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Genre: Shooter, Role-playing (RPG), Indie

Black Ice

Coming Soon (July!) to Black Ice!



Thanks for checking out Black Ice! I've got another big patch coming up soon, but I want to playtest it first at RTX (July 7-9) before I post it. I should be posting the patch around mid July, but you can already play it on the Indev beta branch right now if you'd like a sneak preview!



Major Features



  • A new enemy - the Super Duper GITSfish with a frontal shield and massive scale!
  • Shooting Mechanics Upgrade - Headshots, Projectile Spread, and Proper Hitboxes, oh my!
  • Wild Enemies roam the map, making it much more dangerous to run around
  • Fort Servers - these crenulated servers keep a few enemies around to guard them. Hack it, and the guards will spawn as friendlies to help with nearby servers!
  • Brand new UI, with a virtual cursor for controller making it a lot easier to use
  • Brand new custom sounds from awesome sound designer Jocelyn Reyes, who also worked on Overland and Looty Dungeon
  • We've started work on quests!




Thanks for reading!


In addition to all that, there's multiplayer enhancements, new icons, tons of bug fixes, and the whole game runs on C# now. Even the tutorial is getting updates. We've been busy!

As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!



That's all, folks!

Black Ice Patch 0.8 - A Whole New World



I think y'all are going to really like this one! This update has been months in the making, with updates to many of Black Ice's core systems, a ton of added content, and literally too many bug fixes to list. Let's get into it!



Major Features



  • World Overhaul - The world is now hand-crafted, with lots of verticality, secrets to find, and lots more fun areas to kill things in. More details in the patch preview.
  • Arena Servers - Two boss arenas in which you must fight
  • inside* the server! More to come!
  • Drastically Enhanced Mobility - Double Jumps are now standard, and you can grab ledges and climb up on anything!
  • AI Update - The AI have never been better at climbing, chasing, jumping, and hunting you down.
  • UI Overhaul - The UI is in the process of being completely redone, by a real artist instead of me this time!
  • Powerups! - The world now has fun little powerups or items to discover, including a 2-minute movespeed buff, items, and XP!
  • Controller Vibration
  • When multihacking, enemies can kill each other and level up, retaining XP
  • Motion Blur - try turning this to about 8 (or max!) in video options. Off by default.
  • Ranged enemies try to hide after firing
  • Melee enemies try to flank
  • Enemies can be seen through walls after a hack is completed
  • Increased the number of supported controllers
  • Aim Assist is drastically enhanced
  • Tutorial Overhaul
  • Added Triple Jump unique
  • Lots of little visual updates!




Changes



  • The player now automatically gets +5% damage per level (up to level 50)
  • The Damage Returned perk now also increased DR range
  • Hack Links are no longer visible except for Lasbreakers (to account for the new terrain)
  • Leveling is faster! Talents are twice as effective, but the limit is now at 50 points
  • Condensed talent list to six options (much less confusing for new players)
  • Aimbot projectile slowed to encourage dodging
  • Reduced Aimbot and Scorporation damage
  • All icebreakers have longer range
  • Homing is drastically enhanced
  • Reduced the number of affixes per rarity on items (so each feels more unique)
  • Reduced the number of items dropped by dropping XP instead of a third item
  • Shotguns fire more projectiles
  • Shotguns and Snipers are now slower and have an attack speed cap (making them feel more like shotguns and snipers)
  • Shotguns now have damage falloff, but do much more damage at close range
  • Rocket splash radius increased to 2m
  • Normal lasers are now sometimes Orange, green, purple, and blue, in addition to red
  • Teleport items no longer go through buildings, but can still go through enemies/players
  • Teleport visual upgrades (which are disabled during Photosensitive mode for those who get motion sick)
  • Servers stay solid after hacking (so you can still climb on them!)
  • Added a few new random hacker names
  • Piercing projectiles now only go through enemies but not walls (except for railguns, for now)
  • Enemies will respawn if they get stuck
  • Knockback effects on the player have been reduced (to prevent the player from clipping through some walls)
  • Loot now drops toward the player
  • Other minor balance changes




Fixes



  • Multiplayer stability improvements
  • Aimbots can now properly fire all machine gun / sniper / weapon projectile types
  • Hardcore mode should function properly
  • Disco Deathball now syncs properly in multiplayer
  • Holding tab in a multiplayer game now properly pauses all items
  • Monitor resolution should make more sense
  • Toggle sprint option works a lot better now
  • Music now properly resets on death and going to the main menu
  • Loot cubes from shops and missiles from shotguns are no longer deafening
  • Many more!




