Crashnauts cover
Crashnauts screenshot
PC Switch Steam
Genre: Shooter, Indie, Arcade

Crashnauts

The "Oops-we-missed-the-summer-sale" sale

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)