Astrokill cover
Astrokill screenshot
Genre: Shooter, Simulator, Indie

Astrokill

Patch 0.6.1.0 - New vocals, gameplay balancing, visual polish, and bug fixes

Gameplay


- All projectiles have a longer effective range
- Projectile damage is now calculated off relative velocity at moment of impact
- Changed capital ship behavior in Deliverance level to allow more breathing room between frigates
- GShield now affects a smaller area with more aggressive anti-gravity
- Balanced hp for DOM and OBA turrets
- Added helpful radio-dialog to levels Boreas Recon and Dante Guerrillas
- Changed radio-dialog in most levels to help players with mission-objectives

Audio


- Added recorded vocals for almost all radio-dialog

Performance


- Optimized proximity-spheres to reduce number of overlap-events

Visuals


- Added secondary explosions to all fighter-explosions
- Added light-beacons to all frigates (flashing anti-collision lights)
- Projectiles are now visible from any distance
- Adjusted lighting on all particle-effects

HUD


- Primary and secondary ammo is now displayed numerically for targeted opponents
- Numerous cockpit-elements now flash when they need attention
- Cockpit-hints are no longer displayed for new players (tutorial recommended)
- Compass movement smoothed out

UI


- Practice button renamed to Tutorials
- Tutorial descriptions updated

Bugs


- Fixed issue with GShield letting projectiles through occasionally
- Fixed issue with Start Campaign button not showing for new players
- Fixed array-index-out-of-bounds issues with squad-members and muzzle-locations

Patch 0.6.0.0 - Dropships, squad commands, flashier explosions, and more!

Gameplay


- Dropships added to all levels for the purpose of deploying fighters
- Added complexity and additional radio-dialog to most levels
- Dominion missiles do more damage over a greater radius with greater accuracy
- Turrets are more accurate in general and less wasteful with ammo
- Reduced the size of initial squad at level-start (rest of squad is dropped in shortly after level-start)

UI


- Added credits menu
- Added player-code to top-left of HUD (shows squad-rank and skill-level)
- Added absolute velocity to target-panel
- Added status to target-panel
- Added opponent-codes to target-panel
- Added squad-commands to squad-display
- Added more detailed status-messages for turrets
- Improved accuracy of status-messages for all vehicles

Visuals


- The Maki freighter has a new distinct design with a rotating hab-ring
- Explosions are now brighter, more detailed, and more "cinematic"
- Dominion explosions now have a distinct blue/green tint
- Changed the Dominion cockpit-layout to look more futuristic
- Health-bars are now "fatter"

Audio


- Changed OBA thruster-sound to a traditional jet-like sound
- Reduced the whine of thruster-sounds in general
- Removed idling-sounds on freighters to reduce audio-distortion

AI


- Implemented hold and guard behavior
- Vehicles now have more priority over turrets during AI-target-selection
- Lancer now rearms in a horizontal position to avoid collisions with hangar-bays

Bugs


- Fixed issue with turrets being indecisive when tracking targets
- Countdown-timer no longer resets after reaching zero
- Projectiles impacting turrets no longer produce a pink light
- Fixed issue with leading-crosshair being "twitchy"
- Fixed issue with turrets rotating too slowly when idling

Core


- Firing-timers for guns are now independent and more efficient
- Implemented full-featured doors for dropship-use
- Implemented configurable light-beacons to light up dropship-doors

Patch 0.5.0.6 - Redesigned faction-selection menu and improved performance

Gameplay


- Projectile-speeds (except for rail) increased to 900m/sec
- Turrets are now repaired in hangar bays

UI


- Redesigned faction-selection menu (much prettier)
- Replaced all menu buttons with simpler, more readable buttons

Visuals


- Decreased emissive-brightness on outposts and freighters

Audio


- Added new music to Dante Guerrillas map

Bugs


- Turret-explosions now remain attached to their parent

Core


- Increased overall performance by changing the timing-mechanism on guns, vehicles, thrusters, and AI

Patch 0.5.0.5 - Improved joystick support

UI


- Added option to either roll or yaw on the joystick X-axis
- Added display to controls-menu that shows which joystick buttons are being pressed
- Joystick button-mappings can now be set directly by pressing buttons on the joystick
- Added option to choose a slider for thrust: slider 0, slider 1, or 2 (Z-axis)
- Added option to invert the joystick-slider
- Changed behavior of joystick-sliders: the middle position idles, pulling back reverses, and pushing forward moves forwards

