11th Dream cover
11th Dream screenshot
Genre: Shooter, Indie

11th Dream

Multiplayer Update

Hi everyone! Today we are releasing a multiplayer update for 11th Dream! Players can compete in 22 arena maps in three classic game modes: Deathmatch, Team Deathmatch and Horde. The game offers multiplayer experience for up to 20 players against each other or cooperatively against bots. You can play the game in Early Access here on Steam. Watch the multiplayer gameplay in the new trailer:

[previewyoutube="tmZexqoM-Tc;full"]

At the beginning of the match, players choose from three basic and three additional specializations. The resulting mix affects the style of play - speed, damage and endurance of the character. Players compete for blue crystals from destroyed bots. By collecting crystals, specialization increases exponentially.

Changelog




  • Synchronous multiplayer

    • 3 game modes
    • Max 20 players
    • In-game commands (selection of map and game mode, drawing of teams, cooperation against bots)
    • In-game chat

  • Four new maps: The Dam, Stasis, Desert and Heat
  • Two new weapons: Sniper, Flamethrower
  • Remaster in-game HUD
  • Game tips
  • Visual update for campaign maps


https://store.steampowered.com/app/949450

Future Plans



The game remains in Early Access for the time being. Before the full release on Steam, we plan to add a competitive multiplayer mode, which will allow for fast tournament play and multiplayer statistics, furthermore we want to add support for Steam Workshop with the sharing of custom game maps and modes made in in-game editor.

See you in the arena!

Best,
Filip, Michal, Vojta
11thdreamgame.bluepulsar.cz

Follow us on twitter or instagram and ask us anything on our discord server. We are also happy to invite you to join our new mailing list, so you stop missing all those 11th updates!



Domain Update

Hey,

The long wait was worth it! We have just released one of our biggest updates so far. Reworking the game to prep for upcoming multiplayer build. Firstly you may notice new level mechanics - bots are dropping purple crystals on death which level up your character during the match or in campaign.



We have been playtesting all weapons extensively in multiplayer for the last couple of weeks and we decided to rework them as a whole, we hope the current shooting experience is far more enjoyable and balanced.

Multiplayer also calls for new map layouts and we are happy to supply them. Try out new Crossroads, Tube and Needles which brings very different experiences from the classic maps. We want to add a few more in upcoming weeks and we are open for suggestions.



And yes we are talking about this MULTIPLAYER all the time and yes it’s coming! And we are excited to invite you to our closed beta! It’s simple - go to our discord we will give you the instructions and the key!

[previewyoutube="Ta1BLZL6HOk;full"]

See the full changelog bellow:

FEATURES

  • New maps in bridge domain: Tube, Crossroads, Invalid, Needles
  • Updated maps: Flat Earth, Mountain Core, Forum
  • Updated campaign levels: Connection
  • Fixed minor music issues
  • Eliminated enemies now drop bonus for leveling up the character specs
  • High jumps now cause fatigue, character must stay
  • on ground for a while to jump high again
  • New look for explosions
  • Improved ingame HUD - split score table in team war
  • Optimized projectile code

BALANCE CHANGES

  • All weapons rebalanced!
  • Burst damage increased
  • Machine gun damage increased to 14
  • Machine gun projectiles always reflect on impact
  • Damage specs bonus boosted
  • Self damage from explosions lowered
  • Coil bonus now reduces incoming damage by 50% and completely blocks splash damage


Follow us on twitter or instagram and ask us anything on our discord server. We are also happy to invite you to join our new mailing list, so you stop missing all those 11th updates!

And lastly we are currently on sale! Grab 11th Dream for a lower price and get the same difficulty anyway!

https://store.steampowered.com/app/949450

Best,
Blue Pulsar Team
11thdreamgame.bluepulsar.cz

Bullet Speed

Hey,

We have just released an update tweaking number of minor bugs in campaign and motion, but mainly tweaking the bullet speeds and thus making shooting feel "natural".