Known issues:

  • The game sometimes crashes on quit. I'm still working on figuring this out, but it doesn't affect your save.
  • The SHARK is on a vacation, but will return!


Would you like to know more?


As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!



That's all, folks!

Black Ice Updates and Work in Progress

Hi everyone! Want to know about what’s coming up in Black Ice? I’m planning on releasing a big new patch pretty soon, but first, I’m going to playtest it at PAX South (come see me!) and then release it shortly thereafter. The patch should be out in early February. Until then, I wanted to tell y'all about all the cool stuff I've been working on. I'm doing a level overhaul, adding crazy mobility to the player, a UI update, and laying the groundwork for even further improvements. Check it out!



Level Overhaul


For a number of reasons (that we have discussed in detail on the forums), I need to switch the level generation from procedural to hand-designed. That means the geometry of the world will look more or less the same each time you log in, instead of randomizing, although things like corporation types (and therefore loot, enemies, and colors) will still be randomized. This means I can spend time on more interesting places to fight in, and, crucially, a lot smarter AI. The updated AI that can handle overhangs, complex climbing paths, and catwalks! Here are a few shots of some new geometry:




UI Overhaul


I’ve been talking about this for a while, and it’s finally happening. I have been working with Metkis (the same artist who did the logo) for a while, but he’s the one actually creating the new UI. This UI will retain the usability of the current UI, while also scaling correctly for up to 4K, and just look way better. Check out some of the work in progress:




Mobility


I’ve added the ability for the player to mantle up onto surfaces, and also made all Jump items work as double jumps. The result of this is that the player is *massively* more mobile, and able to navigate the much more complicated and interesting game space. It’s really fun to see how high up you can get, especially as enemies are chasing you. We should talk about the jetpack, though - I am planning on removing it (although you will still be able to cheat to get one). Jetpacks make it too easy to get away from the enemies, which makes them a lot less scary. Plus, if players can’t fly, I can make all sorts of cool walls and barriers that the player might have to fight their way around, and that makes the world a lot more interesting to traverse. Here’s what it looks like running across rooftops *without* a jetpack.



Further out


I’m also working with my friend Nonadecimal on a quest system that will not only have hand-written cyberpunk stories, but also procedural quests! For instance, to take down a particular corp, you might need to recruit a physical security expert to work in tandem with you, but first, you’d need to free them from another corporate prison where they’re being held. Exciting stuff!



After that patch, I’m thinking about doing a weapon overhaul, so that you’ll actually be able to see the weapon you are holding, although because of that, I will need to limit it to only one weapon used at a time. Mayyyybe two. This part is still in the concept phase, but the nice thing about that is that it’ll make it easier for me to balance enemy health, so that you won’t need to use a bunch of weapons at once just to kill things.

Would you like to know more?


That's all for now! It’s been a heck of a year for a lot of reasons, and progress hasn’t been as fast as I’d like, but I’m really excited about the direction that Black Ice is moving. I think y’all are going to love the changes.

By the way, you may notice a lot of red and green servers in Black Ice this week. This is normal. Happy holidays!

As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!





Patch Notes for version 0.7.200 - "Onboarding"



Patch Notes for version 0.7.200 - "Onboarding"





New Features:



  • Added Allied Server links - servers with a blue link between/around them must be hacked at the same time, and their minions are allied!
  • Enemies are
  • much* better at climbing up things, and more of them can be active at once with
  • Completely redid the tutorial, to help ease players into the game.
  • Ziggurat buildings >>
  • Added a loading screen with hints while buildings are spawning
  • Added a glitch effect to the screen when the player takes damage. This can be disabled under Video Options
  • Added more terrain types - now the world isn't just a flat plane with a single hill, it can have many hills of multiple types, as well as some steppes. More to come!
  • Added "pie slices" to the controller inventory and shop menus, to really emphasize that it's a radial menu
  • Added a scrollbar to the controller inventory and shop menus, so you can see how far down the list you are




Changes:



  • Added a toggle option to stop menu movement
  • Tutorial and UI now understands when you remap keys
  • Reflections now are off by default, and require the highest quality setting. They severely affect performance, so try turning them off if you are having any lag at all.
  • Only new characters go through the tutorial now. Any character can skip the tutorial, but you should do it at least once!
  • Servers you hack, as well as the SHARK, now drop loot that you can either equip immediately or within 3 levels
  • Toggle Heal items now scale 100% better with level!
  • Enemy blood particles no longer glow so brightly in large quantity
  • GITSfish are much better at pushing players out of the hack radius
  • The player can jump higher by default
  • The player can step over taller objects without issue
  • The hack radius now "woops" out toward you when you start a hack
  • There are less dangerous things near the spawn point, such as Dark servers.
  • Items dropped by the player can be picked up faster, especially in single player
  • The controller gui now shows item rarity colors
  • Scrolling through items on a controller is faster now
  • Buying an item with a controller while an empty slot is selected will attempt to equip the item immediately
  • Shops can now be lots of different levels




