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
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
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