Genre: Real Time Strategy (RTS), Strategy, Adventure, Indie
Cannon Brawl
Soundtrack Edition Now Available
Hey guys, we recently added a Cannon Brawl Soundtrack Edition, thanks to Disasterpeace. In game you may have noticed a lot of the music is a dynamic complex layered system set up to match the intensity of the battle. To make the soundtrack, Disasterpeace re-worked all his music from the game into full songs!
And to celebrate, everything is 25% off for a limited time!
You can also get the soundtrack from Disaterpeace's website: http://music.disasterpeace.com/album/cannon-brawl-ost
New Build - 1.26 - Tuning/Bombardment Retired
Game design often involves a lot of experimentation, and some experiments don’t always pan out. And on that note we’ve removed bombardment. It was intended to allow weaker players a small chance of beating more experienced players and feel like they at least made a dent before being beaten. However, more often it felt arbitrary and didn’t achieve its design goals for either player. The cost of keeping it in outweighs its benefits so we’ve removed it.
We’ve also slightly tweaked the bomb bots in order to make them harder to spam with early game, but more viable later in the game.
Update Notes:
Removed bombardment
Changed bomb bot cooldown to 18/18/18 from 17/18/19
Changed bomb bot building cost to 65/70/75 from 60/70/80
As always, let us know what you think!
New Build 1.25 - Bombardment Tuning
First, welcome to all the new players who have been trying the demo! Based on recent feedback I did some tuning on the comeback bombardment. The goal of the bombardment is to give you a chance if you made a mistake in the first minute or so of a match, but not be so powerful as to feel cheap later on. These changes hope to better achieve that.
Tuning:
Bombardment gets weaker later in the game
Bombardment takes longer after each time it is used to charge up
Changed bombardment UI to hopefully better indicate that you can aim it
Bombardment targeting tries to avoid friendly fire situations, also starts higher up
Let us know what you think!
Free Demo Released - Includes Multiplayer!
Want to play Cannon Brawl with your friends? We’ve released a free demo so your friends can try it out!
We want to get our multiplayer lobbies bursting with new people so you can always find opponents, whether you’re using our matchmaking system or inviting a friend. That’s why we’ve decided to open up the game for players to try it free.
To celebrate, we’re also putting on a sale this week. If you like what you see, you can get the full game for 40% off!
The free demo allows you to play skirmish games against the AI, unranked multiplayer, and you can accept invites to friend matches from owners of the full game. You’ll get one airship pilot and 5 war machines to try out.
The full game includes much more. It’s got a twenty mission campaign with boss battles, nightmare mode, tons more airship pilots and units to unlock, puzzle levels, and competitive ranked multiplayer.
A demo you say, so why is it called Free-To-Play? A big part of Cannon Brawl is its intense multiplayer matches. We want demo players and owners of the full game to be able to fight each other in unranked multiplayer matches. With steam matchmaking, this ends up being called Free-To-Play. But for Cannon Brawl, you can think of it as a demo. There are no microtransactions or in game purchases. If you like the free demo, you can buy and enjoy the full game like you would with any other demo.
See you on the battlefield!
New Build 1.2 - Comeback Bombardment
Big update today featuring a whole new mechanic for the game! We've added a new ultimate power that charges up as your buildings take damage and will allow you to comeback from small mistakes early on.
Features
Added a new mechanic: Comeback Bombardment. As you take damage and your buildings are destroyed you can bombardment power, displayed on the top of the screen. When your meter is full you can call in a bombardment on your enemy by pressing space. The enemy buildings nearest your airship will be targeted. This is to prevent small mistakes in the beginning costing you the game and to provide for more dynamic and surprising matches. We will likely be tuning this going forward.
Tweaked random building select to not pick bank and mountain maker so often
Tweaked random map select to force more variety
Tuning:
Shields now completely absorb Frost Tower shots
Increased frost tower level 2 cost to 60 from 55
Increased frost tower cooldowns by 1 second per level
Lowered warhead life to 10/15/20 from 15/20/25
Fixes:
New Build 1.1 - Tuning and Performance
Here’s our first post-release update! Hope you’re all enjoying the game. We’ve made some improvements and fixes based on your feedback:
Features/Improvements
Reduced loading time
Reduced memory usage
Reduced hard drive footprint slightly
Added a button to view a video strategy guide at the end of multiplayer matches
Demolishers and mountainer maker shots no longer collide
Balance/Tuning:
Warhead travel speeds slightly reduced
Reduced warhead damage to 15/25/40 from 20/30/45
Slightly reduced digging radius of level 2 and 3 drills
Lasers no longer do one extra pulse for 1 damage, but still have an extra digging pulse
Adjusted diamond mine position on Mountain Face map to provide different gameplay opportunities
Fixes:
Fixed rare issue where pilot text would stay on screen
Fixed crash if you beat the final boss using banks
We’re really proud of what we’ve accomplished. Cannon Brawl is fun, looks fantastic, and explores new areas of design for strategy games. It’s everything we imagined it would be: full campaign, puzzle levels, and deep and competitive online multiplayer.
We've come a long way from the little prototype I made back in college. It won the Activision Independent Games Competition, which launched me and Theresa’s journey into full time indie game development as Turtle Sandbox. It was selected in the 2012 PAX 10, which helped get our name out there and was the first time we demoed it publicly. We launched our alpha in July of 2013 on Early Access, and today we’re now ready to call it done! Of course, we’ll still be supporting it with future patches and updates.
Huge thanks to everyone who played the Early Access builds, we got a ton of great feedback and it’s made the game better than we ever thought possible. It’s been great to have players who play the game at a higher level than we do and can help balance and tune in ways we couldn't have done on our own.
We’ll be streaming on Twitch from 12pm-8pm PST here: http://www.twitch.tv/cannonbrawlgame. Stop on by to join our celebration of launch day and see some exciting match ups in online multiplayer!
Cannon Brawl now supports Linux!
Just before our final launch on September 19th, we've added native Linux support! We want to show our support for the Linux community and want to be part of the movement to bring more games to this beloved platform.
Let us know in the forums if you run into any issues!
Announcing Cannon Brawl's Final Release Date - Sept 19th!
After over a year of improvements, fixing, and tuning we're locking down a final release date. On September 19th we'll be flipping the switch from Early Access to final release.
We could not have done it without the help of all you Early Access players. Your feedback has been invaluable in making Cannon Brawl the best game it can be.
We're also headed to PAX this year as part of the indie MEGABOOTH. Stop by if you're attending!
New Build - Beta (0.9.93) - Lobby Art Pass
Assuming no new lobby related issues crop up with this build, I’ll be defaulting people to joining the lobby on game start up one week from now in a silent update. Thanks also for reporting all your crash, it helps me get them fixed!
Features/Improvements
UI art pass on the lobby!
Tuning:
Reduced fall damage slightly
Added new land on Lava Desert map to allow better defense of your HQ
Fixes:
Attempt fix for the ‘right click’ join game crash on friend invite lobbies
Fixed bug where a building with over 100hp would not be killed from water damage
Fixed lobby visibility issues with friend invites and leaderboards
Fix for various rare crashes around matchmaking running in the background
Fixed sound bug when taking over an enemy building with a bank with no other targets in range
Fix issue where matchmaking in background would occasionally match a campaign level
Attempt fix for rare issue where bank takeovers could get out of sync