU.
Enemy pathfinding improved
The pathfinding has been slightly optimized. The CPU workload should be about 10% less with this update.
Blend weights
I've managed to cut the performance impact a little by halving the blend weight count from four to two.
Improved lighting and shadow performance
More baked lights instead of realtime lighting. I've also adjusted the shadow resolution inside the levels to reflect these changes.
These changes should bring the overall performance boost up to 15-20 %.
The game is still heavy on the CPU so i cannot (yet) lower the minimum requirements.
As always - if you have any feedback - head over to the discussions, send a friend request or e-mail me at [email protected]
Your indie developer,
Anton
I'm seeing massive FPS drops with a GTX 980Ti / GTX 1070 when combined with some AMD processors. I'm currently looking at the problem and a patch should be coming in about a day that will fix this. Thank you all for the feedback! Your indie developer, Anton
I'm seeing massive FPS drops with a GTX 980Ti / GTX 1070 when combined with some AMD processors.
I'm currently looking at the problem and a patch should be coming in about a day that will fix this.
Thank you all for the feedback!
Your indie developer,
Anton
I'm seeing massive FPS drops with a GTX 980Ti / GTX 1070 when combined with some AMD processors. I'm currently looking at the problem and a patch should be coming in about a day that will fix this. Thank you all for the feedback! Your indie developer, Anton
I'm seeing massive FPS drops with a GTX 980Ti / GTX 1070 when combined with some AMD processors.
I'm currently looking at the problem and a patch should be coming in about a day that will fix this.
Thank you all for the feedback!
Your indie developer,
Anton
Hey everyone! I have released a patch which enables left handed support and brings some bug fixes to the game. Left handed support Go to the options menu and tick "Left handed". Note that this requires a scene reload every time when changed. This reflectively mirrors the button l
Hey everyone!
I have released a patch which enables left handed support and brings some bug fixes to the game.
Left handed support
Go to the options menu and tick "Left handed". Note that this requires a scene reload every time when changed.
This reflectively mirrors the button layout for teleportation etc.
Added the option to enable/disable touchpad movement
Options menu now shows the option "Trackpad movement by touch".
If enabled, you can move the player only by sliding your finger with the touchpad.
The default behaviour requires the touchpad to be pressed for moving the player. This way any accidental touchpad presses when using the teleport can be avoided.
Supersampling is restricted to 1.5
As i've received complaints that the game is running slow with large supersample values, i've restricted it to maximum of 1.5.
NOTE: Using the supersampling slider requires a powerful GPU. Anything above 1.2 requires a GTX 1080.
More patch notes:
- Adjusted ambient lighting by +10%
- Direction shift now has a 25% smaller margin
- Height adjustment allows for a 10% larger height
- Raycast item grabbing support for left handed
If you have any feedback, head over to discussions or contact me at [email protected]
Your indie developer,
Anton
Hey everyone! I have released a patch which enables left handed support and brings some bug fixes to the game. Left handed support Go to the options menu and tick "Left handed". Note that this requires a scene reload every time when changed. This reflectively mirrors the button l
Hey everyone!
I have released a patch which enables left handed support and brings some bug fixes to the game.
Left handed support
Go to the options menu and tick "Left handed". Note that this requires a scene reload every time when changed.
This reflectively mirrors the button layout for teleportation etc.
Added the option to enable/disable touchpad movement
Options menu now shows the option "Trackpad movement by touch".
If enabled, you can move the player only by sliding your finger with the touchpad.
The default behaviour requires the touchpad to be pressed for moving the player. This way any accidental touchpad presses when using the teleport can be avoided.
Supersampling is restricted to 1.5
As i've received complaints that the game is running slow with large supersample values, i've restricted it to maximum of 1.5.
NOTE: Using the supersampling slider requires a powerful GPU. Anything above 1.2 requires a GTX 1080.
More patch notes:
- Adjusted ambient lighting by +10%
- Direction shift now has a 25% smaller margin
- Height adjustment allows for a 10% larger height
- Raycast item grabbing support for left handed
If you have any feedback, head over to discussions or contact me at [email protected]
Your indie developer,
Anton
After some heavy development and testing the sitting experience is now refined! Height adjustment You can now adjust your height from the options menu when sitting. This is a slider and you can see the change in height real-time. Raycast item grab By enabling "Ray grab items" fro
After some heavy development and testing the sitting experience is now refined!
Height adjustment
You can now adjust your height from the options menu when sitting.
This is a slider and you can see the change in height real-time.
Raycast item grab
By enabling "Ray grab items" from the options menu, you can hold the grip button to fire a visible ray from your left hand. This ray can be used to pick up magazines and other items from the world.
This is very useful for a sitting experience.
Weapons still have to be picked up from tables with the right hand, but
we've developed the levels this in mind, so it should not be a problem.
Upcoming soon:
- Left handed support
- Easing the weapon reload mechanics for disabled users
- The next level which is set in a destroyed underground metro system
As always, head over to the discussions if you have any feedback or e-mail me at [email protected]
Best regards,
Anton