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Genre: Shooter, Strategy, Adventure, Indie

Cryptark

Cryptark Soundtrack Released

We decided to release the Cryptark soundtrack a few days before our June 20th release! Full soundtrack with 15 songs is now on Bandcamp, Spotify, Apple music, and Steam

Preview: https://www.youtube.com/watch?v=6xQdeMOqANw&list=PLC2JRJDXgYZAYI_gQFz0JZAfXz-Hh4jxa&index=6

Bandcamp:
https://cryptark.bandcamp.com/album/cryptark-ost

Spotify:
https://play.spotify.com/album/3tv36VVTuoENWVIbhNmOSZ?play=true&utm_source=open.spotify.com&utm_medium=open

Apple Music:
https://itunes.apple.com/ca/album/cryptark-original-soundtrack/id1247610711

Steam:
http://store.steampowered.com/app/424120/Cryptark_Soundtrack/

Soundtrack by Ryan Roth and Ryan Henwood

Cryptark Launches June 20th!

After 2.5 years of development, we at Alientrap are very proud to announce the release date for Cryptark: Tuesday, June 20th!



We will keep the same price for launch, and have a launch discount of 25%.

Thanks to all the early access players who stuck with us throughout development! We plan to keep updating the game before/after release

Thanks!
- Lee & Jesse

Cryptark Update 10

We are very close to release! After over 1.5 years on early access. We hope to have a launch date we can announce soon.

We've been working on making sure everything runs as fast as possible - along with that solving the last bugs / balance issues.

Changes - v1.01:
- Large optimizations to drawing, and CPU use. Including to the Fluid system.
- Excavation Mission Balancing: Changed the amount of health/item drops. Blacksuit enemies no longer are hurt by nuke explosions on the ship.
- Slowed down chase speed of Juggernaut / Leviathan / Viper. Also limited their max spawn amount. They are still a large threat, but if you keep moving you can avoid them

Fixes:
- Enemy amount balancing
- Fixed slowdown when exiting a ship
- Fixed coop second player lights disappearing after teleporting
- Fixed a lot of background holes in generated ships that were showing the outside space
- Fixed cloaker shipclass not having flak system
- Lowered 10 healthpack cost from 30 to 20
- Fixed leviathan / viper shooting player in space
- Helper drones can now go through ship gates
- Fixed Intruder not starting with saw
- Fixed issue where enemy shield was active when graphic wasn't showing
- Fixed shield effect being in wrong position on systems after system positions shuffled

Let us know if you have any comments or issues in the forums! Thanks,
- Lee & Jesse

Cryptark Update 0.93

Balancing and bug fixes!
Thanks for all the feedback! There are still a few things we are optimizing and balancing - but release is getting near

Big Fixes:
- Changes to Advanced Factory enemies (Juggernaut / Viper / Leviathan). They will now find the player after spawning a lot quicker, and will also keep going towards the player when the player is in space. This might be something we will keep adjusting
- Fixed invisible enemy bug after nuking them offscreen
- Fixed a few ship generation problems shown recently on forums
- Fixed issue with items staying as 'armed' for some character suits

Other Changes:
- Better Coop character/suit selection screen
- Changes to how bonus objectives are given, so there could be multiple of 'destroy _ system', 'keep _ system', and 'no _ weapons'. Also increased the max loadout bonus objectives
- Changes to how tech advances are given so there is more diversity
- Bully no longer does damage, but pushes player a lot better
- New Minimap icons / sidebar icons for enemies
- Swapped gauntlet and sawarm weapon names. Pointed out in the forums and we decided it made sense
- Made hornet slightly faster (can now slightly outrun player to catch up)
- Changed Alientrap logo in splash screen to square version
- Lowered viper combat range and changed their weapon
- Increased autocannon ammo to be on par with other cannon weapons
- Lowered cyclerifle ammo slightly to be on par with other cannon weapons
- Added proper particle beam effects for laser and cutterbeam weapons
- Added death effect and sound to beehive and cage mine
- Made some weapons 'quiet' with half noise radius (laser, emp blaster, saw, javelin, cutter, recycler, taser)
- Made some weapons 'silent' with no noise radius (ram spike, slime gun, gas projector, napalm projector)
- Inscreased flamer and slime gun ammo
- Made gauntlet (previously 'saw arm') fullbright
- Much faster knockback item recharge rate
- Increased rogue mode key amount
- Better Drone Armor system graphics
- Fixed Coop tractor beam
- No more double locked doors inside ship

