Conflicks - Revolutionary Space Battles cover
Conflicks - Revolutionary Space Battles screenshot
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Genre: Strategy, Indie

Conflicks - Revolutionary Space Battles

MULTIPLAYER DEMO AVAILABLE!

Conflicks Official Release! Special Launch Discount - 25% off!

After nearly 3 months in Early Access, we are very happy to announce that Conflicks: Revolutionary Space Battles has finally launched! Thanks to all the feedback we've received from the community, we believe Conflicks has progressed quite well during Early Access, so if you haven’t done so already, today is certainly the best time to start playing Conflicks, especially with a 25% off discount!

To ensure you get the best game possible at launch, we literally burnt the midnight oil over the last week and fixed a lot of small bugs. Here are the main things we worked on:

- Linux support!
- Completely new Main menu.
- Improved the readability of the tutorial screens and logbooks.
- Modified the “Fire Ship” action icon for the Sublime Gate’s corvette.
- Added 2 new in-game songs.
- AI improvement for Emperor Francis in mission 18.
- 16:10 and 4:3 screen ratio bug fixes.
- Updated ship power descriptions.
- Increased the range of Sacred Alliance’s frigate’s “Return of the Lost Sheep” special
power.

We wish you have as much fun playing Conflicks as we had making it and we look forward to play with (against) you in Competitive Battles!

Long live the Galactic Republic!

Team Artifice Studio

Patch V1.3 out now!

Hi everyone!

As we approach the end of Conflicks’ Early Access, we've tried to iron out as many bugs as possible in this third update. We’ve also made some subtle changes to a few maps in the campaign, added 2 new multiplayer maps and turned our Options and Key Assignment menus into popup windows that can be displayed during the game so it’s faster to test option changes and different key bindings while you play.

Here is a more detailed list of new features and bug fixes:

Competitive Battles:

- Added 2 multiplayer maps (#9 and #10), as well as modified map #2 to make it more dynamic.

- In Competitive Battles, the level of the AIs now also depends on the number of human players. With one human player, the AI level is determined by the number of times the player finished a battle in first place. With 2 human players, the AI level is always hard. With 3, it is now always very hard.

- In Competitive Battles, if a player loses 3 times in a row, the AI level will now drop down a level when they play alone against 3 AIs.

- In very crowded multiplayer maps, the AI now finds a good spot to respawn faster. Also, it will no longer move its ships while it respawns, just like humans.

- Various bug fixes on the Competitive Battles mode lobby.

- Fixed various desynchronization bugs that could happen in multiplayer.

- Respawn position indicator is now more visible in Competitive Battles.

- Reduced the delay before starting a game against the AI from 30 to 15 seconds.


Artificial Intelligence:

- The AI won’t track stealth ships anymore.

- The AI flagships now won’t create ships in the wrong direction.


Special Powers:

- The Sacred Alliance flagship can now create ships while it uses its “Chronosanctification” power.

- The “Return of the Lost Sheep” power of the Sacred Alliance frigate now cost only 1 unit of metamatter to activate.


Solo Campaign:

- Added a new progression gauge in the Mission Preparation menu of the single-player campaign.

- Made changes in map #12-13-14 to minimize the risks of ships crashing into obstacles when they exit wormholes.

- New song for the end of the battle against the Leviat-hen.

- You can now press F9 to cycle through special ships in the campaign.


Others:

- The flagship attack notification (red overlay) is now easier to notice.

- Made some changes in the tutorial screens.

- New credits movie.

- Minor logbook and in-game text changes.

- We now only display achievements that progressed during the previous battle in the Battle Summary menu.

Major Update (multiplayer and campaign modes) and Mac OS Support!

Based on the feedback we received from our community, we worked very hard in the previous weeks and were able to make numerous improvements and bug fixes for the game. You can see a quick overview here : https://www.youtube.com/watch?v=E9xjm4Z8EuE&feature=youtu.be

Our main objectives with this patch were the following:

1. Improving the controls and the UI to help players manage their fleets more easily.

2. Better explain the unique game mechanics that differentiate Conflicks from traditional RTS’s and how to use battlefield elements such as bumping, asteroids and gravity to your advantage.

