Balloonatics cover
Balloonatics screenshot
Genre: Simulator, Strategy, Indie

Balloonatics

Flying into 1.0! Goodbye Early Access!

Along with leaving early access, this update has some notable changes and improvements.

Performance Increases



  • Numerous physics and GPU optimizations.
  • Level lighting. Some of the level light setups were heavier on performance with little to no visual gain.
  • Lowered AI perception of the bots. Bots now only see about as far as the average human, and don't waste CPU cycles thinking about stuff happening on the other side of the map they can't even see.
  • Remodelled/animated crates to improve their performance.
  • Reworked Air Mines for better performance.


Bug Fixes



  • Fixed a bug on the challenge scoreboard.
  • Fixed a few bugs related to remote player and object syncing in multiplayer lobbies.
  • Fixed a bug where in target challenges the targets would stop moving.

Balloonatics Big Update!

This update is a big one! It includes a number of new features and changes that have been planned or in development for quite a while, as well as a ton of bug fixes as we get ready to leave Early Access.

One of the biggest changes is a complete overhaul of the bots. So much has changed with them that we’re giving them their own section in the announcement!

We are also happy to announce the game works great on Steam Deck!

Bots - Changes and Bug Fixes



  • Bots do a much better job navigating around terrain and dangers. They actively avoid Kali’s wake, and react sooner to approaching dangers in levels that would be visually apparent to human players (such as the steam in the Ice Cavern).
  • Bots are able to use their characters’ special abilities, and make decisions on when it is appropriate to use them.
  • They are able to use all other weapons, and prioritize them based on what they can see within their field of view.
  • Bots will lead their targets when aiming. They don’t have perfect aim, but it’s comparable to a skilled human.
  • Bots now collect crates passively when attacking or evading, rather than explicitly seeking out crates.
  • Bots aim their wrench correctly and no longer get stuck in a loop trying to fix their fan.
  • Bot animations don’t react to human input.
  • Bot AI/decision making is now multithreaded and distributed evenly across multiple frames, so there is no significant performance penalty for having more bots in a match vs humans.
  • Most importantly - they’re actually pretty competitive now with all these changes.



Changes


Updated the game engine to take advantage of new features and improve performance.

UI



  • Changed the description while searching for online games to be more obvious and helpful.
  • Changed play options language and icons to better explain the options.
  • Tutorial language has been tweaked for easier reading and understanding.

VR



  • Updated Steam VR to make sure the game is compatible with newer hardware.
  • Improved visual readability of the kill feed and item collection feed while in VR.
  • We implemented a choice in firing modes. Players can now fire a gun in 2 different ways depending on their preference.
  • Adjusted slingshot to allow for less pullback to reach full shot power. This is especially a problem with quest controllers that are tracked via the headset.
  • Consolidated all VR controls to one screen regardless of the device the player is using.

Performance and General changes



  • Improved performance for how the fan sound was implemented.
  • Performance increase in how crates are spawned into the levels.
  • Many small improvements to address performance spikes and increase minimum FPS.
  • Immediately syncing baskets on respawn now to avoid any visual oddities.
  • Improved lighting.
  • Character inverse kinematic target changes for interactions are now interpolated relative to basket positions. Movements are now smoother at high basket speeds, especially for remote players and bots.

Weapons, Utilities and Abilities



  • The shield crate now gives players a shield that lasts for a short time as opposed to disappearing after taking damage.
  • Kalis' wake no longer damages friendly balloons. The color of the smoke now matches the player's balloon who activated it.
  • Bird Blades now behave differently. They deploy, then immediately seek out an enemy target balloon to terrorize and then explode once they have done enough damage or have popped the balloon.
  • Sicario’s invisibility now makes sure that any item you collect while invisible will not be seen by enemies.
  • The launch velocity of an item launched from the slingshot now properly matches the pullback distance. Max velocity remains unchanged, but lower velocities are now possible and the visual trajectory guide is now accurate.
  • Laser drones now only target enemies.
  • Air mines and laser drones will no longer stop a basket if there is a collision while they deploy.


Bug Fixes



  • Fixed an issue where the character’s head was offset incorrectly causing strange behavior when looking down.
  • Fixed some trees and other terrain objects to improve performance
  • Fixed an issue with the visual effect while respawning. There was a bug causing the black hole effect to not show sometimes.
  • Fixed a bug where the drone could come up while the main menu was open in VR.
  • Fixed the score screen sometimes laying out incorrectly at the end of a match.
  • Fixed a bug where a player couldn’t bring up the menu while holding grip. If they are holding an object, they still cannot open the menu.
  • Fixed the drone screen sometimes being stuck behind terrain. Now if you are too close to terrain when the screen pops up, you are pushed back slightly to make room.
  • Fixed a bug with the way the UI buttons work in VR.
  • Fixed an issue with any shootable weapon where it might hit your gun before leaving the basket if you were traveling fast enough. This would cause rockets to blow up in your face. While kind of funny, not really how they are meant to be used.
  • Fixed a bug where the fan would become “unhinged” and result in the basket not being able to fly correctly.
  • Fixed a bug where players would be stuck and couldn’t move after respawning and hitting a wall.
  • Fixed a number of bugs related to grabbing interactions in multiplayer.
  • Fixed Darwin's missile not always shooting from the gun in multiplayer.
  • Fixed a bug that would cause unloading the slingshot to result in a bug where the item flies out of your basket and your character reaches for it and flies through the air trying to grab it.
  • Balloon sounds are now fixed to play at the balloons position.
  • Fixed an issue where Kali’s teleport could take a long time to complete if there was a basket collision during the teleport.