Thanks!
- Lee & Jesse

Cryptark Update 0.9



34% off this week until April 2nd http://store.steampowered.com/app/344740

Main additions/changes:
- 'Cryptark Excavation' end game - Unlocked once Campaign and Rogue mode have been beaten - a final battle against the Contractor to claim a alien artifact
- Heavy amount of difficulty balancing - with enemy damages, costs of items/health, and bonuses. We've decreased the amount of waves in the Campaign to 6, and to 5 for Rogue mode
- Massive amount of optimizations (all over, but a lot with AI pathfinding).
- Added HUD voice telling player when systems destroyed, repaired, and other ship actions. Volume set by Voice control
- New graphics/effects: glowing parts on all systems, new 'shielded' system effect, large amount of new particle effects
- 'Cryptark' final ship in campaign/rogue is now a new double core system
- New Artifact screen with detailed descriptions, including unlocked artifacts
- Fixed Bug with losing past artifacts/progress
- Fixed audio cracking/pop bug on some systems after destroying slimer/liquid hazards

This is our final update before we release (hopefully around end of next month). Now that the final content is in we will be focused on balance / more optimizing / bug fixing

Bunch of other changes...
- New Credits video
- Added a 'no weapon equip' random objective, is randomly either 'Bombs / Shields / Energy'
- Fixed a lot of COOP bugs: each player can have different skins, fixed issues with energy weapons and recharging with second player
- Knockbacks a lot more powerful, pushes away enemies regardless of their mass
- Updated weapon/item descriptions adding more detail
- A lot of dialog has a random chance of showing up now when triggered
- Added a delay for the Tank and shielded picket bringing up their shields
- Increased shield barricade so less spinning
- Enemy nuke explosions now have a green effect
- Added starting loadout costs to character select screen
- Removed charge up from Railgun
- Removed cage from nuke system death
- Player now stops holding enemies with tracker beam when going into space
- Better snapping to system in map
- Drone Helper now catches up to player more easily
- Changed 'failure fee' text to read 'pilot recovery'
- Thruster light added to player when in space
- Fixed saw blades doing damage when deactivated
- Fixed shuffle system not drawing correctly after being shuffled
- Fixed issues with Crushers not rotated properly in map
- Fixed music playing over intro video / credit video

Thanks!
- Lee & Jesse

Cryptark 8.1 Fixes

A bunch of fixes/changes since our update yesterday::

- Fixed suit upgrades not transfering to next level in Rogue mode
- Increased the amount of suit upgrades in Rogue mode
- Fixed issue where Intruder translocator wouldnt work when far offscreen
- Doubled Guantlet damage, little less recharge time
- Increased Prism Laser damage
- Fixed crash with Hardwired Artifact

thanks,
- Lee

Cryptark Update 5 - v0.8 - Balancing / Graphics

We decided to get another update out with a large amount of balancing changes and new weapons. After this our focus will be on the 'end game' finale mission before release!

Updated Ship Types:
We updated all ship types, combining some and adding some new ones:
- Cloaker: Always Jammer, ranged enemies
- Duplex: Two cores. Balanced enemies
- Factory: Multiple factories that build up enemies over time. Balanced enemies and hazards.
- Dreadnought: Low number of powerful/shielded enemies
- Miner: Hazard focused
- Nuke: Nuke tank and self destruct system focused. Kaboom
- ScienceVessel: Lots of tech. Defensive focused enemies
- Scrapyard: Melee focused enemies and lots of destructible debris
- Sentry: Turret focus
- Swarm (colony ship): large number of light/weak enemies
- Warship: balanced ship with a bit of everything

New Weapons/Items:
- Barricade shield: Fire in a direction to stop projectiles/enemies from coming
- Taser: Melee weapon to stun enemies
- Prism Laser: Shotgun rail cannon type blast
- Slug shotgun: fires slug that bursts into shrapnel
- Zap shotgun: fires sticky electric balls that do damage over time
- Repulsor Shield: Shield that can push projectiles away at a large distance
- Hostage Shield: grab enemies and use them as a shield. Slows player on use.
- Subminution Rocket: Remote rocket that bursts into a swarm of seeking cluster munitions

Enemy/System changes:
- Repair system now repairs last destroyed system - so it's possible to stay ahead of the repair process
- Took out self repair functionality from repair system - was too hard to take out in combination with the attacking bees
- Goal time now slightly less
- Alarm/sentry/core now dont attack cloaked player. Mines also dont go after cloaked player
- Friendly turret item now has laser weapon to make it more powerful than drone item (but less mobile)
- Juggernaut increased density to stop gunfire from pushing it into walls
- Picket shielded added rapidfire blaster weapon
- Viper lowered attack range and lowered movement speed
- Lowered Ironclad health, and lowered amount of time shield is up
- Decreased MrFixIt heal speed, and now no longer letting multiple heal the same enemy/system
- Increased Sentry system laser damage
- Faster advanced factory spawning, from 100 to 60
- EMP stun now works on shield systems, stops their rotation
- Tattletale enemy now faces player rather than trying to run away
- Now displays 'max drones' in sidebar, to show the total possible drones that can be created on the ship
- Slimer enemy can now take slime damage

