Cosmic Trip cover
Cosmic Trip screenshot
Genre: Strategy, Adventure

Cosmic Trip

Thank You

Hi friends, if you haven’t already heard, Cosmic Trip will be graduating from Early Access tomorrow! We are very excited for this moment and we couldn’t have made it without your support and feedback. We’ve created an overview graphic that shows some of the additions and improvements that have been made since launching to Early Access on June 8th, 2016.



As you can see in the above graphic, we’ve added a lot of awesome new things to Cosmic Trip in the past 11 months. Some notable things include new environments, new enemy types, new weapons, new games modes and the most important addition of them all, hats.

We’ve made an extra special hat that’s exclusive to our Early Access players. Check it out:



That’s not all! We recently announced the addition of an all-new digital deluxe edition that includes a really amazing art book with over 50 pages of concept art, screenshots and more. It also includes the official soundtrack with 8 groovy tracks and best of all, we’re upgrading everyone who has purchased Cosmic Trip during the Early Access period for the low low price of FREE.



We look forward to pressing the big red button tomorrow and we hope that you all have a ton of fun with the new additions and improvements.

Stay funky!

COSMIC TRIP - BETA BUILD

♪ THE LABS ARE ON FIRE ♪
♪ THE LABS ARE ON FIRE ♪
♪ THE LABS ARE ON FIRE ♪



Friends, get your pants on, we've got a beta build ready. Our release date is locked down as may 24th, so we need to get this test build out there and make sure everything is fixed and balanced.

We'd love your help to test things out - give us feedback on balance and quality, so we can make sure the final build is as tight as possible.

There's a lot in this changelist to go over - new buildings, new enemy base, new environments, and the whole complete strategy mode. Upgrades, research and balance of everything has been significantly adjusted. Loot drops, new sounds, visual improvements, and many minor UI/UX improvements.

We'll be putting out patches every couple of days until release, please drop us feedback in steam, discord, trello or email.

FAQ: http://steamcommunity.com/app/427240/discussions/0/352788917749583687/
Trello: https://trello.com/b/GZIV31BZ/cosmic-trip
Discord: https://discord.gg/013jLi10e03zz346o

Changelist:

  • NEW added new strategy mode
  • NEW added new enemy heart building
  • NEW added new enemy structure artwork
  • NEW added new laser turret building
  • NEW added new balance of power bar to stats ui
  • NEW added new crystal loot drops
  • NEW added new start game options (time of day + spawn location)
  • NEW added new bot population building
  • NEW added new twitch mode
  • NEW added new tutorial
  • NEW added new canyon area
  • NEW added new upgraded bots
  • update unity to 5.6.0p4
  • changed back to ship icon to ship
  • changed enemy visuals to be inky black material
  • added bot cap reached warning
  • added bot counter text when building
  • added clouds to scene
  • added damage visuals for buildings + bots
  • added death particles for enemy tadpole
  • added grid emit effect when cosmic plug built
  • added sfx filter /reverb for each environment
  • added sfx for drone mining
  • added sfx for player mining
  • added sfx for alien hits
  • added sfx for ground hit
  • added sfx for drone chatter
  • added sfx for drone flying
  • added sfx for fabricator
  • added sfx for player mining
  • added sfx for roller
  • added sfx for minimap controlling
  • added handling physical hit of enemies
  • added starting spawn prebuilt bases
  • added kinetic collision damage between anything
  • added leaderboard in spaceship menu
  • added LOD mesh for all objects and environment
  • added map auto-zoom on open
  • added medic bot harvesting ectoplants
  • added mute music toggle option
  • added new cube rendering portal for teleporter portal
  • added new death gibs for buildings / drones
  • added new default spawn bases
  • added new end explosion / sequence
  • added new grading system on match end
  • added new icon visuals on minimap
  • added new icons for buildings
  • added new icons for research
  • added new icons for upgrades
  • added new lock / built visual icons for menu
  • added new lock button to synth
  • added new long particle trails to traveling drones
  • added new minimap terrain graphics
  • added new orb enemy behavior
  • added new particles for roller
  • added new particles for waterfall scene
  • added new plants visuals
  • added new research tech tree
  • added new upgrade levels for player tools
  • added new waterfall pool around spawn
  • added respawn building
  • added ruins to scene with random loot
  • added sfx filters for each drone type
  • added shield collision damage + improved knockback
  • added subtle red vignette if enemy behind portal
  • added various effects to map open / commands
  • added virtual boy shader
  • added water ambient audio
  • added water sparkle particles
  • added white damage flash effects
  • added worker bot attack beam for emergency
  • added worker drones handling of disks
  • changed defender drones to drift away from each other
  • changed drones to remember 'home' node and go back there
  • changed ectoplants to delay first spawn
  • changed hypnotower to now hypnotize drones
  • changed population to increase in price per built
  • changed to prevent building if no cosmic plug built
  • fixed unity graphics jobs not enabled
  • fixed battery not snapping into compressor slot
  • fixed bubbles issue when head inside
  • fixed crystal pickup values
  • fixed defender bot animations
  • fixed defender bot drag getting stuck on
  • fixed depth on menu pointer dot marker
  • fixed disc weapon not centered on tool select
  • fixed drone harvest beam stuck on
  • fixed drone pull twisting weirdly
  • fixed drones getting stuck on travel command
  • fixed drones not getting torque on physical hit
  • fixed drones occasionally getting stuck doing nothing
  • fixed drones sound crash when spawning far away
  • fixed ectoplant glow particles
  • fixed ectoplant initial state not visible
  • fixed enemies responding to vacuum pull
  • fixed enemy building in unreachable places
  • fixed enemy particles showing through io
  • fixed floaty air fish not spawning
  • fixed fog blending on enemy building goop
  • fixed friend bot included in bot population
  • fixed greyscale icons when cant afford
  • fixed haptics on hover research buildings
  • fixed highscore being recorded even when losing
  • fixed hover highlight on enemy builders
  • fixed many cases of enemy getting stuck
  • fixed many localization issues
  • fixed map drawing on tutorial boxes
  • fixed map not closing tool upon opening
  • fixed mobius particles not spawning near controller
  • fixed music balance / volume
  • fixed oculus haptics being way too high
  • fixed player able to mine through terrain
  • fixed plug hologram various visual issues
  • fixed plug slot holograms stuck on
  • fixed research buildings to only allow once build
  • fixed scene initial facing direction
  • fixed skybox culling issues
  • fixed slippy taking multiple hits from one disc
  • fixed synth and map staying open when teleporting
  • fixed synth light not opening/closing cleanly
  • fixed target locations for some enemies / buildings
  • fixed turret battery slot not snapping
  • fixed various clipping issues on menu icons
  • fixed various holograms having solid shadow
  • fixed various hover highlight issues
  • fixed various particles not being destroyed
  • fixed various pathfinding issues for drone and enemy
  • fixed various slippy boy spawn issues
  • fixed various twitch chat issues
  • fixed various water issues
  • fixed visual issue with teleport-by-hand
  • fixed water splash issues
  • fixed white water in nighttime canyon area
  • improved shield particles
  • improved bubble gun haptics
  • improved drone physics bounciness
  • improved enemy idle movement to be smoother
  • improved enemy particles around base and buildings
  • improved error flashing on fabricator
  • improved friend bot beeping too much
  • improved frisbee homing algorithm
  • improved general audio falloff / volume balance
  • improved general layout in waterfall
  • improved hud marker sizes
  • improved light probe placements
  • improved menu icon shader / colors / text
  • improved menu layout
  • improved orb enemy behaviour / visuals
  • improved placement of all claimer nodes
  • improved skybox / lighting settings
  • improved spaceship menu layout
  • improved various enemy lod range settings
  • improved visuals on enemy building rune pull
  • improved water skybox reflections
  • improved worker bot catch item physics
  • improved worker bot insert disk / battery reliability
  • optimize bullets to use pool caching
  • optimize lighting in cave area
  • optimize many small things
  • optimize map pathfinding
  • optimize particles on turret shots
  • optimized environment mesh in waterfall
  • optimized terrain shader
  • optimized various ui components while not in use


