Hey everyone! We've updated Steam page for Cryptark's FPS sequel Gunhead with a November dev log:
https://steamcommunity.com/games/704000/announcements/detail/1702818230682589269
Let us know what you think of our changes! We're hoping to make Gunhead feel like a streamlined more action focused Cryptark,
thanks,
- Lee
Cryptark's sequel Gunhead July Dev Log - PAX10, Mission Generation and objectives, VR Test
Hello again!
For the past month we've been focused on getting Gunhead ready to show at PAX West, since it got accepted into the PAX10:
http://west.paxsite.com/indie
We were really surprised to get into this! We’ve always submitted our games to PAX10 and never got a game in so early in development (the build we sent them was a pretty old demo of the game). So we are happy to get some external validation that the game is actually very fun.
Some of the things we are working on include:
Refining how procedural generation algorithms work for adding enemies/systems to ships:
Ship Salaged UI for after a ship is beaten:
End stats shown after failing (similar stats shown after beating the campaign):
And we are working on bringing Cryptark’s Mission Objectives system to Gunhead. These are bonus objectives you can go for to get additional bonus money.
And finally completely unrelated to PAX, we spent a few hours trying out a VR version of Gunhead:
https://www.youtube.com/watch?v=XUM4d1rJedg&feature=youtu.be
It is definitely fun - and I think we know a good way to handle locomotion for this (not just teleporting). After testing this we decided that if we did make a VR version it would need to be its own tailored experience - a large amount of the game would need to be adjusted, and doing it now would negatively affect the desktop/non-VR version we want to focus on. So if we do make a VR version it will only be after the game is released.
If you haven’t yet you can wishlist Gunhead on Steam to keep up to date on development! It’ll also help us gauge interest in the game from players - and help with our release
http://store.steampowered.com/app/704000/GUNHEAD
thanks!
- Lee
Rogue mode saving fix
Updated Cryptark to version 1.22 fixing a long standing issue where rogue mode saves were sometimes being deleted when exiting the game with the Exit button in the main menu.
Edit: Also fixed bug where inventory wasn't being properly saved for Rogue mode - fixed and updated to 1.23
Sorry this took so long to get to! Thanks to Photon on the Steam forums for pointing out the fix,
- Lee
Update on Cryptark's sequel - Gunhead!
Hey! We've posted a update on the sequel to Cryptark on the Gunhead Steam page:
https://steamcommunity.com/games/704000/announcements/detail/3428810198737136806
Detailing some of our plans for Gunhead's campaign and how it will be different from Cryptark.
We love the world of Cryptark, and the design, and wanted to make a sequel that took the game in a completely different direction.
Check out the store page for more info and to wishlist!
Thanks!
- Lee & Jesse
First look at Wytchwood - a new crafting adventure game we are working on
We will have something Cryptark-related we are working on to announce next month!
In the mean time check out the first teaser for a new game we are working on called Wytchwood - from the same artist as Cryptark
This update adds rogue mode saving. When in rogue mode, you can 'save & exit' before breaching the enemy ship, 'continue rogue' will then show as a option alongside the campaigns in the 'continue' menu
Other fixes:
- Fixed any reported level generation issues
- Fixed exploits with Weevil (allowing player to teleport out of ship without going into space mode)
- Now shows mouse cursor when in spacemode
- Fixed possible crash after hitting a nuke pod, then reflecting it with a reflection shield
Update will be live on Mac/Linux today, and GOG/Humble within a few days,
thanks,
- Lee
The Art behind Cryptark
For those interested in how the art for Cryptark was produced (getting that 2d mixed with 3d look took a lot of work) - we posted an Imgur album explaining the process:
http://imgur.com/gallery/5Yr0U
And for a more indepth piece, a Gamasutra article that just came out today:
http://www.gamasutra.com/view/news/300214/Game_Design_Deep_Dive_Visualizing_Cryptarks_2D_scifi_world.php
thanks!
- Lee & Jesse
Cryptark Update 1.1 - Coop and 4K fixes, artifacts
Thank you to everyone who picked up Cryptark!
This update fixes some issues with higher resolution (invisible walls / misaligned yes/no dialog), COOP playing, and a error that caused some rogue mode artifacts to not show up.
Fixed rogue mode artifacts that required other artifacts not showing up (3 of them). Thanks Stovich for the error report
Fixed invisble wall issue with higher resolutions. Higher resolutions are now slightly zoomed out also
Fixed dont trip alarms and dont destroy alarm system bonus conflict
Added new resolution option (1280x800)
Fixed game exiting so quick in Steam Big Picture mode it would reselect Play for some players
Coop fixes: (Thanks to skinneejoe for these error reports)
Cloak now happens on both players
REPSI now heals if either player picks up key
Fixed Rooks shield not working on second player after second player teleported
Fixed Intruders teleport beacon only working for player 1
- Lee & Jesse
Cryptark is now released! 25% off for launch week
https://www.youtube.com/watch?v=_O8B4-X-NBw
After 2.5 years of development Cryptark is now released! Check out our new launch trailer.
We love this game more than anything else we've ever made, and are very happy to finally release it!
Again thank you to all the early access players who helped shape the game with feedback, and who've stuck with us over the last year. We plan to keep updating the game after release (specifically with some local coop changes)