Bug Fixes:



  • The Puss-Puss super-rare unique minion no longer describes itself as a GITSfish
  • The Kokinator unique shotgun now properly shoots both missiles AND fireballs
  • GITSfish will no longer rocket players up into space
  • The "Boosh" achievement will now only trigger from
  • player* mines
  • Enemies can no longer fly after climbing a building
  • Enemy lasers no longer make a loud annoying sound when the player dies or pauses the game
  • Info box screens no longer stay visible after their server is hacked
  • The UI no longer switches immediately to the mouse/keyboard UI when the mouse moves a tiny bit (like if the table shakes)




Known Issues:



  • Servers spawning on steppes might hang over an edge a bit, it should be fine




As always, I'd love to hear your suggestions, so please post on the forums, email me, or tweet me! Especially if you have ideas for building shapes or terrain types - as long as it doesn't require an overhang!

That's all for now! Check out the Black Ice Twitter for more frequent updates about the game!

Edit: Just patched a few more things on top of this:

  • Shops will spawn more frequently
  • Shops will no longer spawn above level Finality's level
  • The damage taken glitch effect will no longer invert the camera
  • Light blue (miniboss) servers will show correct colors now
  • Old save files with minions in them will work again
  • Colorized enemies with the Huebris perk should no longer be converted permanently

More Black Ice Coming Soon!



Special Announcement: Super Duper Game Company + Patch Preview





Hi everyone! First off, you might notice that Black Ice is listed under Super Duper Game Company now. Don't worry, that's still me, Super Duper Garrett Cooper, I just built a company around the game!

Also, there's cool stuff coming just around the corner! I've been talking for a while about linking multiple servers together for added challenge, and the gif above is how it's going to look when two servers are allied. That's going to be one of at least two types of server links - and feel free to suggest more in the forums!

Of course, the next patch will come with a ton of bug fixes and improvements. For instance, I finally figured out why GITSfish could launch you into space. I've got more up my sleeve, so stay tuned!

If you're at RTX in Austin, Texas next weekend, be sure to stop by and say hi!

Check out the Black Ice Twitter for more frequent updates on the game!

"Chroma" Patch 0.7.100 is live!



Patch Notes for version 0.7.100 - "Chroma"





New Features:



  • CHROMA SUPPORT - Black Ice now has Chroma support for Razer Chroma products like the Razer Blackwidow Chroma - watch as the colors on your keyboard and mouse react to the game! It even has your cooldowns!
  • (and other brands listed here!) Thanks to C63 Industries LEDL plugin for all the glowing support :D
  • Server Visual Update - Server lines now come in more interesting shapes, sometimes with slopes! The lines on them are also much cleaner. I generate the meshes by hand at runtime now! Hurray, trigonometry!
  • Desaturation - The color drains out of the game when you're at low health now!
  • Valuable Information - Weird stories have been going around the grid. Now you can find them and sell them for bitcreds!




Changes:



  • The main menu GUI has been updated (more awesome work by Metkis) but it's not done yet
  • Pathfinding update - Enemies are better than ever at climbing all over things and finding you quickly
  • The game world now expands infinitely by default in both single and multiplayer. This can be lowered in single player by going to advanced options when starting the game.
  • Physics tweaks to how the player falls and handles slopes - feels better now!
  • Stores are less common now
  • View distance (specifically for servers) is higher now
  • Player Health, RAM, and RAM Regen are higher at level 0
  • Player Health scaling is higher across the board - try a tanky build!
  • Instant Heal items are stronger
  • Jetpacks don't go quite as high now (but are still super fun and useful)
  • Lasbreakers do a lot more damage now
  • The Crosshair is slightly larger and is much easier to see in all situations
  • RAM Returned has been renamed RAM Regen for clarity




Bug Fixes:



  • Players can no longer blink under the hill. If you haven't played in a while, there's a hill now! More terrain later!
  • Holding down the button for an instant heal item will no longer repeatedly play the error sound
  • Falling off a building no longer makes you fall really quickly




Known Issues:



  • Chroma colors current do not understand key remapping - this will be fixed!
  • Valuable Information doesn't display properly on controller-specific GUIs




That's all for now, but stay tuned! I might not always be posting them on Steam, but I'm working on updates almost every day! Check out the Black Ice Twitter for more frequent updates on the game!

