Saving the best for last I see. Smart. S-M-R-T. Like a fox.
V 2.0.8 - Blitz Update
- New map: Stronghold - A large scrolling war zone
- New Blitz map variants of all existing maps! - Focused on close quarters
- New modifier "Headless Chicken" - players must receive a headshot before they can be killed.
- Many bug fixes
The Spicy Customization Update!
Character Customizer!
Hello fellow kids! The customizer update is a long time coming. This took us some serious time, we hope you enjoy it and would love your feedback and ideas.
Humans Added Customization for Human Heroes Added a soldier builder for Humans Bruins Added Customization for Bruin Heroes Added a soldier builder for Bruins Kryll Added Customization for Kryll Heroes Added a soldier builder for Kryll Crashbots Added Customization for Crashbot Heroes Added a soldier builder for Crashbots
Spicy Gameplay Modifiers
Added gameplay modifiers
Low Gravity
Unlimited Ammo
Giant Crashpods
Starting Weapons
Random Weapon Spawns
Infinite Ammo
Ego Heads
Extra Jump
Insta Gib
Maps & General Polish Update! (v2.0.6)
Map Updates
All maps have been touched up and adjusted where needed.
NEW MAP Woods SA
We added a small arena (SA) variation on woods. We want to spend some time looking into the smaller maps and how it feels for Crashauts.
Adjustments
Wreckage
Artwork adjustments
The map size has been reduced slightly
Physical elevators have been added to side paths
Crushers removed for time being.
Keep
Artwork adjustments
Weapon placements adjusted
Variation to bridge on left side of the map
General Platform adjustments
Stasis
Artwork adjustments (now it's much colder on stasis!)
The map size has been reduced slightly
Increased incline of the low path
Adjusted the locations of the teleporters
Removed gravity well
Fringe
Big artwork adjustments
Courtyard We found the layout of courtyard to just "not work" with Crashnauts. It has been overhauled.
Theme and artwork adjustment
Overhaul of the steps and floating platform
Adjusted platforms
Adjusted weapon spawns
Woods
Minor adjustments to woods layout.
Quality Of Life
Gameplay
Updates to Human, Bruin, Kryll animations to make them coooooler.
Slight velocity increase to 1st jump
Added music from Teknoaxe
Menu and User Interface
Many artwork adjustments
Better controller support
Better flow between screens
Better loading
Core Engine
Major reworking / improvement of how game assets are loaded as a result of optimizing for Nintendo Switch release.
Major oversight fixed on Camera functionality that prevented camera from panning while zoomed in. Camera feels much more natural now.
Toned down announcer events for less important events such as headshots and overkills
Fixed major bug causing Rockets and Grenades to explode unexpectedly and inconsistently
Added safeguard logic so objective items (HTF flag) will reset to camera center if they drop below camera bottom view
Fixed controller mapping issue that prevented opening the Pause Menu during gameplay
Fixed oversight with Rule Set value selection that would have the game load the wrong values from what the user had chosen
A bot player is now added automatically if only 1 human player is found
Fix for issue where Camera would occasionally scroll past 'Stop Points' on Keep.
Fixed bug in FFA Stock that would result in a DRAW if both players had 0 remaining stock on the last kill
Fixed "Takes The Lead" stinger that would play in TDM Stock on first spawning
Fixed longstanding continued velocity after respawn bug.
Core Gameplay
CPU droplasers no longer track a players position perfectly, feeling more natural
Temporary removal of PowerGlove until we have it fully polished for public play
Fixed issue that awarded points to a team in TDM when a suicide occured
Moved fire origin for Shotgun backwards 1.0 so rays will still hit other player when they are very close / slightly overlapping each other.
Visual Changes
Made end match detailed stats larger
End match score pile now shows energy pile for HTF
Updated projectiles trail effect to a more performant effect
Removed bot chatter text for now
Fixed issue that would cause spawn Overshield to grow in size when repeatedly grown
Multiple players can no longer choose the same player color
Crashnauts HTF Update - v2.0.5
New Features
New GameType: Hold The Flag
New RuleSet: Timed
New RuleSet: Stock FFA
Core Engine
All Map, Player and Audio assets are now loaded via Asset Bundles; majorly improving overall memory usage of the game so we only load assets when they are needed rather than everything all at once when the game first boots up.
Fixed major bug introduced in last released version that was causing the game simulation to only run at 20hz resulting in max framerate of 20 FPS.
