Update 4 is live! Let the Vive VS Oculus battle begin!
We're super excited to release our 4th major update. This adds full support for the Oculus Rift + Touch. And just to make things interesting, we've tagged every score on the leaderboards with the players HMD. Prove your headset choice is best by holding the number one spot!
Minor Update - Oculus fix
Just a quick minor update that resolves an issue of using the Oculus Rift + Touch via SteamVR. You should be able to play Blasters now with your Oculus + Touch via SteamVR without issue.
We're working on a full, bigger, and better update that fully supports the Oculus Rift + Touch. That update should be out soon.
Autumn Sale: 35% off Blasters!
We're excited to announce that Blasters of the Universe is now 35% off for the Steam Autumn Sale! Get it while it's hot!
Sale ends Nov. 29th
Hotfix
We just pushed a quick hotfix to solve a problem some people where having in later difficulties. Be sure to update!
Update 3 Live now! Our biggest update yet!
Update 3 is now live!
We've completely overhauled almost everything! New level, better balance, new score system, new UI, updated armory, and TONS of bug fixes and performance improvements!
Get it now!
3rd Major Update Launches Next Week!
Update 3!
New level, updated enemies, new score system, tons of bug fixes, huge performance improvements, and a ton more bullets. Blasters of the Universe Update 3 drops next week!
Minor Update - Sound fixes and Optimization
Just a quick update for a few minor issues that came up following the Shield Update. Nothing major.
Change Log:
- Fixed an audio issue with the Pulse Shield where it would stack its "hum" sound on each discharge.
- Improved performance in the Armory room by optimizing environment geometry and lighting.
- Added timeout to ensure players can continue to play the game if their sound device is not enabled.
Update 2 - The Shield Update
Our second major update is now live!
Full Change Log
- Added 4 new shields
- Floating Shield
- Place 3 shield in the air that block shots
- Floating shields can be picked back up by the player
- Each shield has it's own life
- Deflektor Shield
- Small size shield that reflects enemy shots
- Reflected shots travel at an increased speed
- Reflected shots do high damage to enemies
- Pulse Shield
- Builds a charge with each enemy shot that is blocked
- Releasing the trigger releases the charge
- The bigger the charge, the bigger the area that is cleared of enemy shots
- Block too many shots and suffer an overload for a brief period
- Tower Shield
- The bigger brother of the standard Energy shield
- Has tons of health to block huge amounts of shots
- Update to the off-hand custom controller to reflect the shield that is currently equipped
- Removed waves
- We are not longer a wave based shooter. Score is the only thing that matters.
- Repositioned the score
- Update to shield backend systems to support stats on shields
- Cleanup to how we're handling Alwyn's voice barks
- Update to scene lighting in Armory to help performance issues some users were having
- Update to scene lighting in Barrens to help performance issues some users were having
- Reblance to how barrels and projectiles handle damage and what stats they effect
- Projectiles no longer impact fire rate. This is entirely handled by the barrel choice
- Projectiles only contain a base damage and speed stat
- Barrels control a damage multiplier as well as the fire rate
- These changes should make more combinations viable and allow people to play with more combinations without having a 'best' weapon built for high score play
- Added damage bonus to the laser pointer modifier
- It now makes more sense to use the laser pointer vs other modifiers that increase damage output
- Rework to how the smaller reloadable magazine works
- The small reloadable magazine is now a semi-automatic magazine with a bonus damage applied to it.
- This helps to make it feel unique from the larger magazine while introducing a more 'sniper' style weapon build
- Better bullet pooling to improve performance issues
- Fixed spawning issue where sometimes enemies would not spawn when they should
- Fixed how max enemies on screen was handling delaying more enemies from spawning
- Fixed issue with getting the next enemy group checks throwing an error in endless mode
- Tons of audio fixed and improvements
- Improvements to a bunch of effects
- Fixed issue where effects would sometimes spawn on the ground below the player
- Fixed to how game over is handled
- Removed some unused files and textures that were causing unnecessary size increases
- Laying ground work for bosses, new levels, and challenge modes in following updates.
- Leaderboard Reset
- Given the new balance changes and the new shields, we felt that it was time to clean the slate.
- Congratulations to our top players for their impressive scores!
- #1 GoDBernes
- #2 chrisbraeuer411
- #3 Dogg Digger
- We'll be immortalising you forever in the game in a future update ;)
Minor Update - Bug fixes
Just a quick update for a few small bugs that slipped through in the Sexy Update
Full Change log:
Fix to the shield UI not being visible
Fix to the shield not taking damage sometimes
Fix to the shield taking damage from players explosive shots
Fix to player getting damaged by their own explosive shots
First Update Now Available - The Sexy Update
== FULL CHANGE LOG == Level 01
Material Updates
Lighting update
New skybox (for Vuth :D )
Overhaul to enemy navigation system
Performance improvements
Added more atomspheric effects
Balance pass to make the early game a little easier
integrated a new waypoint system for future boss battle
Enemies
Enemy navigation overhaul to system
New projectiles for all enemies
New animations for Trooper
Decoupled look / fire direction from walking direction on trooper
New animations for Flyer
New animation system for smoother blending between animation states
Added new spawn animations for all enemies
New death effects on all enemies
Integrated looping attack animations for long shot volleys, fixes issue where animations where being cut off early
Armory
Complete visual overhaul
New animations to make Armory feel more alive
New target range that gives more space for shooting
Items
Added muzzle flash system
New item selection animations on weapons projectiles
New projectiles on all players shots
Impact effects now trigger properly with the bounce modifier
Update to how explosion effects are triggered
Fixed issue where sometimes energy magazines did not refill
Slight increase to all player projectiles damage
Behaviour refactor on the Arc to ensure projectiles are now recycled properly when they hit walls
Fixed player shots sometimes not damaging enemies when they should
Misc
Many bug fixes
Fixes to some minor errors in behaviour designer
General code cleanup and optimization
Added new icon to the project
Fixed run in background settings
Cleaned up minor errors with missing META files and folders
Removed co-routines in favor of fixedDeltaTime checks to avoid issues with the SteamVR overlay