3. Smooth the learning curve a bit.

4. Make it easier to play outside of the Solo Campaign mode, either against human or AI players.

5. Improve the AI skill, optimize the game performances and fix as many bugs as possible.

We really want to thank you, Conflicks players, who really are the pioneers of a new genre of physics-based RTS. Your precious feedback helped us make Conflicks an even better game! Also know that we plan to work as hard as we can in the following weeks to continue to improve it, so don’t stop giving us your feedback!
Here is a more detailed list of what we changed/added/improved for this patch:

- MacOS support! Linux is coming…

- New Competitive Battles mode. This mode gives the opportunity for a player to acquire achievements and gain Glory Points and climb up the leaderboards even if you’re playing alone against 3 AI opponents. It also does a better job at matching human players together compared to the previous Friendly and Competitive Multiplayer modes. Think of the new Competitive Battles mode as if we merged together the Friendly and Competitive Multiplayer modes. We might reintroduce these modes later.

- AI opponents in Competitive Battles are no more “generic”. They are actual characters from the Campaign Mode and each of them has their skill level, ranging from “Normal” to “Insane”. Each time you win a Competitive Battle, the average level of you AI opponents will increase slightly to give you a proper challenge.

- Camera drag default button now moved to right-click. This change was made in an effort to ease miss-clicks and prevent a player from inadvertently moving the camera. However, you can put it back to left-click in the Options menu if you prefer.

- Added the Asteroid Ricochet indicator to help players throw asteroids at their opponents using torpedoes.

- To make them easier to spot, resupply stations are now highlighted when they are inside the flicking range of a ship.

- Ships now benefit from resupply stations as soon as half their radius is on top of them. This makes resupply easier to aim at.

- Removed the side bar showing how many ships you had of each type. Replaced it with “Conflict” icons. Conflict icons appear when one of your ships receive damage. You can simply click on its Conflict icon to center the camera on it. This is very useful to manage multiple battle fronts at once. If multiple ships of the same type are attacked, clicking on the corresponding Conflict icon will cycle through each of them.

- Added mouse-over popups that show the amount of metamatter units a player has harvested. This helps understand where metamatter comes from, especially the metamatter produced by the onboard henhouse of your Flagship.

- Added mouse-over popups that show Victory Points awarded during competitive battles.

- Added mouse-over popups when the cursor hover over a ship. If the ship is yours, it displays the ship type and its state (for example, if it is ready to be flicked or still recharging). If the ship belongs to an enemy, it displays the enemy’s name and, in the case of a Competitive Battle, the amount of Victory Points this ship will award you if you destroy it. This is particularly useful to better understand how Competitive Battles are won since the Victory Point awards for each ship vary according to the relative ranks of each players. For example, if you’re in third place, ships from the player in fourth position will be worth much less than ships from the player in first position.

- Added a mouse-over popup for the Progression Bar in Competitive Battles. This gives you the precise Victory Point scores for each player in the game.

- In order to help players notice more easily when their Flagship is attacked, we now tint the screen in red. The more damage your Flagship received, the more red the screen becomes.

- Added an option to zoom on the cursor instead of zooming on the center of the screen using the mouse wheel. The default mode is still to zoom on the center of the screen.

- Added an option to control the zoom speed in the Options menu.

- Removed a lot of notification messages by default (when your Flagship receives damage, when you lose a planet, etc.). Added an option in the Options menu to control the amount of notification message you want to receive.

- Changes to most missions of the solo campaign. We now better explain the use of special actions for most ships.

- Completely redesigned the final mission of the solo campaign.

- Simplified Antonio’s behavior in mission XI and XII so he now only gets enraged after 15 minutes. When he gets enraged, you cannot stop him. You have to win the battle before your brother gets destroyed. It should be less frustrating and easier to understand.