You may notice that we had also updated In-game menu. It should be easier to navigate now and also it is up-to date with current game graphics. With new menu and updated visuals comes new game website: We are happy to invite you to join our new mailing list, so you stop missing all those 11th updates! https://11thdreamgame.bluepulsar.cz

Lastly you may notice flashes when you shoot other Bots! Check the full changelog below:

Changelog:

  • Increased bullet speed
  • Lowered bullet push energy
  • Shooting now emits light
  • Rockets now emit light
  • Added pick-up effects on ammo and health
  • Improved text contrast on health bars
  • Improved text contrast in menu, menu scene redesigned


We have small teaser for upcoming multiplayer: It certainly is a pre-alpha, whatever that stands for, but we had a great time playing it today. The synchronization is not working properly with number of in-game systems and the gameplay is laggy, but it's a huge step forward. Stay tuned, we hope to start beta testing "quite" soon.

[previewyoutube="XIK89Z-CcrY;full"]

As allways please follow us on twitter or instagram and feel free to ask us anything on our discord channel. https://discord.gg/GuUTMKB

All the best,
11th Dream Team


Motion 2.0

Hi,

We have just released one of the most important updates from the start of Early Access. Changelog is immense, but tl:dr we spiced up motion! The secret ingredient to any good old shooter out there.

Try out new rocket-jumps and blast your way anywhere, or fly through maps with our brand new bunny-hopping motion! The feeling is really different and all controls work way better now. But even if you liked our old motion system you can still move around the old way and retain control.



Sounds! The next big novelty is adding new flavor to the world, you can listen to approaching drones or get feedback from your steps. The jump sound is really important for planning your bunny-hopping around the map.

There are also some new tweaks to animations and minor changes across the skirmish and campaign maps.

The new motion system also solved a number of issues we were encountering in multiplayer development. As a whole this is a big step forward! Stay tuned for the next update. We are closing in on multiplayer beta!

We have updated the list of daily challenges - included rest of the maps with only few exceptions. The AI level was optimized, same as player count.

Follow us on twitter or instagram and ask us anything on our discord server.

Also, we are currently on sale, grab 11th Dream for lower price and get the same difficulty anyway!

Best,
Blue Pulsar Team

Artificial Intelligence in 11th Dream

When doing AI in shooter games, follow a simple rule: Don't make it too good. Nobody wants to play against an aimbot with 100% map knowledge. On the other hand, bots must be still challenging and the behavior must be interesting. Here is how we approached it.



The artificial intelligence has several levels. Topmost level makes decisions based on the stats and signals from the system below, for example: Gear up, find enemy, eliminate enemy.

Next layer breaks the strategy down to simpler tasks. It does all the path finding and target movement prediction. Finally, the instructions are given to the navigation layer and targetting layer, which simulate pressing keys like human player would do.



Let's talk about the movement first. Our bots follow hidden waypoints, which help them to reach their target and also contain information about bonuses. We place these waypoints manually, so we have fine control over the movements of the bots on the map.

Once the target waypoint is known, our bot walks from the first to the last one, steering towards target. If the next waypoint is above, the bot jumps and steers its motion mid-air to reach the destination.



The behavior totally changes when the bot spots an enemy. It goes "off the grid", rapidly strafing and jumping. This way the bot can pursue the enemy even when there are no waypoints around. Once the target is eliminated, it returns back to the waypoint grid.

Since bullets in 11th Dream travel rather slowly, AI must predict target's movement. If we consider that the target moves constantly in one particular direction, it leads us to pretty system of equations. However, player is most likely going to strafe, jump and dodge. Therefore, we keep an average velocity and movement direction, which results in much more precise targetting.

But this behavior proved to be too good, leaving the player no chance to defend. At the same time, we wanted the AI to be really challenging. We ended up (literally) shaking with predicted target position, lowering the initial accuracy but eventually getting the perfect aim. This aiming time depends on selected AI difficulty.