Report bugs or chat about the game here:

FAQ: http://steamcommunity.com/app/427240/discussions/0/352788917749583687/
Trello: https://trello.com/b/GZIV31BZ/cosmic-trip
Discord: https://discord.gg/013jLi10e03zz346o


Stay funky!

Cosmic Trip to Leave Early Access on May 24th With Fully Featured Strategy Mode and Deluxe Edition


https://giant.gfycat.com/IncomparablePlainKagu.gif

Hello Everyone!

We are very excited to announce that Cosmic Trip will be graduating from Early Access on May 24th! Because of your help with valuable feedback during our time in Early Access, we’ve been able to make a fully featured VR-native strategy mode that’s ready to go 1.0 on May 24th. We hope you all enjoy the upgraded mode.



Along with the complete strategy mode, we are launching a new digital deluxe edition that will be available as a standalone purchase or a separate purchase for those who already own the base game. The deluxe edition includes both a beautiful artbook and groovy soundtrack.

We hope you are all as excited as we are! We are working really hard to get Cosmic Trip ready for all of you and will have much more information to share as we get closer to release!

SALE TIME - 35% OFF - VIVE ANNIVERSARY



https://gfycat.com/CompetentInsignificantBluetonguelizard

Funky friends, it's been a wonderful year since Vive launch. There is so much amazing content in such a short time, and the VR community has been the most engaged, friendly and supportive community I've seen in a long time working on games.

We're going to start finalizing the balance, and we are looking for more players to come and give us feedback as we finish things up. The final 1.0 release is a couple of weeks away, so now would be a perfect time to grab it if you want to get involved in the dev process!

<3


FAQ: http://steamcommunity.com/app/427240/discussions/0/352788917749583687/
Trello: https://trello.com/b/GZIV31BZ/cosmic-trip
Discord: https://discord.gg/013jLi10e03zz346o

Hotfix - Cosmic Flag not buildable



There was a bug where the Cosmic Flag building was not placeable, causing strategy mode to not allow base expansion. A hotfix was just pushed live, it should be okay now!

Early Access - Build 45



https://gfycat.com/EagerGrouchyIcterinewarbler


♪ THE LABS ARE RUNNING OVERTIME ♪

We're reworking a lot of larger strategy-mode stuff in this patch. There's a bunch of new content, a few placeholder contents, and general balance changes to fill out strategy mode.

The strategy AI got a general rewrite to handle economy better - now it will correctly mine crystals and use them to create units. If you control the crystals, you control the enemy. Don't let it expand to take over too many crystal areas, it will overwhelm you. Turtling inside your base will likely not go well for you!

Base building now requires a Cosmic Plug building. This will mean expanding to take a new crystal area, or control somewhere defensively, is a significant investment. Make sure you pick the right place and keep your base expansions safe.


https://gfycat.com/GenerousKnobbyIndochinesetiger

There are some work in progress buildings - the hypno tower, the turret, and the enemy heart. These will get graphical upgrades soon, but they need some testing in strategy context. Hypno tower will fill your vision with cosmic madness. Turrets will simply shoot you.

The enemy heart building is the new win condition - push the enemy back and destroy it to finish the round. We'll be making it more challenging in upcoming patches.

There's a huge amount of balance, timing and pricing tweaks to list one-by-one. We're doing playtests daily and changing things wildly as we go. Stay tuned and any balance/testing feedback is super useful right now; the 1.0 patch is really soon so only a few more cycles of balance tweaking to go.

PS: leaderboards will be wiped soon!