Updates Coming Soon!

It’s time to suit up and get ready to take to the skies once again. After taking some time to work on our other title, Groove Gunner, we are working on several big updates to Balloonatics that we hope to release in the near future.

We’ll have a more detailed update soon but here a summary of what you can expect in the next few updates...


  • Game engine update from Unity 2017 to 2019 LTS, and a rework of many parts of the game to support the new engine features.
  • Updates to OpenVR/SteamVR libraries and support for external cameras and mixed-reality rendering. Support for LIV.
  • Substantial performance improvements - Multi-threading, physics optimizations, and other changes that will improve the performance throughout the game and allow for larger matches with more players. A higher minimum framerate should also help mitigate performance related motion sickness issues on lower end systems.


After we have that sorted out, our short term goals are…


  • Additional performance improvements related to the models and physics of the baskets and fans.
  • Fixing some outstanding weapon bugs
  • Shader and special effects improvements
  • A new match UI (before/during/after match)
  • Brand new tutorial system for new players
  • Improvements to comfort and accessibility of the game
  • Additional behaviors and skills for the AI - bots will be more aware of their own characters’ skills and strengths and be able to better match the play of skilled human players. We will either scale the bot skill level to match the human players in a match, and/or allow this to be selected when starting a match.

Patch 11



Usability Update for our VR Players


We have included a way to rotate your playspace for all VR platforms. This will allow all VR players to play easily without the requirement of full 360 degree tracking, and will allow seated play for those who choose to or must play in a seated position.

Patch 10



New Weapon - Fake Crate!


The Fake Crate is the perfect way to set a trap for your enemies. Enemies will think they are getting rewarded with a weapon but will instead be damaged by the explosion as they hit the crate.



Weapon Select System


We have implemented a weapon select system. No more looking at weapons and pushing E in non-VR. Instead, press 1, 2 or 3 to grab the weapon in the appropriate slot.

Special weapons now spawn directly into your hand in Non-VR. This change was made to accommodate the weapon select system and to make it feel more natural for players.

Windows Mixed Reality now Supported!



We are happy to announce we have released an update to add support for Windows Mixed Reality to Balloonatics.

Patch 8



In this patch we are finally introducing bots, and some exciting game format changes including respawning!

Bots



  • Bots have been added to party matches allowing you to play solo or with friends in any of the party match types.
  • Bots use the same characters as humans, and need to collect their weapons and powerups just like human players.
  • Free for all games will be topped up with bots up to 5 players.
  • Team matches will split human players across teams before filling any remaining slots with bots.
  • Online matchmaking will continue to use only human players for the time being.


Game Format and Scoring Changes



  • Rounds are now time limited (5 minutes).
  • Points are awarded for damage, with bonuses for balloon pops and downing other players.
  • Downed players will respawn with a full set of balloons but without any previously collected weapons. Previously, the round ended once there was a single player (or team) left with balloons and players would have to wait on the level floor for the match to end.

Patch 7



In this patch we have added a new arena, Sunrise Temple. We have also made a change to how balloon health and shields work.

Sunrise Temple


Tempt fate by flying through Sunrise Temple before things get too heated. This level offers plenty of cover, paths, and a deadly burning trap. Don't get caught in the open.

Health and Shields


<*> Extra balloons now come in their own crate. Before players had to collect a balloon ball and then smash it on their basket to collect the balloon. Now you simply collect the rare crate to get your new balloon.
<*> Shield balls are no longer the only shield in the game. Shield crates have been added that will appear throughout matches. If you collect one, you will have a shield around your balloons that will deflect minor hits and block one large hit before vanishing.

Patch 6



New UI


The new UI is designed to be more user friendly and not require the player to look at a small screen attached to their basket. Instead, we wanted a full screen where we could put more content and make it easier to navigate.



Lava Pit Level Updates


The Lava Pit has new texturing and a few new design elements include 2 giant skulls carved into the surrounding walls.



Other Improvements


<*> Party leader can search for or start matches without waiting for party members to ready up.
<*> Fixed an issue loading the game for users that hadn't completed the tutorial.
<*> Removed wind effects on projectiles (Missile, Saw), reworked wind on other weapons based on player feedback.
<*> VR height adjustments and body visibilty are persisted between plays.
<*> Fixed issue with audio levels, added new gameplay tracks.

Patch 5



This patch introduces updated basket designs, a HUD for non-VR players, and a new weapon!

Changes and Additions



  • Non-VR HUD - Non-VR players now have an always-visible HUD to display damage feeds, racked weapons, balloon health, turbo, and special status. A new VR HUD is in development and will be released in a future update.
  • Bird Blades - A new weapon! Throw or launch a bird carrying deadly rotating blades.
  • Improved Basket Design - Baskets have been redesigned to allow for future customization, with new textures and sizing consistency between VR and non-VR baskets.
  • Basket Physics - Basket shapes and materials have been updated to reduce friction and make it easy to manueuver when you drive into another basket or obstacle.
  • Basket Controls - Fan will transition faster between reverse and forward. Reverse speed has been increased and allows the use of turbo. Overall acceleration increased by 13%.



We'd love your feedback on these changes. Visit our steam community or join us on discord: https://discord.gg/9g94UV