Revamped 'End Match Screen' to better convey who won and display relevant stat information
Core Gameplay
Fixed bug that would kill the player when damaged in certain circumstances even when the player had enough shields to survive the damage amount
Restored dropped weapons on player death
Visual Changes
Added a "Run Dust" VFX when player starts running from a stopped position
Fixed health circle not refilling when health is picked up
Updated Spawn Protection graphic
Updated gameplay Overshield graphic
Added 'First Blood' stinger
Improved readability of player UI Slot
Damage number indicator now shows up on player death
Crashnauts Weekly Update - v2.0.4
Core Game
Explosions now correct apply damaged based on distance to explosion
Grenades now timeout and explode after 10 seconds if they don't collide with another player
Weapon cycling can now be toggled using DPad Left / DPadRight
Visual Changes
Refactored player health bar to be a circle that contains the player number to better use the limited space above the player
Added fancy new Health and Shield pickup animations
Fixed jump effect animation holding last frame, causing a visual artifact
Scrolling hand animation now works again
Added a weapon icon indicator that appears on weapon change to help readability of the currently selected weapon
Map Changes
Fixed missing collider on bottom right pipe on Stasis
Crashnauts Weekly Update - v2.0.3
Core Game
General adjustment to player movement so it feels less slippery and more grounded. Player movement in the air requires more effort to change momentum direction, etc.
Changing of weapon now ignores weapons which have 0 ammo remaining
Fixed Mouse aiming so it no longer takes camera zoom into account and feels much more stable / consistent
Visual Changes
Updated main menu with fancy new illustration to help showcase our characters
Added player number tags to help players from losing their player during gameplay
Added new Warbot race heroes
Change weapon animation is now dynamic / fluid regardless of aim direction when changing weapon
Team based gametypes now use a set of "warm" and "cool" colors to help player recognition by team colors
Fixed character animation idle stance during character selection
Crashnauts Weekly Update
Core Game
Fixed major issue with Team DeathMatch games not finishing the match when the other team is fully out of stock
Major performance gains as a result of optimization of the game for future release on Nintendo Switch
Rendering cleanup on all maps and character skeletons
Game can now be paused with Esc key or Start Button on controllers both during character selection or during gameplay
Character Selection Screen
Fixed issue where Player 1 could sometimes occupy more than 1 player slot, causing confusion and not allowing the start of a match
Fixed bot randomization process occasionally getting stuck (Not readying up)
Visuals
Updated all race Crashpods to a simpler design
Added a new blood stream from ragdolls when headshots occur
IT'S ALIVE!! The AI and Crashbots update.
Overview
This update is a huge change to the core of the way that physics works in Crashnauts. Movement is momentum based with additive forces. You'll find various forces pushing your character, including weapons. This is all inline with our design pillars of IMPACT and MOVEMENT.
For the time being, Online play has been disabled so we can continue to focus on the core game being fleshed out and polished for local play. Moving forward our goal is to prepare the game for release on Nintendo Switch and continue to update the Steam build in parity as we add features and fix bugs.v
Characters
The bug stomping metal cans of mayhem are back! Crashbots have been reintroduced to the game.
Gameplay
Added character color outlines to both FFA and TDM. We believe that keeping track of your character can be a little difficult for some players. Adding colored outlines to the characters helps those people keep track while not distracting too much. This should help make play experience more clear and less frustrating!
Added autoswap on weapon pickup. Running over an available weapon will swap your character to that weapon. If you are currently firing your active weapon, the auto-swap will not happen but the weapon be added to your inventory and can be switched manually.
Updated droplight visuals to better reflect the area that the crashpod will hit. Also fixed droplight movement on scrolling levels.
Moved to all 3D collision
Reintroduced hard aim on LT or LCTRL. Hard aim now allows your character to slide.
Refactored how the dash works with the new physics.
Introduced terrain that blocks characters, but not weapons.
Introduced portals that teleport your character from one position on the map to another.
Updated camera system to be more fluid and responsive to fast character movement
AI
AI was added to the game previously, but we have updated their logic and pathing vastly. Currently the bots can be pretty brutal to play against and we plan to release updates that allow for setting their difficulty in the future.
Maps
All maps have adjusted cameras, colliders and artwork.
Fringe - added additional platforms and adjusted sizes.
Keep - added jump pads leading up to the left and right edges of the map as well as jump pads in the towers at the far ends. Fixed bot pathing.
Wreckage - added elevator platforms in the areas far left and right. Disabled crushers for the time being.
Stasis - added portals to the pipes on the bottom level.
Miscellaneous
Hundreds of fixes and changes too small to list
Added display / resolution dialog window for changing display options
Gave headshot and crashpod landing camera shake more weight
Made color persistent when selecting character
Added player shadow
Added crackshot debris fx
Dynamic blood splats
Gave respawn timer to armor shards
Updated powerlance fx
Updated thrasher shotgun fx
Updated plasma rifle fx
Updated crackshot fx
Fixed bug of suicides not updaing the score
Fixed crashes with playing consecutive matches
Game settings can now be accessed during gameplay rather than only the Main Menu
Audio sliders in game settings now play sound as you adjust them
Ragdolls now stick around after a player respawns
V 1.3.2 SR - Lots of network fixes
Important fixes for dedicated server stability!
Fixed issue where players would join dedicated server and could not damage each other
Fixed issue where Clients were not displaying all of the match stats at the end of a match
Fixed issue where the plasma rifle did not appear at the right timing while changing weapons
Fixed issue where "dead" weapons would show up in them middle of the map for Clients when a player died from an out of bounds kill box
Fixed issue where weapons would interpolate from (0,0,0) to where a player died (Weapons now show up immediately where player died)