- Corrected Shield Points UI issue with Antonio’s ship on mission X, XI and XII. It’s now a lot easier to see how many Shield Points Antonio still has.

- Minor corrections on the text of the logbooks.

- Added new tips.

- Improved AI pathfinding and logic.

- Reduced the requirements to receive some Achievements. Also adjusted the effect of some Achievements.

- Fixed some Steam Achievements issues (some Achievements had an erroneous description, some other were not unlocked properly).

- Changed Redemption, the special action of the Sacred Alliance torpedo ship, so that it now automatically triggers when the ship is destroyed. This way, if you activated the Redemption power, you will automatically get a “second life” when your torpedo ship is destroyed.

- Modified ship aggro to take enemy radius into account, instead of checking the center of ships to determine which enemies are closer.

- Various bug fixes and performance optimizations.

New Patch Released: v1.1

Patch 1.1 has just released! We've gotten a lot of great community feedback and it's helping us improve Conflicks all the time so keep it coming. Here is a detailed overview of the main features we've added and a list of the patch notes.

The biggest feature we're adding in this patch is the ability to pause mid-mission. This feature is single player only and by hitting the Enter key (by default, you are able to rebind this key) you will be able to pause the game mid-mission while still keeping camera control. Now you'll be able to scour the battlefield and plan the perfect strategy, or, if you needed some extra time to read, you can check out all the actions of your ships.

Another useful feature we're adding is a quick shortcut key to a battle happening off screen. By hitting the C key (by default, able to rebind) you will be able to center the camera on one of your ships currently under attack. If no ship is under attack, you will simply center on your flagship. Really good to keep track of multiple fronts at once.

We're also adding mouse over info pop-ups, so now when you hover over a ship or action icon you will get the name of it, and in the case of ships, you will be able to see if they are ready to be flicked, if they are an allied ship, or an enemy. This will really help out some people who like to play more zoomed out.

We've also got a lot of bug fixes, minor changes and visual improvements in the patch:

  1. Redesigns and tweaks to single player maps for missions 1-7.
  2. Memory optimization so the game runs smoother on weaker systems.
  3. A new sound for when someone new enters the multiplayer lobby.
  4. Additional background music
  5. AI optimization.
  6. Improved readability of the mission objectives with a new interface version.
  7. When a player has a bad connection or slow framerate in competitive games, they get dropped after 5 attemps to reconnect with the other players.
  8. Improved Sling-Shot visuals.
  9. New in-game in / out nebulae sounds
  10. Improvement and optimisation of the Tracktor beam sounds (All factions).
  11. Multiplayer map 7 constellation fixed.
  12. Ships particle visibility for the Sublime Gate under the garbage clusters fixed.
  13. Chk'rathi flagship visual improvement of the MetaBoost power.
  14. Impoved time dilation effects
  15. Improvements in the info window textures.
  16. In game space objects click sounds.
  17. MegaBoulder particles fixed.
  18. New explosion FX for the fireship (Sublime Gate).


This is only the first of many patches to come, so keep helping us improve Conflicks so we can have an even better game!

Thanks for playing.

Daily Competitive Matches 2PM-4PM EST & 8PM-10PM EST

We are hosting daily competitive multiplayer matches in Conflicks! We'll also be taking part in as much of this scheduled dedicated playing time as we can! So if you want to get a chance to play against the devs or find a competitive game more easily, check-in in competitive Free-For-All at these hours and start climbing the leaderboards!

Scheduled times will be twice a day, every day, from 2pm-4pm eastern time, and 8pm-10pm eastern time.

See you there!

Conflicks is now available on Early Access!

Well, the title says it all! Conflicks - Revolutionary Space Battles is now available on Early Access! Futhermore, for a limited time, we have a BUY ONE AND GET A FREE COPY promo, so you can give the second copy to a friend and race up the 2 vs 2 leaderboards in competitive mode!

Here's our newest trailers!

Official trailer :
https://www.youtube.com/watch?v=YCT5-jfuRjY

Gameplay presentation :
https://www.youtube.com/watch?v=WMKcJ-4i3jc

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