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.
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!
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!
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
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
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
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.