Visuals


- Lowered brightness of emissives on OBA freighters and outposts

Patch 0.5.0.4 - Joystick support and improved sfx

Gameplay


- Added joystick support with custom button-mappings
- Adjusted placement of 1st-person camera on Sabre to reduce screen-space taken from muzzle-flashes

UI


- Added customizable joystick button-mappings to the controls-menu
- Added a joystick deadzone-slider to the controls-menu
- Increased range of rotation-sensitivity slider
- Added 2560x1080 resolution-option

Visuals


- Added suble smoke-effect to 60mm flak muzzle-flashes

Audio


- Replaced 30mm muzzle-sound with a punchier sfx
- Tweaked most muzzle-sounds to achieve a more realistic effect
- Lowered overall pitch on fighter-thrusters

Core


- Implemented ability to detect DirectInput devices and ignore XInput devices (allows for simultaneous usage of joysticks and gamepads)

Patch 0.5.0.3 - Gamepad support and more resolution options

Gameplay


- Game controllers are now supported (tested on Logitech F310)

UI


- Menus can now be navigated with a gamepad
- Added game-controller button-mappings to the controls-menu
- Added the following resolutions to the graphics-menu: 1366x768, 2560x1440, and 3840x2160

Released for Early Access

After 545 days of development (1 year and 6 months), we've finally reached the Early Access milestone. It's truly a labor of love, and we hope you enjoy playing the game.

This game is currently being developed by just one programmer, one 3D artist, and one musician. Our hope is to work closely with Early Access players and continue to improve the game over the next few months. We listen to every comment and release patches frequently to address any issues. So, feel free to make any suggestions as you play the game. The discussions so far have been very positive and productive, which is very motivating!

Patch 0.5.0.1 - Campaign-progress fix and numerous tweaks

Gameplay


- Added lose-condition to Banshee Inspection map to prevent cheating
- 120mm missile turrets are now more trigger-happy

Visuals


- Added more grime to OBA-fighter materials
- Polished 60mm and 120mm muzzle-flashes (added smoke to 120mm)
- Reduced apparant size of muzzle-flashes at long distances
- Thruster-effect on OBA freighters are now animated
- Corrected light-color of 60mm missile muzzle-flashes
- Smoke-effect on disabled frigates is now more dense and dark

Bugs


- Fixed issue with campaign-progress being lost if a completed mission is played again

Patch 0.5.0.0 - Early Access candidate (7 new campaign missions and a new space station)

Gameplay


- Added 4 new Outer Belt missions (Maki Transit, Juno Waystation, Dante Guerrillas, Okada Minefield)
- Added 3 new Dominion missions (Juno Assault, Gauntlet, Banshee Inspection)
- Frigates can now be destroyed/disabled in some missions
- All secondary objectives are now associated with a Steam "flawless" stat
- Replaced Dominion frigate with Dominion outpost on Practice and Survival maps

Assets


- Implemented new Dominion outpost
- Implemented turret installations on tetroids

Visuals


- Increased skybox compression-quality
- Adjusted global lighting, fog-color, and skybox-color to achieve more colorful atmospheres
- Reduced fog in most levels
- Polished all vehicle and turret materials to achieve a more detailed, metallic look

UI


- Completed missions can now be selected and played directly from the campaign-menu

AI


- Wingmen now approach wingman-positions less recklessly
- AI will no longer follow their respective leaders out of bounds

Audio


- Lowered thruster-pitch on frigates

Performance


- Eliminated redundant post-process effects in the cockpit

Bugs


- Fixed issue with mines and large asteroid-fragments not colliding with frigates
- Fixed bug where AI would face leaders despite having orders not to

Patch 0.4.9.0 - Improved performance and added a new space station

Performance


- Drastically improved overall performance by eliminating unnecessary shading and material-instructions on all particle-effects

Visuals


- Polished all particle-effects (explosions, muzzle flashes, etc.)
- 120mm projectiles are now brighter and visible from greater distances
- Health-icons are now smaller and brighter (and fade away when nearby)

Gameplay


- Implemented an Outer Belt space station (depot) equipped with a munitions bay and defensive turrets
- Replaced freighters with depots in the OBA practice level and survival level

Audio


- Eliminated "click" from the 60mm flak sound-effect