Black Ice Patch 0.7.002: Bugs Crushed!



Alright! It's been a little over a week since I released the giant 0.7 patch and showed off the game at RTX, and a few of you have reported some bugs. So I took this week and focused entirely on fixing bugs! Here's what I got done.

Fixes:



  • Steam Achievements are working again! Your achievements from the demo should transfer over to the full version
  • Slowing projectiles no longer cause enemies to rocket off into space
  • Minion items can no longer have a minimum damage which is higher than their maximum damage
  • Homing projectiles no longer track friendly minions
  • Spider Mines no longer corrupt saves
  • Visual quality settings now load on startup
  • The Ice debuff goes away faster
  • Minions are now colored white properly
  • Mines now color properly (so you can tell friend's from foes'!)
  • Enemies no longer set off each other's mines when in the same faction
  • The extremely rare random framerate losses should no longer occur. If you see issues like this, please delete and redownload the game (you can copy your saves out first, but the Cloud Saves should re-download them). Apparently Steam doesn't update the game properly.


Changes:



  • Shops now restock every 5 minutes instead of every 1
  • While in full screen, the game no longer darkens other windows (good for streaming!)
  • The quality settings are now numbered from worst to best (0-5, 5 being best)


That's all for this week! Thank y'all for supporting the game.

Happy Hacking! :webcrawler:

Black Ice Trading Cards Now Available!

Let's not get too corporate here: you know what Steam Trading Cards are, you know they unlock emoticons and profile backgrounds. What you don't know his how freaking sweet James' artwork is, so here it is below!

Also! Here are all six collectible emoticons: :webcrawler::scorporation::gitsfish::cybershark::aimbot::Kappa:

My favorite is the webcrawler, but I know a lot of people are excited about the GITSfish and the Kappa.

You can also earn these badges to show off your leet hacking skills on your profile.
- Level 1 - Script Kiddie
- Level 2 - N00b Hacker
- Level 3 - Freelance Decker
- Level 4 - Digital Infiltrator
- Level 5 - Console Cowboy
- Foil - 1337

Below: All the gorgeous trading card and background art :scorporation:









And now for backgrounds!

Alleyway:


Guardian:


Jumper's Overview:


Mirrorservers:


Server Sea:


Jetpacker's View:


Shadow of Finality:


Utter Chaos:


SHARK Stalking:

Black Ice Patch 0.7: Biggest. Patch. Ever.



Biggest. Patch. Ever. I've been working really hard on this patch since March, and even though I've been releasing patches almost every week on the Indev version, I wanted to make sure it was great before sending it out to everyone. With all these improvements, I feel the game is now worth $15, so I've raised the price.

NOTE: YOU MUST START A NEW CHARACTER FOR THIS PATCH. This was a necessary evil, but with the new save and perk systems (details below!) it shouldn't ever happen again.

New Features:



  • PERK SYSTEM starting with unique 8 perks to change how you play (details below)
  • Leveling/Difficulty Overhaul - The game still starts pretty easy, but will get much harder, especially after level 100.
  • - Talents cap at 100 (to increase end-game difficulty and reduce treadmill effect)
  • - Percentage Talents are now multiplicative with item stats, which keeps them valuable even as you level
  • - It's now faster XP to always try to hack higher level servers, although multihacking is still good too.
  • Engine updated to Unity 5, meaning a major physics update, so character movement feels great, the graphics are AMAZING with a new bloom plugin and DX11
  • Save/Load Update - Cloud Saves, Hackable Saves (for you modders) and:
  • You can now drop items for other players in multiplayer
  • Full Controller Support with Key Rebinding
  • Drastic Multiplayer Performance Improvements - play with 10 players at once with no issues
  • Four new amazing music tracks from V-Axys (These will not be added to the soundtrack, as V-Axys is planning a second album)
  • Aim Assist - This is subtle, but it really helps. You can turn it on for controller and mouse separately




Perks:



  • Currently, you get one perk point at level 10, and one at 20, although I will be adding more points as I add more perks. These are intended to make each character play differently, so you will need to create multiple characters to try them all.
  • Perk damage bonuses stack multiplicatively with items and talents
  • Aimhax - Adds +30 Homing to all Sniper weapons
  • Emergency Overclocking - Adds a 25% Damage and Movement Speed bonus when you're below 25% health
  • Bomb Voyage - Dropping a mine grants you a movement speed bonus - which stacks with Sprint.
  • I Expect You To Die - Lasguns pierce through everything, allowing them to deal damage to multiple targets at once
  • Discipline - Launch up to 5 Discs at once, from each Disc item
  • Drunken Master - All projectiles gain +100% Chance to Ricochet, but also 25 Drunk. It's hilarious
  • Stopping Power - Standing still grants you a 15% damage bonus
  • Hard Drive - Moving forward grants you a 10% damage bonus, but moving backwards reduces your damage by 10%