Changelist:

  • update unity to 5.5.2p4
  • reworked waterfall scene spawn area
  • reworked enemy AI strategy / economy
  • added new building cosmic plug building
  • added new enemy slippy boy
  • added placeholder enemy heart structure
  • added placeholder enemy hypno structure
  • added placeholder enemy turret structure
  • added health bars to enemy/drone/buildings
  • added resource patches to minimap
  • added spawn areas with starting base
  • added fabricator multi-disk insert
  • changed to allow many workers to kill enemy structure
  • changed many balance / economy settings
  • changed to allow tool usage while map open
  • fixed building hologram placement
  • fixed compressor battery ejecting bug
  • fixed crash bug (unity bug)
  • fixed crash when roller enemy target dies
  • fixed crystal occupation handling for worker drones
  • fixed enemies getting stuck half-dead
  • fixed enemies pathfinding through player bases
  • fixed enemies spawning at 0,0,0
  • fixed enemy building rune pull range too high
  • fixed friend bot not enabled, oops
  • fixed macaroon shooting dead objects
  • fixed many cave collider issues
  • fixed many general movement issues
  • fixed many pathfinding issues
  • fixed map buttons colliding when closed
  • fixed map various issues
  • fixed orb enemy collision issues
  • fixed physics drag on items in water
  • fixed score uploading when lose round
  • fixed skybox in post-death sequence
  • fixed various enemy builder bugs
  • improve building placement to show invalid location
  • improved builder enemy general movement between bases
  • improved haptics on death sequence
  • improved map icons sizes
  • improved minimap performance when lots of enemies
  • improved money UI positioning
  • improved workers handling full compressor
  • reduced HUD enemy notification range
  • reduced drone enemy scan range
  • removed teleporter rune locks


Report bugs or chat about the game here:

FAQ: http://steamcommunity.com/app/427240/discussions/0/352788917749583687/
Trello: https://trello.com/b/GZIV31BZ/cosmic-trip
Discord: https://discord.gg/013jLi10e03zz346o


Stay funky!

Early Access - Build 44

COSMIC TRIP - BUILD 44


♪ FRESH FROM THE LABS ♪

Today is a big change! We've added a whole new segment of map that pat has been working hard on for a very long time. Try it out in strategy mode. This also marks a large change in strategy mode - the map is much larger now and you'll have to play a lot differently. Capture important nodes and hold them against them enemy. Use your crystals efficiently because they will run out. Don't let the enemy pressure you back too much, but keep your areas protected!



The bubble slingshot wasn't working out as fun as we hoped. While slingshot aiming is a kind of fun mechanic, for the bubble it didn't really add any value. It's now a bit more simplified and less about single shots and more about just dropping a pile of bubbles to cover/protect an area. It should be easier to use as an off-hand weapon now, and be worthy of spending resources on upgrading. Bubbles now do damage when they burst, and they will burst over time if left alone.

Finally we have health bars for drones, enemies and buildings. Sorry for the delay! We actually tried a bunch of styles that didn't work so we kept scrapping the idea, but it turned out okay this time. There's also a neat new damage flash effect. Enemies also now drop crystal and ectoplasm 'loot' pickups.

We've added some path-finding to allow drones to travel across the node structure instead of in straight lines. Enemies will be using similar logic to travel across the map - it's a bit rough in this first version, we're still improving it so hold out for next patch.

Please drop any feedback on strategy mode, it should play quite differently to earlier builds!

PS: leaderboards will be wiped soon!