We hope that you find this overview of AI in 11th Dream interesting. Maybe you'll recognize the patterns while in-game next time. If you have any questions, suggestions or comments, please tell us, we are always happy to answer.

We would like to ask you to vote for 11th Dream in Steam Awards for visual style category. Every vote counts, every vote motivates us to pursue our original work.

Also, you are welcome to join our Discord where we run giveaways. You can watch there how we struggle with multiplayer development and steamworks integration into ingame map editor.



Cheers!
Michal

New Map: Mountain Core

Hi! Today we are bringing new map called MT-Core to measure your skill against malfunctioning bots! We've also tweaked the difficulty of the final boss.



Repair / Eliminate them all!

Daily Update

Hey,

Today we are finally releasing Daily, the feature we have been promising from the very beginning of the Early Access.
Daily mode adds the first competitive element to 11th Dream. You can try to beat scores of other players in selection of daily maps. For the best score you have to survive the longest time possible and "repair" as many bots as possible.



If you win daily event or at least place on top position in daily ladder, you get score points in all time hall of fame. Climb the ladders bots! ːsteamhappyː Along with the daily updates, we are again releasing number of minor tweaks for smoother gameplay.

With Daily Update we are finally moving to stage 2 of Early Access. We are working hard on Multiplayer mode and on integration of Steam Workshop into editor. Stay tuned in the next months!

Best,
Blue Pulsar Team

Fulfillment Update

Hi!

This week we are releasing update with the biggest changelog so far. We've tweaked campaign difficulty, added outlines to characters, improved the game UI and more.



This update is focused mainly on campaign, we have polished level design in general. We are also introducing character outlines which change both visuals and gameplay. Outline colors are based on the faction of the character.

See the full changelog below.


  • Introducing character outlines. Outlines can be turned on/off in advanced settings.
  • Campaign time limit was unified to 60 minutes regardless difficulty.
  • Stronger Minemaster in Connection campaign level.
  • ID MASTER has a new boss strategy in Wanderer campaign level.
  • Minemaster able to cast shield on itself in Wanderer campaign level.
  • Chess map redesign.
  • Desert map redesign.
  • Stone model updated.
  • Introducing screen for Campaign Game Over and Campaign Victory.
  • Enhanced contrast on campaign level description screen.
  • Story screens font size adjusted.
  • Character Specs have been tweaked.
  • Countdown text no longer affected by color LUT.
  • Fixed waypoint in Wanderer campaign level.
  • Fixed campaign music.
  • Fixed AI avoidance.
  • Fixed crash in steam stats.
  • Fixed bonus hitboxes.
  • Fixed skybox offsets.
  • We've migrated to Visual Studio 2019 ːsteamhappyː


Replace ID MASTER and fulfill your 11th Dream.
Cheers!

GUI readability update

Hi,

today we are releasing gui update which makes it easier to recognize enemies. We have come to conclusion that health bars, ammo indicator and other elements should not be influenced by the level color palette. From now on, their colors are consistent across all levels.



Meanwhile, we continue our hard work on Daily mode and Multiplayer skirmish as well. On the release of multiplayer, we'll host the game so you can play against devs! The event will be organized on our Discord channel, so stay tuned! http://discord.gg/5BpETSn

Michal
Blue Pulsar Games

33% Off - Join skeletal warriors in 11th Dream

We are dropping the price of 11th Dream by 33% during Halloween Sale! Join our skeletal warriors in domains of ID and fight the evil ID MASTER!

Take the challenge and finish the hardcore in-game campaign and claim your place on the game's leaderboard!

Meanwhile, we continue to work on multiplayer. Writing the netcode for 11th Dream is an interesting experience. Suddenly, we developers can play against each other. Once the multiplayer is released, we are planning to compete with our players. We will organize the event on our Discord server.

[previewyoutube="CblaQYM5wi0;full"]

Lastly, you can listen to another piece from 11th Dream soundtrack on Youtube.

[previewyoutube="-ZivxCHhvPM;full"]