Weapon/Item Changes:
- Large balancing pass to ammo counts / prices
- Drunk rockets: proper explosion and projectile sizes. increased initial projectile speed (now more accurate. you can spit them into a room before they boost)
- Increased Rail Cannon charge speed
- Alarm lure: added 3 uses to alarm lure
- Nuke charge: added 3 uses to nuke charges
- Speed loader: increased rate of fire from 10% to 20%
- Speed booster: increased speed from +40% to +80%, and increased recharge time to 60 seconds

Character Changes:
- Now shows starting health in character select screen for rogue mode
- Enforcer: Starts with 12 health - max 15. Now has a single large health pack. Starts with shotgun zapper.
- Jennet: Starts with 11 health - max 13. Starts with two remote nukes
- Salamander: Starts with 9 health - max 10. Now has mine rack instead of slime mortar.
- Intruder: Starts with 6 health - max 6. Now has Guantlet melee weapon
- Wevil: Starts with 6 health - max 6. Replaced melee spike with taser

Graphics:
- Lighting pass on all levels, giving more contrast / individual lights on enemies and game objects
- Better background starfield maps
- Enemy ship images in the ship selection campaign screen now better sized
- Added star map to background of enemy ship selection screen
- Fully lip sync for all new dialog / artifacts
- New frag and small rocket particles
- Fixed problem where minimap wasn't accurate with a lot of crushers/wall saws in the level

Fixes:
- Fixed Weevil character going into space mode when inside enemy ship after teleporting
- Now stops enemies from exiting ship doors (except for advanced factory enemies, who will chase player into space)
- Fixed issues with systems being spawned in bad wall positions in early levels
- Physics optimizations
- Fixed some sounds playing over each other - or left on when outside ship

Let us know if you have any issues on our forums! Or any feedback at all,
thanks,
- Lee & Jesse

Cryptark Update 4 - v0.73 - New Characters, Levels, Enemies, Rogue mode artifacts

Check out the update video:
https://www.youtube.com/watch?v=Up6vkHya2gc

We probably should have had at least one update between this and the last one. After this we just have 1 major update to make before release.

Changes:
- Massive optimizations to drawing, and level loading. Should also fix a lot of out of memory errors players were having
- Massive changes to level setups / generation
- Rogue mode dialog - a starting tutorial with the captain, then a lot of new voice acting for each character for rogue mode
- 11 new artifacts to find, all in Rogue mode
- New Character: PDX-40 - Can slow down time for better fighting precision
- New Character: Weevil - Phase Tunneler ability, can teleport a short distance (even through walls)

New Enemies:
- Bee Hive
- Viper - From Advanced Factory. Nimble hunter-killer drones that seek out intruders in deadly packs.
- Leviathan - From Advanced Factory. Mobile factory drone that carries packs of smaller attackers.
- Tank - Heavily shielded drone that requires high-damage weapons to destroy
- Picket Medium - Medium sized turret

- New background star system graphics
- New System: Hazard System

New graphics / new functionality for:
- Shuffle System
- Jammer System
- Failsafe System
- Nuke Destruct System
- Armour System
- Advanced Factory System
- Repair Bee

- New ‘Science Vessel’ ship class: No reward, no bonuses, and a lot of tech advances
- Changed Flak turret seeking projectiles
- New Juggernaut weapons
- Player leaving ship animation after death
- New Weapon: Gas Chamber
- New Weapon: Galvanic Fission Bombard 9000… aka BFG
- New full shield enemy graphics

Known Issues:
- New artifacts do not have lip sync for the dialog yet

thanks!
- Lee & Jesse

Update 6.2! Fixes!

We made a number of mistakes with that last update! Mainly changing something that was causing memory problems for players - resulting in crashes - so we fixed that

Also some co-op fixes:
- two gamepads now a requirement to start co-op game
- added 'co-op' to continue game labels
- hard set number of co-op players to 2, instead of just reading number of connected gamepads
- whoever opens map screen can now control it

Update 6.2! Fixes!

We made a number of mistakes with that last update! Mainly changing something that was causing memory problems for players - resulting in crashes - so we fixed that

Also some co-op fixes:
- two gamepads now a requirement to start co-op game
- added 'co-op' to continue game labels
- hard set number of co-op players to 2, instead of just reading number of connected gamepads
- whoever opens map screen can now control it