Changelist:

  • update to unity 5.5.2p2
  • added new cave area
  • added new bubble gun
  • added crystal loot drops
  • added new hit point display
  • added new damage flash effects
  • added path highlights on map
  • added new pathfinding
  • added support for teleport by touch+trigger
  • added loot drop config per enemy type
  • changed bubble to auto-pop after time
  • changed bubble to damage on pop
  • changed crystals to not regen anymore in wave mode
  • changed economy balance overall
  • changed spawn points to edges of map
  • fixed battle bots orbit in confined spaces
  • fixed friend bot eye in spaceship
  • fixed harvest beam getting stuck
  • fixed macaroon bullets when macaroon get hit
  • fixed rare crash in coroutines
  • fixed some missing audio cues
  • fixed teleporters becoming non-interactable
  • fixed various collider issues
  • improved drone local movement
  • improved ectoplant collision
  • improved enemy building placements
  • improved enemy local movement
  • improved enemy spawn effect
  • improved fog visual settings
  • improved friend drone physics
  • improved graphics in waterfall stage
  • improved various haptics
  • increased crystal patch resource
  • increased fabricator build speed
  • increased worker mining speed
  • removed dual wield research requirement

Report bugs or chat about the game here:

FAQ: http://steamcommunity.com/app/427240/discussions/0/352788917749583687/
Trello: https://trello.com/b/GZIV31BZ/cosmic-trip
Discord: https://discord.gg/013jLi10e03zz346o


Stay funky!

Patch Delay - GDC Catchup

Hi friends, we're going to push the next patch to next tuesday instead; things were a bit slower over GDC and we want to wrap up a couple of juicy new things for the patch so there's something new to play with.

Splash!

Early Access - Build 43



♪ FRESH FROM THE LABS ♪

We've reworked research and upgrades - there should be lots of different approaches to the research path you take now.

The bots now all have an upgraded version which costs more and is generally more effective at everything. They're slightly larger and sparkly for now, and cost a little more. Build the research building to unlock the disks for purchase.

The weapons now all have three levels of upgrade, and they are all unlocked from the start. The default power level is slightly less than before, but the upgraded versions are more powerful. The shield now also can do a shield-bash for damage. Build the research buildings to automatically power up the weapons.

We added a new Beacon building. This is still being worked on in the design, but right now when activated it will bring a lot of attention from enemies to that particular area. It might not be super useful right now but when the strategy map is expanded it should have more use as a decoy/lure.

Finally, just a lot of fixes and tweaks, optimizations and balance changes. With all the new research and unlock related changes balance is quite likely to need tweaking - please drop feedback on the forums or discord!

UPDATE: we also moved office this week and fixed a ton of bugs - finally got a build up!

Changelist:

  • update to unity 5.5.1p3
  • added new beacon structure
  • added new menu icons for research buildings
  • added homing toward ectoplants for disc
  • added teleport by trigger
  • added upgraded battery
  • added upgraded bomb
  • added upgraded tools (default, +1, +2)
  • added upgraded version of each bot
  • added ectoplants to waterfall
  • changed strategy 0.5 to spawn some scouting groups
  • changed all tools start unlocked
  • changed shield mechanics (dmg on hit, shockwave on break)
  • changed starting resource values
  • disabled GPU jobs, slight performance drop (unity 5.1.1p3 crash bug)
  • fixed crystal crash when fully used up
  • fixed bomb not killing ectoplant
  • fixed debug wave call calling too many waves
  • fixed map UI scale issues
  • fixed map zoom extents
  • fixed player/enemy starting in wrong node sometimes
  • fixed roller enemy ai in waterfall
  • fixed slingshot bubble audio
  • fixed various localizations
  • fixed various roller enemy logic
  • increase strategy 0.5 expansion rates
  • increase waterfall scene platform size
  • optimize enemy spawn blob effects
  • optimize scene performance
  • optimize waterfall scene
  • reduce wave rate in chill mode


Report bugs or chat about the game here:

FAQ: http://steamcommunity.com/app/427240/discussions/0/352788917749583687/
Trello: https://trello.com/b/GZIV31BZ/cosmic-trip
Discord: https://discord.gg/013jLi10e03zz346o


Stay funky!

Build Delay! Moving Offices!

Hi funky friends, we're moving office this week and there's some delays in getting internet setup. We'll have a build out later this week that will fix some things (like turret) and add the new overhauled research stuff.

Stand by!