New Items:



  • Scorchporation - A Scorporation minion with the power to set your enemies aflame
  • Oersted's Mallet - Hammers circle around you, piercing and damaging everything
  • Ice-a-Kill - Icebolts circle around you, piercing, slowing and damaging everything
  • Disco Deathball - Saved the best for last. This ultimate item has a long (30s) cooldown, and only fires one disco ball - which then fires HUNDREDS of lasers in all directions, which ricochet. (shown below)




Improvements:



  • All projectile particles react to explosions and
  • Jetpack and Charge Jump items overhaul - much more fun!
  • Added rocket jumping
  • Infinite city size performs much better on every computer
  • Aimbots can now fly
  • Unique items are now more rare, and only truly unique items will drop (Loot Find is still OP)
  • The Options Menu has several new options and is organized better
  • Minion overhaul - Minions now do much more damage and are improved by your damage and health stats, but have less health overall.
  • The Homing and Drunk item affixes now work much better


Fixes:



  • Main Menu Lag eliminated
  • Private Multiplayer games now properly require passwords
  • Your Highest level server hacked is now saved, this affects which items stores sell
  • Innumerable additional fixes. Chances are if you noticed a bug in the live version before, it's gone now.


Known Issues:



  • Achievements work, but aren't pushing to Steam. This is due to either Steam or the plugin I'm using, and I will be fixing this as soon as I can


Stay tuned, everyone. I've got much more up my sleeves!

Black Ice Minor Version 0.6.004 Patch Notes!



Hi everyone! This is a culmination of several indev patches over the past few weeks, mostly aimed at fixing bugs in multiplayer but also adding two new unique items, a bunch of small balancing changes that add up for better quality of life. I think you'll be quite happy with the results!

WARNING: This patch will break previous characters. They'll still load, but they won't be able to regenerate RAM. Please just create a new character. I tried really hard to avoid this, but was unable to.

Additions:



  • BIG CHANGE: TL;DR: 10-Player multiplayer works with no problems now! I did a huge networking code update and you can
  • see* it in multiplayer games - all the projectiles move much more smoothly
  • Added a new unique item: The Disco Dodgeball. Must be picked up after fired, but can be retrieved by activating again
  • Added another new unique item: The Spicy Meatball, which is a bouncy fireball (with 100% ricochet but no innate piercing)
  • Added Gisborne Industries as a reference to Mike Bithell's new game, Volume. He's a really nice guy
  • Players in multiplayer now get a +15% XP bonus for each player past the first
  • If you cheat, you will be marked as such
  • April Fool's day joke :) Wait and see!


Item Balancing Changes:



  • Shotguns + high accuracy should feel more like shotguns now (more spread)
  • Nerfed bouncyball damage to be more in line with other weapons
  • Mine damage has been reduced (including spider mines). I doubt anyone will notice
  • RAM Regen from leveling has been decreased
  • RAM and RAM Regen from items has been decreased
  • Icebreakers cost more RAM per hack now
  • Lasbreakers do more damage now
  • Health per Second items now cost more RAM and heal less per level


Other Changes:



  • You can now see the highest level server you've hacked, which is important because:
  • Shops now sell loot only up to the level of the highest level server you've hacked
  • GITSfish health has been lowered, but their damage has increased
  • Bitcred drops have been quadrupled
  • Multiplayer city size is now set to max at all times - not infinite, but large.
  • Hacked buildings are much more transparent now, this should let people see the loot better (Known issue: They don't show up on Macs now)
  • The select button now closes the inventory menu on a controller
  • Player and enemy movement in multiplayer is much more accurate now


Fixes:



  • Invert controller toggle works now
  • Punchthrough achievement works now
  • The Main Menu should lag less for lower-power machines. I expect this to improve next major patch when I upgrade to Unity 5
  • Overlapping buildings no longer spawn near the starting area
  • Nemesized servers now show up properly in multiplayer
  • Mines are colored appropriately in PVP now
  • Loot (including dropped credits) from every server is now always the appropriate level
  • Shared XP in MP now has a minimum of 1, not 0




Proof that 10-player multiplayer works :)