A hotfix v1.0.5r23 has been released to address some gameplay issues and add some optimizations. Most notably Plasma weapons now do bonus damage to environmental enemies (asteroids, trees, ice), fixed some non-english font rendering problems, and some descriptions have been improved / typos fixed.
Thanks to everybody who send us bug reports! If you run into any more issues report them and we'll do our best to fix them fast!
Hotfix v1.0.5r19
A hotfix v1.0.5r19 has been released to address some gameplay issues and improve visibility on Quantium Mining Outpost.
Thanks to everybody who send us bug reports! If you run into any more issues report them and we'll do our best to fix them fast!
Nemesis! is a custom campaign created by Bullway. It features 15 original levels with multiple paths. Several interesting and difficult creations ranging from space station obstacles to asteroid fields to massive mini boss enemies. You can find Nemesis in the CounterAttack Workshop.
Interested in creating your own custom level? Check out the in-game level editor by clicking "Garage" on the main menu and "Level Editor" in the Garage menu. If you have any questions related to custom levels, campaigns, or the workshop in general feel free to post in the CounterAttack workshop discussion forum.
Hotfix v1.0.5r16
A hotfix v1.0.5r16 has been released to address online connectivity issues. Thanks to everybody who send us bug reports! If you run into any more issues report them and we'll do our best to fix them fast!
Update - v1.0.5
Update - v1.0.5
v1.0.5 brings new content, stability improvements, significant performance improvements, and lots of fixes. If you find any bugs or issues, or if we inadvertently broke your favorite build, please report them so that we can fix them faster!
New Level - Outbreak Outbreak is a new Hard Start level. It features new enemies, new attachments, and new graphics.
New Attachments There are 16 new attachments with a total of 556. Several existing attachments have been tweaked. A few notable attachment changes: -Ultimate Enhancers now stack with one another -Followers were tweaked for improved visibility and now scale off of the player's Power. -Most "action" attachments now scale off of upgrades -Many attachment descriptions clarified
Improved Performance and Stability The game engine has been updated, the networking framework has been updated, the input library has been updated, and we've switched to IL2CPP from mono on the Windows build which has also improved performance. There have been several stability issues found and fixed as well, including late game survival and general gameplay.
Balance and Power Many balance changes. If you find anything is too powerful or too weak let us know! Feedback is always welcome. More weapons and modules scale off of the Power upgrade. Bubble shields get increased health, followers get more damage, dead players guns get more damage, and the basic damage scale of power has been increased as well. Power is.. more powerful!
Fixes, fixes, and more fixes! Hundreds of fixes. Gameplay fixes, level editor fixes, UI fixes, even fixes fixes. For a version history including all the fixes and tweaks you can checkout the CounterAttack discord.
From now on the High Score boards will be version dependent - that is to say each version has a different high score board.
Update - v1.0.3
Changes & Improvements Improved visibility for several enemies
Drone Shield recharge now resets when you take any damage
Fixes Fixed several online synchronization issues
Fixed collision issue with first boss
Several custom level and editor fixes
Fixed some bosses that were "hackable" but not supposed to be
Update - v1.0.2
A few more bugixes and minor improvements. Thank you to everybody who's reporting bugs!
Changes & Improvements Unlock text is more readable on bright backgrounds
Several optimizations
Fixes Fixed Wave Survival bug causing too many “easy” enemies to spawn and not enough “Hard” enemies to spawn in later waves
Fixed Carl’s ultimate sound having too high of priority
Fixed local multiplayer powerup sharing
Fixed chained input triggers not working on OSX
Update - v1.0.1
v1.0.1 is a minor bugfix update
Changes & Improvements Improved visibility
Space Breaks now fast forward level starting cutscenes
Balance Tweaks on Planet Aquaria
Fixes Fixed “white speckle” issue when showing player hitboxes
Fixed buildup plasma not refreshing projectile damage when used as a projectile with penetration a melee weapon
Fixed online projectile dimming not working with some weapons
Fixed other player attachment names not showing up in online games
Fixed sub highlight color
Fixed Plasma Speed retaining Y velocity from tank level (Thanks Xorha and SMFScar!)
Fixed Wave Survival spawn delay bug
Fixed Custom Games crashing if Steam wasn’t running
Fixed several Singularity graphical glitches
CounterAttack v1.0 Released
Today is the day! After over 5 years of development v1.0 has been released and CounterAttack has left Early Access!
v1.0 is mostly the same as the beta branch with several fixes.
v1.0 Main Features
73 New Attachments
7 New Enemies
Improved Level Editor
Custom Campaigns
Many bosses and levels improved
Improved Visual Effects
Improved multiplayer matchmaking and stability
Shoutout to all the players who helped me make the game better! I read every bug report and suggestion even if I don’t always respond. You’ve helped make CounterAttack the game it is today!
CounterAttack v1.0 will be released March 11th
The long awaited day has almost arrived. CounterAttack will be fully released on
March 11th, 2019. The price will be increased on release day. If you own CounterAttack you will not have to purchase it a second time.
1.0 will include many fixes and new content including new enemies, improved levels, and new attachments. All of your saves, attachments, and custom levels will carry over to the next version.
If you can't wait until then you can join the beta, instructions are in this thread. 1.0 will mostly be the same as the beta branch, with several fixes and minor changes.
CounterAttack wouldn't be the game it is today if it wasn't for your feedback, bug reports, and enthusiasm. A big thanks to everybody in the community!